diff --git a/libs/PotreeConverter2/PotreeConverter.exe b/libs/PotreeConverter2/PotreeConverter.exe index bc6d47e..7ed36b9 100644 Binary files a/libs/PotreeConverter2/PotreeConverter.exe and b/libs/PotreeConverter2/PotreeConverter.exe differ diff --git a/libs/PotreeConverter2/laszip.dll b/libs/PotreeConverter2/laszip.dll index c624c6f..06429d2 100644 Binary files a/libs/PotreeConverter2/laszip.dll and b/libs/PotreeConverter2/laszip.dll differ diff --git a/libs/potree/potree.js b/libs/potree/potree.js index 13f3e40..73bfa38 100644 --- a/libs/potree/potree.js +++ b/libs/potree/potree.js @@ -56826,7 +56826,7 @@ this.projection = info.srs.authority + ':' + info.srs.horizontal; } - if (info.srs.wkt) { + if (info.srs && info.srs.wkt) { if (!this.projection) this.projection = info.srs.wkt; else this.fallbackProjection = info.srs.wkt; } @@ -57766,11 +57766,9 @@ float getLOD(){ // no more visible child nodes at this position //return value.a * 255.0; - // float lodOffset = (255.0 * value.a) / 10.0 - 10.0; + float lodOffset = (255.0 * value.a) / 10.0 - 10.0; - // return depth + lodOffset; - - return depth; + return depth + lodOffset; } offset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d; @@ -72447,6 +72445,184 @@ void main() { } + /** + * + * @author roy.mdr / http://... + * + */ + + class DXFProfileExporter { + + static toXYZ(points, flatten = false) { + + /* + points: { + ... + data: { + mileage: [0, 1, 2...], -> one per point + position: [0, 0, 0, 1, 1, 1, 2, 2, 2...], -> X, Y, Z + rgba: [0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2...] -> R, G, B, A + }, + numPoints: Int + } + */ + + const pointsXYZ = { + x: [], + y: [], + z: [], + minX: Number.MAX_VALUE, + minY: Number.MAX_VALUE, + minZ: Number.MAX_VALUE, + maxX: -Number.MAX_VALUE, + maxY: -Number.MAX_VALUE, + maxZ: -Number.MAX_VALUE, + numPoints: 0 + }; + + const pData = points.data; + const pMileage = pData.mileage; + const pCoords = pData.position; + const pColor = pData.rgba; + + for (let pIx = 0; pIx < points.numPoints; pIx++) { + + const poMileage = pMileage[pIx]; + const poCoordX = pCoords[ ((pIx * 3) + 0) ]; + const poCoordY = pCoords[ ((pIx * 3) + 1) ]; + const poCoordZ = pCoords[ ((pIx * 3) + 2) ]; + // const poColorR = pColor[ ((pIx * 4) + 0) ]; + // const poColorG = pColor[ ((pIx * 4) + 1) ]; + // const poColorB = pColor[ ((pIx * 4) + 2) ]; + // const poColorA = pColor[ ((pIx * 4) + 3) ]; + + if (flatten === true) { + + pointsXYZ.x.push(poMileage); + pointsXYZ.y.push(0); + pointsXYZ.z.push(poCoordZ); + + // Get boundaries X + if (pointsXYZ.maxX < poMileage) pointsXYZ.maxX = poMileage; + if (pointsXYZ.minX > poMileage) pointsXYZ.minX = poMileage; + + // Get boundaries Z + if (pointsXYZ.maxZ < poCoordZ) pointsXYZ.maxZ = poCoordZ; + if (pointsXYZ.minZ > poCoordZ) pointsXYZ.minZ = poCoordZ; + + } else { + + pointsXYZ.x.push(poCoordX); + pointsXYZ.y.push(poCoordY); + pointsXYZ.z.push(poCoordZ); + + // Get boundaries X + if (pointsXYZ.maxX < poCoordX) pointsXYZ.maxX = poCoordX; + if (pointsXYZ.minX > poCoordX) pointsXYZ.minX = poCoordX; + + // Get boundaries Y + if (pointsXYZ.maxY < poCoordY) pointsXYZ.maxY = poCoordY; + if (pointsXYZ.minY > poCoordY) pointsXYZ.minY = poCoordY; + + // Get boundaries Z + if (pointsXYZ.maxZ < poCoordZ) pointsXYZ.maxZ = poCoordZ; + if (pointsXYZ.minZ > poCoordZ) pointsXYZ.minZ = poCoordZ; + + } + + } + + if (flatten === true) { + // Set boundaries Y + pointsXYZ.maxY = 0; + pointsXYZ.minY = 0; + } + + pointsXYZ.numPoints = points.numPoints; + + return pointsXYZ; + } + + static plotPCloudPoint(x, y, z) { + + const dxfSection = `0 +POINT +8 +layer_pointCloud +10 +${x} +20 +${y} +30 +${z} +`; + + return dxfSection; + } + + static toString(points, flatten = false) { + + const pCloud = DXFProfileExporter.toXYZ(points, flatten); + + const dxfHeader = `999 +DXF created from potree +0 +SECTION +2 +HEADER +9 +$ACADVER +1 +AC1006 +9 +$INSBASE +10 +0.0 +20 +0.0 +30 +0.0 +9 +$EXTMIN +10 +${pCloud.minX} +20 +${pCloud.minY} +30 +${pCloud.minZ} +9 +$EXTMAX +10 +${pCloud.maxX} +20 +${pCloud.maxY} +30 +${pCloud.maxZ} +0 +ENDSEC +`; + + let dxfBody = `0 +SECTION +2 +ENTITIES +`; + + for (let i = 0; i < pCloud.numPoints; i++) { + dxfBody += DXFProfileExporter.plotPCloudPoint(pCloud.x[i], pCloud.y[i], pCloud.z[i]); + } + + dxfBody += `0 +ENDSEC +`; + + const dxf = dxfHeader + dxfBody + '0\nEOF'; + + return dxf; + } + + } + class CSVExporter { static toString (points) { let string = ''; @@ -72629,8 +72805,8 @@ void main() { view.setUint16(boffset + 18, points.data.pointSourceID[i]); } - if (points.data.rgba) { - let rgba = points.data.rgba; + if (points.data.rgba || points.data.color) { + let rgba = points.data.rgba ?? points.data.color; view.setUint16(boffset + 20, (rgba[4 * i + 0] * 255), true); view.setUint16(boffset + 22, (rgba[4 * i + 1] * 255), true); view.setUint16(boffset + 24, (rgba[4 * i + 2] * 255), true); @@ -72895,6 +73071,12 @@ void main() { let backwardIcon = `${exports.resourcePath}/icons/arrow_down.svg`; $('#potree_profile_move_backward').attr('src', backwardIcon); + let dxf2DIcon = `${exports.resourcePath}/icons/file_dxf_2d.svg`; + $('#potree_download_dxf2D_icon').attr('src', dxf2DIcon); + + let dxf3DIcon = `${exports.resourcePath}/icons/file_dxf_3d.svg`; + $('#potree_download_dxf3D_icon').attr('src', dxf3DIcon); + let csvIcon = `${exports.resourcePath}/icons/file_csv_2d.svg`; $('#potree_download_csv_icon').attr('src', csvIcon); @@ -73111,19 +73293,25 @@ void main() { this.hide(); }); - let getProfilePoints = () => { + let getProfilePoints = (truePosition) => { let points = new Points$1(); for(let [pointcloud, entry] of this.pointclouds){ for(let pointSet of entry.points){ let originPos = pointSet.data.position; - let trueElevationPosition = new Float32Array(originPos); + let truePointPosition = new Float64Array(originPos); for(let i = 0; i < pointSet.numPoints; i++){ - trueElevationPosition[3 * i + 2] += pointcloud.position.z; + + if (truePosition === true) { + truePointPosition[3 * i + 0] += pointcloud.position.x; + truePointPosition[3 * i + 1] += pointcloud.position.y; + } + + truePointPosition[3 * i + 2] += pointcloud.position.z; } - pointSet.data.position = trueElevationPosition; + pointSet.data.position = truePointPosition; points.add(pointSet); pointSet.data.position = originPos; } @@ -73132,9 +73320,29 @@ void main() { return points; }; + $('#potree_download_dxf2D_icon').click(() => { + + const points = getProfilePoints(); + + const string = DXFProfileExporter.toString(points, true); + + const blob = new Blob([string], {type: "text/string"}); + $('#potree_download_profile_dxf2D_link').attr('href', URL.createObjectURL(blob)); + }); + + $('#potree_download_dxf3D_icon').click(() => { + + const points = getProfilePoints(true); + + const string = DXFProfileExporter.toString(points); + + const blob = new Blob([string], {type: "text/string"}); + $('#potree_download_profile_dxf3D_link').attr('href', URL.createObjectURL(blob)); + }); + $('#potree_download_csv_icon').click(() => { - let points = getProfilePoints(); + let points = getProfilePoints(true); let string = CSVExporter.toString(points); @@ -73144,7 +73352,7 @@ void main() { $('#potree_download_las_icon').click(() => { - let points = getProfilePoints(); + let points = getProfilePoints(true); let buffer = LASExporter.toLAS(points); @@ -80233,7 +80441,8 @@ ENDSEC ["JP", "jp"], ["ES", "es"], ["SE", "se"], - ["ZH", "zh"] + ["ZH", "zh"], + ["IT", "it"] ]; let elLanguages = $('#potree_languages'); @@ -89025,7 +89234,7 @@ ENDSEC i18n.init({ lng: 'en', resGetPath: Potree.resourcePath + '/lang/__lng__/__ns__.json', - preload: ['en', 'fr', 'de', 'jp', 'se', 'es', 'zh'], + preload: ['en', 'fr', 'de', 'jp', 'se', 'es', 'zh', 'it'], getAsync: true, debug: false }, function (t) { diff --git a/libs/potree/potree.js.map b/libs/potree/potree.js.map index 59727ff..ee6fff8 100644 --- a/libs/potree/potree.js.map +++ b/libs/potree/potree.js.map @@ -1 +1 @@ -{"version":3,"file":"potree.js","sources":["../../src/EventDispatcher.js","../../src/Actions.js","../../libs/three.js/build/three.module.js","../../src/AnimationPath.js","../../src/XHRFactory.js","../../src/TextSprite.js","../../src/utils/Volume.js","../../src/utils/Profile.js","../../libs/three.js/lines/LineSegmentsGeometry.js","../../libs/three.js/lines/LineMaterial.js","../../libs/three.js/lines/LineSegments2.js","../../libs/three.js/lines/LineGeometry.js","../../libs/three.js/lines/Line2.js","../../src/utils/Measure.js","../../src/utils/PolygonClipVolume.js","../../src/utils.js","../../src/Annotation.js","../../src/Enum.js","../../src/defines.js","../../src/Features.js","../../src/KeyCodes.js","../../src/LRU.js","../../src/PointCloudTree.js","../../src/loader/PointAttributes.js","../../src/PointCloudEptGeometry.js","../../src/PointCloudOctreeGeometry.js","../../src/materials/Gradients.js","../shaders/shaders.js","../../src/materials/ClassificationScheme.js","../../src/materials/PointCloudMaterial.js","../../src/PointCloudOctree.js","../../src/Points.js","../../src/utils/Box3Helper.js","../../src/Potree_update_visibility.js","../../src/arena4d/PointCloudArena4D.js","../../src/PotreeRenderer.js","../../src/ProfileRequest.js","../../src/Version.js","../../src/WorkerPool.js","../../src/viewer/SaveProject.js","../../src/modules/CameraAnimation/CameraAnimation.js","../../src/viewer/LoadProject.js","../../src/materials/EyeDomeLightingMaterial.js","../../src/materials/NormalizationEDLMaterial.js","../../src/materials/NormalizationMaterial.js","../../src/loader/LasLazLoader.js","../../src/loader/BinaryLoader.js","../../src/loader/POCLoader.js","../../src/modules/loader/2.0/OctreeGeometry.js","../../src/modules/loader/2.0/OctreeLoader.js","../../src/loader/EptLoader.js","../../src/loader/ept/BinaryLoader.js","../../src/loader/ept/LaszipLoader.js","../../src/loader/ept/ZstandardLoader.js","../../src/loader/ShapefileLoader.js","../../src/loader/GeoPackageLoader.js","../../src/utils/ClipVolume.js","../../src/utils/ClippingTool.js","../../src/utils/GeoTIFF.js","../../src/utils/MeasuringTool.js","../../src/utils/Message.js","../../src/utils/PointCloudSM.js","../../src/utils/ProfileTool.js","../../src/utils/ScreenBoxSelectTool.js","../../src/utils/SpotLightHelper.js","../../src/utils/TransformationTool.js","../../src/utils/VolumeTool.js","../../src/utils/Compass.js","../../src/viewer/PotreeRenderer.js","../../src/viewer/EDLRenderer.js","../../src/viewer/HQSplatRenderer.js","../../src/viewer/View.js","../../src/viewer/Scene.js","../../src/viewer/map.js","../../src/exporter/CSVExporter.js","../../src/exporter/LASExporter.js","../../src/viewer/profile.js","../../src/exporter/GeoJSONExporter.js","../../src/exporter/DXFExporter.js","../../src/viewer/PropertyPanels/MeasurePanel.js","../../src/viewer/PropertyPanels/DistancePanel.js","../../src/viewer/PropertyPanels/PointPanel.js","../../src/viewer/PropertyPanels/AreaPanel.js","../../src/viewer/PropertyPanels/AnglePanel.js","../../src/viewer/PropertyPanels/CirclePanel.js","../../src/viewer/PropertyPanels/HeightPanel.js","../../src/viewer/PropertyPanels/VolumePanel.js","../../src/viewer/PropertyPanels/ProfilePanel.js","../../src/viewer/PropertyPanels/CameraPanel.js","../../src/viewer/PropertyPanels/AnnotationPanel.js","../../src/viewer/PropertyPanels/CameraAnimationPanel.js","../../src/viewer/PropertyPanels/PropertiesPanel.js","../../src/viewer/HierarchicalSlider.js","../../src/modules/OrientedImages/OrientedImageControls.js","../../src/modules/OrientedImages/OrientedImages.js","../../src/modules/Images360/Images360.js","../../libs/json5-2.1.3/json5.mjs","../../src/viewer/sidebar.js","../../src/utils/AnnotationTool.js","../../src/navigation/InputHandler.js","../../src/viewer/NavigationCube.js","../../src/navigation/OrbitControls.js","../../src/navigation/FirstPersonControls.js","../../src/navigation/EarthControls.js","../../src/navigation/DeviceOrientationControls.js","../../libs/three.js/loaders/GLTFLoader.js","../../libs/three.js/libs/motion-controllers.module.js","../../libs/three.js/webxr/XRControllerModelFactory.js","../../src/navigation/VRControls.js","../../libs/three.js/extra/VRButton.js","../../src/viewer/viewer.js","../../src/extensions/OrthographicCamera.js","../../src/extensions/PerspectiveCamera.js","../../src/extensions/Ray.js","../../src/Potree.js"],"sourcesContent":["\n/**\n * @author mrdoob / http://mrdoob.com/ https://github.com/mrdoob/eventdispatcher.js\n * \n * with slight modifications by mschuetz, http://potree.org\n * \n */\n\n// The MIT License\n// \n// Copyright (c) 2011 Mr.doob\n// \n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n// \n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n// \n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n\n\n\n\nexport class EventDispatcher{\n\n\tconstructor(){\n\t\tthis._listeners = {};\n\t}\n\n\taddEventListener(type, listener){\n\n\t\tconst listeners = this._listeners;\n\n\t\tif(listeners[type] === undefined){\n\t\t\tlisteners[type] = [];\n\t\t}\n\n\t\tif(listeners[type].indexOf(listener) === - 1){\n\t\t\tlisteners[type].push( listener );\n\t\t}\n\n\t}\n\n\thasEventListener(type, listener){\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[type] !== undefined && listeners[type].indexOf(listener) !== - 1;\n\t}\n\n\tremoveEventListener(type, listener){\n\n\t\tlet listeners = this._listeners;\n\t\tlet listenerArray = listeners[type];\n\n\t\tif (listenerArray !== undefined){\n\n\t\t\tlet index = listenerArray.indexOf(listener);\n\n\t\t\tif(index !== - 1){\n\t\t\t\tlistenerArray.splice(index, 1);\n\t\t\t}\n\t\t}\n\n\t}\n\n\tremoveEventListeners(type){\n\t\tif(this._listeners[type] !== undefined){\n\t\t\tdelete this._listeners[type];\n\t\t}\n\t};\n\n\tdispatchEvent(event){\n\n\t\tlet listeners = this._listeners;\n\t\tlet listenerArray = listeners[event.type];\n\n\t\tif ( listenerArray !== undefined ) {\n\t\t\tevent.target = this;\n\n\t\t\tfor(let listener of listenerArray.slice(0)){\n\t\t\t\tlistener.call(this, event);\n\t\t\t}\n\t\t}\n\n\t}\n\n}","\n\nimport {EventDispatcher} from \"./EventDispatcher.js\";\n\nexport class Action extends EventDispatcher {\n\tconstructor (args = {}) {\n\t\tsuper();\n\n\t\tthis.icon = args.icon || '';\n\t\tthis.tooltip = args.tooltip;\n\n\t\tif (args.onclick !== undefined) {\n\t\t\tthis.onclick = args.onclick;\n\t\t}\n\t}\n\n\tonclick (event) {\n\n\t}\n\n\tpairWith (object) {\n\n\t}\n\n\tsetIcon (newIcon) {\n\t\tlet oldIcon = this.icon;\n\n\t\tif (newIcon === oldIcon) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.icon = newIcon;\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'icon_changed',\n\t\t\taction: this,\n\t\t\ticon: newIcon,\n\t\t\toldIcon: oldIcon\n\t\t});\n\t}\n};\n\n//Potree.Actions = {};\n//\n//Potree.Actions.ToggleAnnotationVisibility = class ToggleAnnotationVisibility extends Potree.Action {\n//\tconstructor (args = {}) {\n//\t\tsuper(args);\n//\n//\t\tthis.icon = Potree.resourcePath + '/icons/eye.svg';\n//\t\tthis.showIn = 'sidebar';\n//\t\tthis.tooltip = 'toggle visibility';\n//\t}\n//\n//\tpairWith (annotation) {\n//\t\tif (annotation.visible) {\n//\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye.svg');\n//\t\t} else {\n//\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye_crossed.svg');\n//\t\t}\n//\n//\t\tannotation.addEventListener('visibility_changed', e => {\n//\t\t\tlet annotation = e.annotation;\n//\n//\t\t\tif (annotation.visible) {\n//\t\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye.svg');\n//\t\t\t} else {\n//\t\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye_crossed.svg');\n//\t\t\t}\n//\t\t});\n//\t}\n//\n//\tonclick (event) {\n//\t\tlet annotation = event.annotation;\n//\n//\t\tannotation.visible = !annotation.visible;\n//\n//\t\tif (annotation.visible) {\n//\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye.svg');\n//\t\t} else {\n//\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye_crossed.svg');\n//\t\t}\n//\t}\n//};\n","// threejs.org/license\nconst REVISION = '124';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector2', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix3', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).copy( this ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nfunction Texture( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping;\n\n\tthis.wrapS = wrapS;\n\tthis.wrapT = wrapT;\n\n\tthis.magFilter = magFilter;\n\tthis.minFilter = minFilter;\n\n\tthis.anisotropy = anisotropy;\n\n\tthis.format = format;\n\tthis.internalFormat = null;\n\tthis.type = type;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\tthis.center = new Vector2( 0, 0 );\n\tthis.rotation = 0;\n\n\tthis.matrixAutoUpdate = true;\n\tthis.matrix = new Matrix3();\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n} );\n\nObject.defineProperty( Texture.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isVector4', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\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*/\nfunction WebGLRenderTarget( width, height, options ) {\n\n\tthis.width = width;\n\tthis.height = height;\n\n\tthis.scissor = new Vector4( 0, 0, width, height );\n\tthis.scissorTest = false;\n\n\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\toptions = options || {};\n\n\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.texture.image = {};\n\tthis.texture.image.width = width;\n\tthis.texture.image.height = height;\n\n\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n}\n\nWebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: WebGLRenderTarget,\n\n\tisWebGLRenderTarget: true,\n\n\tsetSize: function ( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nfunction WebGLMultisampleRenderTarget( width, height, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.samples = 4;\n\n}\n\nWebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {\n\n\tconstructor: WebGLMultisampleRenderTarget,\n\n\tisWebGLMultisampleRenderTarget: true,\n\n\tcopy: function ( source ) {\n\n\t\tWebGLRenderTarget.prototype.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isQuaternion', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tconst EPS = 0.000001;\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < EPS ) {\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector3', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox3', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box.copy( geometry.boundingBox );\n\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$1 );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0.subVectors( triangle.a, _center );\n\t\t_v1.subVectors( triangle.b, _center );\n\t\t_v2.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1, _v0 );\n\t\t_f1.subVectors( _v2, _v1 );\n\t\t_f2.subVectors( _v0, _v2 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0, _v1, _v2, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$1 ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\n\nconst _box = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nconst _box$1 = /*@__PURE__*/ new Box3();\n\nclass Sphere {\n\n\tconstructor( center, radius ) {\n\n\t\tthis.center = ( center !== undefined ) ? center : new Vector3();\n\t\tthis.radius = ( radius !== undefined ) ? radius : - 1;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$1.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin, direction ) {\n\n\t\tthis.origin = ( origin !== undefined ) ? origin : new Vector3();\n\t\tthis.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$2 ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$2.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$2.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$2.dot( this.direction );\n\t\tconst d2 = _vector$2.dot( _vector$2 ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$2 ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix4', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1.elements[ 0 ] *= invSX;\n\t\t_m1.elements[ 1 ] *= invSX;\n\t\t_m1.elements[ 2 ] *= invSX;\n\n\t\t_m1.elements[ 4 ] *= invSY;\n\t\t_m1.elements[ 5 ] *= invSY;\n\t\t_m1.elements[ 6 ] *= invSY;\n\n\t\t_m1.elements[ 8 ] *= invSZ;\n\t\t_m1.elements[ 9 ] *= invSZ;\n\t\t_m1.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tObject.defineProperty( this, 'isEuler', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$1.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$1, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$2 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position = new Vector3();\nconst _scale = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$2.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$2.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, target, _scale );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal, constant ) {\n\n\t\tObject.defineProperty( this, 'isPlane', { value: true } );\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );\n\t\tthis.constant = ( constant !== undefined ) ? constant : 0;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n}\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a, b, c ) {\n\n\t\tthis.a = ( a !== undefined ) ? a : new Vector3();\n\t\tthis.b = ( b !== undefined ) ? b : new Vector3();\n\t\tthis.c = ( c !== undefined ) ? c : new Vector3();\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$1.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$1 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$1 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3 );\n\n\t\treturn ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3.x );\n\t\ttarget.addScaledVector( uv2, _v3.y );\n\t\ttarget.addScaledVector( uv3, _v3.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tObject.defineProperty( this, 'isColor', { value: true } );\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\nclass Face3 {\n\n\tconstructor( a, b, c, normal, color, materialIndex = 0 ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t\tthis.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();\n\t\tthis.vertexNormals = Array.isArray( normal ) ? normal : [];\n\n\t\tthis.color = ( color && color.isColor ) ? color : new Color();\n\t\tthis.vertexColors = Array.isArray( color ) ? color : [];\n\n\t\tthis.materialIndex = materialIndex;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.a = source.a;\n\t\tthis.b = source.b;\n\t\tthis.c = source.c;\n\n\t\tthis.normal.copy( source.normal );\n\t\tthis.color.copy( source.color );\n\n\t\tthis.materialIndex = source.materialIndex;\n\n\t\tfor ( let i = 0, il = source.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexNormals[ i ] = source.vertexNormals[ i ].clone();\n\n\t\t}\n\n\t\tfor ( let i = 0, il = source.vertexColors.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexColors[ i ] = source.vertexColors[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.flatShading = false;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\t\tif ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.flatShading = source.flatShading;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nfunction MeshBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshBasicMaterial';\n\n\tthis.color = new Color( 0xffffff ); // emissive\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshBasicMaterial.prototype = Object.create( Material.prototype );\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _vector$3 = new Vector3();\nconst _vector2$1 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$3.fromBufferAttribute( this, i );\n\t\t\t\t_vector$3.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nclass DirectGeometry {\n\n\tconstructor() {\n\n\t\tthis.vertices = [];\n\t\tthis.normals = [];\n\t\tthis.colors = [];\n\t\tthis.uvs = [];\n\t\tthis.uvs2 = [];\n\n\t\tthis.groups = [];\n\n\t\tthis.morphTargets = {};\n\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\n\t\t// this.lineDistances = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// update flags\n\n\t\tthis.verticesNeedUpdate = false;\n\t\tthis.normalsNeedUpdate = false;\n\t\tthis.colorsNeedUpdate = false;\n\t\tthis.uvsNeedUpdate = false;\n\t\tthis.groupsNeedUpdate = false;\n\n\t}\n\n\tcomputeGroups( geometry ) {\n\n\t\tconst groups = [];\n\n\t\tlet group, i;\n\t\tlet materialIndex = undefined;\n\n\t\tconst faces = geometry.faces;\n\n\t\tfor ( i = 0; i < faces.length; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\t// materials\n\n\t\t\tif ( face.materialIndex !== materialIndex ) {\n\n\t\t\t\tmaterialIndex = face.materialIndex;\n\n\t\t\t\tif ( group !== undefined ) {\n\n\t\t\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\t\t\tgroups.push( group );\n\n\t\t\t\t}\n\n\t\t\t\tgroup = {\n\t\t\t\t\tstart: i * 3,\n\t\t\t\t\tmaterialIndex: materialIndex\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( group !== undefined ) {\n\n\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\tgroups.push( group );\n\n\t\t}\n\n\t\tthis.groups = groups;\n\n\t}\n\n\tfromGeometry( geometry ) {\n\n\t\tconst faces = geometry.faces;\n\t\tconst vertices = geometry.vertices;\n\t\tconst faceVertexUvs = geometry.faceVertexUvs;\n\n\t\tconst hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;\n\t\tconst hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;\n\n\t\t// morphs\n\n\t\tconst morphTargets = geometry.morphTargets;\n\t\tconst morphTargetsLength = morphTargets.length;\n\n\t\tlet morphTargetsPosition;\n\n\t\tif ( morphTargetsLength > 0 ) {\n\n\t\t\tmorphTargetsPosition = [];\n\n\t\t\tfor ( let i = 0; i < morphTargetsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsPosition[ i ] = {\n\t\t\t\t\tname: morphTargets[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.position = morphTargetsPosition;\n\n\t\t}\n\n\t\tconst morphNormals = geometry.morphNormals;\n\t\tconst morphNormalsLength = morphNormals.length;\n\n\t\tlet morphTargetsNormal;\n\n\t\tif ( morphNormalsLength > 0 ) {\n\n\t\t\tmorphTargetsNormal = [];\n\n\t\t\tfor ( let i = 0; i < morphNormalsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsNormal[ i ] = {\n\t\t\t\t\tname: morphNormals[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.normal = morphTargetsNormal;\n\n\t\t}\n\n\t\t// skins\n\n\t\tconst skinIndices = geometry.skinIndices;\n\t\tconst skinWeights = geometry.skinWeights;\n\n\t\tconst hasSkinIndices = skinIndices.length === vertices.length;\n\t\tconst hasSkinWeights = skinWeights.length === vertices.length;\n\n\t\t//\n\n\t\tif ( vertices.length > 0 && faces.length === 0 ) {\n\n\t\t\tconsole.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < faces.length; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\tthis.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tthis.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tconst normal = face.normal;\n\n\t\t\t\tthis.normals.push( normal, normal, normal );\n\n\t\t\t}\n\n\t\t\tconst vertexColors = face.vertexColors;\n\n\t\t\tif ( vertexColors.length === 3 ) {\n\n\t\t\t\tthis.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tconst color = face.color;\n\n\t\t\t\tthis.colors.push( color, color, color );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv === true ) {\n\n\t\t\t\tconst vertexUvs = faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );\n\n\t\t\t\t\tthis.uvs.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv2 === true ) {\n\n\t\t\t\tconst vertexUvs = faceVertexUvs[ 1 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );\n\n\t\t\t\t\tthis.uvs2.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// morphs\n\n\t\t\tfor ( let j = 0; j < morphTargetsLength; j ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ j ].vertices;\n\n\t\t\t\tmorphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0; j < morphNormalsLength; j ++ ) {\n\n\t\t\t\tconst morphNormal = morphNormals[ j ].vertexNormals[ i ];\n\n\t\t\t\tmorphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );\n\n\t\t\t}\n\n\t\t\t// skins\n\n\t\t\tif ( hasSkinIndices ) {\n\n\t\t\t\tthis.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );\n\n\t\t\t}\n\n\t\t\tif ( hasSkinWeights ) {\n\n\t\t\t\tthis.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeGroups( geometry );\n\n\t\tthis.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\tthis.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\tthis.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\tthis.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\t// Workaround for IE11 pre KB2929437. See #11440\n\tUint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id\n\nconst _m1$2 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$2 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$4 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromObject: function ( object ) {\n\n\t\t// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( object.isPoints || object.isLine ) {\n\n\t\t\tconst positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );\n\t\t\tconst colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );\n\n\t\t\tthis.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );\n\t\t\tthis.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );\n\n\t\t\tif ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {\n\n\t\t\t\tconst lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );\n\n\t\t\t\tthis.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t\t}\n\n\t\t} else if ( object.isMesh ) {\n\n\t\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t\tthis.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tupdateFromObject: function ( object ) {\n\n\t\tlet geometry = object.geometry;\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tlet direct = geometry.__directGeometry;\n\n\t\t\tif ( geometry.elementsNeedUpdate === true ) {\n\n\t\t\t\tdirect = undefined;\n\t\t\t\tgeometry.elementsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( direct === undefined ) {\n\n\t\t\t\treturn this.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t\tdirect.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\t\tdirect.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\t\tdirect.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\t\tdirect.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\t\tdirect.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\t\t\tgeometry.normalsNeedUpdate = false;\n\t\t\tgeometry.colorsNeedUpdate = false;\n\t\t\tgeometry.uvsNeedUpdate = false;\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t\tgeometry = direct;\n\n\t\t}\n\n\t\tif ( geometry.verticesNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.position;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.vertices );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.normalsNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.normal;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.normals );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.normalsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.colorsNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.color;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyColorsArray( geometry.colors );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.colorsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.uvsNeedUpdate ) {\n\n\t\t\tconst attribute = this.attributes.uv;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector2sArray( geometry.uvs );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.uvsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.lineDistancesNeedUpdate ) {\n\n\t\t\tconst attribute = this.attributes.lineDistance;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyArray( geometry.lineDistances );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.lineDistancesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.groupsNeedUpdate ) {\n\n\t\t\tgeometry.computeGroups( object.geometry );\n\t\t\tthis.groups = geometry.groups;\n\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tgeometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );\n\n\t\treturn this.fromDirectGeometry( geometry.__directGeometry );\n\n\t},\n\n\tfromDirectGeometry: function ( geometry ) {\n\n\t\tconst positions = new Float32Array( geometry.vertices.length * 3 );\n\t\tthis.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );\n\n\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\tconst normals = new Float32Array( geometry.normals.length * 3 );\n\t\t\tthis.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );\n\n\t\t}\n\n\t\tif ( geometry.colors.length > 0 ) {\n\n\t\t\tconst colors = new Float32Array( geometry.colors.length * 3 );\n\t\t\tthis.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs.length > 0 ) {\n\n\t\t\tconst uvs = new Float32Array( geometry.uvs.length * 2 );\n\t\t\tthis.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs2.length > 0 ) {\n\n\t\t\tconst uvs2 = new Float32Array( geometry.uvs2.length * 2 );\n\t\t\tthis.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );\n\n\t\t}\n\n\t\t// groups\n\n\t\tthis.groups = geometry.groups;\n\n\t\t// morphs\n\n\t\tfor ( const name in geometry.morphTargets ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphTargets = geometry.morphTargets[ name ];\n\n\t\t\tfor ( let i = 0, l = morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ i ];\n\n\t\t\t\tconst attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );\n\t\t\t\tattribute.name = morphTarget.name;\n\n\t\t\t\tarray.push( attribute.copyVector3sArray( morphTarget.data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// skinning\n\n\t\tif ( geometry.skinIndices.length > 0 ) {\n\n\t\t\tconst skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );\n\n\t\t}\n\n\t\tif ( geometry.skinWeights.length > 0 ) {\n\n\t\t\tconst skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$4.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$4.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$4.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$4.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$4.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\tdata.data.attributes[ key ] = attributeData;\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\t\tarray.push( attributeData );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\n\nconst _vA = new Vector3();\nconst _vB = new Vector3();\nconst _vC = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA = new Vector2();\nconst _uvB = new Vector2();\nconst _uvC = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst isMultiMaterial = Array.isArray( material );\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst faces = geometry.faces;\n\t\t\tlet uvs;\n\n\t\t\tconst faceVertexUvs = geometry.faceVertexUvs[ 0 ];\n\t\t\tif ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;\n\n\t\t\tfor ( let f = 0, fl = faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = faces[ f ];\n\t\t\t\tconst faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;\n\n\t\t\t\tif ( faceMaterial === undefined ) continue;\n\n\t\t\t\tconst fvA = vertices[ face.a ];\n\t\t\t\tconst fvB = vertices[ face.b ];\n\t\t\t\tconst fvC = vertices[ face.c ];\n\n\t\t\t\tintersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );\n\n\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\tif ( uvs && uvs[ f ] ) {\n\n\t\t\t\t\t\tconst uvs_f = uvs[ f ];\n\t\t\t\t\t\t_uvA.copy( uvs_f[ 0 ] );\n\t\t\t\t\t\t_uvB.copy( uvs_f[ 1 ] );\n\t\t\t\t\t\t_uvC.copy( uvs_f[ 2 ] );\n\n\t\t\t\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tintersection.face = face;\n\t\t\t\t\tintersection.faceIndex = f;\n\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA.fromBufferAttribute( position, a );\n\t_vB.fromBufferAttribute( position, b );\n\t_vC.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA.add( _morphA );\n\t\t_vB.add( _morphB );\n\t\t_vC.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA );\n\t\tobject.boneTransform( b, _vB );\n\t\tobject.boneTransform( c, _vC );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv, a );\n\t\t\t_uvB.fromBufferAttribute( uv, b );\n\t\t\t_uvC.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv2, a );\n\t\t\t_uvB.fromBufferAttribute( uv2, b );\n\t\t\t_uvC.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tconst face = new Face3( a, b, c );\n\t\tTriangle.getNormal( _vA, _vB, _vC, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxBufferGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t// see http://www.bobatkins.com/photography/technical/field_of_view.html\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nfunction CubeCamera( near, far, renderTarget ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\treturn;\n\n\t}\n\n\tthis.renderTarget = renderTarget;\n\n\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.layers = this.layers;\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.layers = this.layers;\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.layers = this.layers;\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.layers = this.layers;\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.layers = this.layers;\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.layers = this.layers;\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t};\n\n}\n\nCubeCamera.prototype = Object.create( Object3D.prototype );\nCubeCamera.prototype.constructor = CubeCamera;\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\tformat = format !== undefined ? format : RGBFormat;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t//\n\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\tthis._needsFlipEnvMap = true;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\nfunction WebGLCubeRenderTarget( size, options, dummy ) {\n\n\tif ( Number.isInteger( options ) ) {\n\n\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\toptions = dummy;\n\n\t}\n\n\tWebGLRenderTarget.call( this, size, size, options );\n\n\toptions = options || {};\n\n\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.texture._needsFlipEnvMap = false;\n\n}\n\nWebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );\nWebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nWebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {\n\n\tthis.texture.type = texture.type;\n\tthis.texture.format = RGBAFormat; // see #18859\n\tthis.texture.encoding = texture.encoding;\n\n\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\tthis.texture.minFilter = texture.minFilter;\n\tthis.texture.magFilter = texture.magFilter;\n\n\tconst shader = {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: /* glsl */`\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include \n\t\t\t\t#include \n\n\t\t\t}\n\t\t`,\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t`\n\t};\n\n\tconst geometry = new BoxBufferGeometry( 5, 5, 5 );\n\n\tconst material = new ShaderMaterial( {\n\n\t\tname: 'CubemapFromEquirect',\n\n\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\tvertexShader: shader.vertexShader,\n\t\tfragmentShader: shader.fragmentShader,\n\t\tside: BackSide,\n\t\tblending: NoBlending\n\n\t} );\n\n\tmaterial.uniforms.tEquirect.value = texture;\n\n\tconst mesh = new Mesh( geometry, material );\n\n\tconst currentMinFilter = texture.minFilter;\n\n\t// Avoid blurred poles\n\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\tconst camera = new CubeCamera( 1, 10, this );\n\tcamera.update( renderer, mesh );\n\n\ttexture.minFilter = currentMinFilter;\n\n\tmesh.geometry.dispose();\n\tmesh.material.dispose();\n\n\treturn this;\n\n};\n\nWebGLCubeRenderTarget.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\trenderer.setRenderTarget( this, i );\n\n\t\trenderer.clear( color, depth, stencil );\n\n\t}\n\n\trenderer.setRenderTarget( currentRenderTarget );\n\n};\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tthis.planes = [\n\n\t\t\t( p0 !== undefined ) ? p0 : new Plane(),\n\t\t\t( p1 !== undefined ) ? p1 : new Plane(),\n\t\t\t( p2 !== undefined ) ? p2 : new Plane(),\n\t\t\t( p3 !== undefined ) ? p3 : new Plane(),\n\t\t\t( p4 !== undefined ) ? p4 : new Plane(),\n\t\t\t( p5 !== undefined ) ? p5 : new Plane()\n\n\t\t];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$1.center.set( 0, 0, 0 );\n\t\t_sphere$1.radius = 0.7071067811865476;\n\t\t_sphere$1.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$5 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneBufferGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 );\\n\\t\\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor.xyz *= color.xyz;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t\\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\\n\\t\\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\\n\\t\\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxBufferGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tif ( background.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t// TODO Deprecate\n\n\t\t\t\tbackground = background.texture;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneBufferGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderList = renderer.getRenderList();\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\t\t\t\t\t\trenderer.setRenderList( currentRenderList );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\t\treturn extensions[ name ] !== null;\n\n\t\t\t}\n\n\t\t\tlet extension;\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\textension = gl.getExtension( name );\n\n\t\t\t}\n\n\t\t\textensions[ name ] = extension;\n\n\t\t\treturn extension !== null;\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tif ( ! this.has( name ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = new WeakMap();\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\t\tconst buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry.index !== null ) {\n\n\t\t\tattributes.remove( buffergeometry.index );\n\n\t\t}\n\n\t\tfor ( const name in buffergeometry.attributes ) {\n\n\t\t\tattributes.remove( buffergeometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries.delete( geometry );\n\n\t\tconst attribute = wireframeAttributes.get( buffergeometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( buffergeometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( buffergeometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tlet buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry ) return buffergeometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tbuffergeometry = geometry;\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tif ( geometry._bufferGeometry === undefined ) {\n\n\t\t\t\tgeometry._bufferGeometry = new BufferGeometry().setFromObject( object );\n\n\t\t\t}\n\n\t\t\tbuffergeometry = geometry._bufferGeometry;\n\n\t\t}\n\n\t\tgeometries.set( geometry, buffergeometry );\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\tbuffergeometry.updateFromObject( object );\n\n\t\t\t}\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nfunction DataTexture2DArray( data = null, width = 1, height = 1, depth = 1 ) {\n\n\tTexture.call( this, null );\n\n\tthis.image = { data, width, height, depth };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture2DArray.prototype = Object.create( Texture.prototype );\nDataTexture2DArray.prototype.constructor = DataTexture2DArray;\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nfunction DataTexture3D( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t// We're going to add .setXXX() methods for setting properties later.\n\t// Users can still set in DataTexture3D directly.\n\t//\n\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t// \ttexture.anisotropy = 16;\n\t//\n\t// See #14839\n\n\tTexture.call( this, null );\n\n\tthis.image = { data, width, height, depth };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n\n}\n\nDataTexture3D.prototype = Object.create( Texture.prototype );\nDataTexture3D.prototype.constructor = DataTexture3D;\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// uint\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n// Array of scalars\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals',\n\t\t'maxMorphTargets', 'maxMorphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, camera ) {\n\n\t\tconst cameras = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( cameras === undefined ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, new WeakMap() );\n\t\t\tlists.get( scene ).set( camera, list );\n\n\t\t} else {\n\n\t\t\tlist = cameras.get( camera );\n\t\t\tif ( list === undefined ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tcameras.set( camera, list );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [] );\n\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nfunction MeshDepthMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDepthMaterial';\n\n\tthis.depthPacking = BasicDepthPacking;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDepthMaterial.prototype = Object.create( Material.prototype );\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.depthPacking = source.depthPacking;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nfunction MeshDistanceMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDistanceMaterial';\n\n\tthis.referencePosition = new Vector3();\n\tthis.nearDistance = 1;\n\tthis.farDistance = 1000;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDistanceMaterial.prototype = Object.create( Material.prototype );\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.referencePosition.copy( source.referencePosition );\n\tthis.nearDistance = source.nearDistance;\n\tthis.farDistance = source.farDistance;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\treturn this;\n\n};\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {};\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = null;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4();\n\tconst currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( ! currentBlendingEnabled ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = null;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\t// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11\n\t\ttextureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget.texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension ) {\n\n\t\t\tif ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;\n\t\t\tif ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {\n\n\t\t\trenderTarget.texture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, renderTarget.texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 3553, renderTarget.texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\t_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nfunction ArrayCamera( array = [] ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array;\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\nfunction Group() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Group';\n\n}\n\nGroup.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Group,\n\n\tisGroup: true\n\n} );\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = [];\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t\tif ( window.XRHand ) {\n\n\t\t\t\tfor ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\tthis._hand.joints.push( joint );\n\t\t\t\t\t// ??\n\t\t\t\t\tthis._hand.add( joint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {\n\n\t\t\t\t\tif ( inputSource.hand[ i ] ) {\n\n\t\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\t\tconst jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );\n\t\t\t\t\t\tconst joint = hand.joints[ i ];\n\n\t\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t\t\t// Custom events\n\n\t\t\t\t\t\t// Check pinch\n\t\t\t\t\t\tconst indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];\n\t\t\t\t\t\tconst thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];\n\t\t\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\t\t\ttarget: this\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\t\t\ttarget: this\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t//\n\n\t\trenderer.setFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tfunction onRequestReferenceSpace( value ) {\n\n\t\treferenceSpace = value;\n\n\t\tanimation.setContext( session );\n\t\tanimation.start();\n\n\t\tscope.isPresenting = true;\n\n\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tgl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\tsession.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );\n\n\t\t\t//\n\n\t\t\tsession.addEventListener( 'inputsourceschange', updateInputSources );\n\n\t\t}\n\n\t};\n\n\tfunction updateInputSources( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\trenderer.setFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its state isolated from the parent render call.\n\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _framebuffer = null;\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentFramebuffer = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\tif ( capabilities.isWebGL2 === false ) {\n\n\t\t\textensions.get( 'WEBGL_depth_texture' );\n\t\t\textensions.get( 'OES_texture_float' );\n\t\t\textensions.get( 'OES_texture_half_float' );\n\t\t\textensions.get( 'OES_texture_half_float_linear' );\n\t\t\textensions.get( 'OES_standard_derivatives' );\n\t\t\textensions.get( 'OES_element_index_uint' );\n\t\t\textensions.get( 'OES_vertex_array_object' );\n\t\t\textensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t}\n\n\t\textensions.get( 'OES_texture_float_linear' );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// shadow map\n\n\tconst shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tconst programInfo = properties.get( material ).program;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tconst compiled = new WeakMap();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tif ( compiled.has( material2 ) === false ) {\n\n\t\t\t\t\t\t\tinitMaterial( material2, scene, object );\n\t\t\t\t\t\t\tcompiled.set( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( compiled.has( material ) === false ) {\n\n\t\t\t\t\tinitMaterial( material, scene, object );\n\t\t\t\t\tcompiled.set( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( xr.isPresenting ) return;\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// reset caching for this frame\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, camera );\n\t\tcurrentRenderList.init();\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\trenderStateStack.pop();\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\tcurrentRenderList = null;\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction initMaterial( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet program = materialProperties.program;\n\t\tlet programChange = true;\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.cacheKey !== programCacheKey ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {\n\n\t\t\tprogramChange = false;\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect\n\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || environment );\n\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\t\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = materialProperties.program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.environment !== environment ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tinitMaterial( material, scene, object );\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\t//\n\tthis.setFramebuffer = function ( value ) {\n\n\t\tif ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );\n\n\t\t_framebuffer = value;\n\n\t};\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderList = function () {\n\n\t\treturn currentRenderList;\n\n\t};\n\n\tthis.setRenderList = function ( renderList ) {\n\n\t\tcurrentRenderList = renderList;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = _framebuffer;\n\t\tlet isCube = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tlet restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nfunction WebGL1Renderer( parameters ) {\n\n\tWebGLRenderer.call( this, parameters );\n\n}\n\nWebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {\n\n\tconstructor: WebGL1Renderer,\n\n\tisWebGL1Renderer: true\n\n} );\n\nclass FogExp2 {\n\n\tconstructor( color, density ) {\n\n\t\tObject.defineProperty( this, 'isFogExp2', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near, far ) {\n\n\t\tObject.defineProperty( this, 'isFog', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = ( near !== undefined ) ? near : 1;\n\t\tthis.far = ( far !== undefined ) ? far : 1000;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'isScene', { value: true } );\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nfunction SpriteMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'SpriteMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.rotation = 0;\n\n\tthis.sizeAttenuation = true;\n\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nSpriteMaterial.prototype = Object.create( Material.prototype );\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.rotation = source.rotation;\n\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\treturn this;\n\n};\n\nlet _geometry;\n\nconst _intersectPoint = new Vector3();\nconst _worldScale = new Vector3();\nconst _mvPosition = new Vector3();\n\nconst _alignedPosition = new Vector2();\nconst _rotatedPosition = new Vector2();\nconst _viewWorldMatrix = new Matrix4();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nfunction Sprite( material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Sprite';\n\n\tif ( _geometry === undefined ) {\n\n\t\t_geometry = new BufferGeometry();\n\n\t\tconst float32Array = new Float32Array( [\n\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t] );\n\n\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t}\n\n\tthis.geometry = _geometry;\n\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\tthis.center = new Vector2( 0.5, 0.5 );\n\n}\n\nSprite.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Sprite,\n\n\tisSprite: true,\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA$1.set( 0, 0 );\n\t\t_uvB$1.set( 1, 0 );\n\t\t_uvC$1.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB$1.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$4 = new Vector3();\nconst _v2$2 = new Vector3();\n\nfunction LOD() {\n\n\tObject3D.call( this );\n\n\tthis._currentLevel = 0;\n\n\tthis.type = 'LOD';\n\n\tObject.defineProperties( this, {\n\t\tlevels: {\n\t\t\tenumerable: true,\n\t\t\tvalue: []\n\t\t}\n\t} );\n\n\tthis.autoUpdate = true;\n\n}\n\nLOD.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LOD,\n\n\tisLOD: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\taddLevel: function ( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetCurrentLevel: function () {\n\n\t\treturn this._currentLevel;\n\n\t},\n\n\tgetObjectForDistance: function ( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$4 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t},\n\n\tupdate: function ( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _basePosition = new Vector3();\n\nconst _skinIndex = new Vector4();\nconst _skinWeight = new Vector4();\n\nconst _vector$7 = new Vector3();\nconst _matrix$1 = new Matrix4();\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\tconsole.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t}\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: function ( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix$1.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$7.copy( _basePosition ).applyMatrix4( _matrix$1 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = new Matrix4();\nconst _identityMatrix = new Matrix4();\n\nfunction Skeleton( bones = [], boneInverses = [] ) {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.bones = bones.slice( 0 );\n\tthis.boneInverses = boneInverses;\n\tthis.boneMatrices = null;\n\n\tthis.boneTexture = null;\n\tthis.boneTextureSize = 0;\n\n\tthis.frame = - 1;\n\n\tthis.init();\n\n}\n\nObject.assign( Skeleton.prototype, {\n\n\tinit: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcalculateInverses: function () {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t},\n\n\tpose: function () {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdate: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t},\n\n\tgetBoneByName: function ( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tdispose: function ( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t},\n\n\tfromJSON: function ( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'LineBasicMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.linewidth = 1;\n\tthis.linecap = 'round';\n\tthis.linejoin = 'round';\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nLineBasicMaterial.prototype = Object.create( Material.prototype );\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.linewidth = source.linewidth;\n\tthis.linecap = source.linecap;\n\tthis.linejoin = source.linejoin;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _start = new Vector3();\nconst _end = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$2 = new Sphere();\n\nfunction Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst lineDistances = geometry.lineDistances;\n\n\t\t\tlineDistances[ 0 ] = 0;\n\n\t\t\tfor ( let i = 1, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere );\n\t\t_sphere$2.applyMatrix4( matrixWorld );\n\t\t_sphere$2.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\t\t\t\t\tconst b = indices[ i + 1 ];\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst nbVertices = vertices.length;\n\n\t\t\tfor ( let i = 0; i < nbVertices - 1; i += step ) {\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst lineDistances = geometry.lineDistances;\n\n\t\t\tfor ( let i = 0, l = vertices.length; i < l; i += 2 ) {\n\n\t\t\t\t_start$1.copy( vertices[ i ] );\n\t\t\t\t_end$1.copy( vertices[ i + 1 ] );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LineLoop( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineLoop';\n\n}\n\nLineLoop.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineLoop,\n\n\tisLineLoop: true,\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nfunction PointsMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'PointsMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.size = 1;\n\tthis.sizeAttenuation = true;\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nPointsMaterial.prototype = Object.create( Material.prototype );\nPointsMaterial.prototype.constructor = PointsMaterial;\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.size = source.size;\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\nconst _position$1 = new Vector3();\n\nfunction Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\t\t_sphere$3.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst vertices = geometry.vertices;\n\n\t\t\tfor ( let i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\ttestPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray$2.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray$2.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nfunction VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.format = format !== undefined ? format : RGBFormat;\n\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\tthis.generateMipmaps = false;\n\n\tconst scope = this;\n\n\tfunction updateVideo() {\n\n\t\tscope.needsUpdate = true;\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n}\n\nVideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {\n\n\tconstructor: VideoTexture,\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t},\n\n\tisVideoTexture: true,\n\n\tupdate: function () {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n} );\n\nfunction CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { width: width, height: height };\n\tthis.mipmaps = mipmaps;\n\n\t// no flipping for cube textures\n\t// (also flipping doesn't work for compressed textures )\n\n\tthis.flipY = false;\n\n\t// can't generate mipmaps for compressed textures\n\t// mips must be embedded in DDS files\n\n\tthis.generateMipmaps = false;\n\n}\n\nCompressedTexture.prototype = Object.create( Texture.prototype );\nCompressedTexture.prototype.constructor = CompressedTexture;\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nfunction CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.needsUpdate = true;\n\n}\n\nCanvasTexture.prototype = Object.create( Texture.prototype );\nCanvasTexture.prototype.constructor = CanvasTexture;\nCanvasTexture.prototype.isCanvasTexture = true;\n\nfunction DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\tformat = format !== undefined ? format : DepthFormat;\n\n\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t}\n\n\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.image = { width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.flipY = false;\n\tthis.generateMipmaps = false;\n\n}\n\nDepthTexture.prototype = Object.create( Texture.prototype );\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n\nlet _geometryId = 0; // Geometry uses even numbers as Id\nconst _m1$3 = new Matrix4();\nconst _obj$1 = new Object3D();\nconst _offset$1 = new Vector3();\n\nfunction Geometry() {\n\n\tObject.defineProperty( this, 'id', { value: _geometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Geometry';\n\n\tthis.vertices = [];\n\tthis.colors = [];\n\tthis.faces = [];\n\tthis.faceVertexUvs = [[]];\n\n\tthis.morphTargets = [];\n\tthis.morphNormals = [];\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\tthis.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.elementsNeedUpdate = false;\n\tthis.verticesNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.lineDistancesNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Geometry,\n\n\tisGeometry: true,\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\tfor ( let i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tconst vertex = this.vertices[ i ];\n\t\t\tvertex.applyMatrix4( matrix );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\t\t\tface.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tfor ( let j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tface.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.verticesNeedUpdate = true;\n\t\tthis.normalsNeedUpdate = true;\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$3.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$3.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$3.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$3.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$3.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj$1.lookAt( vector );\n\n\t\t_obj$1.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj$1.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tfromBufferGeometry: function ( geometry ) {\n\n\t\tconst scope = this;\n\n\t\tconst index = geometry.index !== null ? geometry.index : undefined;\n\t\tconst attributes = geometry.attributes;\n\n\t\tif ( attributes.position === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst position = attributes.position;\n\t\tconst normal = attributes.normal;\n\t\tconst color = attributes.color;\n\t\tconst uv = attributes.uv;\n\t\tconst uv2 = attributes.uv2;\n\n\t\tif ( uv2 !== undefined ) this.faceVertexUvs[ 1 ] = [];\n\n\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\tscope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );\n\n\t\t\tif ( color !== undefined ) {\n\n\t\t\t\tscope.colors.push( new Color().fromBufferAttribute( color, i ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction addFace( a, b, c, materialIndex ) {\n\n\t\t\tconst vertexColors = ( color === undefined ) ? [] : [\n\t\t\t\tscope.colors[ a ].clone(),\n\t\t\t\tscope.colors[ b ].clone(),\n\t\t\t\tscope.colors[ c ].clone()\n\t\t\t];\n\n\t\t\tconst vertexNormals = ( normal === undefined ) ? [] : [\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, a ),\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, b ),\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, c )\n\t\t\t];\n\n\t\t\tconst face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );\n\n\t\t\tscope.faces.push( face );\n\n\t\t\tif ( uv !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 0 ].push( [\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, a ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, b ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, c )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t\tif ( uv2 !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 1 ].push( [\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, a ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, b ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, c )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst groups = geometry.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\t\tif ( index !== undefined ) {\n\n\t\t\t\t\t\taddFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\taddFace( j, j + 1, j + 2, group.materialIndex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tfor ( let i = 0; i < index.count; i += 3 ) {\n\n\t\t\t\t\taddFace( index.getX( i ), index.getX( i + 1 ), index.getX( i + 2 ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0; i < position.count; i += 3 ) {\n\n\t\t\t\t\taddFace( i, i + 1, i + 2 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeFaceNormals();\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset$1 ).negate();\n\n\t\tthis.translate( _offset$1.x, _offset$1.y, _offset$1.z );\n\n\t\treturn this;\n\n\t},\n\n\tnormalize: function () {\n\n\t\tthis.computeBoundingSphere();\n\n\t\tconst center = this.boundingSphere.center;\n\t\tconst radius = this.boundingSphere.radius;\n\n\t\tconst s = radius === 0 ? 1 : 1.0 / radius;\n\n\t\tconst matrix = new Matrix4();\n\t\tmatrix.set(\n\t\t\ts, 0, 0, - s * center.x,\n\t\t\t0, s, 0, - s * center.y,\n\t\t\t0, 0, s, - s * center.z,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\tthis.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vA = this.vertices[ face.a ];\n\t\t\tconst vB = this.vertices[ face.b ];\n\t\t\tconst vC = this.vertices[ face.c ];\n\n\t\t\tcb.subVectors( vC, vB );\n\t\t\tab.subVectors( vA, vB );\n\t\t\tcb.cross( ab );\n\n\t\t\tcb.normalize();\n\n\t\t\tface.normal.copy( cb );\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function ( areaWeighted = true ) {\n\n\t\tconst vertices = new Array( this.vertices.length );\n\n\t\tfor ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ] = new Vector3();\n\n\t\t}\n\n\t\tif ( areaWeighted ) {\n\n\t\t\t// vertex normals weighted by triangle areas\n\t\t\t// http://www.iquilezles.org/www/articles/normals/normals.htm\n\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tconst vA = this.vertices[ face.a ];\n\t\t\t\tconst vB = this.vertices[ face.b ];\n\t\t\t\tconst vC = this.vertices[ face.c ];\n\n\t\t\t\tcb.subVectors( vC, vB );\n\t\t\t\tab.subVectors( vA, vB );\n\t\t\t\tcb.cross( ab );\n\n\t\t\t\tvertices[ face.a ].add( cb );\n\t\t\t\tvertices[ face.b ].add( cb );\n\t\t\t\tvertices[ face.c ].add( cb );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.computeFaceNormals();\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tvertices[ face.a ].add( face.normal );\n\t\t\t\tvertices[ face.b ].add( face.normal );\n\t\t\t\tvertices[ face.c ].add( face.normal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ].normalize();\n\n\t\t}\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( vertices[ face.a ] );\n\t\t\t\tvertexNormals[ 1 ].copy( vertices[ face.b ] );\n\t\t\t\tvertexNormals[ 2 ].copy( vertices[ face.c ] );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = vertices[ face.a ].clone();\n\t\t\t\tvertexNormals[ 1 ] = vertices[ face.b ].clone();\n\t\t\t\tvertexNormals[ 2 ] = vertices[ face.c ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeFlatVertexNormals: function () {\n\n\t\tthis.computeFaceNormals();\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 1 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 2 ].copy( face.normal );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 1 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 2 ] = face.normal.clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeMorphNormals: function () {\n\n\t\t// save original normals\n\t\t// - create temp variables on first access\n\t\t// otherwise just copy (for faster repeated calls)\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tif ( ! face.__originalFaceNormal ) {\n\n\t\t\t\tface.__originalFaceNormal = face.normal.clone();\n\n\t\t\t} else {\n\n\t\t\t\tface.__originalFaceNormal.copy( face.normal );\n\n\t\t\t}\n\n\t\t\tif ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];\n\n\t\t\tfor ( let i = 0, il = face.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\t\tif ( ! face.__originalVertexNormals[ i ] ) {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// use temp geometry to compute face and vertex normals for each morph\n\n\t\tconst tmpGeo = new Geometry();\n\t\ttmpGeo.faces = this.faces;\n\n\t\tfor ( let i = 0, il = this.morphTargets.length; i < il; i ++ ) {\n\n\t\t\t// create on first access\n\n\t\t\tif ( ! this.morphNormals[ i ] ) {\n\n\t\t\t\tthis.morphNormals[ i ] = {};\n\t\t\t\tthis.morphNormals[ i ].faceNormals = [];\n\t\t\t\tthis.morphNormals[ i ].vertexNormals = [];\n\n\t\t\t\tconst dstNormalsFace = this.morphNormals[ i ].faceNormals;\n\t\t\t\tconst dstNormalsVertex = this.morphNormals[ i ].vertexNormals;\n\n\t\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tconst faceNormal = new Vector3();\n\t\t\t\t\tconst vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };\n\n\t\t\t\t\tdstNormalsFace.push( faceNormal );\n\t\t\t\t\tdstNormalsVertex.push( vertexNormals );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphNormals = this.morphNormals[ i ];\n\n\t\t\t// set vertices to morph target\n\n\t\t\ttmpGeo.vertices = this.morphTargets[ i ].vertices;\n\n\t\t\t// compute morph normals\n\n\t\t\ttmpGeo.computeFaceNormals();\n\t\t\ttmpGeo.computeVertexNormals();\n\n\t\t\t// store morph normals\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tconst faceNormal = morphNormals.faceNormals[ f ];\n\t\t\t\tconst vertexNormals = morphNormals.vertexNormals[ f ];\n\n\t\t\t\tfaceNormal.copy( face.normal );\n\n\t\t\t\tvertexNormals.a.copy( face.vertexNormals[ 0 ] );\n\t\t\t\tvertexNormals.b.copy( face.vertexNormals[ 1 ] );\n\t\t\t\tvertexNormals.c.copy( face.vertexNormals[ 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore original normals\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tface.normal = face.__originalFaceNormal;\n\t\t\tface.vertexNormals = face.__originalVertexNormals;\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.setFromPoints( this.vertices );\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.setFromPoints( this.vertices );\n\n\t},\n\n\tmerge: function ( geometry, matrix, materialIndexOffset = 0 ) {\n\n\t\tif ( ! ( geometry && geometry.isGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet normalMatrix;\n\t\tconst vertexOffset = this.vertices.length,\n\t\t\tvertices1 = this.vertices,\n\t\t\tvertices2 = geometry.vertices,\n\t\t\tfaces1 = this.faces,\n\t\t\tfaces2 = geometry.faces,\n\t\t\tcolors1 = this.colors,\n\t\t\tcolors2 = geometry.colors;\n\n\t\tif ( matrix !== undefined ) {\n\n\t\t\tnormalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t}\n\n\t\t// vertices\n\n\t\tfor ( let i = 0, il = vertices2.length; i < il; i ++ ) {\n\n\t\t\tconst vertex = vertices2[ i ];\n\n\t\t\tconst vertexCopy = vertex.clone();\n\n\t\t\tif ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );\n\n\t\t\tvertices1.push( vertexCopy );\n\n\t\t}\n\n\t\t// colors\n\n\t\tfor ( let i = 0, il = colors2.length; i < il; i ++ ) {\n\n\t\t\tcolors1.push( colors2[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tfor ( let i = 0, il = faces2.length; i < il; i ++ ) {\n\n\t\t\tconst face = faces2[ i ];\n\t\t\tlet normal, color;\n\t\t\tconst faceVertexNormals = face.vertexNormals,\n\t\t\t\tfaceVertexColors = face.vertexColors;\n\n\t\t\tconst faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );\n\t\t\tfaceCopy.normal.copy( face.normal );\n\n\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\tfaceCopy.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tnormal = faceVertexNormals[ j ].clone();\n\n\t\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\t\tnormal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t\t}\n\n\t\t\t\tfaceCopy.vertexNormals.push( normal );\n\n\t\t\t}\n\n\t\t\tfaceCopy.color.copy( face.color );\n\n\t\t\tfor ( let j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {\n\n\t\t\t\tcolor = faceVertexColors[ j ];\n\t\t\t\tfaceCopy.vertexColors.push( color.clone() );\n\n\t\t\t}\n\n\t\t\tfaceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n\n\t\t\tfaces1.push( faceCopy );\n\n\t\t}\n\n\t\t// uvs\n\n\t\tfor ( let i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tconst faceVertexUvs2 = geometry.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];\n\n\t\t\tfor ( let j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uvs2 = faceVertexUvs2[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( let k = 0, kl = uvs2.length; k < kl; k ++ ) {\n\n\t\t\t\t\tuvsCopy.push( uvs2[ k ].clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tmergeMesh: function ( mesh ) {\n\n\t\tif ( ! ( mesh && mesh.isMesh ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( mesh.matrixAutoUpdate ) mesh.updateMatrix();\n\n\t\tthis.merge( mesh.geometry, mesh.matrix );\n\n\t},\n\n\t/*\n\t * Checks for duplicate vertices with hashmap.\n\t * Duplicated vertices are removed\n\t * and faces' vertices are updated.\n\t */\n\n\tmergeVertices: function ( precisionPoints = 4 ) {\n\n\t\tconst verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\t\tconst unique = [], changes = [];\n\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\n\t\tfor ( let i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tconst v = this.vertices[ i ];\n\t\t\tconst key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );\n\n\t\t\tif ( verticesMap[ key ] === undefined ) {\n\n\t\t\t\tverticesMap[ key ] = i;\n\t\t\t\tunique.push( this.vertices[ i ] );\n\t\t\t\tchanges[ i ] = unique.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\t//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n\t\t\t\tchanges[ i ] = changes[ verticesMap[ key ] ];\n\n\t\t\t}\n\n\t\t}\n\n\n\t\t// if faces are completely degenerate after merging vertices, we\n\t\t// have to remove them from the geometry.\n\t\tconst faceIndicesToRemove = [];\n\n\t\tfor ( let i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\n\t\t\tface.a = changes[ face.a ];\n\t\t\tface.b = changes[ face.b ];\n\t\t\tface.c = changes[ face.c ];\n\n\t\t\tconst indices = [ face.a, face.b, face.c ];\n\n\t\t\t// if any duplicate vertices are found in a Face3\n\t\t\t// we have to remove the face as nothing can be saved\n\t\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\t\tif ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {\n\n\t\t\t\t\tfaceIndicesToRemove.push( i );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {\n\n\t\t\tconst idx = faceIndicesToRemove[ i ];\n\n\t\t\tthis.faces.splice( idx, 1 );\n\n\t\t\tfor ( let j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tthis.faceVertexUvs[ j ].splice( idx, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Use unique set of vertices\n\n\t\tconst diff = this.vertices.length - unique.length;\n\t\tthis.vertices = unique;\n\t\treturn diff;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.vertices = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tthis.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsortFacesByMaterialIndex: function () {\n\n\t\tconst faces = this.faces;\n\t\tconst length = faces.length;\n\n\t\t// tag faces\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tfaces[ i ]._id = i;\n\n\t\t}\n\n\t\t// sort faces\n\n\t\tfunction materialIndexSort( a, b ) {\n\n\t\t\treturn a.materialIndex - b.materialIndex;\n\n\t\t}\n\n\t\tfaces.sort( materialIndexSort );\n\n\t\t// sort uvs\n\n\t\tconst uvs1 = this.faceVertexUvs[ 0 ];\n\t\tconst uvs2 = this.faceVertexUvs[ 1 ];\n\n\t\tlet newUvs1, newUvs2;\n\n\t\tif ( uvs1 && uvs1.length === length ) newUvs1 = [];\n\t\tif ( uvs2 && uvs2.length === length ) newUvs2 = [];\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst id = faces[ i ]._id;\n\n\t\t\tif ( newUvs1 ) newUvs1.push( uvs1[ id ] );\n\t\t\tif ( newUvs2 ) newUvs2.push( uvs2[ id ] );\n\n\t\t}\n\n\t\tif ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;\n\t\tif ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Geometry',\n\t\t\t\tgenerator: 'Geometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Geometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tconst vertices = [];\n\n\t\tfor ( let i = 0; i < this.vertices.length; i ++ ) {\n\n\t\t\tconst vertex = this.vertices[ i ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tconst faces = [];\n\t\tconst normals = [];\n\t\tconst normalsHash = {};\n\t\tconst colors = [];\n\t\tconst colorsHash = {};\n\t\tconst uvs = [];\n\t\tconst uvsHash = {};\n\n\t\tfor ( let i = 0; i < this.faces.length; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\n\t\t\tconst hasMaterial = true;\n\t\t\tconst hasFaceUv = false; // deprecated\n\t\t\tconst hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;\n\t\t\tconst hasFaceNormal = face.normal.length() > 0;\n\t\t\tconst hasFaceVertexNormal = face.vertexNormals.length > 0;\n\t\t\tconst hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n\t\t\tconst hasFaceVertexColor = face.vertexColors.length > 0;\n\n\t\t\tlet faceType = 0;\n\n\t\t\tfaceType = setBit( faceType, 0, 0 ); // isQuad\n\t\t\tfaceType = setBit( faceType, 1, hasMaterial );\n\t\t\tfaceType = setBit( faceType, 2, hasFaceUv );\n\t\t\tfaceType = setBit( faceType, 3, hasFaceVertexUv );\n\t\t\tfaceType = setBit( faceType, 4, hasFaceNormal );\n\t\t\tfaceType = setBit( faceType, 5, hasFaceVertexNormal );\n\t\t\tfaceType = setBit( faceType, 6, hasFaceColor );\n\t\t\tfaceType = setBit( faceType, 7, hasFaceVertexColor );\n\n\t\t\tfaces.push( faceType );\n\t\t\tfaces.push( face.a, face.b, face.c );\n\t\t\tfaces.push( face.materialIndex );\n\n\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\tconst faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 0 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 1 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\tfaces.push( getNormalIndex( face.normal ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 0 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 1 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\tfaces.push( getColorIndex( face.color ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\tconst vertexColors = face.vertexColors;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetColorIndex( vertexColors[ 0 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 1 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction setBit( value, position, enabled ) {\n\n\t\t\treturn enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );\n\n\t\t}\n\n\t\tfunction getNormalIndex( normal ) {\n\n\t\t\tconst hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n\t\t\tif ( normalsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn normalsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tnormalsHash[ hash ] = normals.length / 3;\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\treturn normalsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getColorIndex( color ) {\n\n\t\t\tconst hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n\t\t\tif ( colorsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn colorsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tcolorsHash[ hash ] = colors.length;\n\t\t\tcolors.push( color.getHex() );\n\n\t\t\treturn colorsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getUvIndex( uv ) {\n\n\t\t\tconst hash = uv.x.toString() + uv.y.toString();\n\n\t\t\tif ( uvsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn uvsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tuvsHash[ hash ] = uvs.length / 2;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\treturn uvsHash[ hash ];\n\n\t\t}\n\n\t\tdata.data = {};\n\n\t\tdata.data.vertices = vertices;\n\t\tdata.data.normals = normals;\n\t\tif ( colors.length > 0 ) data.data.colors = colors;\n\t\tif ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility\n\t\tdata.data.faces = faces;\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new Geometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\t\tthis.lineDistances = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// vertices\n\n\t\tconst vertices = source.vertices;\n\n\t\tfor ( let i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tthis.vertices.push( vertices[ i ].clone() );\n\n\t\t}\n\n\t\t// colors\n\n\t\tconst colors = source.colors;\n\n\t\tfor ( let i = 0, il = colors.length; i < il; i ++ ) {\n\n\t\t\tthis.colors.push( colors[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tconst faces = source.faces;\n\n\t\tfor ( let i = 0, il = faces.length; i < il; i ++ ) {\n\n\t\t\tthis.faces.push( faces[ i ].clone() );\n\n\t\t}\n\n\t\t// face vertex uvs\n\n\t\tfor ( let i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tconst faceVertexUvs = source.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) {\n\n\t\t\t\tthis.faceVertexUvs[ i ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uvs = faceVertexUvs[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( let k = 0, kl = uvs.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst uv = uvs[ k ];\n\n\t\t\t\t\tuvsCopy.push( uv.clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphTargets = source.morphTargets;\n\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = {};\n\t\t\tmorphTarget.name = morphTargets[ i ].name;\n\n\t\t\t// vertices\n\n\t\t\tif ( morphTargets[ i ].vertices !== undefined ) {\n\n\t\t\t\tmorphTarget.vertices = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normals\n\n\t\t\tif ( morphTargets[ i ].normals !== undefined ) {\n\n\t\t\t\tmorphTarget.normals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.push( morphTarget );\n\n\t\t}\n\n\t\t// morph normals\n\n\t\tconst morphNormals = source.morphNormals;\n\n\t\tfor ( let i = 0, il = morphNormals.length; i < il; i ++ ) {\n\n\t\t\tconst morphNormal = {};\n\n\t\t\t// vertex normals\n\n\t\t\tif ( morphNormals[ i ].vertexNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.vertexNormals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];\n\t\t\t\t\tconst destVertexNormal = {};\n\n\t\t\t\t\tdestVertexNormal.a = srcVertexNormal.a.clone();\n\t\t\t\t\tdestVertexNormal.b = srcVertexNormal.b.clone();\n\t\t\t\t\tdestVertexNormal.c = srcVertexNormal.c.clone();\n\n\t\t\t\t\tmorphNormal.vertexNormals.push( destVertexNormal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// face normals\n\n\t\t\tif ( morphNormals[ i ].faceNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.faceNormals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphNormals.push( morphNormal );\n\n\t\t}\n\n\t\t// skin weights\n\n\t\tconst skinWeights = source.skinWeights;\n\n\t\tfor ( let i = 0, il = skinWeights.length; i < il; i ++ ) {\n\n\t\t\tthis.skinWeights.push( skinWeights[ i ].clone() );\n\n\t\t}\n\n\t\t// skin indices\n\n\t\tconst skinIndices = source.skinIndices;\n\n\t\tfor ( let i = 0, il = skinIndices.length; i < il; i ++ ) {\n\n\t\t\tthis.skinIndices.push( skinIndices[ i ].clone() );\n\n\t\t}\n\n\t\t// line distances\n\n\t\tconst lineDistances = source.lineDistances;\n\n\t\tfor ( let i = 0, il = lineDistances.length; i < il; i ++ ) {\n\n\t\t\tthis.lineDistances.push( lineDistances[ i ] );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = source.elementsNeedUpdate;\n\t\tthis.verticesNeedUpdate = source.verticesNeedUpdate;\n\t\tthis.uvsNeedUpdate = source.uvsNeedUpdate;\n\t\tthis.normalsNeedUpdate = source.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = source.colorsNeedUpdate;\n\t\tthis.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n\t\tthis.groupsNeedUpdate = source.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nclass BoxGeometry extends Geometry {\n\n\tconstructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass CircleBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CircleGeometry extends Geometry {\n\n\tconstructor( radius, segments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass CylinderBufferGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass CylinderGeometry extends Geometry {\n\n\tconstructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass ConeBufferGeometry extends CylinderBufferGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronBufferGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nconst _v0$2 = new Vector3();\nconst _v1$5 = new Vector3();\nconst _normal$1 = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tgeometry = new BufferGeometry().fromGeometry( geometry );\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal$1 );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal$1.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0$2.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$5.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0$2.x, _v0$2.y, _v0$2.z );\n\t\t\t\tvertices.push( _v1$5.x, _v1$5.y, _v1$5.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeBufferGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends Geometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tthis.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n}\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass IcosahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass LatheBufferGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass LatheGeometry extends Geometry {\n\n\tconstructor( points, segments, phiStart, phiLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass OctahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass OctahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricBufferGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricBufferGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\tthis.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );\n\tthis.mergeVertices();\n\n}\n\nParametricGeometry.prototype = Object.create( Geometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass PlaneGeometry extends Geometry {\n\n\tconstructor( width, height, widthSegments, heightSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends Geometry {\n\n\tconstructor( vertices, indices, radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass RingBufferGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass RingGeometry extends Geometry {\n\n\tconstructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass ShapeBufferGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$2( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON$2( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass ShapeGeometry extends Geometry {\n\n\tconstructor( shapes, curveSegments ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tif ( typeof curveSegments === 'object' ) {\n\n\t\t\tconsole.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );\n\n\t\t\tcurveSegments = curveSegments.curveSegments;\n\n\t\t}\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = Geometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$3( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON$3( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass SphereGeometry extends Geometry {\n\n\tconstructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TetrahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextBufferGeometry extends ExtrudeBufferGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextBufferGeometry';\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends Geometry {\n\n\tconstructor( text, parameters ) {\n\n\t\tsuper();\n\t\tthis.type = 'TextGeometry';\n\n\t\tthis.parameters = {\n\t\t\ttext: text,\n\t\t\tparameters: parameters\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TorusBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusGeometry extends Geometry {\n\n\tconstructor( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TorusKnotBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends Geometry {\n\n\tconstructor( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\tif ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );\n\n\t\tthis.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TubeBufferGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass TubeGeometry extends Geometry {\n\n\tconstructor( path, tubularSegments, radius, radialSegments, closed, taper ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tif ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );\n\n\t\tconst bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = bufferGeometry.tangents;\n\t\tthis.normals = bufferGeometry.normals;\n\t\tthis.binormals = bufferGeometry.binormals;\n\n\t\t// create geometry\n\n\t\tthis.fromBufferGeometry( bufferGeometry );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\t\tconst keys = [ 'a', 'b', 'c' ];\n\n\t\t// different logic for Geometry and BufferGeometry\n\n\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\tconst faces = geometry.faces;\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\tconst edge1 = face[ keys[ j ] ];\n\t\t\t\t\tconst edge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tlet vertex = geometry.vertices[ e.index1 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex = geometry.vertices[ e.index2 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else if ( geometry && geometry.isBufferGeometry ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst start = group.start;\n\t\t\t\t\tconst count = group.count;\n\n\t\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// generate vertices\n\n\t\t\t\tfor ( const key in edges ) {\n\n\t\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxBufferGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleBufferGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeBufferGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderBufferGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronBufferGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeBufferGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronBufferGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheBufferGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronBufferGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricBufferGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneBufferGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronBufferGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingBufferGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeBufferGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereBufferGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronBufferGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextBufferGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusBufferGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotBufferGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeBufferGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nfunction ShadowMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShadowMaterial';\n\n\tthis.color = new Color( 0x000000 );\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nShadowMaterial.prototype = Object.create( Material.prototype );\nShadowMaterial.prototype.constructor = ShadowMaterial;\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nShadowMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\treturn this;\n\n};\n\nfunction RawShaderMaterial( parameters ) {\n\n\tShaderMaterial.call( this, parameters );\n\n\tthis.type = 'RawShaderMaterial';\n\n}\n\nRawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n * ior: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshPhongMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshPhongMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhongMaterial.prototype = Object.create( Material.prototype );\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshToonMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'TOON': '' };\n\n\tthis.type = 'MeshToonMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\tthis.gradientMap = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshToonMaterial.prototype = Object.create( Material.prototype );\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\tthis.gradientMap = source.gradientMap;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshNormalMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshNormalMaterial';\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshNormalMaterial.prototype = Object.create( Material.prototype );\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshLambertMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshLambertMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshLambertMaterial.prototype = Object.create( Material.prototype );\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshMatcapMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.type = 'MeshMatcapMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.matcap = null;\n\n\tthis.map = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshMatcapMaterial.prototype = Object.create( Material.prototype );\nMeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nMeshMatcapMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.color.copy( source.color );\n\n\tthis.matcap = source.matcap;\n\n\tthis.map = source.map;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nfunction LineDashedMaterial( parameters ) {\n\n\tLineBasicMaterial.call( this );\n\n\tthis.type = 'LineDashedMaterial';\n\n\tthis.scale = 1;\n\tthis.dashSize = 3;\n\tthis.gapSize = 1;\n\n\tthis.setValues( parameters );\n\n}\n\nLineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function ( source ) {\n\n\tLineBasicMaterial.prototype.copy.call( this, source );\n\n\tthis.scale = source.scale;\n\tthis.dashSize = source.dashSize;\n\tthis.gapSize = source.gapSize;\n\n\treturn this;\n\n};\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nfunction KeyframeTrack( name, times, values, interpolation ) {\n\n\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\tthis.name = name;\n\n\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n}\n\n// Static methods\n\nObject.assign( KeyframeTrack, {\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\ttoJSON: function ( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== undefined ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n} );\n\nObject.assign( KeyframeTrack.prototype, {\n\n\tconstructor: KeyframeTrack,\n\n\tTimeBufferType: Float32Array,\n\n\tValueBufferType: Float32Array,\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodDiscrete: function ( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: function ( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tsetInterpolation: function ( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t},\n\n\tgetInterpolation: function () {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t},\n\n\tgetValueSize: function () {\n\n\t\treturn this.values.length / this.times.length;\n\n\t},\n\n\t// move all keyframes either forwards or backwards in time\n\tshift: function ( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale: function ( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim: function ( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize: function () {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n} );\n\n/**\n * A Track of Boolean keyframe values.\n */\n\nfunction BooleanKeyframeTrack( name, times, values ) {\n\n\tKeyframeTrack.call( this, name, times, values );\n\n}\n\nBooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: BooleanKeyframeTrack,\n\n\tValueTypeName: 'bool',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\tInterpolantFactoryMethodSmooth: undefined\n\n\t// Note: Actually this track could have a optimized / compressed\n\t// representation of a single value and a custom interpolant that\n\t// computes \"firstValue ^ isOdd( index )\".\n\n} );\n\n/**\n * A Track of keyframe values that represent color.\n */\n\nfunction ColorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: ColorKeyframeTrack,\n\n\tValueTypeName: 'color'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n\t// Note: Very basic implementation and nothing special yet.\n\t// However, this is the place for color space parameterization.\n\n} );\n\n/**\n * A Track of numeric keyframe values.\n */\n\nfunction NumberKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nNumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: NumberKeyframeTrack,\n\n\tValueTypeName: 'number'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\n\nfunction QuaternionKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: QuaternionKeyframeTrack,\n\n\tValueTypeName: 'quaternion',\n\n\t// ValueBufferType is inherited\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n} );\n\n/**\n * A Track that interpolates Strings\n */\n\nfunction StringKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nStringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: StringKeyframeTrack,\n\n\tValueTypeName: 'string',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\n\tInterpolantFactoryMethodSmooth: undefined\n\n} );\n\n/**\n * A Track of vectored keyframe values.\n */\n\nfunction VectorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nVectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: VectorKeyframeTrack,\n\n\tValueTypeName: 'vector'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\nfunction AnimationClip( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\tthis.name = name;\n\tthis.tracks = tracks;\n\tthis.duration = duration;\n\tthis.blendMode = blendMode;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// this means it should figure out its duration by scanning the tracks\n\tif ( this.duration < 0 ) {\n\n\t\tthis.resetDuration();\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nObject.assign( AnimationClip, {\n\n\tparse: function ( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t},\n\n\ttoJSON: function ( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t},\n\n\tCreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( name, - 1, tracks );\n\n\t},\n\n\tfindByName: function ( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tCreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t},\n\n\t// parse the animation.hierarchy format\n\tparseAnimation: function ( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n} );\n\nObject.assign( AnimationClip.prototype, {\n\n\tresetDuration: function () {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t},\n\n\ttrim: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\toptimize: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new AnimationClip( this.name, this.duration, tracks, this.blendMode );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn AnimationClip.toJSON( this );\n\n\t}\n\n} );\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AnimationLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AnimationLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction ImageLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n} );\n\nfunction CubeTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CubeTextureLoader,\n\n\tload: function ( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'EllipseCurve';\n\n\tthis.aX = aX || 0;\n\tthis.aY = aY || 0;\n\n\tthis.xRadius = xRadius || 1;\n\tthis.yRadius = yRadius || 1;\n\n\tthis.aStartAngle = aStartAngle || 0;\n\tthis.aEndAngle = aEndAngle || 2 * Math.PI;\n\n\tthis.aClockwise = aClockwise || false;\n\n\tthis.aRotation = aRotation || 0;\n\n}\n\nEllipseCurve.prototype = Object.create( Curve.prototype );\nEllipseCurve.prototype.constructor = EllipseCurve;\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tconst twoPi = Math.PI * 2;\n\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t// ensures that deltaAngle is 0 .. 2 PI\n\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\tif ( samePoints ) {\n\n\t\t\tdeltaAngle = 0;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = twoPi;\n\n\t\t}\n\n\t}\n\n\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\tdeltaAngle = - twoPi;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t}\n\n\t}\n\n\tconst angle = this.aStartAngle + t * deltaAngle;\n\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\tif ( this.aRotation !== 0 ) {\n\n\t\tconst cos = Math.cos( this.aRotation );\n\t\tconst sin = Math.sin( this.aRotation );\n\n\t\tconst tx = x - this.aX;\n\t\tconst ty = y - this.aY;\n\n\t\t// Rotate the point about the center of the ellipse.\n\t\tx = tx * cos - ty * sin + this.aX;\n\t\ty = tx * sin + ty * cos + this.aY;\n\n\t}\n\n\treturn point.set( x, y );\n\n};\n\nEllipseCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.aX = source.aX;\n\tthis.aY = source.aY;\n\n\tthis.xRadius = source.xRadius;\n\tthis.yRadius = source.yRadius;\n\n\tthis.aStartAngle = source.aStartAngle;\n\tthis.aEndAngle = source.aEndAngle;\n\n\tthis.aClockwise = source.aClockwise;\n\n\tthis.aRotation = source.aRotation;\n\n\treturn this;\n\n};\n\n\nEllipseCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.aX = this.aX;\n\tdata.aY = this.aY;\n\n\tdata.xRadius = this.xRadius;\n\tdata.yRadius = this.yRadius;\n\n\tdata.aStartAngle = this.aStartAngle;\n\tdata.aEndAngle = this.aEndAngle;\n\n\tdata.aClockwise = this.aClockwise;\n\n\tdata.aRotation = this.aRotation;\n\n\treturn data;\n\n};\n\nEllipseCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.aX = json.aX;\n\tthis.aY = json.aY;\n\n\tthis.xRadius = json.xRadius;\n\tthis.yRadius = json.yRadius;\n\n\tthis.aStartAngle = json.aStartAngle;\n\tthis.aEndAngle = json.aEndAngle;\n\n\tthis.aClockwise = json.aClockwise;\n\n\tthis.aRotation = json.aRotation;\n\n\treturn this;\n\n};\n\nfunction ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\tEllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\tthis.type = 'ArcCurve';\n\n}\n\nArcCurve.prototype = Object.create( EllipseCurve.prototype );\nArcCurve.prototype.constructor = ArcCurve;\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nfunction CatmullRomCurve3( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CatmullRomCurve3';\n\n\tthis.points = points;\n\tthis.closed = closed;\n\tthis.curveType = curveType;\n\tthis.tension = tension;\n\n}\n\nCatmullRomCurve3.prototype = Object.create( Curve.prototype );\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst points = this.points;\n\tconst l = points.length;\n\n\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\tlet intPoint = Math.floor( p );\n\tlet weight = p - intPoint;\n\n\tif ( this.closed ) {\n\n\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\tintPoint = l - 2;\n\t\tweight = 1;\n\n\t}\n\n\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\tif ( this.closed || intPoint > 0 ) {\n\n\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate first point\n\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\tp0 = tmp;\n\n\t}\n\n\tconst p1 = points[ intPoint % l ];\n\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate last point\n\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\tp3 = tmp;\n\n\t}\n\n\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t// init Centripetal / Chordal Catmull-Rom\n\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t// safety check for repeated points\n\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t}\n\n\tpoint.set(\n\t\tpx.calc( weight ),\n\t\tpy.calc( weight ),\n\t\tpz.calc( weight )\n\t);\n\n\treturn point;\n\n};\n\nCatmullRomCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\tthis.closed = source.closed;\n\tthis.curveType = source.curveType;\n\tthis.tension = source.tension;\n\n\treturn this;\n\n};\n\nCatmullRomCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\tdata.closed = this.closed;\n\tdata.curveType = this.curveType;\n\tdata.tension = this.tension;\n\n\treturn data;\n\n};\n\nCatmullRomCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t}\n\n\tthis.closed = json.closed;\n\tthis.curveType = json.curveType;\n\tthis.tension = json.tension;\n\n\treturn this;\n\n};\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nfunction CubicBezierCurve( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve.prototype = Object.create( Curve.prototype );\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction CubicBezierCurve3( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve3';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve3.prototype = Object.create( Curve.prototype );\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction LineCurve( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve';\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve.prototype = Object.create( Curve.prototype );\nLineCurve.prototype.constructor = LineCurve;\n\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve.prototype.getTangent = function ( t, optionalTarget ) {\n\n\tconst tangent = optionalTarget || new Vector2();\n\n\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\treturn tangent;\n\n};\n\nLineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction LineCurve3( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve3';\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve3.prototype = Object.create( Curve.prototype );\nLineCurve3.prototype.constructor = LineCurve3;\n\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve3( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve3';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve3.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction SplineCurve( points = [] ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'SplineCurve';\n\n\tthis.points = points;\n\n}\n\nSplineCurve.prototype = Object.create( Curve.prototype );\nSplineCurve.prototype.constructor = SplineCurve;\n\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst points = this.points;\n\tconst p = ( points.length - 1 ) * t;\n\n\tconst intPoint = Math.floor( p );\n\tconst weight = p - intPoint;\n\n\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\tconst p1 = points[ intPoint ];\n\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\tpoint.set(\n\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t);\n\n\treturn point;\n\n};\n\nSplineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\treturn this;\n\n};\n\nSplineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\treturn data;\n\n};\n\nSplineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t}\n\n\treturn this;\n\n};\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n\n\tCurve.call( this );\n\n\tthis.type = 'CurvePath';\n\n\tthis.curves = [];\n\tthis.autoClose = false; // Automatically closes the path\n\n}\n\nCurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {\n\n\tconstructor: CurvePath,\n\n\tadd: function ( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t},\n\n\tclosePath: function () {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t},\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint: function ( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurve.prototype.copy.call( this, source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Curve.prototype.toJSON.call( this );\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurve.prototype.fromJSON.call( this, json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Path( points ) {\n\n\tCurvePath.call( this );\n\n\tthis.type = 'Path';\n\n\tthis.currentPoint = new Vector2();\n\n\tif ( points ) {\n\n\t\tthis.setFromPoints( points );\n\n\t}\n\n}\n\nPath.prototype = Object.assign( Object.create( CurvePath.prototype ), {\n\n\tconstructor: Path,\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t},\n\n\tarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tabsarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t},\n\n\tabsellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurvePath.prototype.copy.call( this, source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = CurvePath.prototype.toJSON.call( this );\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurvePath.prototype.fromJSON.call( this, json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Shape( points ) {\n\n\tPath.call( this, points );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.type = 'Shape';\n\n\tthis.holes = [];\n\n}\n\nShape.prototype = Object.assign( Object.create( Path.prototype ), {\n\n\tconstructor: Shape,\n\n\tgetPointsHoles: function ( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t},\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints: function ( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tPath.prototype.copy.call( this, source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Path.prototype.toJSON.call( this );\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tPath.prototype.fromJSON.call( this, json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Light( color, intensity = 1 ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Light';\n\n\tthis.color = new Color( color );\n\tthis.intensity = intensity;\n\n}\n\nLight.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Light,\n\n\tisLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction HemisphereLight( skyColor, groundColor, intensity ) {\n\n\tLight.call( this, skyColor, intensity );\n\n\tthis.type = 'HemisphereLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.groundColor = new Color( groundColor );\n\n}\n\nHemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: HemisphereLight,\n\n\tisHemisphereLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LightShadow( camera ) {\n\n\tthis.camera = camera;\n\n\tthis.bias = 0;\n\tthis.normalBias = 0;\n\tthis.radius = 1;\n\n\tthis.mapSize = new Vector2( 512, 512 );\n\n\tthis.map = null;\n\tthis.mapPass = null;\n\tthis.matrix = new Matrix4();\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis._frustum = new Frustum();\n\tthis._frameExtents = new Vector2( 1, 1 );\n\n\tthis._viewportCount = 1;\n\n\tthis._viewports = [\n\n\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t];\n\n}\n\nObject.assign( LightShadow.prototype, {\n\n\t_projScreenMatrix: new Matrix4(),\n\n\t_lightPositionWorld: new Vector3(),\n\n\t_lookTarget: new Vector3(),\n\n\tgetViewportCount: function () {\n\n\t\treturn this._viewportCount;\n\n\t},\n\n\tgetFrustum: function () {\n\n\t\treturn this._frustum;\n\n\t},\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst shadowCamera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tprojScreenMatrix = this._projScreenMatrix,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tlightPositionWorld = this._lightPositionWorld;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( lookTarget );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\tprojScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t},\n\n\tgetViewport: function ( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t},\n\n\tgetFrameExtents: function () {\n\n\t\treturn this._frameExtents;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n} );\n\nfunction SpotLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\tthis.focus = 1;\n\n}\n\nSpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: SpotLightShadow,\n\n\tisSpotLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction SpotLight( color, intensity, distance, angle, penumbra, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'SpotLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / Math.PI;\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.angle = ( angle !== undefined ) ? angle : Math.PI / 3;\n\tthis.penumbra = ( penumbra !== undefined ) ? penumbra : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new SpotLightShadow();\n\n}\n\nSpotLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: SpotLight,\n\n\tisSpotLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction PointLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\tthis._frameExtents = new Vector2( 4, 2 );\n\n\tthis._viewportCount = 6;\n\n\tthis._viewports = [\n\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t// following orientation:\n\t\t//\n\t\t// xzXZ\n\t\t// y Y\n\t\t//\n\t\t// X - Positive x direction\n\t\t// x - Negative x direction\n\t\t// Y - Positive y direction\n\t\t// y - Negative y direction\n\t\t// Z - Positive z direction\n\t\t// z - Negative z direction\n\n\t\t// positive X\n\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t// negative X\n\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t// positive Z\n\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t// negative Z\n\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t// positive Y\n\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t// negative Y\n\t\tnew Vector4( 1, 0, 1, 1 )\n\t];\n\n\tthis._cubeDirections = [\n\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t];\n\n\tthis._cubeUps = [\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t];\n\n}\n\nPointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: PointLightShadow,\n\n\tisPointLightShadow: true,\n\n\tupdateMatrices: function ( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tlightPositionWorld = this._lightPositionWorld,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tprojScreenMatrix = this._projScreenMatrix;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.copy( camera.position );\n\t\tlookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );\n\n\t\tprojScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t}\n\n} );\n\nfunction PointLight( color, intensity, distance, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'PointLight';\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * 4 * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new PointLightShadow();\n\n}\n\nPointLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: PointLight,\n\n\tisPointLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction OrthographicCamera( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'OrthographicCamera';\n\n\tthis.zoom = 1;\n\tthis.view = null;\n\n\tthis.left = left;\n\tthis.right = right;\n\tthis.top = top;\n\tthis.bottom = bottom;\n\n\tthis.near = near;\n\tthis.far = far;\n\n\tthis.updateProjectionMatrix();\n\n}\n\nOrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: OrthographicCamera,\n\n\tisOrthographicCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t},\n\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction DirectionalLightShadow() {\n\n\tLightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n}\n\nDirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: DirectionalLightShadow,\n\n\tisDirectionalLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction DirectionalLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'DirectionalLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tthis.shadow = new DirectionalLightShadow();\n\n}\n\nDirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: DirectionalLight,\n\n\tisDirectionalLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AmbientLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'AmbientLight';\n\n}\n\nAmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: AmbientLight,\n\n\tisAmbientLight: true\n\n} );\n\nfunction RectAreaLight( color, intensity, width, height ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'RectAreaLight';\n\n\tthis.width = ( width !== undefined ) ? width : 10;\n\tthis.height = ( height !== undefined ) ? height : 10;\n\n}\n\nRectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: RectAreaLight,\n\n\tisRectAreaLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isSphericalHarmonics3', { value: true } );\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nfunction LightProbe( sh, intensity ) {\n\n\tLight.call( this, undefined, intensity );\n\n\tthis.type = 'LightProbe';\n\n\tthis.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();\n\n}\n\nLightProbe.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: LightProbe,\n\n\tisLightProbe: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction MaterialLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n\tthis.textures = {};\n\n}\n\nMaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: MaterialLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t},\n\n\tsetTextures: function ( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction BufferGeometryLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nBufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: BufferGeometryLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\t\t\t\t\tcase 'CubeGeometry': // backwards compatible\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, scope.options );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nfunction ShapePath() {\n\n\tthis.type = 'ShapePath';\n\n\tthis.color = new Color();\n\n\tthis.subPaths = [];\n\tthis.currentPath = null;\n\n}\n\nObject.assign( ShapePath.prototype, {\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t},\n\n\ttoShapes: function ( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction Font( data ) {\n\n\tthis.type = 'Font';\n\n\tthis.data = data;\n\n}\n\nObject.assign( Font.prototype, {\n\n\tisFont: true,\n\n\tgenerateShapes: function ( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nfunction FontLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FontLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n} );\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nfunction AudioLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AudioLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n} );\n\nfunction HemisphereLightProbe( skyColor, groundColor, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( skyColor );\n\tconst color2 = new Color().set( groundColor );\n\n\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\tconst c0 = Math.sqrt( Math.PI );\n\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n}\n\nHemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: HemisphereLightProbe,\n\n\tisHemisphereLightProbe: true,\n\n\tcopy: function ( source ) { // modifying colors not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction AmbientLightProbe( color, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( color );\n\n\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n}\n\nAmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: AmbientLightProbe,\n\n\tisAmbientLightProbe: true,\n\n\tcopy: function ( source ) { // modifying color not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nfunction StereoCamera() {\n\n\tthis.type = 'StereoCamera';\n\n\tthis.aspect = 1;\n\n\tthis.eyeSep = 0.064;\n\n\tthis.cameraL = new PerspectiveCamera();\n\tthis.cameraL.layers.enable( 1 );\n\tthis.cameraL.matrixAutoUpdate = false;\n\n\tthis.cameraR = new PerspectiveCamera();\n\tthis.cameraR.layers.enable( 2 );\n\tthis.cameraR.matrixAutoUpdate = false;\n\n\tthis._cache = {\n\t\tfocus: null,\n\t\tfov: null,\n\t\taspect: null,\n\t\tnear: null,\n\t\tfar: null,\n\t\tzoom: null,\n\t\teyeSep: null\n\t};\n\n}\n\nObject.assign( StereoCamera.prototype, {\n\n\tupdate: function ( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n} );\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );\n\n\t\t_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$2.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$2.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$2.x, _position$2.y, _position$2.z );\n\t\t\tlistener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );\n\n\t\t_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position$3.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position$3.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position$3.x, _position$3.y, _position$3.z );\n\t\t\tpanner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nfunction PropertyMixer( binding, typeName, valueSize ) {\n\n\tthis.binding = binding;\n\tthis.valueSize = valueSize;\n\n\tlet mixFunction,\n\t\tmixFunctionAdditive,\n\t\tsetIdentity;\n\n\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t//\n\t// interpolators can use .buffer as their .result\n\t// the data then goes to 'incoming'\n\t//\n\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t// the cumulative result and are compared to detect\n\t// changes\n\t//\n\t// 'orig' stores the original state of the property\n\t//\n\t// 'add' is used for additive cumulative results\n\t//\n\t// 'work' is optional and is only present for quaternion types. It is used\n\t// to store intermediate quaternion multiplication results\n\n\tswitch ( typeName ) {\n\n\t\tcase 'quaternion':\n\t\t\tmixFunction = this._slerp;\n\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\tthis._workIndex = 5;\n\t\t\tbreak;\n\n\t\tcase 'string':\n\t\tcase 'bool':\n\t\t\tmixFunction = this._select;\n\n\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t// additive is not relevant for non-numeric types\n\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tmixFunction = this._lerp;\n\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t}\n\n\tthis._mixBufferRegion = mixFunction;\n\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\tthis._setIdentity = setIdentity;\n\tthis._origIndex = 3;\n\tthis._addIndex = 4;\n\n\tthis.cumulativeWeight = 0;\n\tthis.cumulativeWeightAdditive = 0;\n\n\tthis.useCount = 0;\n\tthis.referenceCount = 0;\n\n}\n\nObject.assign( PropertyMixer.prototype, {\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate: function ( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t},\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive: function ( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t},\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply: function ( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState: function () {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t},\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState: function () {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t},\n\n\t_setAdditiveIdentityNumeric: function () {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t},\n\n\t_setAdditiveIdentityQuaternion: function () {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t},\n\n\t_setAdditiveIdentityOther: function () {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t},\n\n\n\t// mix functions\n\n\t_select: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_slerp: function ( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t},\n\n\t_slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t},\n\n\t_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t},\n\n\t_lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n} );\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nfunction AnimationObjectGroup() {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// cached objects followed by the active ones\n\tthis._objects = Array.prototype.slice.call( arguments );\n\n\tthis.nCachedObjects_ = 0; // threshold\n\t// note: read by PropertyBinding.Composite\n\n\tconst indices = {};\n\tthis._indicesByUUID = indices; // for bookkeeping\n\n\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t}\n\n\tthis._paths = []; // inside: string\n\tthis._parsedPaths = []; // inside: { we don't care, here }\n\tthis._bindings = []; // inside: Array< PropertyBinding >\n\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\tconst scope = this;\n\n\tthis.stats = {\n\n\t\tobjects: {\n\t\t\tget total() {\n\n\t\t\t\treturn scope._objects.length;\n\n\t\t\t},\n\t\t\tget inUse() {\n\n\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t}\n\t\t},\n\t\tget bindingsPerObject() {\n\n\t\t\treturn scope._bindings.length;\n\n\t\t}\n\n\t};\n\n}\n\nObject.assign( AnimationObjectGroup.prototype, {\n\n\tisAnimationObjectGroup: true,\n\n\tadd: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\tremove: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// remove & forget\n\tuncache: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_: function ( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t},\n\n\tunsubscribe_: function ( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n} );\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction AnimationMixer( root ) {\n\n\tthis._root = root;\n\tthis._initMemoryManager();\n\tthis._accuIndex = 0;\n\n\tthis.time = 0;\n\n\tthis.timeScale = 1.0;\n\n}\n\nAnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: AnimationMixer,\n\n\t_bindAction: function ( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t},\n\n\t_activateAction: function ( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t},\n\n\t_deactivateAction: function ( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t},\n\n\t// Memory manager\n\n\t_initMemoryManager: function () {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t},\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction: function ( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t},\n\n\t_addInactiveAction: function ( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t},\n\n\t_removeInactiveAction: function ( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t},\n\n\t_removeInactiveBindingsForAction: function ( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_lendAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t},\n\n\t_takeBackAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t},\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding: function ( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t},\n\n\t_removeInactiveBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t},\n\n\t_lendBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t},\n\n\t_takeBackBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t},\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant: function () {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t},\n\n\t_takeBackControlInterpolant: function ( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t},\n\n\t_controlInterpolantsResultBuffer: new Float32Array( 1 ),\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction: function ( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t},\n\n\t// get an existing action\n\texistingAction: function ( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction: function () {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// advance the time and update apply the animation\n\tupdate: function ( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime: function ( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t},\n\n\t// return this mixer's root target object\n\tgetRoot: function () {\n\n\t\treturn this._root;\n\n\t},\n\n\t// free all resources specific to a particular clip\n\tuncacheClip: function ( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t},\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot: function ( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remove a targeted clip from the cache\n\tuncacheAction: function ( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n} );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near, far ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near || 0;\n\tthis.far = far || Infinity;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tif ( Array.isArray( objects ) === false ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );\n\t\t\treturn intersects;\n\n\t\t}\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius, theta, y ) {\n\n\t\tthis.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = ( y !== undefined ) ? y : 0; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$8 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox2', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$8.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$8.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start, end ) {\n\n\t\tthis.start = ( start !== undefined ) ? start : new Vector3();\n\t\tthis.end = ( end !== undefined ) ? end : new Vector3();\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$9.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$9 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$a.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$a.x, _vector$a.y, _vector$a.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$a.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$a.x, _vector$a.y, _vector$a.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereBufferGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronBufferGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$b.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1$6.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3$1.subVectors( _v2$3, _v1$6 );\n\n\t\tthis.lightPlane.lookAt( _v2$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2$3 );\n\t\tthis.targetLine.scale.z = _v3$1.length();\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector$c.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector$c.x, _vector$c.y, _vector$c.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box$3.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box$3.isEmpty() ) return;\n\n\t\tconst min = _box$3.min;\n\t\tconst max = _box$3.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\tconstructor( dir, origin, length, color, headLength, headWidth ) {\n\n\t\tsuper();\n\t\t// dir is assumed to be normalized\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( dir === undefined ) dir = new Vector3( 0, 0, 1 );\n\t\tif ( origin === undefined ) origin = new Vector3( 0, 0, 0 );\n\t\tif ( length === undefined ) length = 1;\n\t\tif ( color === undefined ) color = 0xffff00;\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength, headWidth ) {\n\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n */\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\t\tconst clearAlpha = renderer.getClearAlpha();\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\n\t\tlet background = scene.background;\n\t\tif ( background && background.isColor ) {\n\n\t\t\tbackground.convertSRGBToLinear();\n\t\t\t// Convert linear to RGBE\n\t\t\tconst maxComponent = Math.max( background.r, background.g, background.b );\n\t\t\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\t\t\tbackground = background.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\t\t\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\t\t\trenderer.setClearColor( background, alpha );\n\t\t\tscene.background = null;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.setClearColor( _clearColor, clearAlpha );\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nfunction Face4( a, b, c, d, normal, color, materialIndex ) {\n\n\tconsole.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );\n\treturn new Face3( a, b, c, normal, color, materialIndex );\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nObject.assign( CurvePath.prototype, {\n\n\tcreatePointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from path points (for Line or Points objects)\n\n\t\tconst pts = this.getPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateSpacedPointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from equidistant sampling along the path\n\n\t\tconst pts = this.getSpacedPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateGeometry: function ( points ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\tconst geometry = new Geometry();\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tgeometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\n//\n\nObject.assign( Path.prototype, {\n\n\tfromPoints: function ( points ) {\n\n\t\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\t\treturn this.setFromPoints( points );\n\n\t}\n\n} );\n\n//\n\nfunction ClosedSplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\tthis.closed = true;\n\n}\n\nClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction SplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction Spline( points ) {\n\n\tconsole.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSpline.prototype = Object.create( CatmullRomCurve3.prototype );\n\nObject.assign( Spline.prototype, {\n\n\tinitFromArray: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .initFromArray() has been removed.' );\n\n\t},\n\tgetControlPointsArray: function ( /* optionalTarget */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );\n\n\t},\n\treparametrizeByArcLength: function ( /* samplingCoef */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nObject.assign( Loader.prototype, {\n\n\textractUrlBase: function ( url ) {\n\n\t\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\t\treturn LoaderUtils.extractUrlBase( url );\n\n\t}\n\n} );\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nObject.assign( Box2.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Box3.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Sphere.prototype, {\n\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\n} );\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nObject.assign( MathUtils, {\n\n\trandom16: function () {\n\n\t\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\t\treturn Math.random();\n\n\t},\n\n\tnearestPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\t\treturn MathUtils.floorPowerOfTwo( value );\n\n\t},\n\n\tnextPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\t\treturn MathUtils.ceilPowerOfTwo( value );\n\n\t}\n\n} );\n\nObject.assign( Matrix3.prototype, {\n\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\t\treturn vector.applyMatrix3( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\t\treturn attribute.applyMatrix3( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n\t},\n\tgetInverse: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\t\treturn this.copy( matrix ).invert();\n\n\t}\n\n} );\n\nObject.assign( Matrix4.prototype, {\n\n\textractPosition: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\t\treturn this.copyPosition( m );\n\n\t},\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tgetPosition: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\t\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n\t},\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\t\treturn this.makeRotationFromQuaternion( q );\n\n\t},\n\tmultiplyToArray: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector4: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n\t},\n\trotateAxis: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\t\tv.transformDirection( this );\n\n\t},\n\tcrossVector: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\ttranslate: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n\t},\n\trotateX: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n\t},\n\trotateY: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n\t},\n\trotateZ: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n\t},\n\trotateByAxis: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\t\treturn attribute.applyMatrix4( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n\t},\n\tmakeFrustum: function ( left, right, bottom, top, near, far ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\t\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n\t},\n\tgetInverse: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\t\treturn this.copy( matrix ).invert();\n\n\t}\n\n} );\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\nObject.assign( Quaternion.prototype, {\n\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\t\treturn vector.applyQuaternion( this );\n\n\t},\n\tinverse: function ( ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\t\treturn this.invert();\n\n\t}\n\n} );\n\nObject.assign( Ray.prototype, {\n\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionPlane: function ( plane ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\t\treturn this.intersectsPlane( plane );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t}\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tarea: function () {\n\n\t\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\t\treturn this.getArea();\n\n\t},\n\tbarycoordFromPoint: function ( point, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn this.getBarycoord( point, target );\n\n\t},\n\tmidpoint: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\t\treturn this.getMidpoint( target );\n\n\t},\n\tnormal: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn this.getNormal( target );\n\n\t},\n\tplane: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\t\treturn this.getPlane( target );\n\n\t}\n\n} );\n\nObject.assign( Triangle, {\n\n\tbarycoordFromPoint: function ( point, a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n\t},\n\tnormal: function ( a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn Triangle.getNormal( a, b, c, target );\n\n\t}\n\n} );\n\nObject.assign( Shape.prototype, {\n\n\textractAllPoints: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\t\treturn this.extractPoints( divisions );\n\n\t},\n\textrude: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\t\treturn new ExtrudeGeometry( this, options );\n\n\t},\n\tmakeGeometry: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\t\treturn new ShapeGeometry( this, options );\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector3.prototype, {\n\n\tsetEulerFromRotationMatrix: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n\t},\n\tsetEulerFromQuaternion: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n\t},\n\tgetPositionFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\t\treturn this.setFromMatrixPosition( m );\n\n\t},\n\tgetScaleFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\t\treturn this.setFromMatrixScale( m );\n\n\t},\n\tgetColumnFromMatrix: function ( index, matrix ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\t\treturn this.setFromMatrixColumn( matrix, index );\n\n\t},\n\tapplyProjection: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\t\treturn this.applyMatrix4( m );\n\n\t},\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\n//\n\nObject.assign( Geometry.prototype, {\n\n\tcomputeTangents: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeLineDistances: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.assign( Object3D.prototype, {\n\n\tgetChildByName: function ( name ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\t\treturn this.getObjectByName( name );\n\n\t},\n\trenderDepth: function () {\n\n\t\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n\t},\n\ttranslate: function ( distance, axis ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\t\treturn this.translateOnAxis( axis, distance );\n\n\t},\n\tgetWorldRotation: function () {\n\n\t\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( Mesh.prototype, {\n\n\tsetDrawMode: function () {\n\n\t\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t},\n\n} );\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tcopyIndicesArray: function ( /* indices */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\nObject.assign( BufferGeometry.prototype, {\n\n\taddIndex: function ( index ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\t\tthis.setIndex( index );\n\n\t},\n\taddAttribute: function ( name, attribute ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\t\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t\t}\n\n\t\tif ( name === 'index' ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\t\tthis.setIndex( attribute );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\treturn this.setAttribute( name, attribute );\n\n\t},\n\taddDrawCall: function ( start, count, indexOffset ) {\n\n\t\tif ( indexOffset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t\t}\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\t\tthis.addGroup( start, count );\n\n\t},\n\tclearDrawCalls: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\t\tthis.clearGroups();\n\n\t},\n\tcomputeTangents: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeOffsets: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n\t},\n\tremoveAttribute: function ( name ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\t\treturn this.deleteAttribute( name );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\n//\n\nObject.assign( ExtrudeBufferGeometry.prototype, {\n\n\tgetArrays: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );\n\n\t},\n\n\taddShapeList: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );\n\n\t},\n\n\taddShape: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.assign( Scene.prototype, {\n\n\tdispose: function () {\n\n\t\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.assign( WebGLRenderer.prototype, {\n\n\tclearTarget: function ( renderTarget, color, depth, stencil ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\t\tthis.setRenderTarget( renderTarget );\n\t\tthis.clear( color, depth, stencil );\n\n\t},\n\tanimate: function ( callback ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\t\tthis.setAnimationLoop( callback );\n\n\t},\n\tgetCurrentRenderTarget: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\t\treturn this.getRenderTarget();\n\n\t},\n\tgetMaxAnisotropy: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\t\treturn this.capabilities.getMaxAnisotropy();\n\n\t},\n\tgetPrecision: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\t\treturn this.capabilities.precision;\n\n\t},\n\tresetGLState: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\t\treturn this.state.reset();\n\n\t},\n\tsupportsFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_float' );\n\n\t},\n\tsupportsHalfFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_half_float' );\n\n\t},\n\tsupportsStandardDerivatives: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\t\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n\t},\n\tsupportsCompressedTextureS3TC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t},\n\tsupportsCompressedTexturePVRTC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t},\n\tsupportsBlendMinMax: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\t\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n\t},\n\tsupportsVertexTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\t\treturn this.capabilities.vertexTextures;\n\n\t},\n\tsupportsInstancedArrays: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\t\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n\t},\n\tenableScissorTest: function ( boolean ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\t\tthis.setScissorTest( boolean );\n\n\t},\n\tinitMaterial: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n\t},\n\taddPrePlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n\t},\n\taddPostPlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n\t},\n\tupdateShadowMap: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n\t},\n\tsetFaceCulling: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n\t},\n\tallocTextureUnit: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n\t},\n\tsetTexture: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n\t},\n\tsetTexture2D: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n\t},\n\tsetTextureCube: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n\t},\n\tgetActiveMipMapLevel: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\t\treturn this.getActiveMipmapLevel();\n\n\t}\n\n} );\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Audio.prototype, {\n\n\tload: {\n\t\tvalue: function ( file ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\t\t\tconst scope = this;\n\t\t\tconst audioLoader = new AudioLoader();\n\t\t\taudioLoader.load( file, function ( buffer ) {\n\n\t\t\t\tscope.setBuffer( buffer );\n\n\t\t\t} );\n\t\t\treturn this;\n\n\t\t}\n\t},\n\tstartTime: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Audio: .startTime is now .play( delay ).' );\n\n\t\t}\n\t}\n\n} );\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\n//\n\nconst GeometryUtils = {\n\n\tmerge: function ( geometry1, geometry2, materialIndexOffset ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );\n\t\tlet matrix;\n\n\t\tif ( geometry2.isMesh ) {\n\n\t\t\tgeometry2.matrixAutoUpdate && geometry2.updateMatrix();\n\n\t\t\tmatrix = geometry2.matrix;\n\t\t\tgeometry2 = geometry2.geometry;\n\n\t\t}\n\n\t\tgeometry1.merge( geometry2, matrix, materialIndexOffset );\n\n\t},\n\n\tcenter: function ( geometry ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );\n\t\treturn geometry.center();\n\n\t}\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, BoxGeometry as CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\n\nexport class PathAnimation{\n\t\n\tconstructor(path, start, end, speed, callback){\n\t\t\tthis.path = path;\n\t\t\tthis.length = this.path.spline.getLength();\n\t\t\tthis.speed = speed;\n\t\t\tthis.callback = callback;\n\t\t\tthis.tween = null;\n\t\t\tthis.startPoint = Math.max(start, 0);\n\t\t\tthis.endPoint = Math.min(end, this.length);\n\t\t\tthis.t = 0.0;\n\t}\n\n\tstart(resume = false){\n\t\tif(this.tween){\n\t\t\tthis.tween.stop();\n\t\t\tthis.tween = null;\n\t\t}\n\t\n\t\tlet tStart;\n\t\tif(resume){\n\t\t\ttStart = this.t;\n\t\t}else{\n\t\t\ttStart = this.startPoint / this.length;\n\t\t}\n\t\tlet tEnd = this.endPoint / this.length;\n\t\tlet animationDuration = (tEnd - tStart) * this.length * 1000 / this.speed;\n\t\n\t\tlet progress = {t: tStart};\n\t\tthis.tween = new TWEEN.Tween(progress).to({t: tEnd}, animationDuration);\n\t\tthis.tween.easing(TWEEN.Easing.Linear.None);\n\t\tthis.tween.onUpdate((e) => {\n\t\t\tthis.t = progress.t;\n\t\t\tthis.callback(progress.t);\n\t\t});\n\t\tthis.tween.onComplete(() => {\n\t\t\tif(this.repeat){\n\t\t\t\tthis.start();\n\t\t\t}\n\t\t});\n\n\t\tsetTimeout(() => {\n\t\t\tthis.tween.start();\n\t\t}, 0);\n\t}\n\n\tstop(){\n\t\tif(!this.tween){\n\t\t\treturn;\n\t\t}\n\t\tthis.tween.stop();\n\t\tthis.tween = null;\n\t\tthis.t = 0;\n\t}\n\n\tpause(){\n\t\tif(!this.tween){\n\t\t\treturn;\n\t\t}\n\t\t\n\t\tthis.tween.stop();\n\t\tTWEEN.remove(this.tween);\n\t\tthis.tween = null;\n\t}\n\n\tresume(){\n\t\tthis.start(true);\n\t}\n\n\tgetPoint(t){\n\t\treturn this.path.spline.getPoint(t);\n\t}\n\n}\n\nexport class AnimationPath{\n\tconstructor (points = []) {\n\t\tthis.points = points;\n\t\tthis.spline = new THREE.CatmullRomCurve3(points);\n\t\t//this.spline.reparametrizeByArcLength(1 / this.spline.getLength().total);\n\t}\n\n\tget (t) {\n\t\treturn this.spline.getPoint(t);\n\t}\n\n\tgetLength () {\n\t\treturn this.spline.getLength();\n\t}\n\n\tanimate (start, end, speed, callback) {\n\t\tlet animation = new PathAnimation(this, start, end, speed, callback);\n\t\tanimation.start();\n\n\t\treturn animation;\n\t}\n\n\tpause () {\n\t\tif (this.tween) {\n\t\t\tthis.tween.stop();\n\t\t}\n\t}\n\n\tresume () {\n\t\tif (this.tween) {\n\t\t\tthis.tween.start();\n\t\t}\n\t}\n\n\tgetGeometry () {\n\t\tlet geometry = new THREE.Geometry();\n\n\t\tlet samples = 500;\n\t\tlet i = 0;\n\t\tfor (let u = 0; u <= 1; u += 1 / samples) {\n\t\t\tlet position = this.spline.getPoint(u);\n\t\t\tgeometry.vertices[i] = new THREE.Vector3(position.x, position.y, position.z);\n\n\t\t\ti++;\n\t\t}\n\n\t\tif(this.closed){\n\t\t\tlet position = this.spline.getPoint(0);\n\t\t\tgeometry.vertices[i] = new THREE.Vector3(position.x, position.y, position.z);\n\t\t}\n\n\t\treturn geometry;\n\t}\n\n\tget closed(){\n\t\treturn this.spline.closed;\n\t}\n\n\tset closed(value){\n\t\tthis.spline.closed = value;\n\t}\n\n}","\nconst XHRFactory = {\n\tconfig: {\n\t\twithCredentials: false,\n\t\tcustomHeaders: [\n\t\t\t{ header: null, value: null }\n\t\t]\n\t},\n\n\tcreateXMLHttpRequest: function () {\n\t\tlet xhr = new XMLHttpRequest();\n\n\t\tif (this.config.customHeaders &&\n\t\t\tArray.isArray(this.config.customHeaders) &&\n\t\t\tthis.config.customHeaders.length > 0) {\n\t\t\tlet baseOpen = xhr.open;\n\t\t\tlet customHeaders = this.config.customHeaders;\n\t\t\txhr.open = function () {\n\t\t\t\tbaseOpen.apply(this, [].slice.call(arguments));\n\t\t\t\tcustomHeaders.forEach(function (customHeader) {\n\t\t\t\t\tif (!!customHeader.header && !!customHeader.value) {\n\t\t\t\t\t\txhr.setRequestHeader(customHeader.header, customHeader.value);\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t};\n\t\t}\n\n\t\treturn xhr;\n\t}\n};\n\nexport {XHRFactory};","\n\n// /**\n// * adapted from http://stemkoski.github.io/Three.js/Sprite-Text-Labels.html\n// */\n\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\n\nexport class TextSprite extends THREE.Object3D{\n\t\n\tconstructor(text){\n\t\tsuper();\n\n\t\tlet texture = new THREE.Texture();\n\t\ttexture.minFilter = THREE.LinearFilter;\n\t\ttexture.magFilter = THREE.LinearFilter;\n\t\tlet spriteMaterial = new THREE.SpriteMaterial({\n\t\t\tmap: texture,\n\t\t\tdepthTest: false,\n\t\t\tdepthWrite: false});\n\n\t\tthis.texture = texture;\n\n\t\tthis.material = spriteMaterial;\n\t\t//this.material = getRawMaterial(texture);\n\t\tthis.sprite = new THREE.Sprite(this.material);\n\t\tthis.add(this.sprite);\n\n\t\tthis.borderThickness = 4;\n\t\tthis.fontface = 'Arial';\n\t\tthis.fontsize = 28;\n\t\tthis.borderColor = { r: 0, g: 0, b: 0, a: 1.0 };\n\t\tthis.backgroundColor = { r: 255, g: 255, b: 255, a: 1.0 };\n\t\tthis.textColor = {r: 255, g: 255, b: 255, a: 1.0};\n\t\tthis.text = '';\n\n\t\tthis.setText(text);\n\t}\n\n\tsetText(text){\n\t\tif (this.text !== text){\n\t\t\tthis.text = text;\n\n\t\t\tthis.update();\n\t\t}\n\t}\n\n\tsetTextColor(color){\n\t\tthis.textColor = color;\n\n\t\tthis.update();\n\t}\n\n\tsetBorderColor(color){\n\t\tthis.borderColor = color;\n\n\t\tthis.update();\n\t}\n\n\tsetBackgroundColor(color){\n\t\tthis.backgroundColor = color;\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet canvas = document.createElement('canvas');\n\t\tlet context = canvas.getContext('2d');\n\t\tcontext.font = 'Bold ' + this.fontsize + 'px ' + this.fontface;\n\n\t\t// get size data (height depends only on font size)\n\t\tlet metrics = context.measureText(this.text);\n\t\tlet textWidth = metrics.width;\n\t\tlet margin = 5;\n\t\tlet spriteWidth = 2 * margin + textWidth + 2 * this.borderThickness;\n\t\tlet spriteHeight = this.fontsize * 1.4 + 2 * this.borderThickness;\n\n\t\tcontext.canvas.width = spriteWidth;\n\t\tcontext.canvas.height = spriteHeight;\n\t\tcontext.font = 'Bold ' + this.fontsize + 'px ' + this.fontface;\n\n\t\t// background color\n\t\tcontext.fillStyle = 'rgba(' + this.backgroundColor.r + ',' + this.backgroundColor.g + ',' +\n\t\t\tthis.backgroundColor.b + ',' + this.backgroundColor.a + ')';\n\t\t// border color\n\t\tcontext.strokeStyle = 'rgba(' + this.borderColor.r + ',' + this.borderColor.g + ',' +\n\t\t\tthis.borderColor.b + ',' + this.borderColor.a + ')';\n\n\t\tcontext.lineWidth = this.borderThickness;\n\t\tthis.roundRect(context, this.borderThickness / 2, this.borderThickness / 2,\n\t\t\ttextWidth + this.borderThickness + 2 * margin, this.fontsize * 1.4 + this.borderThickness, 6);\n\n\t\t// text color\n\t\tcontext.strokeStyle = 'rgba(0, 0, 0, 1.0)';\n\t\tcontext.strokeText(this.text, this.borderThickness + margin, this.fontsize + this.borderThickness);\n\n\t\tcontext.fillStyle = 'rgba(' + this.textColor.r + ',' + this.textColor.g + ',' +\n\t\t\tthis.textColor.b + ',' + this.textColor.a + ')';\n\t\tcontext.fillText(this.text, this.borderThickness + margin, this.fontsize + this.borderThickness);\n\n\t\tlet texture = new THREE.Texture(canvas);\n\t\ttexture.minFilter = THREE.LinearFilter;\n\t\ttexture.magFilter = THREE.LinearFilter;\n\t\ttexture.needsUpdate = true;\n\t\t//this.material.needsUpdate = true;\n\n\t\t// { // screen-space sprite\n\t\t// \tlet [screenWidth, screenHeight] = [1620, 937];\n\n\t\t// \tlet uniforms = this.sprite.material.uniforms;\n\t\t// \tlet aspect = spriteHeight / spriteWidth;\n\t\t// \tlet factor = 0.5;\n\n\t\t// \tlet w = spriteWidth / screenWidth;\n\t\t// \tlet h = spriteHeight / screenHeight;\n\n\t\t// \tuniforms.uScale.value = [2 * w, 2 * h];\n\t\t// \t//uniforms.uScale.value = [factor * 1, factor * aspect];\n\t\t//\tthis.sprite.material.uniforms.map.value = texture;\n\t\t// }\n\n\t\tthis.sprite.material.map = texture;\n\t\tthis.texture = texture;\n\n\t\tthis.sprite.scale.set(spriteWidth * 0.01, spriteHeight * 0.01, 1.0);\n\t}\n\n\troundRect(ctx, x, y, w, h, r){\n\t\tctx.beginPath();\n\t\tctx.moveTo(x + r, y);\n\t\tctx.lineTo(x + w - r, y);\n\t\tctx.quadraticCurveTo(x + w, y, x + w, y + r);\n\t\tctx.lineTo(x + w, y + h - r);\n\t\tctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);\n\t\tctx.lineTo(x + r, y + h);\n\t\tctx.quadraticCurveTo(x, y + h, x, y + h - r);\n\t\tctx.lineTo(x, y + r);\n\t\tctx.quadraticCurveTo(x, y, x + r, y);\n\t\tctx.closePath();\n\t\tctx.fill();\n\t\tctx.stroke();\n\t}\n\n}\n\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {TextSprite} from \"../TextSprite.js\";\n\nexport class Volume extends THREE.Object3D {\n\tconstructor (args = {}) {\n\t\tsuper();\n\n\t\tif(this.constructor.name === \"Volume\"){\n\t\t\tconsole.warn(\"Can't create object of class Volume directly. Use classes BoxVolume or SphereVolume instead.\");\n\t\t}\n\n\t\t//console.log(this);\n\t\t//console.log(this.constructor);\n\t\t//console.log(this.constructor.name);\n\n\t\tthis._clip = args.clip || false;\n\t\tthis._visible = true;\n\t\tthis.showVolumeLabel = true;\n\t\tthis._modifiable = args.modifiable || true;\n\n\t\tthis.label = new TextSprite('0');\n\t\tthis.label.setBorderColor({r: 0, g: 255, b: 0, a: 0.0});\n\t\tthis.label.setBackgroundColor({r: 0, g: 255, b: 0, a: 0.0});\n\t\tthis.label.material.depthTest = false;\n\t\tthis.label.material.depthWrite = false;\n\t\tthis.label.material.transparent = true;\n\t\tthis.label.position.y -= 0.5;\n\t\tthis.add(this.label);\n\n\t\tthis.label.updateMatrixWorld = () => {\n\t\t\tlet volumeWorldPos = new THREE.Vector3();\n\t\t\tvolumeWorldPos.setFromMatrixPosition(this.matrixWorld);\n\t\t\tthis.label.position.copy(volumeWorldPos);\n\t\t\tthis.label.updateMatrix();\n\t\t\tthis.label.matrixWorld.copy(this.label.matrix);\n\t\t\tthis.label.matrixWorldNeedsUpdate = false;\n\n\t\t\tfor (let i = 0, l = this.label.children.length; i < l; i++) {\n\t\t\t\tthis.label.children[ i ].updateMatrixWorld(true);\n\t\t\t}\n\t\t};\n\n\t\t{ // event listeners\n\t\t\tthis.addEventListener('select', e => {});\n\t\t\tthis.addEventListener('deselect', e => {});\n\t\t}\n\n\t}\n\n\tget visible(){\n\t\treturn this._visible;\n\t}\n\n\tset visible(value){\n\t\tif(this._visible !== value){\n\t\t\tthis._visible = value;\n\n\t\t\tthis.dispatchEvent({type: \"visibility_changed\", object: this});\n\t\t}\n\t}\n\n\tgetVolume () {\n\t\tconsole.warn(\"override this in subclass\");\n\t}\n\n\tupdate () {\n\t\t\n\t};\n\n\traycast (raycaster, intersects) {\n\n\t}\n\n\tget clip () {\n\t\treturn this._clip;\n\t}\n\n\tset clip (value) {\n\n\t\tif(this._clip !== value){\n\t\t\tthis._clip = value;\n\n\t\t\tthis.update();\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: \"clip_changed\",\n\t\t\t\tobject: this\n\t\t\t});\n\t\t}\n\t\t\n\t}\n\n\tget modifieable () {\n\t\treturn this._modifiable;\n\t}\n\n\tset modifieable (value) {\n\t\tthis._modifiable = value;\n\n\t\tthis.update();\n\t}\n};\n\n\nexport class BoxVolume extends Volume{\n\n\tconstructor(args = {}){\n\t\tsuper(args);\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\t\tthis.name = 'box_' + this.constructor.counter;\n\n\t\tlet boxGeometry = new THREE.BoxGeometry(1, 1, 1);\n\t\tboxGeometry.computeBoundingBox();\n\n\t\tlet boxFrameGeometry = new THREE.Geometry();\n\t\t{\n\t\t\tlet Vector3 = THREE.Vector3;\n\n\t\t\tboxFrameGeometry.vertices.push(\n\n\t\t\t\t// bottom\n\t\t\t\tnew Vector3(-0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, -0.5, 0.5),\n\t\t\t\t// top\n\t\t\t\tnew Vector3(-0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, 0.5),\n\t\t\t\t// sides\n\t\t\t\tnew Vector3(-0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, -0.5),\n\n\t\t\t);\n\n\t\t}\n\n\t\tthis.material = new THREE.MeshBasicMaterial({\n\t\t\tcolor: 0x00ff00,\n\t\t\ttransparent: true,\n\t\t\topacity: 0.3,\n\t\t\tdepthTest: true,\n\t\t\tdepthWrite: false});\n\t\tthis.box = new THREE.Mesh(boxGeometry, this.material);\n\t\tthis.box.geometry.computeBoundingBox();\n\t\tthis.boundingBox = this.box.geometry.boundingBox;\n\t\tthis.add(this.box);\n\n\t\tthis.frame = new THREE.LineSegments(boxFrameGeometry, new THREE.LineBasicMaterial({color: 0x000000}));\n\t\t// this.frame.mode = THREE.Lines;\n\t\tthis.add(this.frame);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tthis.boundingBox = this.box.geometry.boundingBox;\n\t\tthis.boundingSphere = this.boundingBox.getBoundingSphere(new THREE.Sphere());\n\n\t\tif (this._clip) {\n\t\t\tthis.box.visible = false;\n\t\t\tthis.label.visible = false;\n\t\t} else {\n\t\t\tthis.box.visible = true;\n\t\t\tthis.label.visible = this.showVolumeLabel;\n\t\t}\n\t}\n\n\traycast (raycaster, intersects) {\n\t\tlet is = [];\n\t\tthis.box.raycast(raycaster, is);\n\n\t\tif (is.length > 0) {\n\t\t\tlet I = is[0];\n\t\t\tintersects.push({\n\t\t\t\tdistance: I.distance,\n\t\t\t\tobject: this,\n\t\t\t\tpoint: I.point.clone()\n\t\t\t});\n\t\t}\n\t}\n\n\tgetVolume(){\n\t\treturn Math.abs(this.scale.x * this.scale.y * this.scale.z);\n\t}\n\n};\n\nexport class SphereVolume extends Volume{\n\n\tconstructor(args = {}){\n\t\tsuper(args);\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\t\tthis.name = 'sphere_' + this.constructor.counter;\n\n\t\tlet sphereGeometry = new THREE.SphereGeometry(1, 32, 32);\n\t\tsphereGeometry.computeBoundingBox();\n\n\t\tthis.material = new THREE.MeshBasicMaterial({\n\t\t\tcolor: 0x00ff00,\n\t\t\ttransparent: true,\n\t\t\topacity: 0.3,\n\t\t\tdepthTest: true,\n\t\t\tdepthWrite: false});\n\t\tthis.sphere = new THREE.Mesh(sphereGeometry, this.material);\n\t\tthis.sphere.visible = false;\n\t\tthis.sphere.geometry.computeBoundingBox();\n\t\tthis.boundingBox = this.sphere.geometry.boundingBox;\n\t\tthis.add(this.sphere);\n\n\t\tthis.label.visible = false;\n\n\n\t\tlet frameGeometry = new THREE.Geometry();\n\t\t{\n\t\t\tlet steps = 64;\n\t\t\tlet uSegments = 8;\n\t\t\tlet vSegments = 5;\n\t\t\tlet r = 1;\n\n\t\t\tfor(let uSegment = 0; uSegment < uSegments; uSegment++){\n\n\t\t\t\tlet alpha = (uSegment / uSegments) * Math.PI * 2;\n\t\t\t\tlet dirx = Math.cos(alpha);\n\t\t\t\tlet diry = Math.sin(alpha);\n\n\t\t\t\tfor(let i = 0; i <= steps; i++){\n\t\t\t\t\tlet v = (i / steps) * Math.PI * 2;\n\t\t\t\t\tlet vNext = v + 2 * Math.PI / steps;\n\n\t\t\t\t\tlet height = Math.sin(v);\n\t\t\t\t\tlet xyAmount = Math.cos(v);\n\n\t\t\t\t\tlet heightNext = Math.sin(vNext);\n\t\t\t\t\tlet xyAmountNext = Math.cos(vNext);\n\n\t\t\t\t\tlet vertex = new THREE.Vector3(dirx * xyAmount, diry * xyAmount, height);\n\t\t\t\t\tframeGeometry.vertices.push(vertex);\n\n\t\t\t\t\tlet vertexNext = new THREE.Vector3(dirx * xyAmountNext, diry * xyAmountNext, heightNext);\n\t\t\t\t\tframeGeometry.vertices.push(vertexNext);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// creates rings at poles, just because it's easier to implement\n\t\t\tfor(let vSegment = 0; vSegment <= vSegments + 1; vSegment++){\n\n\t\t\t\t//let height = (vSegment / (vSegments + 1)) * 2 - 1; // -1 to 1\n\t\t\t\tlet uh = (vSegment / (vSegments + 1)); // -1 to 1\n\t\t\t\tuh = (1 - uh) * (-Math.PI / 2) + uh *(Math.PI / 2);\n\t\t\t\tlet height = Math.sin(uh);\n\n\t\t\t\tconsole.log(uh, height);\n\n\t\t\t\tfor(let i = 0; i <= steps; i++){\n\t\t\t\t\tlet u = (i / steps) * Math.PI * 2;\n\t\t\t\t\tlet uNext = u + 2 * Math.PI / steps;\n\n\t\t\t\t\tlet dirx = Math.cos(u);\n\t\t\t\t\tlet diry = Math.sin(u);\n\n\t\t\t\t\tlet dirxNext = Math.cos(uNext);\n\t\t\t\t\tlet diryNext = Math.sin(uNext);\n\n\t\t\t\t\tlet xyAmount = Math.sqrt(1 - height * height);\n\n\t\t\t\t\tlet vertex = new THREE.Vector3(dirx * xyAmount, diry * xyAmount, height);\n\t\t\t\t\tframeGeometry.vertices.push(vertex);\n\n\t\t\t\t\tlet vertexNext = new THREE.Vector3(dirxNext * xyAmount, diryNext * xyAmount, height);\n\t\t\t\t\tframeGeometry.vertices.push(vertexNext);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tthis.frame = new THREE.LineSegments(frameGeometry, new THREE.LineBasicMaterial({color: 0x000000}));\n\t\tthis.add(this.frame);\n\n\t\tlet frameMaterial = new THREE.MeshBasicMaterial({wireframe: true, color: 0x000000});\n\t\tthis.frame = new THREE.Mesh(sphereGeometry, frameMaterial);\n\t\t//this.add(this.frame);\n\n\t\t//this.frame = new THREE.LineSegments(boxFrameGeometry, new THREE.LineBasicMaterial({color: 0x000000}));\n\t\t// this.frame.mode = THREE.Lines;\n\t\t//this.add(this.frame);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tthis.boundingBox = this.sphere.geometry.boundingBox;\n\t\tthis.boundingSphere = this.boundingBox.getBoundingSphere(new THREE.Sphere());\n\n\t\t//if (this._clip) {\n\t\t//\tthis.sphere.visible = false;\n\t\t//\tthis.label.visible = false;\n\t\t//} else {\n\t\t//\tthis.sphere.visible = true;\n\t\t//\tthis.label.visible = this.showVolumeLabel;\n\t\t//}\n\t}\n\n\traycast (raycaster, intersects) {\n\t\tlet is = [];\n\t\tthis.sphere.raycast(raycaster, is);\n\n\t\tif (is.length > 0) {\n\t\t\tlet I = is[0];\n\t\t\tintersects.push({\n\t\t\t\tdistance: I.distance,\n\t\t\t\tobject: this,\n\t\t\t\tpoint: I.point.clone()\n\t\t\t});\n\t\t}\n\t}\n\t\n\t// see https://en.wikipedia.org/wiki/Ellipsoid#Volume\n\tgetVolume(){\n\t\treturn (4 / 3) * Math.PI * this.scale.x * this.scale.y * this.scale.z;\n\t}\n\n};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../utils.js\";\n\nexport class Profile extends THREE.Object3D{\n\n\tconstructor () {\n\t\tsuper();\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\n\t\tthis.name = 'Profile_' + this.constructor.counter;\n\t\tthis.points = [];\n\t\tthis.spheres = [];\n\t\tthis.edges = [];\n\t\tthis.boxes = [];\n\t\tthis.width = 1;\n\t\tthis.height = 20;\n\t\tthis._modifiable = true;\n\n\t\tthis.sphereGeometry = new THREE.SphereGeometry(0.4, 10, 10);\n\t\tthis.color = new THREE.Color(0xff0000);\n\t\tthis.lineColor = new THREE.Color(0xff0000);\n\t}\n\n\tcreateSphereMaterial () {\n\t\tlet sphereMaterial = new THREE.MeshLambertMaterial({\n\t\t\t//shading: THREE.SmoothShading,\n\t\t\tcolor: 0xff0000,\n\t\t\tdepthTest: false,\n\t\t\tdepthWrite: false}\n\t\t);\n\n\t\treturn sphereMaterial;\n\t};\n\n\tgetSegments () {\n\t\tlet segments = [];\n\n\t\tfor (let i = 0; i < this.points.length - 1; i++) {\n\t\t\tlet start = this.points[i].clone();\n\t\t\tlet end = this.points[i + 1].clone();\n\t\t\tsegments.push({start: start, end: end});\n\t\t}\n\n\t\treturn segments;\n\t}\n\n\tgetSegmentMatrices () {\n\t\tlet segments = this.getSegments();\n\t\tlet matrices = [];\n\n\t\tfor (let segment of segments) {\n\t\t\tlet {start, end} = segment;\n\n\t\t\tlet box = new THREE.Object3D();\n\n\t\t\tlet length = start.clone().setZ(0).distanceTo(end.clone().setZ(0));\n\t\t\tbox.scale.set(length, 10000, this.width);\n\t\t\tbox.up.set(0, 0, 1);\n\n\t\t\tlet center = new THREE.Vector3().addVectors(start, end).multiplyScalar(0.5);\n\t\t\tlet diff = new THREE.Vector3().subVectors(end, start);\n\t\t\tlet target = new THREE.Vector3(diff.y, -diff.x, 0);\n\n\t\t\tbox.position.set(0, 0, 0);\n\t\t\tbox.lookAt(target);\n\t\t\tbox.position.copy(center);\n\n\t\t\tbox.updateMatrixWorld();\n\t\t\tmatrices.push(box.matrixWorld);\n\t\t}\n\n\t\treturn matrices;\n\t}\n\n\taddMarker (point) {\n\t\tthis.points.push(point);\n\n\t\tlet sphere = new THREE.Mesh(this.sphereGeometry, this.createSphereMaterial());\n\n\t\tthis.add(sphere);\n\t\tthis.spheres.push(sphere);\n\n\t\t// edges & boxes\n\t\tif (this.points.length > 1) {\n\t\t\tlet lineGeometry = new THREE.Geometry();\n\t\t\tlineGeometry.vertices.push(new THREE.Vector3(), new THREE.Vector3());\n\t\t\tlineGeometry.colors.push(this.lineColor, this.lineColor, this.lineColor);\n\t\t\tlet lineMaterial = new THREE.LineBasicMaterial({\n\t\t\t\tvertexColors: THREE.VertexColors,\n\t\t\t\tlinewidth: 2,\n\t\t\t\ttransparent: true,\n\t\t\t\topacity: 0.4\n\t\t\t});\n\t\t\tlineMaterial.depthTest = false;\n\t\t\tlet edge = new THREE.Line(lineGeometry, lineMaterial);\n\t\t\tedge.visible = false;\n\n\t\t\tthis.add(edge);\n\t\t\tthis.edges.push(edge);\n\n\t\t\tlet boxGeometry = new THREE.BoxGeometry(1, 1, 1);\n\t\t\tlet boxMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, transparent: true, opacity: 0.2});\n\t\t\tlet box = new THREE.Mesh(boxGeometry, boxMaterial);\n\t\t\tbox.visible = false;\n\n\t\t\tthis.add(box);\n\t\t\tthis.boxes.push(box);\n\t\t}\n\n\t\t{ // event listeners\n\t\t\tlet drag = (e) => {\n\t\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\t\te.drag.end, \n\t\t\t\t\te.viewer.scene.getActiveCamera(), \n\t\t\t\t\te.viewer, \n\t\t\t\t\te.viewer.scene.pointclouds);\n\n\t\t\t\tif (I) {\n\t\t\t\t\tlet i = this.spheres.indexOf(e.drag.object);\n\t\t\t\t\tif (i !== -1) {\n\t\t\t\t\t\tthis.setPosition(i, I.location);\n\t\t\t\t\t\t//this.dispatchEvent({\n\t\t\t\t\t\t//\t'type': 'marker_moved',\n\t\t\t\t\t\t//\t'profile': this,\n\t\t\t\t\t\t//\t'index': i\n\t\t\t\t\t\t//});\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet drop = e => {\n\t\t\t\tlet i = this.spheres.indexOf(e.drag.object);\n\t\t\t\tif (i !== -1) {\n\t\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\t\t'type': 'marker_dropped',\n\t\t\t\t\t\t'profile': this,\n\t\t\t\t\t\t'index': i\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet mouseover = (e) => e.object.material.emissive.setHex(0x888888);\n\t\t\tlet mouseleave = (e) => e.object.material.emissive.setHex(0x000000);\n\n\t\t\tsphere.addEventListener('drag', drag);\n\t\t\tsphere.addEventListener('drop', drop);\n\t\t\tsphere.addEventListener('mouseover', mouseover);\n\t\t\tsphere.addEventListener('mouseleave', mouseleave);\n\t\t}\n\n\t\tlet event = {\n\t\t\ttype: 'marker_added',\n\t\t\tprofile: this,\n\t\t\tsphere: sphere\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.setPosition(this.points.length - 1, point);\n\t}\n\n\tremoveMarker (index) {\n\t\tthis.points.splice(index, 1);\n\n\t\tthis.remove(this.spheres[index]);\n\n\t\tlet edgeIndex = (index === 0) ? 0 : (index - 1);\n\t\tthis.remove(this.edges[edgeIndex]);\n\t\tthis.edges.splice(edgeIndex, 1);\n\t\tthis.remove(this.boxes[edgeIndex]);\n\t\tthis.boxes.splice(edgeIndex, 1);\n\n\t\tthis.spheres.splice(index, 1);\n\n\t\tthis.update();\n\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'marker_removed',\n\t\t\t'profile': this\n\t\t});\n\t}\n\n\tsetPosition (index, position) {\n\t\tlet point = this.points[index];\n\t\tpoint.copy(position);\n\n\t\tlet event = {\n\t\t\ttype: 'marker_moved',\n\t\t\tprofile:\tthis,\n\t\t\tindex:\tindex,\n\t\t\tposition: point.clone()\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.update();\n\t}\n\n\tsetWidth (width) {\n\t\tthis.width = width;\n\n\t\tlet event = {\n\t\t\ttype: 'width_changed',\n\t\t\tprofile:\tthis,\n\t\t\twidth:\twidth\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.update();\n\t}\n\n\tgetWidth () {\n\t\treturn this.width;\n\t}\n\n\tupdate () {\n\t\tif (this.points.length === 0) {\n\t\t\treturn;\n\t\t} else if (this.points.length === 1) {\n\t\t\tlet point = this.points[0];\n\t\t\tthis.spheres[0].position.copy(point);\n\n\t\t\treturn;\n\t\t}\n\n\t\tlet min = this.points[0].clone();\n\t\tlet max = this.points[0].clone();\n\t\tlet centroid = new THREE.Vector3();\n\t\tlet lastIndex = this.points.length - 1;\n\t\tfor (let i = 0; i <= lastIndex; i++) {\n\t\t\tlet point = this.points[i];\n\t\t\tlet sphere = this.spheres[i];\n\t\t\tlet leftIndex = (i === 0) ? lastIndex : i - 1;\n\t\t\t// let rightIndex = (i === lastIndex) ? 0 : i + 1;\n\t\t\tlet leftVertex = this.points[leftIndex];\n\t\t\t// let rightVertex = this.points[rightIndex];\n\t\t\tlet leftEdge = this.edges[leftIndex];\n\t\t\tlet rightEdge = this.edges[i];\n\t\t\tlet leftBox = this.boxes[leftIndex];\n\t\t\t// rightBox = this.boxes[i];\n\n\t\t\t// let leftEdgeLength = point.distanceTo(leftVertex);\n\t\t\t// let rightEdgeLength = point.distanceTo(rightVertex);\n\t\t\t// let leftEdgeCenter = new THREE.Vector3().addVectors(leftVertex, point).multiplyScalar(0.5);\n\t\t\t// let rightEdgeCenter = new THREE.Vector3().addVectors(point, rightVertex).multiplyScalar(0.5);\n\n\t\t\tsphere.position.copy(point);\n\n\t\t\tif (this._modifiable) {\n\t\t\t\tsphere.visible = true;\n\t\t\t} else {\n\t\t\t\tsphere.visible = false;\n\t\t\t}\n\n\t\t\tif (leftEdge) {\n\t\t\t\tleftEdge.geometry.vertices[1].copy(point);\n\t\t\t\tleftEdge.geometry.verticesNeedUpdate = true;\n\t\t\t\tleftEdge.geometry.computeBoundingSphere();\n\t\t\t}\n\n\t\t\tif (rightEdge) {\n\t\t\t\trightEdge.geometry.vertices[0].copy(point);\n\t\t\t\trightEdge.geometry.verticesNeedUpdate = true;\n\t\t\t\trightEdge.geometry.computeBoundingSphere();\n\t\t\t}\n\n\t\t\tif (leftBox) {\n\t\t\t\tlet start = leftVertex;\n\t\t\t\tlet end = point;\n\t\t\t\tlet length = start.clone().setZ(0).distanceTo(end.clone().setZ(0));\n\t\t\t\tleftBox.scale.set(length, 1000000, this.width);\n\t\t\t\tleftBox.up.set(0, 0, 1);\n\n\t\t\t\tlet center = new THREE.Vector3().addVectors(start, end).multiplyScalar(0.5);\n\t\t\t\tlet diff = new THREE.Vector3().subVectors(end, start);\n\t\t\t\tlet target = new THREE.Vector3(diff.y, -diff.x, 0);\n\n\t\t\t\tleftBox.position.set(0, 0, 0);\n\t\t\t\tleftBox.lookAt(target);\n\t\t\t\tleftBox.position.copy(center);\n\t\t\t}\n\n\t\t\tcentroid.add(point);\n\t\t\tmin.min(point);\n\t\t\tmax.max(point);\n\t\t}\n\t\tcentroid.multiplyScalar(1 / this.points.length);\n\n\t\tfor (let i = 0; i < this.boxes.length; i++) {\n\t\t\tlet box = this.boxes[i];\n\n\t\t\tbox.position.z = min.z + (max.z - min.z) / 2;\n\t\t}\n\t}\n\n\traycast (raycaster, intersects) {\n\t\tfor (let i = 0; i < this.points.length; i++) {\n\t\t\tlet sphere = this.spheres[i];\n\n\t\t\tsphere.raycast(raycaster, intersects);\n\t\t}\n\n\t\t// recalculate distances because they are not necessarely correct\n\t\t// for scaled objects.\n\t\t// see https://github.com/mrdoob/three.js/issues/5827\n\t\t// TODO: remove this once the bug has been fixed\n\t\tfor (let i = 0; i < intersects.length; i++) {\n\t\t\tlet I = intersects[i];\n\t\t\tI.distance = raycaster.ray.origin.distanceTo(I.point);\n\t\t}\n\t\tintersects.sort(function (a, b) { return a.distance - b.distance; });\n\t};\n\n\tget modifiable () {\n\t\treturn this._modifiable;\n\t}\n\n\tset modifiable (value) {\n\t\tthis._modifiable = value;\n\t\tthis.update();\n\t}\n\n}\n","import {\n\tBox3,\n\tFloat32BufferAttribute,\n\tInstancedBufferGeometry,\n\tInstancedInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tSphere,\n\tVector3,\n\tWireframeGeometry\n} from '../build/three.module.js';\n\nvar LineSegmentsGeometry = function () {\n\n\tInstancedBufferGeometry.call( this );\n\n\tthis.type = 'LineSegmentsGeometry';\n\n\tvar positions = [ - 1, 2, 0, 1, 2, 0, - 1, 1, 0, 1, 1, 0, - 1, 0, 0, 1, 0, 0, - 1, - 1, 0, 1, - 1, 0 ];\n\tvar uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ];\n\tvar index = [ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ];\n\n\tthis.setIndex( index );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n};\n\nLineSegmentsGeometry.prototype = Object.assign( Object.create( InstancedBufferGeometry.prototype ), {\n\n\tconstructor: LineSegmentsGeometry,\n\n\tisLineSegmentsGeometry: true,\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tvar start = this.attributes.instanceStart;\n\t\tvar end = this.attributes.instanceEnd;\n\n\t\tif ( start !== undefined ) {\n\n\t\t\tstart.applyMatrix4( matrix );\n\n\t\t\tend.applyMatrix4( matrix );\n\n\t\t\tstart.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetPositions: function ( array ) {\n\n\t\tvar lineSegments;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\tlineSegments = array;\n\n\t\t} else if ( Array.isArray( array ) ) {\n\n\t\t\tlineSegments = new Float32Array( array );\n\n\t\t}\n\n\t\tvar instanceBuffer = new InstancedInterleavedBuffer( lineSegments, 6, 1 ); // xyz, xyz\n\n\t\tthis.setAttribute( 'instanceStart', new InterleavedBufferAttribute( instanceBuffer, 3, 0 ) ); // xyz\n\t\tthis.setAttribute( 'instanceEnd', new InterleavedBufferAttribute( instanceBuffer, 3, 3 ) ); // xyz\n\n\t\t//\n\n\t\tthis.computeBoundingBox();\n\t\tthis.computeBoundingSphere();\n\n\t\treturn this;\n\n\t},\n\n\tsetColors: function ( array ) {\n\n\t\tvar colors;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\tcolors = array;\n\n\t\t} else if ( Array.isArray( array ) ) {\n\n\t\t\tcolors = new Float32Array( array );\n\n\t\t}\n\n\t\tvar instanceColorBuffer = new InstancedInterleavedBuffer( colors, 6, 1 ); // rgb, rgb\n\n\t\tthis.setAttribute( 'instanceColorStart', new InterleavedBufferAttribute( instanceColorBuffer, 3, 0 ) ); // rgb\n\t\tthis.setAttribute( 'instanceColorEnd', new InterleavedBufferAttribute( instanceColorBuffer, 3, 3 ) ); // rgb\n\n\t\treturn this;\n\n\t},\n\n\tfromWireframeGeometry: function ( geometry ) {\n\n\t\tthis.setPositions( geometry.attributes.position.array );\n\n\t\treturn this;\n\n\t},\n\n\tfromEdgesGeometry: function ( geometry ) {\n\n\t\tthis.setPositions( geometry.attributes.position.array );\n\n\t\treturn this;\n\n\t},\n\n\tfromMesh: function ( mesh ) {\n\n\t\tthis.fromWireframeGeometry( new WireframeGeometry( mesh.geometry ) );\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tfromLineSegments: function ( lineSegments ) {\n\n\t\tvar geometry = lineSegments.geometry;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tthis.setPositions( geometry.vertices );\n\n\t\t} else if ( geometry.isBufferGeometry ) {\n\n\t\t\tthis.setPositions( geometry.attributes.position.array ); // assumes non-indexed\n\n\t\t}\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tvar box = new Box3();\n\n\t\treturn function computeBoundingBox() {\n\n\t\t\tif ( this.boundingBox === null ) {\n\n\t\t\t\tthis.boundingBox = new Box3();\n\n\t\t\t}\n\n\t\t\tvar start = this.attributes.instanceStart;\n\t\t\tvar end = this.attributes.instanceEnd;\n\n\t\t\tif ( start !== undefined && end !== undefined ) {\n\n\t\t\t\tthis.boundingBox.setFromBufferAttribute( start );\n\n\t\t\t\tbox.setFromBufferAttribute( end );\n\n\t\t\t\tthis.boundingBox.union( box );\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\tcomputeBoundingSphere: function () {\n\n\t\tvar vector = new Vector3();\n\n\t\treturn function computeBoundingSphere() {\n\n\t\t\tif ( this.boundingSphere === null ) {\n\n\t\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t\t}\n\n\t\t\tif ( this.boundingBox === null ) {\n\n\t\t\t\tthis.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\tvar start = this.attributes.instanceStart;\n\t\t\tvar end = this.attributes.instanceEnd;\n\n\t\t\tif ( start !== undefined && end !== undefined ) {\n\n\t\t\t\tvar center = this.boundingSphere.center;\n\n\t\t\t\tthis.boundingBox.getCenter( center );\n\n\t\t\t\tvar maxRadiusSq = 0;\n\n\t\t\t\tfor ( var i = 0, il = start.count; i < il; i ++ ) {\n\n\t\t\t\t\tvector.fromBufferAttribute( start, i );\n\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );\n\n\t\t\t\t\tvector.fromBufferAttribute( end, i );\n\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );\n\n\t\t\t\t}\n\n\t\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\ttoJSON: function () {\n\n\t\t// todo\n\n\t},\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' );\n\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nexport { LineSegmentsGeometry };\n","import {\n\tShaderLib,\n\tShaderMaterial,\n\tUniformsLib,\n\tUniformsUtils,\n\tVector2\n} from '../build/three.module.js';\n\n/**\n * parameters = {\n * color: ,\n * linewidth: ,\n * dashed: ,\n * dashScale: ,\n * dashSize: ,\n * dashOffset: ,\n * gapSize: ,\n * resolution: , // to be set by renderer\n * }\n */\n\nUniformsLib.line = {\n\n\tlinewidth: { value: 1 },\n\tresolution: { value: new Vector2( 1, 1 ) },\n\tdashScale: { value: 1 },\n\tdashSize: { value: 1 },\n\tdashOffset: { value: 0 },\n\tgapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n\topacity: { value: 1 }\n\n};\n\nShaderLib[ 'line' ] = {\n\n\tuniforms: UniformsUtils.merge( [\n\t\tUniformsLib.common,\n\t\tUniformsLib.fog,\n\t\tUniformsLib.line\n\t] ),\n\n\tvertexShader:\n\t\t`\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\tvarying vec2 vUv;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\tvUv = uv;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec2 ndcStart = clipStart.xy / clipStart.w;\n\t\t\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd - ndcStart;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t// perpendicular to dir\n\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\n\t\t\t// undo aspect ratio adjustment\n\t\t\tdir.x /= aspect;\n\t\t\toffset.x /= aspect;\n\n\t\t\t// sign flip\n\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t// endcaps\n\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\toffset += - dir;\n\n\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\toffset += dir;\n\n\t\t\t}\n\n\t\t\t// adjust for linewidth\n\t\t\toffset *= linewidth;\n\n\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\toffset /= resolution.y;\n\n\t\t\t// select end\n\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t// back to clip space\n\t\t\toffset *= clip.w;\n\n\t\t\tclip.xy += offset;\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`,\n\n\tfragmentShader:\n\t\t`\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashSize;\n\t\t\tuniform float dashOffset;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\t#include \n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\tfloat a = vUv.x;\n\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t}\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t\t\t#include \n\t\t\t#include \n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`\n};\n\nvar LineMaterial = function ( parameters ) {\n\n\tShaderMaterial.call( this, {\n\n\t\ttype: 'LineMaterial',\n\n\t\tuniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),\n\n\t\tvertexShader: ShaderLib[ 'line' ].vertexShader,\n\t\tfragmentShader: ShaderLib[ 'line' ].fragmentShader,\n\n\t\tclipping: true // required for clipping support\n\n\t} );\n\n\tthis.dashed = false;\n\n\tObject.defineProperties( this, {\n\n\t\tcolor: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.diffuse.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.diffuse.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tlinewidth: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.linewidth.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.linewidth.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tdashScale: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.dashScale.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.dashScale.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tdashSize: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.dashSize.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.dashSize.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tdashOffset: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.dashOffset.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.dashOffset.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tgapSize: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.gapSize.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.gapSize.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\topacity: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.opacity.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.opacity.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tresolution: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.resolution.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.resolution.value.copy( value );\n\n\t\t\t}\n\n\t\t}\n\n\t} );\n\n\tthis.setValues( parameters );\n\n};\n\nLineMaterial.prototype = Object.create( ShaderMaterial.prototype );\nLineMaterial.prototype.constructor = LineMaterial;\n\nLineMaterial.prototype.isLineMaterial = true;\n\nexport { LineMaterial };\n","import {\n\tInstancedInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tLine3,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tVector3,\n\tVector4\n} from '../build/three.module.js';\nimport { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';\nimport { LineMaterial } from '../lines/LineMaterial.js';\n\nvar LineSegments2 = function ( geometry, material ) {\n\n\tif ( geometry === undefined ) geometry = new LineSegmentsGeometry();\n\tif ( material === undefined ) material = new LineMaterial( { color: Math.random() * 0xffffff } );\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'LineSegments2';\n\n};\n\nLineSegments2.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: LineSegments2,\n\n\tisLineSegments2: true,\n\n\tcomputeLineDistances: ( function () { // for backwards-compatability, but could be a method of LineSegmentsGeometry...\n\n\t\tvar start = new Vector3();\n\t\tvar end = new Vector3();\n\n\t\treturn function computeLineDistances() {\n\n\t\t\tvar geometry = this.geometry;\n\n\t\t\tvar instanceStart = geometry.attributes.instanceStart;\n\t\t\tvar instanceEnd = geometry.attributes.instanceEnd;\n\t\t\tvar lineDistances = new Float32Array( 2 * instanceStart.data.count );\n\n\t\t\tfor ( var i = 0, j = 0, l = instanceStart.data.count; i < l; i ++, j += 2 ) {\n\n\t\t\t\tstart.fromBufferAttribute( instanceStart, i );\n\t\t\t\tend.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\tlineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];\n\t\t\t\tlineDistances[ j + 1 ] = lineDistances[ j ] + start.distanceTo( end );\n\n\t\t\t}\n\n\t\t\tvar instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1\n\n\t\t\tgeometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0\n\t\t\tgeometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}() ),\n\n\traycast: ( function () {\n\n\t\tvar start = new Vector4();\n\t\tvar end = new Vector4();\n\n\t\tvar ssOrigin = new Vector4();\n\t\tvar ssOrigin3 = new Vector3();\n\t\tvar mvMatrix = new Matrix4();\n\t\tvar line = new Line3();\n\t\tvar closestPoint = new Vector3();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tif ( raycaster.camera === null ) {\n\n\t\t\t\tconsole.error( 'LineSegments2: \"Raycaster.camera\" needs to be set in order to raycast against LineSegments2.' );\n\n\t\t\t}\n\n\t\t\tvar threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;\n\n\t\t\tvar ray = raycaster.ray;\n\t\t\tvar camera = raycaster.camera;\n\t\t\tvar projectionMatrix = camera.projectionMatrix;\n\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar material = this.material;\n\t\t\tvar resolution = material.resolution;\n\t\t\tvar lineWidth = material.linewidth + threshold;\n\n\t\t\tvar instanceStart = geometry.attributes.instanceStart;\n\t\t\tvar instanceEnd = geometry.attributes.instanceEnd;\n\n\t\t\t// pick a point 1 unit out along the ray to avoid the ray origin\n\t\t\t// sitting at the camera origin which will cause \"w\" to be 0 when\n\t\t\t// applying the projection matrix.\n\t\t\tray.at( 1, ssOrigin );\n\n\t\t\t// ndc space [ - 1.0, 1.0 ]\n\t\t\tssOrigin.w = 1;\n\t\t\tssOrigin.applyMatrix4( camera.matrixWorldInverse );\n\t\t\tssOrigin.applyMatrix4( projectionMatrix );\n\t\t\tssOrigin.multiplyScalar( 1 / ssOrigin.w );\n\n\t\t\t// screen space\n\t\t\tssOrigin.x *= resolution.x / 2;\n\t\t\tssOrigin.y *= resolution.y / 2;\n\t\t\tssOrigin.z = 0;\n\n\t\t\tssOrigin3.copy( ssOrigin );\n\n\t\t\tvar matrixWorld = this.matrixWorld;\n\t\t\tmvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );\n\n\t\t\tfor ( var i = 0, l = instanceStart.count; i < l; i ++ ) {\n\n\t\t\t\tstart.fromBufferAttribute( instanceStart, i );\n\t\t\t\tend.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\tstart.w = 1;\n\t\t\t\tend.w = 1;\n\n\t\t\t\t// camera space\n\t\t\t\tstart.applyMatrix4( mvMatrix );\n\t\t\t\tend.applyMatrix4( mvMatrix );\n\n\t\t\t\t// clip space\n\t\t\t\tstart.applyMatrix4( projectionMatrix );\n\t\t\t\tend.applyMatrix4( projectionMatrix );\n\n\t\t\t\t// ndc space [ - 1.0, 1.0 ]\n\t\t\t\tstart.multiplyScalar( 1 / start.w );\n\t\t\t\tend.multiplyScalar( 1 / end.w );\n\n\t\t\t\t// skip the segment if it's outside the camera near and far planes\n\t\t\t\tvar isBehindCameraNear = start.z < - 1 && end.z < - 1;\n\t\t\t\tvar isPastCameraFar = start.z > 1 && end.z > 1;\n\t\t\t\tif ( isBehindCameraNear || isPastCameraFar ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// screen space\n\t\t\t\tstart.x *= resolution.x / 2;\n\t\t\t\tstart.y *= resolution.y / 2;\n\n\t\t\t\tend.x *= resolution.x / 2;\n\t\t\t\tend.y *= resolution.y / 2;\n\n\t\t\t\t// create 2d segment\n\t\t\t\tline.start.copy( start );\n\t\t\t\tline.start.z = 0;\n\n\t\t\t\tline.end.copy( end );\n\t\t\t\tline.end.z = 0;\n\n\t\t\t\t// get closest point on ray to segment\n\t\t\t\tvar param = line.closestPointToPointParameter( ssOrigin3, true );\n\t\t\t\tline.at( param, closestPoint );\n\n\t\t\t\t// check if the intersection point is within clip space\n\t\t\t\tvar zPos = MathUtils.lerp( start.z, end.z, param );\n\t\t\t\tvar isInClipSpace = zPos >= - 1 && zPos <= 1;\n\n\t\t\t\tvar isInside = ssOrigin3.distanceTo( closestPoint ) < lineWidth * 0.5;\n\n\t\t\t\tif ( isInClipSpace && isInside ) {\n\n\t\t\t\t\tline.start.fromBufferAttribute( instanceStart, i );\n\t\t\t\t\tline.end.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\t\tline.start.applyMatrix4( matrixWorld );\n\t\t\t\t\tline.end.applyMatrix4( matrixWorld );\n\n\t\t\t\t\tvar pointOnLine = new Vector3();\n\t\t\t\t\tvar point = new Vector3();\n\n\t\t\t\t\tray.distanceSqToSegment( line.start, line.end, point, pointOnLine );\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tpoint: point,\n\t\t\t\t\t\tpointOnLine: pointOnLine,\n\t\t\t\t\t\tdistance: ray.origin.distanceTo( point ),\n\n\t\t\t\t\t\tobject: this,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: i,\n\t\t\t\t\t\tuv: null,\n\t\t\t\t\t\tuv2: null,\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}() )\n\n} );\n\nexport { LineSegments2 };\n","import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';\n\nvar LineGeometry = function () {\n\n\tLineSegmentsGeometry.call( this );\n\n\tthis.type = 'LineGeometry';\n\n};\n\nLineGeometry.prototype = Object.assign( Object.create( LineSegmentsGeometry.prototype ), {\n\n\tconstructor: LineGeometry,\n\n\tisLineGeometry: true,\n\n\tsetPositions: function ( array ) {\n\n\t\t// converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n\n\t\tvar length = array.length - 3;\n\t\tvar points = new Float32Array( 2 * length );\n\n\t\tfor ( var i = 0; i < length; i += 3 ) {\n\n\t\t\tpoints[ 2 * i ] = array[ i ];\n\t\t\tpoints[ 2 * i + 1 ] = array[ i + 1 ];\n\t\t\tpoints[ 2 * i + 2 ] = array[ i + 2 ];\n\n\t\t\tpoints[ 2 * i + 3 ] = array[ i + 3 ];\n\t\t\tpoints[ 2 * i + 4 ] = array[ i + 4 ];\n\t\t\tpoints[ 2 * i + 5 ] = array[ i + 5 ];\n\n\t\t}\n\n\t\tLineSegmentsGeometry.prototype.setPositions.call( this, points );\n\n\t\treturn this;\n\n\t},\n\n\tsetColors: function ( array ) {\n\n\t\t// converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format\n\n\t\tvar length = array.length - 3;\n\t\tvar colors = new Float32Array( 2 * length );\n\n\t\tfor ( var i = 0; i < length; i += 3 ) {\n\n\t\t\tcolors[ 2 * i ] = array[ i ];\n\t\t\tcolors[ 2 * i + 1 ] = array[ i + 1 ];\n\t\t\tcolors[ 2 * i + 2 ] = array[ i + 2 ];\n\n\t\t\tcolors[ 2 * i + 3 ] = array[ i + 3 ];\n\t\t\tcolors[ 2 * i + 4 ] = array[ i + 4 ];\n\t\t\tcolors[ 2 * i + 5 ] = array[ i + 5 ];\n\n\t\t}\n\n\t\tLineSegmentsGeometry.prototype.setColors.call( this, colors );\n\n\t\treturn this;\n\n\t},\n\n\tfromLine: function ( line ) {\n\n\t\tvar geometry = line.geometry;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tthis.setPositions( geometry.vertices );\n\n\t\t} else if ( geometry.isBufferGeometry ) {\n\n\t\t\tthis.setPositions( geometry.attributes.position.array ); // assumes non-indexed\n\n\t\t}\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( /* source */ ) {\n\n\t\t// todo\n\n\t\treturn this;\n\n\t}\n\n} );\n\nexport { LineGeometry };\n","import { LineSegments2 } from '../lines/LineSegments2.js';\nimport { LineGeometry } from '../lines/LineGeometry.js';\nimport { LineMaterial } from '../lines/LineMaterial.js';\n\nvar Line2 = function ( geometry, material ) {\n\n\tif ( geometry === undefined ) geometry = new LineGeometry();\n\tif ( material === undefined ) material = new LineMaterial( { color: Math.random() * 0xffffff } );\n\n\tLineSegments2.call( this, geometry, material );\n\n\tthis.type = 'Line2';\n\n};\n\nLine2.prototype = Object.assign( Object.create( LineSegments2.prototype ), {\n\n\tconstructor: Line2,\n\n\tisLine2: true\n\n} );\n\nexport { Line2 };\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {TextSprite} from \"../TextSprite.js\";\nimport {Utils} from \"../utils.js\";\nimport {Line2} from \"../../libs/three.js/lines/Line2.js\";\nimport {LineGeometry} from \"../../libs/three.js/lines/LineGeometry.js\";\nimport {LineMaterial} from \"../../libs/three.js/lines/LineMaterial.js\";\n\nfunction createHeightLine(){\n\tlet lineGeometry = new LineGeometry();\n\n\tlineGeometry.setPositions([\n\t\t0, 0, 0,\n\t\t0, 0, 0,\n\t]);\n\n\tlet lineMaterial = new LineMaterial({ \n\t\tcolor: 0x00ff00, \n\t\tdashSize: 5, \n\t\tgapSize: 2,\n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t});\n\n\tlineMaterial.depthTest = false;\n\tconst heightEdge = new Line2(lineGeometry, lineMaterial);\n\theightEdge.visible = false;\n\n\t//this.add(this.heightEdge);\n\t\n\treturn heightEdge;\n}\n\nfunction createHeightLabel(){\n\tconst heightLabel = new TextSprite('');\n\n\theightLabel.setTextColor({r: 140, g: 250, b: 140, a: 1.0});\n\theightLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\theightLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\theightLabel.fontsize = 16;\n\theightLabel.material.depthTest = false;\n\theightLabel.material.opacity = 1;\n\theightLabel.visible = false;\n\n\treturn heightLabel;\n}\n\nfunction createAreaLabel(){\n\tconst areaLabel = new TextSprite('');\n\n\tareaLabel.setTextColor({r: 140, g: 250, b: 140, a: 1.0});\n\tareaLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\tareaLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\tareaLabel.fontsize = 16;\n\tareaLabel.material.depthTest = false;\n\tareaLabel.material.opacity = 1;\n\tareaLabel.visible = false;\n\t\n\treturn areaLabel;\n}\n\nfunction createCircleRadiusLabel(){\n\tconst circleRadiusLabel = new TextSprite(\"\");\n\n\tcircleRadiusLabel.setTextColor({r: 140, g: 250, b: 140, a: 1.0});\n\tcircleRadiusLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\tcircleRadiusLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\tcircleRadiusLabel.fontsize = 16;\n\tcircleRadiusLabel.material.depthTest = false;\n\tcircleRadiusLabel.material.opacity = 1;\n\tcircleRadiusLabel.visible = false;\n\t\n\treturn circleRadiusLabel;\n}\n\nfunction createCircleRadiusLine(){\n\tconst lineGeometry = new LineGeometry();\n\n\tlineGeometry.setPositions([\n\t\t0, 0, 0,\n\t\t0, 0, 0,\n\t]);\n\n\tconst lineMaterial = new LineMaterial({ \n\t\tcolor: 0xff0000, \n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\tgapSize: 1,\n\t\tdashed: true,\n\t});\n\n\tlineMaterial.depthTest = false;\n\n\tconst circleRadiusLine = new Line2(lineGeometry, lineMaterial);\n\tcircleRadiusLine.visible = false;\n\n\treturn circleRadiusLine;\n}\n\nfunction createCircleLine(){\n\tconst coordinates = [];\n\n\tlet n = 128;\n\tfor(let i = 0; i <= n; i++){\n\t\tlet u0 = 2 * Math.PI * (i / n);\n\t\tlet u1 = 2 * Math.PI * (i + 1) / n;\n\n\t\tlet p0 = new THREE.Vector3(\n\t\t\tMath.cos(u0), \n\t\t\tMath.sin(u0), \n\t\t\t0\n\t\t);\n\n\t\tlet p1 = new THREE.Vector3(\n\t\t\tMath.cos(u1), \n\t\t\tMath.sin(u1), \n\t\t\t0\n\t\t);\n\n\t\tcoordinates.push(\n\t\t\t...p0.toArray(),\n\t\t\t...p1.toArray(),\n\t\t);\n\t}\n\n\tconst geometry = new LineGeometry();\n\tgeometry.setPositions(coordinates);\n\n\tconst material = new LineMaterial({ \n\t\tcolor: 0xff0000, \n\t\tdashSize: 5, \n\t\tgapSize: 2,\n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t});\n\n\tmaterial.depthTest = false;\n\n\tconst circleLine = new Line2(geometry, material);\n\tcircleLine.visible = false;\n\tcircleLine.computeLineDistances();\n\n\treturn circleLine;\n}\n\nfunction createCircleCenter(){\n\tconst sg = new THREE.SphereGeometry(1, 32, 32);\n\tconst sm = new THREE.MeshNormalMaterial();\n\t\n\tconst circleCenter = new THREE.Mesh(sg, sm);\n\tcircleCenter.visible = false;\n\n\treturn circleCenter;\n}\n\nfunction createLine(){\n\tconst geometry = new LineGeometry();\n\n\tgeometry.setPositions([\n\t\t0, 0, 0,\n\t\t0, 0, 0,\n\t]);\n\n\tconst material = new LineMaterial({ \n\t\tcolor: 0xff0000, \n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\tgapSize: 1,\n\t\tdashed: true,\n\t});\n\n\tmaterial.depthTest = false;\n\n\tconst line = new Line2(geometry, material);\n\n\treturn line;\n}\n\nfunction createCircle(){\n\n\tconst coordinates = [];\n\n\tlet n = 128;\n\tfor(let i = 0; i <= n; i++){\n\t\tlet u0 = 2 * Math.PI * (i / n);\n\t\tlet u1 = 2 * Math.PI * (i + 1) / n;\n\n\t\tlet p0 = new THREE.Vector3(\n\t\t\tMath.cos(u0), \n\t\t\tMath.sin(u0), \n\t\t\t0\n\t\t);\n\n\t\tlet p1 = new THREE.Vector3(\n\t\t\tMath.cos(u1), \n\t\t\tMath.sin(u1), \n\t\t\t0\n\t\t);\n\n\t\tcoordinates.push(\n\t\t\t...p0.toArray(),\n\t\t\t...p1.toArray(),\n\t\t);\n\t}\n\n\tconst geometry = new LineGeometry();\n\tgeometry.setPositions(coordinates);\n\n\tconst material = new LineMaterial({ \n\t\tcolor: 0xff0000, \n\t\tdashSize: 5, \n\t\tgapSize: 2,\n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t});\n\n\tmaterial.depthTest = false;\n\n\tconst line = new Line2(geometry, material);\n\tline.computeLineDistances();\n\n\treturn line;\n\n}\n\nfunction createAzimuth(){\n\n\tconst azimuth = {\n\t\tlabel: null,\n\t\tcenter: null,\n\t\ttarget: null,\n\t\tnorth: null,\n\t\tcenterToNorth: null,\n\t\tcenterToTarget: null,\n\t\tcenterToTargetground: null,\n\t\ttargetgroundToTarget: null,\n\t\tcircle: null,\n\n\t\tnode: null,\n\t};\n\n\tconst sg = new THREE.SphereGeometry(1, 32, 32);\n\tconst sm = new THREE.MeshNormalMaterial();\n\n\t{\n\t\tconst label = new TextSprite(\"\");\n\n\t\tlabel.setTextColor({r: 140, g: 250, b: 140, a: 1.0});\n\t\tlabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\tlabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\tlabel.fontsize = 16;\n\t\tlabel.material.depthTest = false;\n\t\tlabel.material.opacity = 1;\n\n\t\tazimuth.label = label;\n\t}\n\n\tazimuth.center = new THREE.Mesh(sg, sm);\n\tazimuth.target = new THREE.Mesh(sg, sm);\n\tazimuth.north = new THREE.Mesh(sg, sm);\n\tazimuth.centerToNorth = createLine();\n\tazimuth.centerToTarget = createLine();\n\tazimuth.centerToTargetground = createLine();\n\tazimuth.targetgroundToTarget = createLine();\n\tazimuth.circle = createCircle();\n\n\tazimuth.node = new THREE.Object3D();\n\tazimuth.node.add(\n\t\tazimuth.centerToNorth,\n\t\tazimuth.centerToTarget,\n\t\tazimuth.centerToTargetground,\n\t\tazimuth.targetgroundToTarget,\n\t\tazimuth.circle,\n\t\tazimuth.label,\n\t\tazimuth.center,\n\t\tazimuth.target,\n\t\tazimuth.north,\n\t);\n\n\treturn azimuth;\n}\n\nexport class Measure extends THREE.Object3D {\n\tconstructor () {\n\t\tsuper();\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\n\t\tthis.name = 'Measure_' + this.constructor.counter;\n\t\tthis.points = [];\n\t\tthis._showDistances = true;\n\t\tthis._showCoordinates = false;\n\t\tthis._showArea = false;\n\t\tthis._closed = true;\n\t\tthis._showAngles = false;\n\t\tthis._showCircle = false;\n\t\tthis._showHeight = false;\n\t\tthis._showEdges = true;\n\t\tthis._showAzimuth = false;\n\t\tthis.maxMarkers = Number.MAX_SAFE_INTEGER;\n\n\t\tthis.sphereGeometry = new THREE.SphereGeometry(0.4, 10, 10);\n\t\tthis.color = new THREE.Color(0xff0000);\n\n\t\tthis.spheres = [];\n\t\tthis.edges = [];\n\t\tthis.sphereLabels = [];\n\t\tthis.edgeLabels = [];\n\t\tthis.angleLabels = [];\n\t\tthis.coordinateLabels = [];\n\n\t\tthis.heightEdge = createHeightLine();\n\t\tthis.heightLabel = createHeightLabel();\n\t\tthis.areaLabel = createAreaLabel();\n\t\tthis.circleRadiusLabel = createCircleRadiusLabel();\n\t\tthis.circleRadiusLine = createCircleRadiusLine();\n\t\tthis.circleLine = createCircleLine();\n\t\tthis.circleCenter = createCircleCenter();\n\n\t\tthis.azimuth = createAzimuth();\n\n\t\tthis.add(this.heightEdge);\n\t\tthis.add(this.heightLabel);\n\t\tthis.add(this.areaLabel);\n\t\tthis.add(this.circleRadiusLabel);\n\t\tthis.add(this.circleRadiusLine);\n\t\tthis.add(this.circleLine);\n\t\tthis.add(this.circleCenter);\n\n\t\tthis.add(this.azimuth.node);\n\n\t}\n\n\tcreateSphereMaterial () {\n\t\tlet sphereMaterial = new THREE.MeshLambertMaterial({\n\t\t\t//shading: THREE.SmoothShading,\n\t\t\tcolor: this.color,\n\t\t\tdepthTest: false,\n\t\t\tdepthWrite: false}\n\t\t);\n\n\t\treturn sphereMaterial;\n\t};\n\n\taddMarker (point) {\n\t\tif (point.x != null) {\n\t\t\tpoint = {position: point};\n\t\t}else if(point instanceof Array){\n\t\t\tpoint = {position: new THREE.Vector3(...point)};\n\t\t}\n\t\tthis.points.push(point);\n\n\t\t// sphere\n\t\tlet sphere = new THREE.Mesh(this.sphereGeometry, this.createSphereMaterial());\n\n\t\tthis.add(sphere);\n\t\tthis.spheres.push(sphere);\n\n\t\t{ // edges\n\t\t\tlet lineGeometry = new LineGeometry();\n\t\t\tlineGeometry.setPositions( [\n\t\t\t\t\t0, 0, 0,\n\t\t\t\t\t0, 0, 0,\n\t\t\t]);\n\n\t\t\tlet lineMaterial = new LineMaterial({\n\t\t\t\tcolor: 0xff0000, \n\t\t\t\tlinewidth: 2, \n\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\t\t});\n\n\t\t\tlineMaterial.depthTest = false;\n\n\t\t\tlet edge = new Line2(lineGeometry, lineMaterial);\n\t\t\tedge.visible = true;\n\n\t\t\tthis.add(edge);\n\t\t\tthis.edges.push(edge);\n\t\t}\n\n\t\t{ // edge labels\n\t\t\tlet edgeLabel = new TextSprite();\n\t\t\tedgeLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tedgeLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tedgeLabel.material.depthTest = false;\n\t\t\tedgeLabel.visible = false;\n\t\t\tedgeLabel.fontsize = 16;\n\t\t\tthis.edgeLabels.push(edgeLabel);\n\t\t\tthis.add(edgeLabel);\n\t\t}\n\n\t\t{ // angle labels\n\t\t\tlet angleLabel = new TextSprite();\n\t\t\tangleLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tangleLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tangleLabel.fontsize = 16;\n\t\t\tangleLabel.material.depthTest = false;\n\t\t\tangleLabel.material.opacity = 1;\n\t\t\tangleLabel.visible = false;\n\t\t\tthis.angleLabels.push(angleLabel);\n\t\t\tthis.add(angleLabel);\n\t\t}\n\n\t\t{ // coordinate labels\n\t\t\tlet coordinateLabel = new TextSprite();\n\t\t\tcoordinateLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tcoordinateLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tcoordinateLabel.fontsize = 16;\n\t\t\tcoordinateLabel.material.depthTest = false;\n\t\t\tcoordinateLabel.material.opacity = 1;\n\t\t\tcoordinateLabel.visible = false;\n\t\t\tthis.coordinateLabels.push(coordinateLabel);\n\t\t\tthis.add(coordinateLabel);\n\t\t}\n\n\t\t{ // Event Listeners\n\t\t\tlet drag = (e) => {\n\t\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\t\te.drag.end, \n\t\t\t\t\te.viewer.scene.getActiveCamera(), \n\t\t\t\t\te.viewer, \n\t\t\t\t\te.viewer.scene.pointclouds,\n\t\t\t\t\t{pickClipped: true});\n\n\t\t\t\tif (I) {\n\t\t\t\t\tlet i = this.spheres.indexOf(e.drag.object);\n\t\t\t\t\tif (i !== -1) {\n\t\t\t\t\t\tlet point = this.points[i];\n\t\t\t\t\t\t\n\t\t\t\t\t\t// loop through current keys and cleanup ones that will be orphaned\n\t\t\t\t\t\tfor (let key of Object.keys(point)) {\n\t\t\t\t\t\t\tif (!I.point[key]) {\n\t\t\t\t\t\t\t\tdelete point[key];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor (let key of Object.keys(I.point).filter(e => e !== 'position')) {\n\t\t\t\t\t\t\tpoint[key] = I.point[key];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tthis.setPosition(i, I.location);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet drop = e => {\n\t\t\t\tlet i = this.spheres.indexOf(e.drag.object);\n\t\t\t\tif (i !== -1) {\n\t\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\t\t'type': 'marker_dropped',\n\t\t\t\t\t\t'measurement': this,\n\t\t\t\t\t\t'index': i\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet mouseover = (e) => e.object.material.emissive.setHex(0x888888);\n\t\t\tlet mouseleave = (e) => e.object.material.emissive.setHex(0x000000);\n\n\t\t\tsphere.addEventListener('drag', drag);\n\t\t\tsphere.addEventListener('drop', drop);\n\t\t\tsphere.addEventListener('mouseover', mouseover);\n\t\t\tsphere.addEventListener('mouseleave', mouseleave);\n\t\t}\n\n\t\tlet event = {\n\t\t\ttype: 'marker_added',\n\t\t\tmeasurement: this,\n\t\t\tsphere: sphere\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.setMarker(this.points.length - 1, point);\n\t};\n\n\tremoveMarker (index) {\n\t\tthis.points.splice(index, 1);\n\n\t\tthis.remove(this.spheres[index]);\n\n\t\tlet edgeIndex = (index === 0) ? 0 : (index - 1);\n\t\tthis.remove(this.edges[edgeIndex]);\n\t\tthis.edges.splice(edgeIndex, 1);\n\n\t\tthis.remove(this.edgeLabels[edgeIndex]);\n\t\tthis.edgeLabels.splice(edgeIndex, 1);\n\t\tthis.coordinateLabels.splice(index, 1);\n\n\t\tthis.remove(this.angleLabels[index]);\n\t\tthis.angleLabels.splice(index, 1);\n\n\t\tthis.spheres.splice(index, 1);\n\n\t\tthis.update();\n\n\t\tthis.dispatchEvent({type: 'marker_removed', measurement: this});\n\t};\n\n\tsetMarker (index, point) {\n\t\tthis.points[index] = point;\n\n\t\tlet event = {\n\t\t\ttype: 'marker_moved',\n\t\t\tmeasure:\tthis,\n\t\t\tindex:\tindex,\n\t\t\tposition: point.position.clone()\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.update();\n\t}\n\n\tsetPosition (index, position) {\n\t\tlet point = this.points[index];\n\t\tpoint.position.copy(position);\n\n\t\tlet event = {\n\t\t\ttype: 'marker_moved',\n\t\t\tmeasure:\tthis,\n\t\t\tindex:\tindex,\n\t\t\tposition: position.clone()\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.update();\n\t};\n\n\tgetArea () {\n\t\tlet area = 0;\n\t\tlet j = this.points.length - 1;\n\n\t\tfor (let i = 0; i < this.points.length; i++) {\n\t\t\tlet p1 = this.points[i].position;\n\t\t\tlet p2 = this.points[j].position;\n\t\t\tarea += (p2.x + p1.x) * (p1.y - p2.y);\n\t\t\tj = i;\n\t\t}\n\n\t\treturn Math.abs(area / 2);\n\t};\n\n\tgetTotalDistance () {\n\t\tif (this.points.length === 0) {\n\t\t\treturn 0;\n\t\t}\n\n\t\tlet distance = 0;\n\n\t\tfor (let i = 1; i < this.points.length; i++) {\n\t\t\tlet prev = this.points[i - 1].position;\n\t\t\tlet curr = this.points[i].position;\n\t\t\tlet d = prev.distanceTo(curr);\n\n\t\t\tdistance += d;\n\t\t}\n\n\t\tif (this.closed && this.points.length > 1) {\n\t\t\tlet first = this.points[0].position;\n\t\t\tlet last = this.points[this.points.length - 1].position;\n\t\t\tlet d = last.distanceTo(first);\n\n\t\t\tdistance += d;\n\t\t}\n\n\t\treturn distance;\n\t}\n\n\tgetAngleBetweenLines (cornerPoint, point1, point2) {\n\t\tlet v1 = new THREE.Vector3().subVectors(point1.position, cornerPoint.position);\n\t\tlet v2 = new THREE.Vector3().subVectors(point2.position, cornerPoint.position);\n\n\t\t// avoid the error printed by threejs if denominator is 0\n\t\tconst denominator = Math.sqrt( v1.lengthSq() * v2.lengthSq() );\n\t\tif(denominator === 0){\n\t\t\treturn 0;\n\t\t}else{\n\t\t\treturn v1.angleTo(v2);\n\t\t}\n\t};\n\n\tgetAngle (index) {\n\t\tif (this.points.length < 3 || index >= this.points.length) {\n\t\t\treturn 0;\n\t\t}\n\n\t\tlet previous = (index === 0) ? this.points[this.points.length - 1] : this.points[index - 1];\n\t\tlet point = this.points[index];\n\t\tlet next = this.points[(index + 1) % (this.points.length)];\n\n\t\treturn this.getAngleBetweenLines(point, previous, next);\n\t}\n\n\t// updateAzimuth(){\n\t// \t// if(this.points.length !== 2){\n\t// \t// \treturn;\n\t// \t// }\n\n\t// \t// const azimuth = this.azimuth;\n\n\t// \t// const [p0, p1] = this.points;\n\n\t// \t// const r = p0.position.distanceTo(p1.position);\n\t\t\n\t// }\n\n\tupdate () {\n\t\tif (this.points.length === 0) {\n\t\t\treturn;\n\t\t} else if (this.points.length === 1) {\n\t\t\tlet point = this.points[0];\n\t\t\tlet position = point.position;\n\t\t\tthis.spheres[0].position.copy(position);\n\n\t\t\t{ // coordinate labels\n\t\t\t\tlet coordinateLabel = this.coordinateLabels[0];\n\t\t\t\t\n\t\t\t\tlet msg = position.toArray().map(p => Utils.addCommas(p.toFixed(2))).join(\" / \");\n\t\t\t\tcoordinateLabel.setText(msg);\n\n\t\t\t\tcoordinateLabel.visible = this.showCoordinates;\n\t\t\t}\n\n\t\t\treturn;\n\t\t}\n\n\t\tlet lastIndex = this.points.length - 1;\n\n\t\tlet centroid = new THREE.Vector3();\n\t\tfor (let i = 0; i <= lastIndex; i++) {\n\t\t\tlet point = this.points[i];\n\t\t\tcentroid.add(point.position);\n\t\t}\n\t\tcentroid.divideScalar(this.points.length);\n\n\t\tfor (let i = 0; i <= lastIndex; i++) {\n\t\t\tlet index = i;\n\t\t\tlet nextIndex = (i + 1 > lastIndex) ? 0 : i + 1;\n\t\t\tlet previousIndex = (i === 0) ? lastIndex : i - 1;\n\n\t\t\tlet point = this.points[index];\n\t\t\tlet nextPoint = this.points[nextIndex];\n\t\t\tlet previousPoint = this.points[previousIndex];\n\n\t\t\tlet sphere = this.spheres[index];\n\n\t\t\t// spheres\n\t\t\tsphere.position.copy(point.position);\n\t\t\tsphere.material.color = this.color;\n\n\t\t\t{ // edges\n\t\t\t\tlet edge = this.edges[index];\n\n\t\t\t\tedge.material.color = this.color;\n\n\t\t\t\tedge.position.copy(point.position);\n\n\t\t\t\tedge.geometry.setPositions([\n\t\t\t\t\t0, 0, 0,\n\t\t\t\t\t...nextPoint.position.clone().sub(point.position).toArray(),\n\t\t\t\t]);\n\n\t\t\t\tedge.geometry.verticesNeedUpdate = true;\n\t\t\t\tedge.geometry.computeBoundingSphere();\n\t\t\t\tedge.computeLineDistances();\n\t\t\t\tedge.visible = index < lastIndex || this.closed;\n\t\t\t\t\n\t\t\t\tif(!this.showEdges){\n\t\t\t\t\tedge.visible = false;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{ // edge labels\n\t\t\t\tlet edgeLabel = this.edgeLabels[i];\n\n\t\t\t\tlet center = new THREE.Vector3().add(point.position);\n\t\t\t\tcenter.add(nextPoint.position);\n\t\t\t\tcenter = center.multiplyScalar(0.5);\n\t\t\t\tlet distance = point.position.distanceTo(nextPoint.position);\n\n\t\t\t\tedgeLabel.position.copy(center);\n\n\t\t\t\tlet suffix = \"\";\n\t\t\t\tif(this.lengthUnit != null && this.lengthUnitDisplay != null){\n\t\t\t\t\tdistance = distance / this.lengthUnit.unitspermeter * this.lengthUnitDisplay.unitspermeter; //convert to meters then to the display unit\n\t\t\t\t\tsuffix = this.lengthUnitDisplay.code;\n\t\t\t\t}\n\n\t\t\t\tlet txtLength = Utils.addCommas(distance.toFixed(2));\n\t\t\t\tedgeLabel.setText(`${txtLength} ${suffix}`);\n\t\t\t\tedgeLabel.visible = this.showDistances && (index < lastIndex || this.closed) && this.points.length >= 2 && distance > 0;\n\t\t\t}\n\n\t\t\t{ // angle labels\n\t\t\t\tlet angleLabel = this.angleLabels[i];\n\t\t\t\tlet angle = this.getAngleBetweenLines(point, previousPoint, nextPoint);\n\n\t\t\t\tlet dir = nextPoint.position.clone().sub(previousPoint.position);\n\t\t\t\tdir.multiplyScalar(0.5);\n\t\t\t\tdir = previousPoint.position.clone().add(dir).sub(point.position).normalize();\n\n\t\t\t\tlet dist = Math.min(point.position.distanceTo(previousPoint.position), point.position.distanceTo(nextPoint.position));\n\t\t\t\tdist = dist / 9;\n\n\t\t\t\tlet labelPos = point.position.clone().add(dir.multiplyScalar(dist));\n\t\t\t\tangleLabel.position.copy(labelPos);\n\n\t\t\t\tlet msg = Utils.addCommas((angle * (180.0 / Math.PI)).toFixed(1)) + '\\u00B0';\n\t\t\t\tangleLabel.setText(msg);\n\n\t\t\t\tangleLabel.visible = this.showAngles && (index < lastIndex || this.closed) && this.points.length >= 3 && angle > 0;\n\t\t\t}\n\t\t}\n\n\t\t{ // update height stuff\n\t\t\tlet heightEdge = this.heightEdge;\n\t\t\theightEdge.visible = this.showHeight;\n\t\t\tthis.heightLabel.visible = this.showHeight;\n\n\t\t\tif (this.showHeight) {\n\t\t\t\tlet sorted = this.points.slice().sort((a, b) => a.position.z - b.position.z);\n\t\t\t\tlet lowPoint = sorted[0].position.clone();\n\t\t\t\tlet highPoint = sorted[sorted.length - 1].position.clone();\n\t\t\t\tlet min = lowPoint.z;\n\t\t\t\tlet max = highPoint.z;\n\t\t\t\tlet height = max - min;\n\n\t\t\t\tlet start = new THREE.Vector3(highPoint.x, highPoint.y, min);\n\t\t\t\tlet end = new THREE.Vector3(highPoint.x, highPoint.y, max);\n\n\t\t\t\theightEdge.position.copy(lowPoint);\n\n\t\t\t\theightEdge.geometry.setPositions([\n\t\t\t\t\t0, 0, 0,\n\t\t\t\t\t...start.clone().sub(lowPoint).toArray(),\n\t\t\t\t\t...start.clone().sub(lowPoint).toArray(),\n\t\t\t\t\t...end.clone().sub(lowPoint).toArray(),\n\t\t\t\t]);\n\n\t\t\t\theightEdge.geometry.verticesNeedUpdate = true;\n\t\t\t\t// heightEdge.geometry.computeLineDistances();\n\t\t\t\t// heightEdge.geometry.lineDistancesNeedUpdate = true;\n\t\t\t\theightEdge.geometry.computeBoundingSphere();\n\t\t\t\theightEdge.computeLineDistances();\n\n\t\t\t\t// heightEdge.material.dashSize = height / 40;\n\t\t\t\t// heightEdge.material.gapSize = height / 40;\n\n\t\t\t\tlet heightLabelPosition = start.clone().add(end).multiplyScalar(0.5);\n\t\t\t\tthis.heightLabel.position.copy(heightLabelPosition);\n\n\t\t\t\tlet suffix = \"\";\n\t\t\t\tif(this.lengthUnit != null && this.lengthUnitDisplay != null){\n\t\t\t\t\theight = height / this.lengthUnit.unitspermeter * this.lengthUnitDisplay.unitspermeter; //convert to meters then to the display unit\n\t\t\t\t\tsuffix = this.lengthUnitDisplay.code;\n\t\t\t\t}\n\n\t\t\t\tlet txtHeight = Utils.addCommas(height.toFixed(2));\n\t\t\t\tlet msg = `${txtHeight} ${suffix}`;\n\t\t\t\tthis.heightLabel.setText(msg);\n\t\t\t}\n\t\t}\n\n\t\t{ // update circle stuff\n\t\t\tconst circleRadiusLabel = this.circleRadiusLabel;\n\t\t\tconst circleRadiusLine = this.circleRadiusLine;\n\t\t\tconst circleLine = this.circleLine;\n\t\t\tconst circleCenter = this.circleCenter;\n\n\t\t\tconst circleOkay = this.points.length === 3;\n\n\t\t\tcircleRadiusLabel.visible = this.showCircle && circleOkay;\n\t\t\tcircleRadiusLine.visible = this.showCircle && circleOkay;\n\t\t\tcircleLine.visible = this.showCircle && circleOkay;\n\t\t\tcircleCenter.visible = this.showCircle && circleOkay;\n\n\t\t\tif(this.showCircle && circleOkay){\n\n\t\t\t\tconst A = this.points[0].position;\n\t\t\t\tconst B = this.points[1].position;\n\t\t\t\tconst C = this.points[2].position;\n\t\t\t\tconst AB = B.clone().sub(A);\n\t\t\t\tconst AC = C.clone().sub(A);\n\t\t\t\tconst N = AC.clone().cross(AB).normalize();\n\n\t\t\t\tconst center = Potree.Utils.computeCircleCenter(A, B, C);\n\t\t\t\tconst radius = center.distanceTo(A);\n\n\n\t\t\t\tconst scale = radius / 20;\n\t\t\t\tcircleCenter.position.copy(center);\n\t\t\t\tcircleCenter.scale.set(scale, scale, scale);\n\n\t\t\t\t//circleRadiusLine.geometry.vertices[0].set(0, 0, 0);\n\t\t\t\t//circleRadiusLine.geometry.vertices[1].copy(B.clone().sub(center));\n\n\t\t\t\tcircleRadiusLine.geometry.setPositions( [\n\t\t\t\t\t0, 0, 0,\n\t\t\t\t\t...B.clone().sub(center).toArray()\n\t\t\t\t] );\n\n\t\t\t\tcircleRadiusLine.geometry.verticesNeedUpdate = true;\n\t\t\t\tcircleRadiusLine.geometry.computeBoundingSphere();\n\t\t\t\tcircleRadiusLine.position.copy(center);\n\t\t\t\tcircleRadiusLine.computeLineDistances();\n\n\t\t\t\tconst target = center.clone().add(N);\n\t\t\t\tcircleLine.position.copy(center);\n\t\t\t\tcircleLine.scale.set(radius, radius, radius);\n\t\t\t\tcircleLine.lookAt(target);\n\t\t\t\t\n\t\t\t\tcircleRadiusLabel.visible = true;\n\t\t\t\tcircleRadiusLabel.position.copy(center.clone().add(B).multiplyScalar(0.5));\n\t\t\t\tcircleRadiusLabel.setText(`${radius.toFixed(3)}`);\n\n\t\t\t}\n\t\t}\n\n\t\t{ // update area label\n\t\t\tthis.areaLabel.position.copy(centroid);\n\t\t\tthis.areaLabel.visible = this.showArea && this.points.length >= 3;\n\t\t\tlet area = this.getArea();\n\n\t\t\tlet suffix = \"\";\n\t\t\tif(this.lengthUnit != null && this.lengthUnitDisplay != null){\n\t\t\t\tarea = area / Math.pow(this.lengthUnit.unitspermeter, 2) * Math.pow(this.lengthUnitDisplay.unitspermeter, 2); //convert to square meters then to the square display unit\n\t\t\t\tsuffix = this.lengthUnitDisplay.code;\n\t\t\t}\n\n\t\t\tlet txtArea = Utils.addCommas(area.toFixed(1));\n\t\t\tlet msg = `${txtArea} ${suffix}\\u00B2`;\n\t\t\tthis.areaLabel.setText(msg);\n\t\t}\n\n\t\t// this.updateAzimuth();\n\t};\n\n\traycast (raycaster, intersects) {\n\t\tfor (let i = 0; i < this.points.length; i++) {\n\t\t\tlet sphere = this.spheres[i];\n\n\t\t\tsphere.raycast(raycaster, intersects);\n\t\t}\n\n\t\t// recalculate distances because they are not necessarely correct\n\t\t// for scaled objects.\n\t\t// see https://github.com/mrdoob/three.js/issues/5827\n\t\t// TODO: remove this once the bug has been fixed\n\t\tfor (let i = 0; i < intersects.length; i++) {\n\t\t\tlet I = intersects[i];\n\t\t\tI.distance = raycaster.ray.origin.distanceTo(I.point);\n\t\t}\n\t\tintersects.sort(function (a, b) { return a.distance - b.distance; });\n\t};\n\n\tget showCoordinates () {\n\t\treturn this._showCoordinates;\n\t}\n\n\tset showCoordinates (value) {\n\t\tthis._showCoordinates = value;\n\t\tthis.update();\n\t}\n\n\tget showAngles () {\n\t\treturn this._showAngles;\n\t}\n\n\tset showAngles (value) {\n\t\tthis._showAngles = value;\n\t\tthis.update();\n\t}\n\n\tget showCircle () {\n\t\treturn this._showCircle;\n\t}\n\n\tset showCircle (value) {\n\t\tthis._showCircle = value;\n\t\tthis.update();\n\t}\n\n\tget showAzimuth(){\n\t\treturn this._showAzimuth;\n\t}\n\n\tset showAzimuth(value){\n\t\tthis._showAzimuth = value;\n\t\tthis.update();\n\t}\n\n\tget showEdges () {\n\t\treturn this._showEdges;\n\t}\n\n\tset showEdges (value) {\n\t\tthis._showEdges = value;\n\t\tthis.update();\n\t}\n\n\tget showHeight () {\n\t\treturn this._showHeight;\n\t}\n\n\tset showHeight (value) {\n\t\tthis._showHeight = value;\n\t\tthis.update();\n\t}\n\n\tget showArea () {\n\t\treturn this._showArea;\n\t}\n\n\tset showArea (value) {\n\t\tthis._showArea = value;\n\t\tthis.update();\n\t}\n\n\tget closed () {\n\t\treturn this._closed;\n\t}\n\n\tset closed (value) {\n\t\tthis._closed = value;\n\t\tthis.update();\n\t}\n\n\tget showDistances () {\n\t\treturn this._showDistances;\n\t}\n\n\tset showDistances (value) {\n\t\tthis._showDistances = value;\n\t\tthis.update();\n\t}\n\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class PolygonClipVolume extends THREE.Object3D{\n\t\n\tconstructor(camera){\n\t\tsuper();\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\t\tthis.name = \"polygon_clip_volume_\" + this.constructor.counter;\n\n\t\tthis.camera = camera.clone();\n\t\tthis.camera.rotation.set(...camera.rotation.toArray()); // [r85] workaround because camera.clone() doesn't work on rotation\n\t\tthis.camera.rotation.order = camera.rotation.order;\n\t\tthis.camera.updateMatrixWorld();\n\t\tthis.camera.updateProjectionMatrix();\n\t\tthis.camera.matrixWorldInverse.copy(this.camera.matrixWorld).invert();\n\n\t\tthis.viewMatrix = this.camera.matrixWorldInverse.clone();\n\t\tthis.projMatrix = this.camera.projectionMatrix.clone();\n\n\t\t// projected markers\n\t\tthis.markers = [];\n\t\tthis.initialized = false;\n\t}\n\n\taddMarker() {\n\n\t\tlet marker = new THREE.Mesh();\n\n\t\tlet cancel;\n\n\t\tlet drag = e => {\n\t\t\tlet size = e.viewer.renderer.getSize(new THREE.Vector2());\n\t\t\tlet projectedPos = new THREE.Vector3(\n\t\t\t\t2.0 * (e.drag.end.x / size.width) - 1.0,\n\t\t\t\t-2.0 * (e.drag.end.y / size.height) + 1.0,\n\t\t\t\t0\n\t\t\t);\n\n\t\t\tmarker.position.copy(projectedPos);\n\t\t};\n\t\t\n\t\tlet drop = e => {\t\n\t\t\tcancel();\n\t\t};\n\t\t\n\t\tcancel = e => {\n\t\t\tmarker.removeEventListener(\"drag\", drag);\n\t\t\tmarker.removeEventListener(\"drop\", drop);\n\t\t};\n\t\t\n\t\tmarker.addEventListener(\"drag\", drag);\n\t\tmarker.addEventListener(\"drop\", drop);\n\n\n\t\tthis.markers.push(marker);\n\t}\n\n\tremoveLastMarker() {\n\t\tif(this.markers.length > 0) {\n\t\t\tthis.markers.splice(this.markers.length - 1, 1);\n\t\t}\n\t}\n\n};","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {XHRFactory} from \"./XHRFactory.js\";\nimport {Volume} from \"./utils/Volume.js\";\nimport {Profile} from \"./utils/Profile.js\";\nimport {Measure} from \"./utils/Measure.js\";\nimport {PolygonClipVolume} from \"./utils/PolygonClipVolume.js\";\n\nexport class Utils {\n\tstatic async loadShapefileFeatures (file, callback) {\n\t\tlet features = [];\n\n\t\tlet handleFinish = () => {\n\t\t\tcallback(features);\n\t\t};\n\n\t\tlet source = await shapefile.open(file);\n\n\t\twhile(true){\n\t\t\tlet result = await source.read();\n\n\t\t\tif (result.done) {\n\t\t\t\thandleFinish();\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tif (result.value && result.value.type === 'Feature' && result.value.geometry !== undefined) {\n\t\t\t\tfeatures.push(result.value);\n\t\t\t}\n\t\t}\n\n\t}\n\n\tstatic toString (value) {\n\t\tif (value.x != null) {\n\t\t\treturn value.x.toFixed(2) + ', ' + value.y.toFixed(2) + ', ' + value.z.toFixed(2);\n\t\t} else {\n\t\t\treturn '' + value + '';\n\t\t}\n\t}\n\n\tstatic normalizeURL (url) {\n\t\tlet u = new URL(url);\n\n\t\treturn u.protocol + '//' + u.hostname + u.pathname.replace(/\\/+/g, '/');\n\t};\n\n\tstatic pathExists (url) {\n\t\tlet req = XHRFactory.createXMLHttpRequest();\n\t\treq.open('GET', url, false);\n\t\treq.send(null);\n\t\tif (req.status !== 200) {\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t};\n\n\tstatic debugSphere(parent, position, scale, color){\n\t\tlet geometry = new THREE.SphereGeometry(1, 8, 8);\n\t\tlet material;\n\n\t\tif(color !== undefined){\n\t\t\tmaterial = new THREE.MeshBasicMaterial({color: color});\n\t\t}else{\n\t\t\tmaterial = new THREE.MeshNormalMaterial();\n\t\t}\n\t\tlet sphere = new THREE.Mesh(geometry, material);\n\t\tsphere.position.copy(position);\n\t\tsphere.scale.set(scale, scale, scale);\n\t\tparent.add(sphere);\n\n\t\treturn sphere;\n\t}\n\n\tstatic debugLine(parent, start, end, color){\n\n\t\tlet material = new THREE.LineBasicMaterial({ color: color }); \n\t\tlet geometry = new THREE.Geometry();\n\n\t\tconst p1 = new THREE.Vector3(0, 0, 0);\n\t\tconst p2 = end.clone().sub(start);\n\n\t\tgeometry.vertices.push(p1, p2);\n\n\t\tlet tl = new THREE.Line( geometry, material );\n\t\ttl.position.copy(start);\n\n\t\tparent.add(tl);\n\n\t\tlet line = {\n\t\t\tnode: tl,\n\t\t\tset: (start, end) => {\n\t\t\t\tgeometry.vertices[0].copy(start);\n\t\t\t\tgeometry.vertices[1].copy(end);\n\t\t\t\tgeometry.verticesNeedUpdate = true;\n\t\t\t},\n\t\t};\n\n\t\treturn line;\n\t}\n\n\tstatic debugCircle(parent, center, radius, normal, color){\n\t\tlet material = new THREE.LineBasicMaterial({ color: color });\n\n\t\tlet geometry = new THREE.Geometry();\n\n\t\tlet n = 32;\n\t\tfor(let i = 0; i <= n; i++){\n\t\t\tlet u0 = 2 * Math.PI * (i / n);\n\t\t\tlet u1 = 2 * Math.PI * (i + 1) / n;\n\n\t\t\tlet p0 = new THREE.Vector3(\n\t\t\t\tMath.cos(u0), \n\t\t\t\tMath.sin(u0), \n\t\t\t\t0\n\t\t\t);\n\n\t\t\tlet p1 = new THREE.Vector3(\n\t\t\t\tMath.cos(u1), \n\t\t\t\tMath.sin(u1), \n\t\t\t\t0\n\t\t\t);\n\n\t\t\tgeometry.vertices.push(p0, p1); \n\t\t}\n\n\t\tlet tl = new THREE.Line( geometry, material ); \n\t\ttl.position.copy(center);\n\t\ttl.scale.set(radius, radius, radius);\n\n\t\tparent.add(tl);\n\t}\n\n\tstatic debugBox(parent, box, transform = new THREE.Matrix4(), color = 0xFFFF00){\n\t\t\n\t\tlet vertices = [\n\t\t\t[box.min.x, box.min.y, box.min.z],\n\t\t\t[box.min.x, box.min.y, box.max.z],\n\t\t\t[box.min.x, box.max.y, box.min.z],\n\t\t\t[box.min.x, box.max.y, box.max.z],\n\n\t\t\t[box.max.x, box.min.y, box.min.z],\n\t\t\t[box.max.x, box.min.y, box.max.z],\n\t\t\t[box.max.x, box.max.y, box.min.z],\n\t\t\t[box.max.x, box.max.y, box.max.z],\n\t\t].map(v => new THREE.Vector3(...v));\n\n\t\tlet edges = [\n\t\t\t[0, 4], [4, 5], [5, 1], [1, 0],\n\t\t\t[2, 6], [6, 7], [7, 3], [3, 2],\n\t\t\t[0, 2], [4, 6], [5, 7], [1, 3]\n\t\t];\n\n\t\tlet center = box.getCenter(new THREE.Vector3());\n\n\t\tlet centroids = [\n\t\t\t{position: [box.min.x, center.y, center.z], color: 0xFF0000},\n\t\t\t{position: [box.max.x, center.y, center.z], color: 0x880000},\n\n\t\t\t{position: [center.x, box.min.y, center.z], color: 0x00FF00},\n\t\t\t{position: [center.x, box.max.y, center.z], color: 0x008800},\n\n\t\t\t{position: [center.x, center.y, box.min.z], color: 0x0000FF},\n\t\t\t{position: [center.x, center.y, box.max.z], color: 0x000088},\n\t\t];\n\n\t\tfor(let vertex of vertices){\n\t\t\tlet pos = vertex.clone().applyMatrix4(transform);\n\n\t\t\tUtils.debugSphere(parent, pos, 0.1, 0xFF0000);\n\t\t}\n\n\t\tfor(let edge of edges){\n\t\t\tlet start = vertices[edge[0]].clone().applyMatrix4(transform);\n\t\t\tlet end = vertices[edge[1]].clone().applyMatrix4(transform);\n\n\t\t\tUtils.debugLine(parent, start, end, color);\n\t\t}\n\n\t\tfor(let centroid of centroids){\n\t\t\tlet pos = new THREE.Vector3(...centroid.position).applyMatrix4(transform);\n\n\t\t\tUtils.debugSphere(parent, pos, 0.1, centroid.color);\n\t\t}\n\t}\n\n\tstatic debugPlane(parent, plane, size = 1, color = 0x0000FF){\n\n\t\tlet planehelper = new THREE.PlaneHelper(plane, size, color);\n\n\t\tparent.add(planehelper);\n\n\t}\n\n\t/**\n\t * adapted from mhluska at https://github.com/mrdoob/three.js/issues/1561\n\t */\n\tstatic computeTransformedBoundingBox (box, transform) {\n\t\tlet vertices = [\n\t\t\tnew THREE.Vector3(box.min.x, box.min.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.min.x, box.min.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.max.x, box.min.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.min.x, box.max.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.min.x, box.min.y, box.max.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.min.x, box.max.y, box.max.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.max.x, box.max.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.max.x, box.min.y, box.max.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.max.x, box.max.y, box.max.z).applyMatrix4(transform)\n\t\t];\n\n\t\tlet boundingBox = new THREE.Box3();\n\t\tboundingBox.setFromPoints(vertices);\n\n\t\treturn boundingBox;\n\t};\n\n\t/**\n\t * add separators to large numbers\n\t *\n\t * @param nStr\n\t * @returns\n\t */\n\tstatic addCommas (nStr) {\n\t\tnStr += '';\n\t\tlet x = nStr.split('.');\n\t\tlet x1 = x[0];\n\t\tlet x2 = x.length > 1 ? '.' + x[1] : '';\n\t\tlet rgx = /(\\d+)(\\d{3})/;\n\t\twhile (rgx.test(x1)) {\n\t\t\tx1 = x1.replace(rgx, '$1' + ',' + '$2');\n\t\t}\n\t\treturn x1 + x2;\n\t};\n\n\tstatic removeCommas (str) {\n\t\treturn str.replace(/,/g, '');\n\t}\n\n\t/**\n\t * create worker from a string\n\t *\n\t * code from http://stackoverflow.com/questions/10343913/how-to-create-a-web-worker-from-a-string\n\t */\n\tstatic createWorker (code) {\n\t\tlet blob = new Blob([code], {type: 'application/javascript'});\n\t\tlet worker = new Worker(URL.createObjectURL(blob));\n\n\t\treturn worker;\n\t};\n\n\tstatic moveTo(scene, endPosition, endTarget){\n\n\t\tlet view = scene.view;\n\t\tlet camera = scene.getActiveCamera();\n\t\tlet animationDuration = 500;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate camera position\n\t\t\tlet tween = new TWEEN.Tween(view.position).to(endPosition, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\ttween.start();\n\t\t}\n\n\t\t{ // animate camera target\n\t\t\tlet camTargetDistance = camera.position.distanceTo(endTarget);\n\t\t\tlet target = new THREE.Vector3().addVectors(\n\t\t\t\tcamera.position,\n\t\t\t\tcamera.getWorldDirection(new THREE.Vector3()).clone().multiplyScalar(camTargetDistance)\n\t\t\t);\n\t\t\tlet tween = new TWEEN.Tween(target).to(endTarget, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tview.lookAt(target);\n\t\t\t});\n\t\t\ttween.onComplete(() => {\n\t\t\t\tview.lookAt(target);\n\t\t\t});\n\t\t\ttween.start();\n\t\t}\n\n\t}\n\n\tstatic loadSkybox (path) {\n\t\tlet parent = new THREE.Object3D(\"skybox_root\");\n\n\t\tlet camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 100000);\n\t\tcamera.up.set(0, 0, 1);\n\t\tlet scene = new THREE.Scene();\n\n\t\tlet format = '.jpg';\n\t\tlet urls = [\n\t\t\tpath + 'px' + format, path + 'nx' + format,\n\t\t\tpath + 'py' + format, path + 'ny' + format,\n\t\t\tpath + 'pz' + format, path + 'nz' + format\n\t\t];\n\n\t\tlet materialArray = [];\n\t\t{\n\t\t\tfor (let i = 0; i < 6; i++) {\n\t\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\t\tmap: null,\n\t\t\t\t\tside: THREE.BackSide,\n\t\t\t\t\tdepthTest: false,\n\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\tcolor: 0x424556\n\t\t\t\t});\n\n\t\t\t\tmaterialArray.push(material);\n\n\t\t\t\tlet loader = new THREE.TextureLoader();\n\t\t\t\tloader.load(urls[i],\n\t\t\t\t\tfunction loaded (texture) {\n\t\t\t\t\t\tmaterial.map = texture;\n\t\t\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t\t\tmaterial.color.setHex(0xffffff);\n\t\t\t\t\t}, function progress (xhr) {\n\t\t\t\t\t\t// console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );\n\t\t\t\t\t}, function error (xhr) {\n\t\t\t\t\t\tconsole.log('An error happened', xhr);\n\t\t\t\t\t}\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\n\t\tlet skyGeometry = new THREE.CubeGeometry(700, 700, 700);\n\t\tlet skybox = new THREE.Mesh(skyGeometry, materialArray);\n\n\t\tscene.add(skybox);\n\n\t\tscene.traverse(n => n.frustumCulled = false);\n\n\t\t// z up\n\t\tscene.rotation.x = Math.PI / 2;\n\n\t\tparent.children.push(camera);\n\t\tcamera.parent = parent;\n\n\t\treturn {camera, scene, parent};\n\t};\n\n\tstatic createGrid (width, length, spacing, color) {\n\t\tlet material = new THREE.LineBasicMaterial({\n\t\t\tcolor: color || 0x888888\n\t\t});\n\n\t\tlet geometry = new THREE.Geometry();\n\t\tfor (let i = 0; i <= length; i++) {\n\t\t\tgeometry.vertices.push(new THREE.Vector3(-(spacing * width) / 2, i * spacing - (spacing * length) / 2, 0));\n\t\t\tgeometry.vertices.push(new THREE.Vector3(+(spacing * width) / 2, i * spacing - (spacing * length) / 2, 0));\n\t\t}\n\n\t\tfor (let i = 0; i <= width; i++) {\n\t\t\tgeometry.vertices.push(new THREE.Vector3(i * spacing - (spacing * width) / 2, -(spacing * length) / 2, 0));\n\t\t\tgeometry.vertices.push(new THREE.Vector3(i * spacing - (spacing * width) / 2, +(spacing * length) / 2, 0));\n\t\t}\n\n\t\tlet line = new THREE.LineSegments(geometry, material, THREE.LinePieces);\n\t\tline.receiveShadow = true;\n\t\treturn line;\n\t}\n\n\tstatic createBackgroundTexture (width, height) {\n\t\tfunction gauss (x, y) {\n\t\t\treturn (1 / (2 * Math.PI)) * Math.exp(-(x * x + y * y) / 2);\n\t\t};\n\n\t\t// map.magFilter = THREE.NearestFilter;\n\t\tlet size = width * height;\n\t\tlet data = new Uint8Array(3 * size);\n\n\t\tlet chroma = [1, 1.5, 1.7];\n\t\tlet max = gauss(0, 0);\n\n\t\tfor (let x = 0; x < width; x++) {\n\t\t\tfor (let y = 0; y < height; y++) {\n\t\t\t\tlet u = 2 * (x / width) - 1;\n\t\t\t\tlet v = 2 * (y / height) - 1;\n\n\t\t\t\tlet i = x + width * y;\n\t\t\t\tlet d = gauss(2 * u, 2 * v) / max;\n\t\t\t\tlet r = (Math.random() + Math.random() + Math.random()) / 3;\n\t\t\t\tr = (d * 0.5 + 0.5) * r * 0.03;\n\t\t\t\tr = r * 0.4;\n\n\t\t\t\t// d = Math.pow(d, 0.6);\n\n\t\t\t\tdata[3 * i + 0] = 255 * (d / 15 + 0.05 + r) * chroma[0];\n\t\t\t\tdata[3 * i + 1] = 255 * (d / 15 + 0.05 + r) * chroma[1];\n\t\t\t\tdata[3 * i + 2] = 255 * (d / 15 + 0.05 + r) * chroma[2];\n\t\t\t}\n\t\t}\n\n\t\tlet texture = new THREE.DataTexture(data, width, height, THREE.RGBFormat);\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\t}\n\n\tstatic getMousePointCloudIntersection (mouse, camera, viewer, pointclouds, params = {}) {\n\t\t\n\t\tlet renderer = viewer.renderer;\n\t\t\n\t\tlet nmouse = {\n\t\t\tx: (mouse.x / renderer.domElement.clientWidth) * 2 - 1,\n\t\t\ty: -(mouse.y / renderer.domElement.clientHeight) * 2 + 1\n\t\t};\n\n\t\tlet pickParams = {};\n\n\t\tif(params.pickClipped){\n\t\t\tpickParams.pickClipped = params.pickClipped;\n\t\t}\n\n\t\tpickParams.x = mouse.x;\n\t\tpickParams.y = renderer.domElement.clientHeight - mouse.y;\n\n\t\tlet raycaster = new THREE.Raycaster();\n\t\traycaster.setFromCamera(nmouse, camera);\n\t\tlet ray = raycaster.ray;\n\n\t\tlet selectedPointcloud = null;\n\t\tlet closestDistance = Infinity;\n\t\tlet closestIntersection = null;\n\t\tlet closestPoint = null;\n\t\t\n\t\tfor(let pointcloud of pointclouds){\n\t\t\tlet point = pointcloud.pick(viewer, camera, ray, pickParams);\n\t\t\t\n\t\t\tif(!point){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet distance = camera.position.distanceTo(point.position);\n\n\t\t\tif (distance < closestDistance) {\n\t\t\t\tclosestDistance = distance;\n\t\t\t\tselectedPointcloud = pointcloud;\n\t\t\t\tclosestIntersection = point.position;\n\t\t\t\tclosestPoint = point;\n\t\t\t}\n\t\t}\n\n\t\tif (selectedPointcloud) {\n\t\t\treturn {\n\t\t\t\tlocation: closestIntersection,\n\t\t\t\tdistance: closestDistance,\n\t\t\t\tpointcloud: selectedPointcloud,\n\t\t\t\tpoint: closestPoint\n\t\t\t};\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tstatic pixelsArrayToImage (pixels, width, height) {\n\t\tlet canvas = document.createElement('canvas');\n\t\tcanvas.width = width;\n\t\tcanvas.height = height;\n\n\t\tlet context = canvas.getContext('2d');\n\n\t\tpixels = new pixels.constructor(pixels);\n\n\t\tfor (let i = 0; i < pixels.length; i++) {\n\t\t\tpixels[i * 4 + 3] = 255;\n\t\t}\n\n\t\tlet imageData = context.createImageData(width, height);\n\t\timageData.data.set(pixels);\n\t\tcontext.putImageData(imageData, 0, 0);\n\n\t\tlet img = new Image();\n\t\timg.src = canvas.toDataURL();\n\t\t// img.style.transform = \"scaleY(-1)\";\n\n\t\treturn img;\n\t}\n\n\tstatic pixelsArrayToDataUrl(pixels, width, height) {\n\t\tlet canvas = document.createElement('canvas');\n\t\tcanvas.width = width;\n\t\tcanvas.height = height;\n\n\t\tlet context = canvas.getContext('2d');\n\n\t\tpixels = new pixels.constructor(pixels);\n\n\t\tfor (let i = 0; i < pixels.length; i++) {\n\t\t\tpixels[i * 4 + 3] = 255;\n\t\t}\n\n\t\tlet imageData = context.createImageData(width, height);\n\t\timageData.data.set(pixels);\n\t\tcontext.putImageData(imageData, 0, 0);\n\n\t\tlet dataURL = canvas.toDataURL();\n\n\t\treturn dataURL;\n\t}\n\n\tstatic pixelsArrayToCanvas(pixels, width, height){\n\t\tlet canvas = document.createElement('canvas');\n\t\tcanvas.width = width;\n\t\tcanvas.height = height;\n\n\t\tlet context = canvas.getContext('2d');\n\n\t\tpixels = new pixels.constructor(pixels);\n\n\t\t//for (let i = 0; i < pixels.length; i++) {\n\t\t//\tpixels[i * 4 + 3] = 255;\n\t\t//}\n\n\t\t// flip vertically\n\t\tlet bytesPerLine = width * 4;\n\t\tfor(let i = 0; i < parseInt(height / 2); i++){\n\t\t\tlet j = height - i - 1;\n\n\t\t\tlet lineI = pixels.slice(i * bytesPerLine, i * bytesPerLine + bytesPerLine);\n\t\t\tlet lineJ = pixels.slice(j * bytesPerLine, j * bytesPerLine + bytesPerLine);\n\t\t\tpixels.set(lineJ, i * bytesPerLine);\n\t\t\tpixels.set(lineI, j * bytesPerLine);\n\t\t}\n\n\t\tlet imageData = context.createImageData(width, height);\n\t\timageData.data.set(pixels);\n\t\tcontext.putImageData(imageData, 0, 0);\n\n\t\treturn canvas;\n\t}\n\n\tstatic removeListeners(dispatcher, type){\n\t\tif (dispatcher._listeners === undefined) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (dispatcher._listeners[ type ]) {\n\t\t\tdelete dispatcher._listeners[ type ];\n\t\t}\n\t}\n\n\tstatic mouseToRay(mouse, camera, width, height){\n\n\t\tlet normalizedMouse = {\n\t\t\tx: (mouse.x / width) * 2 - 1,\n\t\t\ty: -(mouse.y / height) * 2 + 1\n\t\t};\n\n\t\tlet vector = new THREE.Vector3(normalizedMouse.x, normalizedMouse.y, 0.5);\n\t\tlet origin = camera.position.clone();\n\t\tvector.unproject(camera);\n\t\tlet direction = new THREE.Vector3().subVectors(vector, origin).normalize();\n\n\t\tlet ray = new THREE.Ray(origin, direction);\n\n\t\treturn ray;\n\t}\n\n\tstatic projectedRadius(radius, camera, distance, screenWidth, screenHeight){\n\t\tif(camera instanceof THREE.OrthographicCamera){\n\t\t\treturn Utils.projectedRadiusOrtho(radius, camera.projectionMatrix, screenWidth, screenHeight);\n\t\t}else if(camera instanceof THREE.PerspectiveCamera){\n\t\t\treturn Utils.projectedRadiusPerspective(radius, camera.fov * Math.PI / 180, distance, screenHeight);\n\t\t}else{\n\t\t\tthrow new Error(\"invalid parameters\");\n\t\t}\n\t}\n\n\tstatic projectedRadiusPerspective(radius, fov, distance, screenHeight) {\n\t\tlet projFactor = (1 / Math.tan(fov / 2)) / distance;\n\t\tprojFactor = projFactor * screenHeight / 2;\n\n\t\treturn radius * projFactor;\n\t}\n\n\tstatic projectedRadiusOrtho(radius, proj, screenWidth, screenHeight) {\n\t\tlet p1 = new THREE.Vector4(0);\n\t\tlet p2 = new THREE.Vector4(radius);\n\n\t\tp1.applyMatrix4(proj);\n\t\tp2.applyMatrix4(proj);\n\t\tp1 = new THREE.Vector3(p1.x, p1.y, p1.z);\n\t\tp2 = new THREE.Vector3(p2.x, p2.y, p2.z);\n\t\tp1.x = (p1.x + 1.0) * 0.5 * screenWidth;\n\t\tp1.y = (p1.y + 1.0) * 0.5 * screenHeight;\n\t\tp2.x = (p2.x + 1.0) * 0.5 * screenWidth;\n\t\tp2.y = (p2.y + 1.0) * 0.5 * screenHeight;\n\t\treturn p1.distanceTo(p2);\n\t}\n\t\t\n\t\t\n\tstatic topView(camera, node){\n\t\tcamera.position.set(0, 1, 0);\n\t\tcamera.rotation.set(-Math.PI / 2, 0, 0);\n\t\tcamera.zoomTo(node, 1);\n\t}\n\n\tstatic frontView (camera, node) {\n\t\tcamera.position.set(0, 0, 1);\n\t\tcamera.rotation.set(0, 0, 0);\n\t\tcamera.zoomTo(node, 1);\n\t}\n\n\tstatic leftView (camera, node) {\n\t\tcamera.position.set(-1, 0, 0);\n\t\tcamera.rotation.set(0, -Math.PI / 2, 0);\n\t\tcamera.zoomTo(node, 1);\n\t}\n\n\tstatic rightView (camera, node) {\n\t\tcamera.position.set(1, 0, 0);\n\t\tcamera.rotation.set(0, Math.PI / 2, 0);\n\t\tcamera.zoomTo(node, 1);\n\t}\n\n\t\n\tstatic findClosestGpsTime(target, viewer){\n\t\tconst start = performance.now();\n\n\t\tconst nodes = [];\n\t\tfor(const pc of viewer.scene.pointclouds){\n\t\t\tnodes.push(pc.root);\n\n\t\t\tfor(const child of pc.root.children){\n\t\t\t\tif(child){\n\t\t\t\t\tnodes.push(child);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet closestNode = null;\n\t\tlet closestIndex = Infinity;\n\t\tlet closestDistance = Infinity;\n\t\tlet closestValue = 0;\n\n\t\tfor(const node of nodes){\n\n\t\t\tconst isOkay = node.geometryNode != null \n\t\t\t\t&& node.geometryNode.geometry != null\n\t\t\t\t&& node.sceneNode != null;\n\n\t\t\tif(!isOkay){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet geometry = node.geometryNode.geometry;\n\t\t\tlet gpsTime = geometry.attributes[\"gps-time\"];\n\t\t\tlet range = gpsTime.potree.range;\n\n\t\t\tfor(let i = 0; i < gpsTime.array.length; i++){\n\t\t\t\tlet value = gpsTime.array[i];\n\t\t\t\tvalue = value * (range[1] - range[0]) + range[0];\n\t\t\t\tconst distance = Math.abs(target - value);\n\n\t\t\t\tif(distance < closestDistance){\n\t\t\t\t\tclosestIndex = i;\n\t\t\t\t\tclosestDistance = distance;\n\t\t\t\t\tclosestValue = value;\n\t\t\t\t\tclosestNode = node;\n\t\t\t\t\t//console.log(\"found a closer one: \" + value);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tconst geometry = closestNode.geometryNode.geometry;\n\t\tconst position = new THREE.Vector3(\n\t\t\tgeometry.attributes.position.array[3 * closestIndex + 0],\n\t\t\tgeometry.attributes.position.array[3 * closestIndex + 1],\n\t\t\tgeometry.attributes.position.array[3 * closestIndex + 2],\n\t\t);\n\n\t\tposition.applyMatrix4(closestNode.sceneNode.matrixWorld);\n\n\t\tconst end = performance.now();\n\t\tconst duration = (end - start);\n\t\tconsole.log(`duration: ${duration.toFixed(3)}ms`);\n\n\t\treturn {\n\t\t\tnode: closestNode,\n\t\t\tindex: closestIndex,\n\t\t\tposition: position,\n\t\t};\n\t}\n\n\t/**\n\t *\n\t * 0: no intersection\n\t * 1: intersection\n\t * 2: fully inside\n\t */\n\tstatic frustumSphereIntersection (frustum, sphere) {\n\t\tlet planes = frustum.planes;\n\t\tlet center = sphere.center;\n\t\tlet negRadius = -sphere.radius;\n\n\t\tlet minDistance = Number.MAX_VALUE;\n\n\t\tfor (let i = 0; i < 6; i++) {\n\t\t\tlet distance = planes[ i ].distanceToPoint(center);\n\n\t\t\tif (distance < negRadius) {\n\t\t\t\treturn 0;\n\t\t\t}\n\n\t\t\tminDistance = Math.min(minDistance, distance);\n\t\t}\n\n\t\treturn (minDistance >= sphere.radius) ? 2 : 1;\n\t}\n\n\t// code taken from three.js\n\t// ImageUtils - generateDataTexture()\n\tstatic generateDataTexture (width, height, color) {\n\t\tlet size = width * height;\n\t\tlet data = new Uint8Array(4 * width * height);\n\n\t\tlet r = Math.floor(color.r * 255);\n\t\tlet g = Math.floor(color.g * 255);\n\t\tlet b = Math.floor(color.b * 255);\n\n\t\tfor (let i = 0; i < size; i++) {\n\t\t\tdata[ i * 3 ] = r;\n\t\t\tdata[ i * 3 + 1 ] = g;\n\t\t\tdata[ i * 3 + 2 ] = b;\n\t\t}\n\n\t\tlet texture = new THREE.DataTexture(data, width, height, THREE.RGBAFormat);\n\t\ttexture.needsUpdate = true;\n\t\ttexture.magFilter = THREE.NearestFilter;\n\n\t\treturn texture;\n\t}\n\n\t// from http://stackoverflow.com/questions/901115/how-can-i-get-query-string-values-in-javascript\n\tstatic getParameterByName (name) {\n\t\tname = name.replace(/[[]/, '\\\\[').replace(/[\\]]/, '\\\\]');\n\t\tlet regex = new RegExp('[\\\\?&]' + name + '=([^&#]*)');\n\t\tlet results = regex.exec(document.location.search);\n\t\treturn results === null ? null : decodeURIComponent(results[1].replace(/\\+/g, ' '));\n\t}\n\n\tstatic setParameter (name, value) {\n\t\t// value = encodeURIComponent(value);\n\n\t\tname = name.replace(/[[]/, '\\\\[').replace(/[\\]]/, '\\\\]');\n\t\tlet regex = new RegExp('([\\\\?&])(' + name + '=([^&#]*))');\n\t\tlet results = regex.exec(document.location.search);\n\n\t\tlet url = window.location.href;\n\t\tif (results === null) {\n\t\t\tif (window.location.search.length === 0) {\n\t\t\t\turl = url + '?';\n\t\t\t} else {\n\t\t\t\turl = url + '&';\n\t\t\t}\n\n\t\t\turl = url + name + '=' + value;\n\t\t} else {\n\t\t\tlet newValue = name + '=' + value;\n\t\t\turl = url.replace(results[2], newValue);\n\t\t}\n\t\twindow.history.replaceState({}, '', url);\n\t}\n\n\tstatic createChildAABB(aabb, index){\n\t\tlet min = aabb.min.clone();\n\t\tlet max = aabb.max.clone();\n\t\tlet size = new THREE.Vector3().subVectors(max, min);\n\n\t\tif ((index & 0b0001) > 0) {\n\t\t\tmin.z += size.z / 2;\n\t\t} else {\n\t\t\tmax.z -= size.z / 2;\n\t\t}\n\n\t\tif ((index & 0b0010) > 0) {\n\t\t\tmin.y += size.y / 2;\n\t\t} else {\n\t\t\tmax.y -= size.y / 2;\n\t\t}\n\n\t\tif ((index & 0b0100) > 0) {\n\t\t\tmin.x += size.x / 2;\n\t\t} else {\n\t\t\tmax.x -= size.x / 2;\n\t\t}\n\n\t\treturn new THREE.Box3(min, max);\n\t}\n\n\t// see https://stackoverflow.com/questions/400212/how-do-i-copy-to-the-clipboard-in-javascript\n\tstatic clipboardCopy(text){\n\t\tlet textArea = document.createElement(\"textarea\");\n\n\t\ttextArea.style.position = 'fixed';\n\t\ttextArea.style.top = 0;\n\t\ttextArea.style.left = 0;\n\n\t\ttextArea.style.width = '2em';\n\t\ttextArea.style.height = '2em';\n\n\t\ttextArea.style.padding = 0;\n\n\t\ttextArea.style.border = 'none';\n\t\ttextArea.style.outline = 'none';\n\t\ttextArea.style.boxShadow = 'none';\n\n\t\ttextArea.style.background = 'transparent';\n\n\t\ttextArea.value = text;\n\n\t\tdocument.body.appendChild(textArea);\n\n\t\ttextArea.select();\n\n\t\t try {\n\t\t\tlet success = document.execCommand('copy');\n\t\t\tif(success){\n\t\t\t\tconsole.log(\"copied text to clipboard\");\n\t\t\t}else{\n\t\t\t\tconsole.log(\"copy to clipboard failed\");\n\t\t\t}\n\t\t} catch (err) {\n\t\t\tconsole.log(\"error while trying to copy to clipboard\");\n\t\t}\n\n\t\tdocument.body.removeChild(textArea);\n\n\t}\n\n\tstatic getMeasurementIcon(measurement){\n\t\tif (measurement instanceof Measure) {\n\t\t\tif (measurement.showDistances && !measurement.showArea && !measurement.showAngles) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/distance.svg`;\n\t\t\t} else if (measurement.showDistances && measurement.showArea && !measurement.showAngles) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/area.svg`;\n\t\t\t} else if (measurement.maxMarkers === 1) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/point.svg`;\n\t\t\t} else if (!measurement.showDistances && !measurement.showArea && measurement.showAngles) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/angle.png`;\n\t\t\t} else if (measurement.showHeight) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/height.svg`;\n\t\t\t} else {\n\t\t\t\treturn `${Potree.resourcePath}/icons/distance.svg`;\n\t\t\t}\n\t\t} else if (measurement instanceof Profile) {\n\t\t\treturn `${Potree.resourcePath}/icons/profile.svg`;\n\t\t} else if (measurement instanceof Volume) {\n\t\t\treturn `${Potree.resourcePath}/icons/volume.svg`;\n\t\t} else if (measurement instanceof PolygonClipVolume) {\n\t\t\treturn `${Potree.resourcePath}/icons/clip-polygon.svg`;\n\t\t}\n\t}\n\n\tstatic lineToLineIntersection(P0, P1, P2, P3){\n\n\t\tconst P = [P0, P1, P2, P3];\n\n\t\tconst d = (m, n, o, p) => {\n\t\t\tlet result = \n\t\t\t\t (P[m].x - P[n].x) * (P[o].x - P[p].x)\n\t\t\t\t+ (P[m].y - P[n].y) * (P[o].y - P[p].y)\n\t\t\t\t+ (P[m].z - P[n].z) * (P[o].z - P[p].z);\n\n\t\t\treturn result;\n\t\t};\n\n\n\t\tconst mua = (d(0, 2, 3, 2) * d(3, 2, 1, 0) - d(0, 2, 1, 0) * d(3, 2, 3, 2))\n\t\t /**-----------------------------------------------------------------**/ /\n\t\t (d(1, 0, 1, 0) * d(3, 2, 3, 2) - d(3, 2, 1, 0) * d(3, 2, 1, 0));\n\n\n\t\tconst mub = (d(0, 2, 3, 2) + mua * d(3, 2, 1, 0))\n\t\t /**--------------------------------------**/ /\n\t\t d(3, 2, 3, 2);\n\n\n\t\tconst P01 = P1.clone().sub(P0);\n\t\tconst P23 = P3.clone().sub(P2);\n\t\t\n\t\tconst Pa = P0.clone().add(P01.multiplyScalar(mua));\n\t\tconst Pb = P2.clone().add(P23.multiplyScalar(mub));\n\n\t\tconst center = Pa.clone().add(Pb).multiplyScalar(0.5);\n\n\t\treturn center;\n\t}\n\n\tstatic computeCircleCenter(A, B, C){\n\t\tconst AB = B.clone().sub(A);\n\t\tconst AC = C.clone().sub(A);\n\n\t\tconst N = AC.clone().cross(AB).normalize();\n\n\t\tconst ab_dir = AB.clone().cross(N).normalize();\n\t\tconst ac_dir = AC.clone().cross(N).normalize();\n\n\t\tconst ab_origin = A.clone().add(B).multiplyScalar(0.5);\n\t\tconst ac_origin = A.clone().add(C).multiplyScalar(0.5);\n\n\t\tconst P0 = ab_origin;\n\t\tconst P1 = ab_origin.clone().add(ab_dir);\n\n\t\tconst P2 = ac_origin;\n\t\tconst P3 = ac_origin.clone().add(ac_dir);\n\n\t\tconst center = Utils.lineToLineIntersection(P0, P1, P2, P3);\n\n\t\treturn center;\n\n\t\t// Potree.Utils.debugLine(viewer.scene.scene, P0, P1, 0x00ff00);\n\t\t// Potree.Utils.debugLine(viewer.scene.scene, P2, P3, 0x0000ff);\n\n\t\t// Potree.Utils.debugSphere(viewer.scene.scene, center, 0.03, 0xff00ff);\n\n\t\t// const radius = center.distanceTo(A);\n\t\t// Potree.Utils.debugCircle(viewer.scene.scene, center, radius, new THREE.Vector3(0, 0, 1), 0xff00ff);\n\t}\n\n\tstatic getNorthVec(p1, distance, projection){\n\t\tif(projection){\n\t\t\t// if there is a projection, transform coordinates to WGS84\n\t\t\t// and compute angle to north there\n\n\t\t\tproj4.defs(\"pointcloud\", projection);\n\t\t\tconst transform = proj4(\"pointcloud\", \"WGS84\");\n\n\t\t\tconst llP1 = transform.forward(p1.toArray());\n\t\t\tlet llP2 = transform.forward([p1.x, p1.y + distance]);\n\t\t\tconst polarRadius = Math.sqrt((llP2[0] - llP1[0]) ** 2 + (llP2[1] - llP1[1]) ** 2);\n\t\t\tllP2 = [llP1[0], llP1[1] + polarRadius];\n\n\t\t\tconst northVec = transform.inverse(llP2);\n\t\t\t\n\t\t\treturn new THREE.Vector3(...northVec, p1.z).sub(p1);\n\t\t}else{\n\t\t\t// if there is no projection, assume [0, 1, 0] as north direction\n\n\t\t\tconst vec = new THREE.Vector3(0, 1, 0).multiplyScalar(distance);\n\t\t\t\n\t\t\treturn vec;\n\t\t}\n\t}\n\n\tstatic computeAzimuth(p1, p2, projection){\n\n\t\tlet azimuth = 0;\n\n\t\tif(projection){\n\t\t\t// if there is a projection, transform coordinates to WGS84\n\t\t\t// and compute angle to north there\n\n\t\t\tlet transform;\n\n\t\t\tif (projection.includes('EPSG')) {\n\t\t\t\ttransform = proj4(projection, \"WGS84\");\n\t\t\t} else {\n\t\t\t\tproj4.defs(\"pointcloud\", projection);\n\t\t\t\ttransform = proj4(\"pointcloud\", \"WGS84\");\n\t\t\t}\n\n\t\t\tconst llP1 = transform.forward(p1.toArray());\n\t\t\tconst llP2 = transform.forward(p2.toArray());\n\t\t\tconst dir = [\n\t\t\t\tllP2[0] - llP1[0],\n\t\t\t\tllP2[1] - llP1[1],\n\t\t\t];\n\t\t\tazimuth = Math.atan2(dir[1], dir[0]) - Math.PI / 2;\n\t\t}else{\n\t\t\t// if there is no projection, assume [0, 1, 0] as north direction\n\n\t\t\tconst dir = [p2.x - p1.x, p2.y - p1.y];\n\t\t\tazimuth = Math.atan2(dir[1], dir[0]) - Math.PI / 2;\n\t\t}\n\n\t\t// make clockwise\n\t\tazimuth = -azimuth;\n\n\t\treturn azimuth;\n\t}\n\n\tstatic async loadScript(url){\n\n\t\treturn new Promise( resolve => {\n\n\t\t\tconst element = document.getElementById(url);\n\n\t\t\tif(element){\n\t\t\t\tresolve();\n\t\t\t}else{\n\t\t\t\tconst script = document.createElement(\"script\");\n\n\t\t\t\tscript.id = url;\n\n\t\t\t\tscript.onload = () => {\n\t\t\t\t\tresolve();\n\t\t\t\t};\n\t\t\t\tscript.src = url;\n\n\t\t\t\tdocument.body.appendChild(script);\n\t\t\t}\n\t\t});\n\t}\n\n\tstatic createSvgGradient(scheme){\n\n\t\t// this is what we are creating:\n\t\t//\n\t\t//\n\t\t//\t\n\t\t//\t\t\n\t\t//\t\t\n\t\t//\t\t...\n\t\t//\t\t\n\t\t//\t\t\n\t\t//\t\n\t\t//\t\n\t\t//\t\n\t\t//\n\n\n\t\tconst gradientId = `${Math.random()}_${Date.now()}`;\n\t\t\n\t\tconst svgn = \"http://www.w3.org/2000/svg\";\n\t\tconst svg = document.createElementNS(svgn, \"svg\");\n\t\tsvg.setAttributeNS(null, \"width\", \"2em\");\n\t\tsvg.setAttributeNS(null, \"height\", \"3em\");\n\t\t\n\t\t{ // \n\t\t\tconst defs = document.createElementNS(svgn, \"defs\");\n\t\t\t\n\t\t\tconst linearGradient = document.createElementNS(svgn, \"linearGradient\");\n\t\t\tlinearGradient.setAttributeNS(null, \"id\", gradientId);\n\t\t\tlinearGradient.setAttributeNS(null, \"gradientTransform\", \"rotate(90)\");\n\n\t\t\tfor(let i = scheme.length - 1; i >= 0; i--){\n\t\t\t\tconst stopVal = scheme[i];\n\t\t\t\tconst percent = parseInt(100 - stopVal[0] * 100);\n\t\t\t\tconst [r, g, b] = stopVal[1].toArray().map(v => parseInt(v * 255));\n\n\t\t\t\tconst stop = document.createElementNS(svgn, \"stop\");\n\t\t\t\tstop.setAttributeNS(null, \"offset\", `${percent}%`);\n\t\t\t\tstop.setAttributeNS(null, \"stop-color\", `rgb(${r}, ${g}, ${b})`);\n\n\t\t\t\tlinearGradient.appendChild(stop);\n\t\t\t}\n\n\t\t\tdefs.appendChild(linearGradient);\n\t\t\tsvg.appendChild(defs);\n\t\t}\n\n\t\tconst rect = document.createElementNS(svgn, \"rect\");\n\t\trect.setAttributeNS(null, \"width\", `100%`);\n\t\trect.setAttributeNS(null, \"height\", `100%`);\n\t\trect.setAttributeNS(null, \"fill\", `url(\"#${gradientId}\")`);\n\t\trect.setAttributeNS(null, \"stroke\", `black`);\n\t\trect.setAttributeNS(null, \"stroke-width\", `0.1em`);\n\n\t\tsvg.appendChild(rect);\n\t\t\n\t\treturn svg;\n\t}\n\n\tstatic async waitAny(promises){\n\t\t\n\t\treturn new Promise( (resolve) => {\n\n\t\t\tpromises.map( promise => {\n\t\t\t\tpromise.then( () => {\n\t\t\t\t\tresolve();\n\t\t\t\t});\n\t\t\t});\n\n\t\t});\n\n\t}\n\n}\n\nUtils.screenPass = new function () {\n\tthis.screenScene = new THREE.Scene();\n\tthis.screenQuad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2, 1));\n\tthis.screenQuad.material.depthTest = true;\n\tthis.screenQuad.material.depthWrite = true;\n\tthis.screenQuad.material.transparent = true;\n\tthis.screenScene.add(this.screenQuad);\n\tthis.camera = new THREE.Camera();\n\n\tthis.render = function (renderer, material, target) {\n\t\tthis.screenQuad.material = material;\n\n\t\tif (typeof target === 'undefined') {\n\t\t\trenderer.render(this.screenScene, this.camera);\n\t\t} else {\n\t\t\trenderer.render(this.screenScene, this.camera, target);\n\t\t}\n\t};\n}();\n","\n\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {Action} from \"./Actions.js\";\nimport {Utils} from \"./utils.js\";\nimport {EventDispatcher} from \"./EventDispatcher.js\";\n\nexport class Annotation extends EventDispatcher {\n\tconstructor (args = {}) {\n\t\tsuper();\n\n\t\tthis.scene = null;\n\t\tthis._title = args.title || 'No Title';\n\t\tthis._description = args.description || '';\n\t\tthis.offset = new THREE.Vector3();\n\t\tthis.uuid = THREE.Math.generateUUID();\n\n\t\tif (!args.position) {\n\t\t\tthis.position = null;\n\t\t} else if (args.position.x != null) {\n\t\t\tthis.position = args.position;\n\t\t} else {\n\t\t\tthis.position = new THREE.Vector3(...args.position);\n\t\t}\n\n\t\tthis.cameraPosition = (args.cameraPosition instanceof Array)\n\t\t\t? new THREE.Vector3().fromArray(args.cameraPosition) : args.cameraPosition;\n\t\tthis.cameraTarget = (args.cameraTarget instanceof Array)\n\t\t\t? new THREE.Vector3().fromArray(args.cameraTarget) : args.cameraTarget;\n\t\tthis.radius = args.radius;\n\t\tthis.view = args.view || null;\n\t\tthis.keepOpen = false;\n\t\tthis.descriptionVisible = false;\n\t\tthis.showDescription = true;\n\t\tthis.actions = args.actions || [];\n\t\tthis.isHighlighted = false;\n\t\tthis._visible = true;\n\t\tthis.__visible = true;\n\t\tthis._display = true;\n\t\tthis._expand = false;\n\t\tthis.collapseThreshold = [args.collapseThreshold, 100].find(e => e !== undefined);\n\n\t\tthis.children = [];\n\t\tthis.parent = null;\n\t\tthis.boundingBox = new THREE.Box3();\n\n\t\tlet iconClose = exports.resourcePath + '/icons/close.svg';\n\n\t\tthis.domElement = $(`\n\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t${this._description}\n\t\t\t\t
\n\t\t\t
\n\t\t`);\n\n\t\tthis.elTitlebar = this.domElement.find('.annotation-titlebar');\n\t\tthis.elTitle = this.elTitlebar.find('.annotation-label');\n\t\tthis.elTitle.append(this._title);\n\t\tthis.elDescription = this.domElement.find('.annotation-description');\n\t\tthis.elDescriptionClose = this.elDescription.find('.annotation-description-close');\n\t\t// this.elDescriptionContent = this.elDescription.find(\".annotation-description-content\");\n\n\t\tthis.clickTitle = () => {\n\t\t\tif(this.hasView()){\n\t\t\t\tthis.moveHere(this.scene.getActiveCamera());\n\t\t\t}\n\t\t\tthis.dispatchEvent({type: 'click', target: this});\n\t\t};\n\n\t\tthis.elTitle.click(this.clickTitle);\n\n\t\tthis.actions = this.actions.map(a => {\n\t\t\tif (a instanceof Action) {\n\t\t\t\treturn a;\n\t\t\t} else {\n\t\t\t\treturn new Action(a);\n\t\t\t}\n\t\t});\n\n\t\tfor (let action of this.actions) {\n\t\t\taction.pairWith(this);\n\t\t}\n\n\t\tlet actions = this.actions.filter(\n\t\t\ta => a.showIn === undefined || a.showIn.includes('scene'));\n\n\t\tfor (let action of actions) {\n\t\t\tlet elButton = $(``);\n\t\t\tthis.elTitlebar.append(elButton);\n\t\t\telButton.click(() => action.onclick({annotation: this}));\n\t\t}\n\n\t\tthis.elDescriptionClose.hover(\n\t\t\te => this.elDescriptionClose.css('opacity', '1'),\n\t\t\te => this.elDescriptionClose.css('opacity', '0.5')\n\t\t);\n\t\tthis.elDescriptionClose.click(e => this.setHighlighted(false));\n\t\t// this.elDescriptionContent.html(this._description);\n\n\t\tthis.domElement.mouseenter(e => this.setHighlighted(true));\n\t\tthis.domElement.mouseleave(e => this.setHighlighted(false));\n\n\t\tthis.domElement.on('touchstart', e => {\n\t\t\tthis.setHighlighted(!this.isHighlighted);\n\t\t});\n\n\t\tthis.display = false;\n\t\t//this.display = true;\n\n\t}\n\n\tinstallHandles(viewer){\n\t\tif(this.handles !== undefined){\n\t\t\treturn;\n\t\t}\n\n\t\tlet domElement = $(`\n\t\t\t
\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t
\n\t\t`);\n\t\t\n\t\tlet svg = domElement.find(\"svg\")[0];\n\t\tlet elLine = domElement.find(\"line\")[0];\n\t\tlet elStart = domElement.find(\"circle\")[0];\n\t\tlet elEnd = domElement.find(\"circle\")[1];\n\n\t\tlet setCoordinates = (start, end) => {\n\t\t\telStart.setAttribute(\"cx\", `${start.x}`);\n\t\t\telStart.setAttribute(\"cy\", `${start.y}`);\n\n\t\t\telEnd.setAttribute(\"cx\", `${end.x}`);\n\t\t\telEnd.setAttribute(\"cy\", `${end.y}`);\n\n\t\t\telLine.setAttribute(\"x1\", start.x);\n\t\t\telLine.setAttribute(\"y1\", start.y);\n\t\t\telLine.setAttribute(\"x2\", end.x);\n\t\t\telLine.setAttribute(\"y2\", end.y);\n\n\t\t\tlet box = svg.getBBox();\n\t\t\tsvg.setAttribute(\"width\", `${box.width}`);\n\t\t\tsvg.setAttribute(\"height\", `${box.height}`);\n\t\t\tsvg.setAttribute(\"viewBox\", `${box.x} ${box.y} ${box.width} ${box.height}`);\n\n\t\t\tlet ya = start.y - end.y;\n\t\t\tlet xa = start.x - end.x;\n\n\t\t\tif(ya > 0){\n\t\t\t\tstart.y = start.y - ya;\n\t\t\t}\n\t\t\tif(xa > 0){\n\t\t\t\tstart.x = start.x - xa;\n\t\t\t}\n\n\t\t\tdomElement.css(\"left\", `${start.x}px`);\n\t\t\tdomElement.css(\"top\", `${start.y}px`);\n\n\t\t};\n\n\t\t$(viewer.renderArea).append(domElement);\n\n\n\t\tlet annotationStartPos = this.position.clone();\n\t\tlet annotationStartOffset = this.offset.clone();\n\n\t\t$(this.domElement).draggable({\n\t\t\tstart: (event, ui) => {\n\t\t\t\tannotationStartPos = this.position.clone();\n\t\t\t\tannotationStartOffset = this.offset.clone();\n\t\t\t\t$(this.domElement).find(\".annotation-titlebar\").css(\"pointer-events\", \"none\");\n\n\t\t\t\tconsole.log($(this.domElement).find(\".annotation-titlebar\"));\n\t\t\t},\n\t\t\tstop: () => {\n\t\t\t\t$(this.domElement).find(\".annotation-titlebar\").css(\"pointer-events\", \"\");\n\t\t\t},\n\t\t\tdrag: (event, ui ) => {\n\t\t\t\tlet renderAreaWidth = viewer.renderer.getSize(new THREE.Vector2()).width;\n\t\t\t\t//let renderAreaHeight = viewer.renderer.getSize().height;\n\n\t\t\t\tlet diff = {\n\t\t\t\t\tx: ui.originalPosition.left - ui.position.left, \n\t\t\t\t\ty: ui.originalPosition.top - ui.position.top\n\t\t\t\t};\n\n\t\t\t\tlet nDiff = {\n\t\t\t\t\tx: -(diff.x / renderAreaWidth) * 2,\n\t\t\t\t\ty: (diff.y / renderAreaWidth) * 2\n\t\t\t\t};\n\n\t\t\t\tlet camera = viewer.scene.getActiveCamera();\n\t\t\t\tlet oldScreenPos = new THREE.Vector3()\n\t\t\t\t\t.addVectors(annotationStartPos, annotationStartOffset)\n\t\t\t\t\t.project(camera);\n\n\t\t\t\tlet newScreenPos = oldScreenPos.clone();\n\t\t\t\tnewScreenPos.x += nDiff.x;\n\t\t\t\tnewScreenPos.y += nDiff.y;\n\n\t\t\t\tlet newPos = newScreenPos.clone();\n\t\t\t\tnewPos.unproject(camera);\n\n\t\t\t\tlet newOffset = new THREE.Vector3().subVectors(newPos, this.position);\n\t\t\t\tthis.offset.copy(newOffset);\n\t\t\t}\n\t\t});\n\n\t\tlet updateCallback = () => {\n\t\t\tlet position = this.position;\n\t\t\tlet scene = viewer.scene;\n\n\t\t\tconst renderAreaSize = viewer.renderer.getSize(new THREE.Vector2());\n\t\t\tlet renderAreaWidth = renderAreaSize.width;\n\t\t\tlet renderAreaHeight = renderAreaSize.height;\n\n\t\t\tlet start = this.position.clone();\n\t\t\tlet end = new THREE.Vector3().addVectors(this.position, this.offset);\n\n\t\t\tlet toScreen = (position) => {\n\t\t\t\tlet camera = scene.getActiveCamera();\n\t\t\t\tlet screenPos = new THREE.Vector3();\n\n\t\t\t\tlet worldView = new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);\n\t\t\t\tlet ndc = new THREE.Vector4(position.x, position.y, position.z, 1.0).applyMatrix4(worldView);\n\t\t\t\t// limit w to small positive value, in case position is behind the camera\n\t\t\t\tndc.w = Math.max(ndc.w, 0.1);\n\t\t\t\tndc.divideScalar(ndc.w);\n\n\t\t\t\tscreenPos.copy(ndc);\n\t\t\t\tscreenPos.x = renderAreaWidth * (screenPos.x + 1) / 2;\n\t\t\t\tscreenPos.y = renderAreaHeight * (1 - (screenPos.y + 1) / 2);\n\n\t\t\t\treturn screenPos;\n\t\t\t};\n\t\t\t\n\t\t\tstart = toScreen(start);\n\t\t\tend = toScreen(end);\n\n\t\t\tsetCoordinates(start, end);\n\n\t\t};\n\n\t\tviewer.addEventListener(\"update\", updateCallback);\n\n\t\tthis.handles = {\n\t\t\tdomElement: domElement,\n\t\t\tsetCoordinates: setCoordinates,\n\t\t\tupdateCallback: updateCallback\n\t\t};\n\t}\n\n\tremoveHandles(viewer){\n\t\tif(this.handles === undefined){\n\t\t\treturn;\n\t\t}\n\n\t\t//$(viewer.renderArea).remove(this.handles.domElement);\n\t\tthis.handles.domElement.remove();\n\t\tviewer.removeEventListener(\"update\", this.handles.updateCallback);\n\n\t\tdelete this.handles;\n\t}\n\n\tget visible () {\n\t\treturn this._visible;\n\t}\n\n\tset visible (value) {\n\t\tif (this._visible === value) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._visible = value;\n\n\t\t//this.traverse(node => {\n\t\t//\tnode.display = value;\n\t\t//});\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'visibility_changed',\n\t\t\tannotation: this\n\t\t});\n\t}\n\n\tget display () {\n\t\treturn this._display;\n\t}\n\n\tset display (display) {\n\t\tif (this._display === display) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._display = display;\n\n\t\tif (display) {\n\t\t\t// this.domElement.fadeIn(200);\n\t\t\tthis.domElement.show();\n\t\t} else {\n\t\t\t// this.domElement.fadeOut(200);\n\t\t\tthis.domElement.hide();\n\t\t}\n\t}\n\n\tget expand () {\n\t\treturn this._expand;\n\t}\n\n\tset expand (expand) {\n\t\tif (this._expand === expand) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (expand) {\n\t\t\tthis.display = false;\n\t\t} else {\n\t\t\tthis.display = true;\n\t\t\tthis.traverseDescendants(node => {\n\t\t\t\tnode.display = false;\n\t\t\t});\n\t\t}\n\n\t\tthis._expand = expand;\n\t}\n\n\tget title () {\n\t\treturn this._title;\n\t}\n\n\tset title (title) {\n\t\tif (this._title === title) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._title = title;\n\t\tthis.elTitle.empty();\n\t\tthis.elTitle.append(this._title);\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: \"annotation_changed\",\n\t\t\tannotation: this,\n\t\t});\n\t}\n\n\tget description () {\n\t\treturn this._description;\n\t}\n\n\tset description (description) {\n\t\tif (this._description === description) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._description = description;\n\n\t\tconst elDescriptionContent = this.elDescription.find(\".annotation-description-content\");\n\t\telDescriptionContent.empty();\n\t\telDescriptionContent.append(this._description);\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: \"annotation_changed\",\n\t\t\tannotation: this,\n\t\t});\n\t}\n\n\tadd (annotation) {\n\t\tif (!this.children.includes(annotation)) {\n\t\t\tthis.children.push(annotation);\n\t\t\tannotation.parent = this;\n\n\t\t\tlet descendants = [];\n\t\t\tannotation.traverse(a => { descendants.push(a); });\n\n\t\t\tfor (let descendant of descendants) {\n\t\t\t\tlet c = this;\n\t\t\t\twhile (c !== null) {\n\t\t\t\t\tc.dispatchEvent({\n\t\t\t\t\t\t'type': 'annotation_added',\n\t\t\t\t\t\t'annotation': descendant\n\t\t\t\t\t});\n\t\t\t\t\tc = c.parent;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tlevel () {\n\t\tif (this.parent === null) {\n\t\t\treturn 0;\n\t\t} else {\n\t\t\treturn this.parent.level() + 1;\n\t\t}\n\t}\n\n\thasChild(annotation) {\n\t\treturn this.children.includes(annotation);\n\t}\n\n\tremove (annotation) {\n\t\tif (this.hasChild(annotation)) {\n\t\t\tannotation.removeAllChildren();\n\t\t\tannotation.dispose();\n\t\t\tthis.children = this.children.filter(e => e !== annotation);\n\t\t\tannotation.parent = null;\n\t\t}\n\t}\n\n\tremoveAllChildren() {\n\t\tthis.children.forEach((child) => {\n\t\t\tif (child.children.length > 0) {\n\t\t\t\tchild.removeAllChildren();\n\t\t\t}\n\n\t\t\tthis.remove(child);\n\t\t});\n\t}\n\n\tupdateBounds () {\n\t\tlet box = new THREE.Box3();\n\n\t\tif (this.position) {\n\t\t\tbox.expandByPoint(this.position);\n\t\t}\n\n\t\tfor (let child of this.children) {\n\t\t\tchild.updateBounds();\n\n\t\t\tbox.union(child.boundingBox);\n\t\t}\n\n\t\tthis.boundingBox.copy(box);\n\t}\n\n\ttraverse (handler) {\n\t\tlet expand = handler(this);\n\n\t\tif (expand === undefined || expand === true) {\n\t\t\tfor (let child of this.children) {\n\t\t\t\tchild.traverse(handler);\n\t\t\t}\n\t\t}\n\t}\n\n\ttraverseDescendants (handler) {\n\t\tfor (let child of this.children) {\n\t\t\tchild.traverse(handler);\n\t\t}\n\t}\n\n\tflatten () {\n\t\tlet annotations = [];\n\n\t\tthis.traverse(annotation => {\n\t\t\tannotations.push(annotation);\n\t\t});\n\n\t\treturn annotations;\n\t}\n\n\tdescendants () {\n\t\tlet annotations = [];\n\n\t\tthis.traverse(annotation => {\n\t\t\tif (annotation !== this) {\n\t\t\t\tannotations.push(annotation);\n\t\t\t}\n\t\t});\n\n\t\treturn annotations;\n\t}\n\n\tsetHighlighted (highlighted) {\n\t\tif (highlighted) {\n\t\t\tthis.domElement.css('opacity', '0.8');\n\t\t\tthis.elTitlebar.css('box-shadow', '0 0 5px #fff');\n\t\t\tthis.domElement.css('z-index', '1000');\n\n\t\t\tif (this._description) {\n\t\t\t\tthis.descriptionVisible = true;\n\t\t\t\tthis.elDescription.fadeIn(200);\n\t\t\t\tthis.elDescription.css('position', 'relative');\n\t\t\t}\n\t\t} else {\n\t\t\tthis.domElement.css('opacity', '0.5');\n\t\t\tthis.elTitlebar.css('box-shadow', '');\n\t\t\tthis.domElement.css('z-index', '100');\n\t\t\tthis.descriptionVisible = false;\n\t\t\tthis.elDescription.css('display', 'none');\n\t\t}\n\n\t\tthis.isHighlighted = highlighted;\n\t}\n\n\thasView () {\n\t\tlet hasPosTargetView = this.cameraTarget.x != null;\n\t\thasPosTargetView = hasPosTargetView && this.cameraPosition.x != null;\n\n\t\tlet hasRadiusView = this.radius !== undefined;\n\n\t\tlet hasView = hasPosTargetView || hasRadiusView;\n\n\t\treturn hasView;\n\t};\n\n\tmoveHere (camera) {\n\t\tif (!this.hasView()) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet view = this.scene.view;\n\t\tlet animationDuration = 500;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\tlet endTarget;\n\t\tif (this.cameraTarget) {\n\t\t\tendTarget = this.cameraTarget;\n\t\t} else if (this.position) {\n\t\t\tendTarget = this.position;\n\t\t} else {\n\t\t\tendTarget = this.boundingBox.getCenter(new THREE.Vector3());\n\t\t}\n\n\t\tif (this.cameraPosition) {\n\t\t\tlet endPosition = this.cameraPosition;\n\n\t\t\tUtils.moveTo(this.scene, endPosition, endTarget);\n\t\t} else if (this.radius) {\n\t\t\tlet direction = view.direction;\n\t\t\tlet endPosition = endTarget.clone().add(direction.multiplyScalar(-this.radius));\n\t\t\tlet startRadius = view.radius;\n\t\t\tlet endRadius = this.radius;\n\n\t\t\t{ // animate camera position\n\t\t\t\tlet tween = new TWEEN.Tween(view.position).to(endPosition, animationDuration);\n\t\t\t\ttween.easing(easing);\n\t\t\t\ttween.start();\n\t\t\t}\n\n\t\t\t{ // animate radius\n\t\t\t\tlet t = {x: 0};\n\n\t\t\t\tlet tween = new TWEEN.Tween(t)\n\t\t\t\t\t.to({x: 1}, animationDuration)\n\t\t\t\t\t.onUpdate(function () {\n\t\t\t\t\t\tview.radius = this.x * endRadius + (1 - this.x) * startRadius;\n\t\t\t\t\t});\n\t\t\t\ttween.easing(easing);\n\t\t\t\ttween.start();\n\t\t\t}\n\t\t}\n\t};\n\n\tdispose () {\n\t\tif (this.domElement.parentElement) {\n\t\t\tthis.domElement.parentElement.removeChild(this.domElement);\n\t\t}\n\t};\n\n\ttoString () {\n\t\treturn 'Annotation: ' + this._title;\n\t}\n};\n","\nclass EnumItem{\n\tconstructor(object){\n\t\tfor(let key of Object.keys(object)){\n\t\t\tthis[key] = object[key];\n\t\t}\n\t}\n\n\tinspect(){\n\t\treturn `Enum(${this.name}: ${this.value})`;\n\t}\n};\n\nclass Enum{\n\n\tconstructor(object){\n\t\tthis.object = object;\n\n\t\tfor(let key of Object.keys(object)){\n\t\t\tlet value = object[key];\n\n\t\t\tif(typeof value === \"object\"){\n\t\t\t\tvalue.name = key;\n\t\t\t}else{\n\t\t\t\tvalue = {name: key, value: value};\n\t\t\t}\n\t\t\t\n\t\t\tthis[key] = new EnumItem(value);\n\t\t}\n\t}\n\n\tfromValue(value){\n\t\tfor(let key of Object.keys(this.object)){\n\t\t\tif(this[key].value === value){\n\t\t\t\treturn this[key];\n\t\t\t}\n\t\t}\n\n\t\tthrow new Error(`No enum for value: ${value}`);\n\t}\n\t\n};\n\nexport {Enum, EnumItem};","\nimport {Enum} from \"./Enum.js\";\n\n\nexport const CameraMode = {\n\tORTHOGRAPHIC: 0,\n\tPERSPECTIVE: 1,\n\tVR: 2,\n};\n\nexport const ClipTask = {\n\tNONE: 0,\n\tHIGHLIGHT: 1,\n\tSHOW_INSIDE: 2,\n\tSHOW_OUTSIDE: 3\n};\n\nexport const ClipMethod = {\n\tINSIDE_ANY: 0,\n\tINSIDE_ALL: 1\n};\n\nexport const ElevationGradientRepeat = {\n\tCLAMP: 0,\n\tREPEAT: 1,\n\tMIRRORED_REPEAT: 2,\n};\n\nexport const MOUSE = {\n\tLEFT: 0b0001,\n\tRIGHT: 0b0010,\n\tMIDDLE: 0b0100\n};\n\nexport const PointSizeType = {\n\tFIXED: 0,\n\tATTENUATED: 1,\n\tADAPTIVE: 2\n};\n\nexport const PointShape = {\n\tSQUARE: 0,\n\tCIRCLE: 1,\n\tPARABOLOID: 2\n};\n\nexport const TreeType = {\n\tOCTREE:\t0,\n\tKDTREE:\t1\n};\n\nexport const LengthUnits = {\n\tMETER: {code: 'm', unitspermeter: 1.0},\n\tFEET: {code: 'ft', unitspermeter: 3.28084},\n\tINCH: {code: '\\u2033', unitspermeter: 39.3701}\n};","\nlet ftCanvas = document.createElement('canvas');\n\nexport const Features = (function () {\n\n\tlet gl = ftCanvas.getContext('webgl') || ftCanvas.getContext('experimental-webgl');\n\tif (gl === null){ \n\t\treturn null; \n\t}\n\n\t// -- code taken from THREE.WebGLRenderer --\n\tlet _vertexShaderPrecisionHighpFloat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT);\n\tlet _vertexShaderPrecisionMediumpFloat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT);\n\t// Unused: let _vertexShaderPrecisionLowpFloat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);\n\n\tlet _fragmentShaderPrecisionHighpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n\tlet _fragmentShaderPrecisionMediumpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT);\n\t// Unused: let _fragmentShaderPrecisionLowpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT);\n\n\tlet highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;\n\tlet mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;\n\t// -----------------------------------------\n\n\tlet precision;\n\tif (highpAvailable) {\n\t\tprecision = 'highp';\n\t} else if (mediumpAvailable) {\n\t\tprecision = 'mediump';\n\t} else {\n\t\tprecision = 'lowp';\n\t}\n\n\treturn {\n\t\tSHADER_INTERPOLATION: {\n\t\t\tisSupported: function () {\n\t\t\t\tlet supported = true;\n\n\t\t\t\tsupported = supported && gl.getExtension('EXT_frag_depth');\n\t\t\t\tsupported = supported && gl.getParameter(gl.MAX_VARYING_VECTORS) >= 8;\n\n\t\t\t\treturn supported;\n\t\t\t}\n\t\t},\n\t\tSHADER_SPLATS: {\n\t\t\tisSupported: function () {\n\t\t\t\tlet supported = true;\n\n\t\t\t\tsupported = supported && gl.getExtension('EXT_frag_depth');\n\t\t\t\tsupported = supported && gl.getExtension('OES_texture_float');\n\t\t\t\tsupported = supported && gl.getParameter(gl.MAX_VARYING_VECTORS) >= 8;\n\n\t\t\t\treturn supported;\n\t\t\t}\n\n\t\t},\n\t\tSHADER_EDL: {\n\t\t\tisSupported: function () {\n\t\t\t\tlet supported = true;\n\n\t\t\t\tsupported = supported && gl.getExtension('EXT_frag_depth');\n\t\t\t\tsupported = supported && gl.getExtension('OES_texture_float');\n\t\t\t\tsupported = supported && gl.getParameter(gl.MAX_VARYING_VECTORS) >= 8;\n\n\t\t\t\t//supported = supported || (gl instanceof WebGL2RenderingContext);\n\n\t\t\t\treturn supported;\n\t\t\t}\n\n\t\t},\n\t\t//WEBGL2: {\n\t\t//\tisSupported: function(){\n\t\t//\t\treturn gl instanceof WebGL2RenderingContext;\n\t\t//\t}\n\t\t//},\n\t\tprecision: precision\n\t};\n}());\n\n","\n\nexport const KeyCodes = {\n\n\tLEFT: 37,\n\tUP: 38,\n\tRIGHT: 39,\n\tBOTTOM: 40,\n\tDELETE: 46,\n\n\tA: 'A'.charCodeAt(0),\n\tS: 'S'.charCodeAt(0),\n\tD: 'D'.charCodeAt(0),\n\tW: 'W'.charCodeAt(0),\n\tQ: 'Q'.charCodeAt(0),\n\tE: 'E'.charCodeAt(0),\n\tR: 'R'.charCodeAt(0),\n\tF: 'F'.charCodeAt(0)\n\t\n};","\n\nclass LRUItem{\n\n\tconstructor(node){\n\t\tthis.previous = null;\n\t\tthis.next = null;\n\t\tthis.node = node;\n\t}\n\n}\n\n/**\n *\n * @class A doubly-linked-list of the least recently used elements.\n */\nclass LRU{\n\n\tconstructor(){\n\t\t// the least recently used item\n\t\tthis.first = null;\n\t\t// the most recently used item\n\t\tthis.last = null;\n\t\t// a list of all items in the lru list\n\t\tthis.items = {};\n\t\tthis.elements = 0;\n\t\tthis.numPoints = 0;\n\t}\n\n\tsize(){\n\t\treturn this.elements;\n\t}\n\n\tcontains(node){\n\t\treturn this.items[node.id] == null;\n\t}\n\n\ttouch(node){\n\t\tif (!node.loaded) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet item;\n\t\tif (this.items[node.id] == null) {\n\t\t\t// add to list\n\t\t\titem = new LRUItem(node);\n\t\t\titem.previous = this.last;\n\t\t\tthis.last = item;\n\t\t\tif (item.previous !== null) {\n\t\t\t\titem.previous.next = item;\n\t\t\t}\n\n\t\t\tthis.items[node.id] = item;\n\t\t\tthis.elements++;\n\n\t\t\tif (this.first === null) {\n\t\t\t\tthis.first = item;\n\t\t\t}\n\t\t\tthis.numPoints += node.numPoints;\n\t\t} else {\n\t\t\t// update in list\n\t\t\titem = this.items[node.id];\n\t\t\tif (item.previous === null) {\n\t\t\t\t// handle touch on first element\n\t\t\t\tif (item.next !== null) {\n\t\t\t\t\tthis.first = item.next;\n\t\t\t\t\tthis.first.previous = null;\n\t\t\t\t\titem.previous = this.last;\n\t\t\t\t\titem.next = null;\n\t\t\t\t\tthis.last = item;\n\t\t\t\t\titem.previous.next = item;\n\t\t\t\t}\n\t\t\t} else if (item.next === null) {\n\t\t\t\t// handle touch on last element\n\t\t\t} else {\n\t\t\t\t// handle touch on any other element\n\t\t\t\titem.previous.next = item.next;\n\t\t\t\titem.next.previous = item.previous;\n\t\t\t\titem.previous = this.last;\n\t\t\t\titem.next = null;\n\t\t\t\tthis.last = item;\n\t\t\t\titem.previous.next = item;\n\t\t\t}\n\t\t}\n\t}\n\n\tremove(node){\n\t\tlet lruItem = this.items[node.id];\n\t\tif (lruItem) {\n\t\t\tif (this.elements === 1) {\n\t\t\t\tthis.first = null;\n\t\t\t\tthis.last = null;\n\t\t\t} else {\n\t\t\t\tif (!lruItem.previous) {\n\t\t\t\t\tthis.first = lruItem.next;\n\t\t\t\t\tthis.first.previous = null;\n\t\t\t\t}\n\t\t\t\tif (!lruItem.next) {\n\t\t\t\t\tthis.last = lruItem.previous;\n\t\t\t\t\tthis.last.next = null;\n\t\t\t\t}\n\t\t\t\tif (lruItem.previous && lruItem.next) {\n\t\t\t\t\tlruItem.previous.next = lruItem.next;\n\t\t\t\t\tlruItem.next.previous = lruItem.previous;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tdelete this.items[node.id];\n\t\t\tthis.elements--;\n\t\t\tthis.numPoints -= node.numPoints;\n\t\t}\n\t}\n\n\tgetLRUItem(){\n\t\tif (this.first === null) {\n\t\t\treturn null;\n\t\t}\n\t\tlet lru = this.first;\n\n\t\treturn lru.node;\n\t}\n\n\ttoString(){\n\t\tlet string = '{ ';\n\t\tlet curr = this.first;\n\t\twhile (curr !== null) {\n\t\t\tstring += curr.node.id;\n\t\t\tif (curr.next !== null) {\n\t\t\t\tstring += ', ';\n\t\t\t}\n\t\t\tcurr = curr.next;\n\t\t}\n\t\tstring += '}';\n\t\tstring += '(' + this.size() + ')';\n\t\treturn string;\n\t}\n\n\tfreeMemory(){\n\t\tif (this.elements <= 1) {\n\t\t\treturn;\n\t\t}\n\n\t\twhile (this.numPoints > Potree.pointLoadLimit) {\n\t\t\tlet element = this.first;\n\t\t\tlet node = element.node;\n\t\t\tthis.disposeDescendants(node);\n\t\t}\n\t}\n\n\tdisposeDescendants(node){\n\t\tlet stack = [];\n\t\tstack.push(node);\n\t\twhile (stack.length > 0) {\n\t\t\tlet current = stack.pop();\n\n\t\t\t// console.log(current);\n\n\t\t\tcurrent.dispose();\n\t\t\tthis.remove(current);\n\n\t\t\tfor (let key in current.children) {\n\t\t\t\tif (current.children.hasOwnProperty(key)) {\n\t\t\t\t\tlet child = current.children[key];\n\t\t\t\t\tif (child.loaded) {\n\t\t\t\t\t\tstack.push(current.children[key]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n}\n\nexport {LRU, LRUItem};","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport { EventDispatcher } from \"./EventDispatcher.js\";\n\n\nexport class PointCloudTreeNode extends EventDispatcher{\n\n\tconstructor(){\n\t\tsuper();\n\t\tthis.needsTransformUpdate = true;\n\t}\n\n\tgetChildren () {\n\t\tthrow new Error('override function');\n\t}\n\n\tgetBoundingBox () {\n\t\tthrow new Error('override function');\n\t}\n\n\tisLoaded () {\n\t\tthrow new Error('override function');\n\t}\n\n\tisGeometryNode () {\n\t\tthrow new Error('override function');\n\t}\n\n\tisTreeNode () {\n\t\tthrow new Error('override function');\n\t}\n\n\tgetLevel () {\n\t\tthrow new Error('override function');\n\t}\n\n\tgetBoundingSphere () {\n\t\tthrow new Error('override function');\n\t}\n};\n\nexport class PointCloudTree extends THREE.Object3D {\n\tconstructor () {\n\t\tsuper();\n\t}\n\n\tinitialized () {\n\t\treturn this.root !== null;\n\t}\n};\n","\n/**\n * Some types of possible point attribute data formats\n *\n * @class\n */\nconst PointAttributeTypes = {\n\tDATA_TYPE_DOUBLE: {ordinal: 0, name: \"double\", size: 8},\n\tDATA_TYPE_FLOAT: {ordinal: 1, name: \"float\", size: 4},\n\tDATA_TYPE_INT8: {ordinal: 2, name: \"int8\", size: 1},\n\tDATA_TYPE_UINT8: {ordinal: 3, name: \"uint8\", size: 1},\n\tDATA_TYPE_INT16: {ordinal: 4, name: \"int16\", size: 2},\n\tDATA_TYPE_UINT16: {ordinal: 5, name: \"uint16\", size: 2},\n\tDATA_TYPE_INT32: {ordinal: 6, name: \"int32\", size: 4},\n\tDATA_TYPE_UINT32: {ordinal: 7, name: \"uint32\", size: 4},\n\tDATA_TYPE_INT64: {ordinal: 8, name: \"int64\", size: 8},\n\tDATA_TYPE_UINT64: {ordinal: 9, name: \"uint64\", size: 8}\n};\n\nlet i = 0;\nfor (let obj in PointAttributeTypes) {\n\tPointAttributeTypes[i] = PointAttributeTypes[obj];\n\ti++;\n}\n\nexport {PointAttributeTypes};\n\n\nclass PointAttribute{\n\t\n\tconstructor(name, type, numElements){\n\t\tthis.name = name;\n\t\tthis.type = type;\n\t\tthis.numElements = numElements;\n\t\tthis.byteSize = this.numElements * this.type.size;\n\t\tthis.description = \"\";\n\t\tthis.range = [Infinity, -Infinity];\n\t}\n\n};\n\nPointAttribute.POSITION_CARTESIAN = new PointAttribute(\n\t\"POSITION_CARTESIAN\", PointAttributeTypes.DATA_TYPE_FLOAT, 3);\n\nPointAttribute.RGBA_PACKED = new PointAttribute(\n\t\"COLOR_PACKED\", PointAttributeTypes.DATA_TYPE_INT8, 4);\n\nPointAttribute.COLOR_PACKED = PointAttribute.RGBA_PACKED;\n\nPointAttribute.RGB_PACKED = new PointAttribute(\n\t\"COLOR_PACKED\", PointAttributeTypes.DATA_TYPE_INT8, 3);\n\nPointAttribute.NORMAL_FLOATS = new PointAttribute(\n\t\"NORMAL_FLOATS\", PointAttributeTypes.DATA_TYPE_FLOAT, 3);\n\nPointAttribute.INTENSITY = new PointAttribute(\n\t\"INTENSITY\", PointAttributeTypes.DATA_TYPE_UINT16, 1);\n\nPointAttribute.CLASSIFICATION = new PointAttribute(\n\t\"CLASSIFICATION\", PointAttributeTypes.DATA_TYPE_UINT8, 1);\n\nPointAttribute.NORMAL_SPHEREMAPPED = new PointAttribute(\n\t\"NORMAL_SPHEREMAPPED\", PointAttributeTypes.DATA_TYPE_UINT8, 2);\n\nPointAttribute.NORMAL_OCT16 = new PointAttribute(\n\t\"NORMAL_OCT16\", PointAttributeTypes.DATA_TYPE_UINT8, 2);\n\nPointAttribute.NORMAL = new PointAttribute(\n\t\"NORMAL\", PointAttributeTypes.DATA_TYPE_FLOAT, 3);\n\t\nPointAttribute.RETURN_NUMBER = new PointAttribute(\n\t\"RETURN_NUMBER\", PointAttributeTypes.DATA_TYPE_UINT8, 1);\n\t\nPointAttribute.NUMBER_OF_RETURNS = new PointAttribute(\n\t\"NUMBER_OF_RETURNS\", PointAttributeTypes.DATA_TYPE_UINT8, 1);\n\t\nPointAttribute.SOURCE_ID = new PointAttribute(\n\t\"SOURCE_ID\", PointAttributeTypes.DATA_TYPE_UINT16, 1);\n\nPointAttribute.INDICES = new PointAttribute(\n\t\"INDICES\", PointAttributeTypes.DATA_TYPE_UINT32, 1);\n\nPointAttribute.SPACING = new PointAttribute(\n\t\"SPACING\", PointAttributeTypes.DATA_TYPE_FLOAT, 1);\n\nPointAttribute.GPS_TIME = new PointAttribute(\n\t\"GPS_TIME\", PointAttributeTypes.DATA_TYPE_DOUBLE, 1);\n\nexport {PointAttribute};\n\nexport class PointAttributes{\n\n\tconstructor(pointAttributes){\n\t\tthis.attributes = [];\n\t\tthis.byteSize = 0;\n\t\tthis.size = 0;\n\t\tthis.vectors = [];\n\n\t\tif (pointAttributes != null) {\n\t\t\tfor (let i = 0; i < pointAttributes.length; i++) {\n\t\t\t\tlet pointAttributeName = pointAttributes[i];\n\t\t\t\tlet pointAttribute = PointAttribute[pointAttributeName];\n\t\t\t\tthis.attributes.push(pointAttribute);\n\t\t\t\tthis.byteSize += pointAttribute.byteSize;\n\t\t\t\tthis.size++;\n\t\t\t}\n\t\t}\n\t}\n\n\n\tadd(pointAttribute){\n\t\tthis.attributes.push(pointAttribute);\n\t\tthis.byteSize += pointAttribute.byteSize;\n\t\tthis.size++;\n\t};\n\n\taddVector(vector){\n\t\tthis.vectors.push(vector);\n\t}\n\n\thasNormals(){\n\t\tfor (let name in this.attributes) {\n\t\t\tlet pointAttribute = this.attributes[name];\n\t\t\tif (\n\t\t\t\tpointAttribute === PointAttribute.NORMAL_SPHEREMAPPED ||\n\t\t\t\tpointAttribute === PointAttribute.NORMAL_FLOATS ||\n\t\t\t\tpointAttribute === PointAttribute.NORMAL ||\n\t\t\t\tpointAttribute === PointAttribute.NORMAL_OCT16) {\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\treturn false;\n\t};\n\n}\n","import {PointCloudTreeNode} from \"./PointCloudTree.js\";\nimport {PointAttributes, PointAttribute, PointAttributeTypes} from \"./loader/PointAttributes.js\";\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\n\nclass U {\n\tstatic toVector3(v, offset) {\n\t\treturn new THREE.Vector3().fromArray(v, offset || 0);\n\t}\n\n\tstatic toBox3(b) {\n\t\treturn new THREE.Box3(U.toVector3(b), U.toVector3(b, 3));\n\t};\n\n\tstatic findDim(schema, name) {\n\t\tvar dim = schema.find((dim) => dim.name == name);\n\t\tif (!dim) throw new Error('Failed to find ' + name + ' in schema');\n\t\treturn dim;\n\t}\n\n\tstatic sphereFrom(b) {\n\t\treturn b.getBoundingSphere(new THREE.Sphere());\n\t}\n};\n\nexport class PointCloudEptGeometry {\n\tconstructor(url, info) {\n\t\tlet version = info.version;\n\t\tlet schema = info.schema;\n\t\tlet bounds = info.bounds;\n\t\tlet boundsConforming = info.boundsConforming;\n\n\t\tlet xyz = [\n\t\t\tU.findDim(schema, 'X'),\n\t\t\tU.findDim(schema, 'Y'),\n\t\t\tU.findDim(schema, 'Z')\n\t\t];\n\t\tlet scale = xyz.map((d) => d.scale || 1);\n\t\tlet offset = xyz.map((d) => d.offset || 0);\n\t\tthis.eptScale = U.toVector3(scale);\n\t\tthis.eptOffset = U.toVector3(offset);\n\n\t\tthis.url = url;\n\t\tthis.info = info;\n\t\tthis.type = 'ept';\n\n\t\tthis.schema = schema;\n\t\tthis.span = info.span || info.ticks;\n\t\tthis.boundingBox = U.toBox3(bounds);\n\t\tthis.tightBoundingBox = U.toBox3(boundsConforming);\n\t\tthis.offset = U.toVector3([0, 0, 0]);\n\t\tthis.boundingSphere = U.sphereFrom(this.boundingBox);\n\t\tthis.tightBoundingSphere = U.sphereFrom(this.tightBoundingBox);\n\t\tthis.version = new Potree.Version('1.7');\n\n\t\tthis.projection = null;\n\t\tthis.fallbackProjection = null;\n\n\t\tif (info.srs && info.srs.horizontal) {\n\t\t\tthis.projection = info.srs.authority + ':' + info.srs.horizontal;\n\t\t}\n\n\t\tif (info.srs.wkt) {\n\t\t\tif (!this.projection) this.projection = info.srs.wkt;\n\t\t\telse this.fallbackProjection = info.srs.wkt;\n\t\t}\n\n\t\t{ \n\t\t\t// TODO [mschuetz]: named projections that proj4 can't handle seem to cause problems.\n\t\t\t// remove them for now\n\n\t\t\ttry{\n\t\t\t\tproj4(this.projection);\n\t\t\t}catch(e){\n\t\t\t\tthis.projection = null;\n\t\t\t}\n\n\t\t\n\n\t\t}\n\n\t\t\n\t\t{\n\t\t\tconst attributes = new PointAttributes();\n\n\t\t\tattributes.add(PointAttribute.POSITION_CARTESIAN);\n\t\t\tattributes.add(new PointAttribute(\"rgba\", PointAttributeTypes.DATA_TYPE_UINT8, 4));\n\t\t\tattributes.add(new PointAttribute(\"intensity\", PointAttributeTypes.DATA_TYPE_UINT16, 1));\n\t\t\tattributes.add(new PointAttribute(\"classification\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\t\t\tattributes.add(new PointAttribute(\"gps-time\", PointAttributeTypes.DATA_TYPE_DOUBLE, 1));\n\t\t\tattributes.add(new PointAttribute(\"returnNumber\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\t\t\tattributes.add(new PointAttribute(\"number of returns\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\t\t\tattributes.add(new PointAttribute(\"return number\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\t\t\tattributes.add(new PointAttribute(\"source id\", PointAttributeTypes.DATA_TYPE_UINT16, 1));\n\n\t\t\tthis.pointAttributes = attributes;\n\t\t}\n\n\n\n\t\tthis.spacing =\n\t\t\t(this.boundingBox.max.x - this.boundingBox.min.x) / this.span;\n\n\t\tlet hierarchyType = info.hierarchyType || 'json';\n\n\t\tconst dataType = info.dataType;\n\t\tif (dataType == 'laszip') {\n\t\t\tthis.loader = new Potree.EptLaszipLoader();\n\t\t}\n\t\telse if (dataType == 'binary') {\n\t\t\tthis.loader = new Potree.EptBinaryLoader();\n\t\t}\n\t\telse if (dataType == 'zstandard') {\n\t\t\tthis.loader = new Potree.EptZstandardLoader();\n\t\t}\n\t\telse {\n\t\t\tthrow new Error('Could not read data type: ' + dataType);\n\t\t}\n\t}\n};\n\nexport class EptKey {\n\tconstructor(ept, b, d, x, y, z) {\n\t\tthis.ept = ept;\n\t\tthis.b = b;\n\t\tthis.d = d;\n\t\tthis.x = x || 0;\n\t\tthis.y = y || 0;\n\t\tthis.z = z || 0;\n\t}\n\n\tname() {\n\t\treturn this.d + '-' + this.x + '-' + this.y + '-' + this.z;\n\t}\n\n\tstep(a, b, c) {\n\t\tlet min = this.b.min.clone();\n\t\tlet max = this.b.max.clone();\n\t\tlet dst = new THREE.Vector3().subVectors(max, min);\n\n\t\tif (a)\tmin.x += dst.x / 2;\n\t\telse\tmax.x -= dst.x / 2;\n\n\t\tif (b)\tmin.y += dst.y / 2;\n\t\telse\tmax.y -= dst.y / 2;\n\n\t\tif (c)\tmin.z += dst.z / 2;\n\t\telse\tmax.z -= dst.z / 2;\n\n\t\treturn new Potree.EptKey(\n\t\t\t\tthis.ept,\n\t\t\t\tnew THREE.Box3(min, max),\n\t\t\t\tthis.d + 1,\n\t\t\t\tthis.x * 2 + a,\n\t\t\t\tthis.y * 2 + b,\n\t\t\t\tthis.z * 2 + c);\n\t}\n\n\tchildren() {\n\t\tvar result = [];\n\t\tfor (var a = 0; a < 2; ++a) {\n\t\t\tfor (var b = 0; b < 2; ++b) {\n\t\t\t\tfor (var c = 0; c < 2; ++c) {\n\t\t\t\t\tvar add = this.step(a, b, c).name();\n\t\t\t\t\tif (!result.includes(add)) result = result.concat(add);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn result;\n\t}\n}\n\nexport class PointCloudEptGeometryNode extends PointCloudTreeNode {\n\tconstructor(ept, b, d, x, y, z) {\n\t\tsuper();\n\n\t\tthis.ept = ept;\n\t\tthis.key = new Potree.EptKey(\n\t\t\t\tthis.ept,\n\t\t\t\tb || this.ept.boundingBox,\n\t\t\t\td || 0,\n\t\t\t\tx,\n\t\t\t\ty,\n\t\t\t\tz);\n\n\t\tthis.id = PointCloudEptGeometryNode.IDCount++;\n\t\tthis.geometry = null;\n\t\tthis.boundingBox = this.key.b;\n\t\tthis.tightBoundingBox = this.boundingBox;\n\t\tthis.spacing = this.ept.spacing / Math.pow(2, this.key.d);\n\t\tthis.boundingSphere = U.sphereFrom(this.boundingBox);\n\n\t\t// These are set during hierarchy loading.\n\t\tthis.hasChildren = false;\n\t\tthis.children = { };\n\t\tthis.numPoints = -1;\n\n\t\tthis.level = this.key.d;\n\t\tthis.loaded = false;\n\t\tthis.loading = false;\n\t\tthis.oneTimeDisposeHandlers = [];\n\n\t\tlet k = this.key;\n\t\tthis.name = this.toPotreeName(k.d, k.x, k.y, k.z);\n\t\tthis.index = parseInt(this.name.charAt(this.name.length - 1));\n\t}\n\n\tisGeometryNode() { return true; }\n\tgetLevel() { return this.level; }\n\tisTreeNode() { return false; }\n\tisLoaded() { return this.loaded; }\n\tgetBoundingSphere() { return this.boundingSphere; }\n\tgetBoundingBox() { return this.boundingBox; }\n\turl() { return this.ept.url + 'ept-data/' + this.filename(); }\n\tgetNumPoints() { return this.numPoints; }\n\n\tfilename() { return this.key.name(); }\n\n\tgetChildren() {\n\t\tlet children = [];\n\n\t\tfor (let i = 0; i < 8; i++) {\n\t\t\tif (this.children[i]) {\n\t\t\t\tchildren.push(this.children[i]);\n\t\t\t}\n\t\t}\n\n\t\treturn children;\n\t}\n\n\taddChild(child) {\n\t\tthis.children[child.index] = child;\n\t\tchild.parent = this;\n\t}\n\n\tload() {\n\t\tif (this.loaded || this.loading) return;\n\t\tif (Potree.numNodesLoading >= Potree.maxNodesLoading) return;\n\n\t\tthis.loading = true;\n\t\t++Potree.numNodesLoading;\n\n\t\tif (this.numPoints == -1) this.loadHierarchy();\n\t\tthis.loadPoints();\n\t}\n\n\tloadPoints(){\n\t\tthis.ept.loader.load(this);\n\t}\n\n\tasync loadHierarchy() {\n\t\tlet nodes = { };\n\t\tnodes[this.filename()] = this;\n\t\tthis.hasChildren = false;\n\n\t\tlet eptHierarchyFile =\n\t\t\t`${this.ept.url}ept-hierarchy/${this.filename()}.json`;\n\n\t\tlet response = await fetch(eptHierarchyFile);\n\t\tlet hier = await response.json();\n\n\t\t// Since we want to traverse top-down, and 10 comes\n\t\t// lexicographically before 9 (for example), do a deep sort.\n\t\tvar keys = Object.keys(hier).sort((a, b) => {\n\t\t\tlet [da, xa, ya, za] = a.split('-').map((n) => parseInt(n, 10));\n\t\t\tlet [db, xb, yb, zb] = b.split('-').map((n) => parseInt(n, 10));\n\t\t\tif (da < db) return -1; if (da > db) return 1;\n\t\t\tif (xa < xb) return -1; if (xa > xb) return 1;\n\t\t\tif (ya < yb) return -1; if (ya > yb) return 1;\n\t\t\tif (za < zb) return -1; if (za > zb) return 1;\n\t\t\treturn 0;\n\t\t});\n\n\t\tkeys.forEach((v) => {\n\t\t\tlet [d, x, y, z] = v.split('-').map((n) => parseInt(n, 10));\n\t\t\tlet a = x & 1, b = y & 1, c = z & 1;\n\t\t\tlet parentName =\n\t\t\t\t(d - 1) + '-' + (x >> 1) + '-' + (y >> 1) + '-' + (z >> 1);\n\n\t\t\tlet parentNode = nodes[parentName];\n\t\t\tif (!parentNode) return;\n\t\t\tparentNode.hasChildren = true;\n\n\t\t\tlet key = parentNode.key.step(a, b, c);\n\n\t\t\tlet node = new Potree.PointCloudEptGeometryNode(\n\t\t\t\t\tthis.ept,\n\t\t\t\t\tkey.b,\n\t\t\t\t\tkey.d,\n\t\t\t\t\tkey.x,\n\t\t\t\t\tkey.y,\n\t\t\t\t\tkey.z);\n\n\t\t\tnode.level = d;\n\t\t\tnode.numPoints = hier[v];\n\n\t\t\tparentNode.addChild(node);\n\t\t\tnodes[key.name()] = node;\n\t\t});\n\t}\n\n\tdoneLoading(bufferGeometry, tightBoundingBox, np, mean) {\n\t\tbufferGeometry.boundingBox = this.boundingBox;\n\t\tthis.geometry = bufferGeometry;\n\t\tthis.tightBoundingBox = tightBoundingBox;\n\t\tthis.numPoints = np;\n\t\tthis.mean = mean;\n\t\tthis.loaded = true;\n\t\tthis.loading = false;\n\t\t--Potree.numNodesLoading;\n\t}\n\n\ttoPotreeName(d, x, y, z) {\n\t\tvar name = 'r';\n\n\t\tfor (var i = 0; i < d; ++i) {\n\t\t\tvar shift = d - i - 1;\n\t\t\tvar mask = 1 << shift;\n\t\t\tvar step = 0;\n\n\t\t\tif (x & mask) step += 4;\n\t\t\tif (y & mask) step += 2;\n\t\t\tif (z & mask) step += 1;\n\n\t\t\tname += step;\n\t\t}\n\n\t\treturn name;\n\t}\n\n\tdispose() {\n\t\tif (this.geometry && this.parent != null) {\n\t\t\tthis.geometry.dispose();\n\t\t\tthis.geometry = null;\n\t\t\tthis.loaded = false;\n\n\t\t\t// this.dispatchEvent( { type: 'dispose' } );\n\t\t\tfor (let i = 0; i < this.oneTimeDisposeHandlers.length; i++) {\n\t\t\t\tlet handler = this.oneTimeDisposeHandlers[i];\n\t\t\t\thandler();\n\t\t\t}\n\t\t\tthis.oneTimeDisposeHandlers = [];\n\t\t}\n\t}\n}\n\nPointCloudEptGeometryNode.IDCount = 0;\n\n","\n\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {PointCloudTreeNode} from \"./PointCloudTree.js\";\nimport {XHRFactory} from \"./XHRFactory.js\";\nimport {Utils} from \"./utils.js\";\n\nexport class PointCloudOctreeGeometry{\n\n\tconstructor(){\n\t\tthis.url = null;\n\t\tthis.octreeDir = null;\n\t\tthis.spacing = 0;\n\t\tthis.boundingBox = null;\n\t\tthis.root = null;\n\t\tthis.nodes = null;\n\t\tthis.pointAttributes = null;\n\t\tthis.hierarchyStepSize = -1;\n\t\tthis.loader = null;\n\t}\n\t\n}\n\nexport class PointCloudOctreeGeometryNode extends PointCloudTreeNode{\n\n\tconstructor(name, pcoGeometry, boundingBox){\n\t\tsuper();\n\n\t\tthis.id = PointCloudOctreeGeometryNode.IDCount++;\n\t\tthis.name = name;\n\t\tthis.index = parseInt(name.charAt(name.length - 1));\n\t\tthis.pcoGeometry = pcoGeometry;\n\t\tthis.geometry = null;\n\t\tthis.boundingBox = boundingBox;\n\t\tthis.boundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\tthis.children = {};\n\t\tthis.numPoints = 0;\n\t\tthis.level = null;\n\t\tthis.loaded = false;\n\t\tthis.oneTimeDisposeHandlers = [];\n\t}\n\n\tisGeometryNode(){\n\t\treturn true;\n\t}\n\n\tgetLevel(){\n\t\treturn this.level;\n\t}\n\n\tisTreeNode(){\n\t\treturn false;\n\t}\n\n\tisLoaded(){\n\t\treturn this.loaded;\n\t}\n\n\tgetBoundingSphere(){\n\t\treturn this.boundingSphere;\n\t}\n\n\tgetBoundingBox(){\n\t\treturn this.boundingBox;\n\t}\n\n\tgetChildren(){\n\t\tlet children = [];\n\n\t\tfor (let i = 0; i < 8; i++) {\n\t\t\tif (this.children[i]) {\n\t\t\t\tchildren.push(this.children[i]);\n\t\t\t}\n\t\t}\n\n\t\treturn children;\n\t}\n\n\tgetBoundingBox(){\n\t\treturn this.boundingBox;\n\t}\n\n\tgetURL(){\n\t\tlet url = '';\n\n\t\tlet version = this.pcoGeometry.loader.version;\n\n\t\tif (version.equalOrHigher('1.5')) {\n\t\t\turl = this.pcoGeometry.octreeDir + '/' + this.getHierarchyPath() + '/' + this.name;\n\t\t} else if (version.equalOrHigher('1.4')) {\n\t\t\turl = this.pcoGeometry.octreeDir + '/' + this.name;\n\t\t} else if (version.upTo('1.3')) {\n\t\t\turl = this.pcoGeometry.octreeDir + '/' + this.name;\n\t\t}\n\n\t\treturn url;\n\t}\n\n\tgetHierarchyPath(){\n\t\tlet path = 'r/';\n\n\t\tlet hierarchyStepSize = this.pcoGeometry.hierarchyStepSize;\n\t\tlet indices = this.name.substr(1);\n\n\t\tlet numParts = Math.floor(indices.length / hierarchyStepSize);\n\t\tfor (let i = 0; i < numParts; i++) {\n\t\t\tpath += indices.substr(i * hierarchyStepSize, hierarchyStepSize) + '/';\n\t\t}\n\n\t\tpath = path.slice(0, -1);\n\n\t\treturn path;\n\t}\n\n\taddChild(child) {\n\t\tthis.children[child.index] = child;\n\t\tchild.parent = this;\n\t}\n\n\tload(){\n\t\tif (this.loading === true || this.loaded === true || Potree.numNodesLoading >= Potree.maxNodesLoading) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.loading = true;\n\n\t\tPotree.numNodesLoading++;\n\n\t\tif (this.pcoGeometry.loader.version.equalOrHigher('1.5')) {\n\t\t\tif ((this.level % this.pcoGeometry.hierarchyStepSize) === 0 && this.hasChildren) {\n\t\t\t\tthis.loadHierachyThenPoints();\n\t\t\t} else {\n\t\t\t\tthis.loadPoints();\n\t\t\t}\n\t\t} else {\n\t\t\tthis.loadPoints();\n\t\t}\n\t}\n\n\tloadPoints(){\n\t\tthis.pcoGeometry.loader.load(this);\n\t}\n\n\tloadHierachyThenPoints(){\n\t\tlet node = this;\n\n\t\t// load hierarchy\n\t\tlet callback = function (node, hbuffer) {\n\n\t\t\tlet tStart = performance.now();\n\n\t\t\tlet view = new DataView(hbuffer);\n\n\t\t\tlet stack = [];\n\t\t\tlet children = view.getUint8(0);\n\t\t\tlet numPoints = view.getUint32(1, true);\n\t\t\tnode.numPoints = numPoints;\n\t\t\tstack.push({children: children, numPoints: numPoints, name: node.name});\n\n\t\t\tlet decoded = [];\n\n\t\t\tlet offset = 5;\n\t\t\twhile (stack.length > 0) {\n\t\t\t\tlet snode = stack.shift();\n\t\t\t\tlet mask = 1;\n\t\t\t\tfor (let i = 0; i < 8; i++) {\n\t\t\t\t\tif ((snode.children & mask) !== 0) {\n\t\t\t\t\t\tlet childName = snode.name + i;\n\n\t\t\t\t\t\tlet childChildren = view.getUint8(offset);\n\t\t\t\t\t\tlet childNumPoints = view.getUint32(offset + 1, true);\n\n\t\t\t\t\t\tstack.push({children: childChildren, numPoints: childNumPoints, name: childName});\n\n\t\t\t\t\t\tdecoded.push({children: childChildren, numPoints: childNumPoints, name: childName});\n\n\t\t\t\t\t\toffset += 5;\n\t\t\t\t\t}\n\n\t\t\t\t\tmask = mask * 2;\n\t\t\t\t}\n\n\t\t\t\tif (offset === hbuffer.byteLength) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// console.log(decoded);\n\n\t\t\tlet nodes = {};\n\t\t\tnodes[node.name] = node;\n\t\t\tlet pco = node.pcoGeometry;\n\n\t\t\tfor (let i = 0; i < decoded.length; i++) {\n\t\t\t\tlet name = decoded[i].name;\n\t\t\t\tlet decodedNumPoints = decoded[i].numPoints;\n\t\t\t\tlet index = parseInt(name.charAt(name.length - 1));\n\t\t\t\tlet parentName = name.substring(0, name.length - 1);\n\t\t\t\tlet parentNode = nodes[parentName];\n\t\t\t\tlet level = name.length - 1;\n\t\t\t\tlet boundingBox = Utils.createChildAABB(parentNode.boundingBox, index);\n\n\t\t\t\tlet currentNode = new PointCloudOctreeGeometryNode(name, pco, boundingBox);\n\t\t\t\tcurrentNode.level = level;\n\t\t\t\tcurrentNode.numPoints = decodedNumPoints;\n\t\t\t\tcurrentNode.hasChildren = decoded[i].children > 0;\n\t\t\t\tcurrentNode.spacing = pco.spacing / Math.pow(2, level);\n\t\t\t\tparentNode.addChild(currentNode);\n\t\t\t\tnodes[name] = currentNode;\n\t\t\t}\n\n\t\t\tlet duration = performance.now() - tStart;\n\t\t\tif(duration > 5){\n\t\t\t\tlet msg = `duration: ${duration}ms, numNodes: ${decoded.length}`;\n\t\t\t\tconsole.log(msg);\n\t\t\t}\n\n\t\t\tnode.loadPoints();\n\t\t};\n\t\tif ((node.level % node.pcoGeometry.hierarchyStepSize) === 0) {\n\t\t\t// let hurl = node.pcoGeometry.octreeDir + \"/../hierarchy/\" + node.name + \".hrc\";\n\t\t\tlet hurl = node.pcoGeometry.octreeDir + '/' + node.getHierarchyPath() + '/' + node.name + '.hrc';\n\n\t\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\t\txhr.open('GET', hurl, true);\n\t\t\txhr.responseType = 'arraybuffer';\n\t\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\t\txhr.onreadystatechange = () => {\n\t\t\t\tif (xhr.readyState === 4) {\n\t\t\t\t\tif (xhr.status === 200 || xhr.status === 0) {\n\t\t\t\t\t\tlet hbuffer = xhr.response;\n\t\t\t\t\t\tcallback(node, hbuffer);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tconsole.log('Failed to load file! HTTP status: ' + xhr.status + ', file: ' + hurl);\n\t\t\t\t\t\tPotree.numNodesLoading--;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t\ttry {\n\t\t\t\txhr.send(null);\n\t\t\t} catch (e) {\n\t\t\t\tconsole.log('fehler beim laden der punktwolke: ' + e);\n\t\t\t}\n\t\t}\n\t}\n\n\tgetNumPoints(){\n\t\treturn this.numPoints;\n\t}\n\n\tdispose(){\n\t\tif (this.geometry && this.parent != null) {\n\t\t\tthis.geometry.dispose();\n\t\t\tthis.geometry = null;\n\t\t\tthis.loaded = false;\n\n\t\t\tthis.dispatchEvent( { type: 'dispose' } );\n\t\t\t\n\t\t\tfor (let i = 0; i < this.oneTimeDisposeHandlers.length; i++) {\n\t\t\t\tlet handler = this.oneTimeDisposeHandlers[i];\n\t\t\t\thandler();\n\t\t\t}\n\t\t\tthis.oneTimeDisposeHandlers = [];\n\t\t}\n\t}\n\t\n}\n\nPointCloudOctreeGeometryNode.IDCount = 0;\n","import * as THREE from \"../../libs/three.js/build/three.module.js\";\n\n// -------------------------------------------\n// to get a ready to use gradient array from a chroma.js gradient:\n// http://gka.github.io/chroma.js/\n// -------------------------------------------\n//\n// let stops = [];\n// for(let i = 0; i <= 10; i++){\n//\tlet range = chroma.scale(['yellow', 'navy']).mode('lch').domain([10,0])(i)._rgb\n//\t\t.slice(0, 3)\n//\t\t.map(v => (v / 255).toFixed(4))\n//\t\t.join(\", \");\n//\n//\tlet line = `[${i / 10}, new THREE.Color(${range})],`;\n//\n//\tstops.push(line);\n// }\n// stops.join(\"\\n\");\n//\n//\n//\n// -------------------------------------------\n// to get a ready to use gradient array from matplotlib:\n// -------------------------------------------\n// import matplotlib.pyplot as plt\n// import matplotlib.colors as colors\n//\n// norm = colors.Normalize(vmin=0,vmax=1)\n// cmap = plt.cm.viridis\n//\n// for i in range(0,11):\n//\tu = i / 10\n//\trgb = cmap(norm(u))[0:3]\n//\trgb = [\"{0:.3f}\".format(v) for v in rgb]\n//\trgb = \"[\" + str(u) + \", new THREE.Color(\" + \", \".join(rgb) + \")],\"\n//\tprint(rgb)\n\nlet Gradients = {\n\t// From chroma spectral http://gka.github.io/chroma.js/\n\tSPECTRAL: [\n\t\t[0, new THREE.Color(0.3686, 0.3098, 0.6353)],\n\t\t[0.1, new THREE.Color(0.1961, 0.5333, 0.7412)],\n\t\t[0.2, new THREE.Color(0.4000, 0.7608, 0.6471)],\n\t\t[0.3, new THREE.Color(0.6706, 0.8667, 0.6431)],\n\t\t[0.4, new THREE.Color(0.9020, 0.9608, 0.5961)],\n\t\t[0.5, new THREE.Color(1.0000, 1.0000, 0.7490)],\n\t\t[0.6, new THREE.Color(0.9961, 0.8784, 0.5451)],\n\t\t[0.7, new THREE.Color(0.9922, 0.6824, 0.3804)],\n\t\t[0.8, new THREE.Color(0.9569, 0.4275, 0.2627)],\n\t\t[0.9, new THREE.Color(0.8353, 0.2431, 0.3098)],\n\t\t[1, new THREE.Color(0.6196, 0.0039, 0.2588)]\n\t],\n\tPLASMA: [\n\t\t[0.0, new THREE.Color(0.241, 0.015, 0.610)],\n\t\t[0.1, new THREE.Color(0.387, 0.001, 0.654)],\n\t\t[0.2, new THREE.Color(0.524, 0.025, 0.653)],\n\t\t[0.3, new THREE.Color(0.651, 0.125, 0.596)],\n\t\t[0.4, new THREE.Color(0.752, 0.227, 0.513)],\n\t\t[0.5, new THREE.Color(0.837, 0.329, 0.431)],\n\t\t[0.6, new THREE.Color(0.907, 0.435, 0.353)],\n\t\t[0.7, new THREE.Color(0.963, 0.554, 0.272)],\n\t\t[0.8, new THREE.Color(0.992, 0.681, 0.195)],\n\t\t[0.9, new THREE.Color(0.987, 0.822, 0.144)],\n\t\t[1.0, new THREE.Color(0.940, 0.975, 0.131)]\n\t],\n\tYELLOW_GREEN: [\n\t\t[0, new THREE.Color(0.1647, 0.2824, 0.3451)],\n\t\t[0.1, new THREE.Color(0.1338, 0.3555, 0.4227)],\n\t\t[0.2, new THREE.Color(0.0610, 0.4319, 0.4864)],\n\t\t[0.3, new THREE.Color(0.0000, 0.5099, 0.5319)],\n\t\t[0.4, new THREE.Color(0.0000, 0.5881, 0.5569)],\n\t\t[0.5, new THREE.Color(0.1370, 0.6650, 0.5614)],\n\t\t[0.6, new THREE.Color(0.2906, 0.7395, 0.5477)],\n\t\t[0.7, new THREE.Color(0.4453, 0.8099, 0.5201)],\n\t\t[0.8, new THREE.Color(0.6102, 0.8748, 0.4850)],\n\t\t[0.9, new THREE.Color(0.7883, 0.9323, 0.4514)],\n\t\t[1, new THREE.Color(0.9804, 0.9804, 0.4314)]\n\t],\n\tVIRIDIS: [\n\t\t[0.0, new THREE.Color(0.267, 0.005, 0.329)],\n\t\t[0.1, new THREE.Color(0.283, 0.141, 0.458)],\n\t\t[0.2, new THREE.Color(0.254, 0.265, 0.530)],\n\t\t[0.3, new THREE.Color(0.207, 0.372, 0.553)],\n\t\t[0.4, new THREE.Color(0.164, 0.471, 0.558)],\n\t\t[0.5, new THREE.Color(0.128, 0.567, 0.551)],\n\t\t[0.6, new THREE.Color(0.135, 0.659, 0.518)],\n\t\t[0.7, new THREE.Color(0.267, 0.749, 0.441)],\n\t\t[0.8, new THREE.Color(0.478, 0.821, 0.318)],\n\t\t[0.9, new THREE.Color(0.741, 0.873, 0.150)],\n\t\t[1.0, new THREE.Color(0.993, 0.906, 0.144)]\n\t],\n\tINFERNO: [\n\t\t[0.0, new THREE.Color(0.077, 0.042, 0.206)],\n\t\t[0.1, new THREE.Color(0.225, 0.036, 0.388)],\n\t\t[0.2, new THREE.Color(0.373, 0.074, 0.432)],\n\t\t[0.3, new THREE.Color(0.522, 0.128, 0.420)],\n\t\t[0.4, new THREE.Color(0.665, 0.182, 0.370)],\n\t\t[0.5, new THREE.Color(0.797, 0.255, 0.287)],\n\t\t[0.6, new THREE.Color(0.902, 0.364, 0.184)],\n\t\t[0.7, new THREE.Color(0.969, 0.516, 0.063)],\n\t\t[0.8, new THREE.Color(0.988, 0.683, 0.072)],\n\t\t[0.9, new THREE.Color(0.961, 0.859, 0.298)],\n\t\t[1.0, new THREE.Color(0.988, 0.998, 0.645)]\n\t],\n\tGRAYSCALE: [\n\t\t[0, new THREE.Color(0, 0, 0)],\n\t\t[1, new THREE.Color(1, 1, 1)]\n\t],\n\t// 16 samples of the TURBU color scheme\n\t// values taken from: https://gist.github.com/mikhailov-work/ee72ba4191942acecc03fe6da94fc73f\n\t// original file licensed under Apache-2.0\n\tTURBO: [\n\t\t[0.00, new THREE.Color(0.18995, 0.07176, 0.23217)],\n\t\t[0.07, new THREE.Color(0.25107, 0.25237, 0.63374)],\n\t\t[0.13, new THREE.Color(0.27628, 0.42118, 0.89123)],\n\t\t[0.20, new THREE.Color(0.25862, 0.57958, 0.99876)],\n\t\t[0.27, new THREE.Color(0.15844, 0.73551, 0.92305)],\n\t\t[0.33, new THREE.Color(0.09267, 0.86554, 0.7623)],\n\t\t[0.40, new THREE.Color(0.19659, 0.94901, 0.59466)],\n\t\t[0.47, new THREE.Color(0.42778, 0.99419, 0.38575)],\n\t\t[0.53, new THREE.Color(0.64362, 0.98999, 0.23356)],\n\t\t[0.60, new THREE.Color(0.80473, 0.92452, 0.20459)],\n\t\t[0.67, new THREE.Color(0.93301, 0.81236, 0.22667)],\n\t\t[0.73, new THREE.Color(0.99314, 0.67408, 0.20348)],\n\t\t[0.80, new THREE.Color(0.9836, 0.49291, 0.12849)],\n\t\t[0.87, new THREE.Color(0.92105, 0.31489, 0.05475)],\n\t\t[0.93, new THREE.Color(0.81608, 0.18462, 0.01809)],\n\t\t[1.00, new THREE.Color(0.66449, 0.08436, 0.00424)],\n\t],\n\tRAINBOW: [\n\t\t[0, new THREE.Color(0.278, 0, 0.714)],\n\t\t[1 / 6, new THREE.Color(0, 0, 1)],\n\t\t[2 / 6, new THREE.Color(0, 1, 1)],\n\t\t[3 / 6, new THREE.Color(0, 1, 0)],\n\t\t[4 / 6, new THREE.Color(1, 1, 0)],\n\t\t[5 / 6, new THREE.Color(1, 0.64, 0)],\n\t\t[1, new THREE.Color(1, 0, 0)]\n\t],\n\tCONTOUR: [\n\t\t[0.00, new THREE.Color(0, 0, 0)],\n\t\t[0.03, new THREE.Color(0, 0, 0)],\n\t\t[0.04, new THREE.Color(1, 1, 1)],\n\t\t[1.00, new THREE.Color(1, 1, 1)]\n\t],\n};\n\n\nexport {Gradients};\n","let Shaders = {};\n\nShaders[\"pointcloud.vs\"] = `\nprecision highp float;\nprecision highp int;\n\n#define max_clip_polygons 8\n#define PI 3.141592653589793\n\nattribute vec3 position;\nattribute vec3 color;\nattribute float intensity;\nattribute float classification;\nattribute float returnNumber;\nattribute float numberOfReturns;\nattribute float pointSourceID;\nattribute vec4 indices;\nattribute float spacing;\nattribute float gpsTime;\nattribute vec3 normal;\nattribute float aExtra;\n\nuniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat4 uViewInv;\n\nuniform float uScreenWidth;\nuniform float uScreenHeight;\nuniform float fov;\nuniform float near;\nuniform float far;\n\nuniform bool uDebug;\n\nuniform bool uUseOrthographicCamera;\nuniform float uOrthoWidth;\nuniform float uOrthoHeight;\n\n#define CLIPTASK_NONE 0\n#define CLIPTASK_HIGHLIGHT 1\n#define CLIPTASK_SHOW_INSIDE 2\n#define CLIPTASK_SHOW_OUTSIDE 3\n\n#define CLIPMETHOD_INSIDE_ANY 0\n#define CLIPMETHOD_INSIDE_ALL 1\n\nuniform int clipTask;\nuniform int clipMethod;\n#if defined(num_clipboxes) && num_clipboxes > 0\n\tuniform mat4 clipBoxes[num_clipboxes];\n#endif\n\n#if defined(num_clipspheres) && num_clipspheres > 0\n\tuniform mat4 uClipSpheres[num_clipspheres];\n#endif\n\n#if defined(num_clippolygons) && num_clippolygons > 0\n\tuniform int uClipPolygonVCount[num_clippolygons];\n\tuniform vec3 uClipPolygonVertices[num_clippolygons * 8];\n\tuniform mat4 uClipPolygonWVP[num_clippolygons];\n#endif\n\n\nuniform float size;\nuniform float minSize;\nuniform float maxSize;\n\nuniform float uPCIndex;\nuniform float uOctreeSpacing;\nuniform float uNodeSpacing;\nuniform float uOctreeSize;\nuniform vec3 uBBSize;\nuniform float uLevel;\nuniform float uVNStart;\nuniform bool uIsLeafNode;\n\nuniform vec3 uColor;\nuniform float uOpacity;\n\nuniform vec2 elevationRange;\nuniform vec2 intensityRange;\n\nuniform vec2 uFilterReturnNumberRange;\nuniform vec2 uFilterNumberOfReturnsRange;\nuniform vec2 uFilterPointSourceIDClipRange;\nuniform vec2 uFilterGPSTimeClipRange;\nuniform float uGpsScale;\nuniform float uGpsOffset;\n\nuniform vec2 uNormalizedGpsBufferRange;\n\nuniform vec3 uIntensity_gbc;\nuniform vec3 uRGB_gbc;\nuniform vec3 uExtra_gbc;\n\nuniform float uTransition;\nuniform float wRGB;\nuniform float wIntensity;\nuniform float wElevation;\nuniform float wClassification;\nuniform float wReturnNumber;\nuniform float wSourceID;\n\nuniform vec2 uExtraNormalizedRange;\nuniform vec2 uExtraRange;\nuniform float uExtraScale;\nuniform float uExtraOffset;\n\nuniform vec3 uShadowColor;\n\nuniform sampler2D visibleNodes;\nuniform sampler2D gradient;\nuniform sampler2D classificationLUT;\n\n#if defined(color_type_matcap)\nuniform sampler2D matcapTextureUniform;\n#endif\nuniform bool backfaceCulling;\n\n#if defined(num_shadowmaps) && num_shadowmaps > 0\nuniform sampler2D uShadowMap[num_shadowmaps];\nuniform mat4 uShadowWorldView[num_shadowmaps];\nuniform mat4 uShadowProj[num_shadowmaps];\n#endif\n\nvarying vec3\tvColor;\nvarying float\tvLogDepth;\nvarying vec3\tvViewPosition;\nvarying float \tvRadius;\nvarying float \tvPointSize;\n\n\nfloat round(float number){\n\treturn floor(number + 0.5);\n}\n\n// \n// ### ######## ### ######## ######## #### ## ## ######## ###### #### ######## ######## ###### \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ######## ## ## ## ## ###### ###### ## ## ###### ###### \n// ######### ## ## ######### ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ######## ## ## ## ## #### ### ######## ###### #### ######## ######## ###### \n// \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\n\n// ---------------------\n// OCTREE\n// ---------------------\n\n#if (defined(adaptive_point_size) || defined(color_type_level_of_detail)) && defined(tree_type_octree)\n/**\n * number of 1-bits up to inclusive index position\n * number is treated as if it were an integer in the range 0-255\n *\n */\nint numberOfOnes(int number, int index){\n\tint numOnes = 0;\n\tint tmp = 128;\n\tfor(int i = 7; i >= 0; i--){\n\t\t\n\t\tif(number >= tmp){\n\t\t\tnumber = number - tmp;\n\n\t\t\tif(i <= index){\n\t\t\t\tnumOnes++;\n\t\t\t}\n\t\t}\n\t\t\n\t\ttmp = tmp / 2;\n\t}\n\n\treturn numOnes;\n}\n\n\n/**\n * checks whether the bit at index is 1\n * number is treated as if it were an integer in the range 0-255\n *\n */\nbool isBitSet(int number, int index){\n\n\t// weird multi else if due to lack of proper array, int and bitwise support in WebGL 1.0\n\tint powi = 1;\n\tif(index == 0){\n\t\tpowi = 1;\n\t}else if(index == 1){\n\t\tpowi = 2;\n\t}else if(index == 2){\n\t\tpowi = 4;\n\t}else if(index == 3){\n\t\tpowi = 8;\n\t}else if(index == 4){\n\t\tpowi = 16;\n\t}else if(index == 5){\n\t\tpowi = 32;\n\t}else if(index == 6){\n\t\tpowi = 64;\n\t}else if(index == 7){\n\t\tpowi = 128;\n\t}else{\n\t\treturn false;\n\t}\n\n\tint ndp = number / powi;\n\n\treturn mod(float(ndp), 2.0) != 0.0;\n}\n\n\n/**\n * find the LOD at the point position\n */\nfloat getLOD(){\n\t\n\tvec3 offset = vec3(0.0, 0.0, 0.0);\n\tint iOffset = int(uVNStart);\n\tfloat depth = uLevel;\n\tfor(float i = 0.0; i <= 30.0; i++){\n\t\tfloat nodeSizeAtLevel = uOctreeSize / pow(2.0, i + uLevel + 0.0);\n\t\t\n\t\tvec3 index3d = (position-offset) / nodeSizeAtLevel;\n\t\tindex3d = floor(index3d + 0.5);\n\t\tint index = int(round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));\n\t\t\n\t\tvec4 value = texture2D(visibleNodes, vec2(float(iOffset) / 2048.0, 0.0));\n\t\tint mask = int(round(value.r * 255.0));\n\n\t\tif(isBitSet(mask, index)){\n\t\t\t// there are more visible child nodes at this position\n\t\t\tint advanceG = int(round(value.g * 255.0)) * 256;\n\t\t\tint advanceB = int(round(value.b * 255.0));\n\t\t\tint advanceChild = numberOfOnes(mask, index - 1);\n\t\t\tint advance = advanceG + advanceB + advanceChild;\n\n\t\t\tiOffset = iOffset + advance;\n\t\t\t\n\t\t\tdepth++;\n\t\t}else{\n\t\t\t// no more visible child nodes at this position\n\t\t\t//return value.a * 255.0;\n\n\t\t\t// float lodOffset = (255.0 * value.a) / 10.0 - 10.0;\n\n\t\t\t// return depth + lodOffset;\n\n\t\t\treturn depth;\n\t\t}\n\t\t\n\t\toffset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d;\n\t}\n\t\t\n\treturn depth;\n}\n\nfloat getSpacing(){\n\tvec3 offset = vec3(0.0, 0.0, 0.0);\n\tint iOffset = int(uVNStart);\n\tfloat depth = uLevel;\n\tfloat spacing = uNodeSpacing;\n\tfor(float i = 0.0; i <= 30.0; i++){\n\t\tfloat nodeSizeAtLevel = uOctreeSize / pow(2.0, i + uLevel + 0.0);\n\t\t\n\t\tvec3 index3d = (position-offset) / nodeSizeAtLevel;\n\t\tindex3d = floor(index3d + 0.5);\n\t\tint index = int(round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));\n\t\t\n\t\tvec4 value = texture2D(visibleNodes, vec2(float(iOffset) / 2048.0, 0.0));\n\t\tint mask = int(round(value.r * 255.0));\n\t\tfloat spacingFactor = value.a;\n\n\t\tif(i > 0.0){\n\t\t\tspacing = spacing / (255.0 * spacingFactor);\n\t\t}\n\t\t\n\n\t\tif(isBitSet(mask, index)){\n\t\t\t// there are more visible child nodes at this position\n\t\t\tint advanceG = int(round(value.g * 255.0)) * 256;\n\t\t\tint advanceB = int(round(value.b * 255.0));\n\t\t\tint advanceChild = numberOfOnes(mask, index - 1);\n\t\t\tint advance = advanceG + advanceB + advanceChild;\n\n\t\t\tiOffset = iOffset + advance;\n\n\t\t\t//spacing = spacing / (255.0 * spacingFactor);\n\t\t\t//spacing = spacing / 3.0;\n\t\t\t\n\t\t\tdepth++;\n\t\t}else{\n\t\t\t// no more visible child nodes at this position\n\t\t\treturn spacing;\n\t\t}\n\t\t\n\t\toffset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d;\n\t}\n\t\t\n\treturn spacing;\n}\n\nfloat getPointSizeAttenuation(){\n\treturn pow(2.0, getLOD());\n}\n\n\n#endif\n\n\n// ---------------------\n// KD-TREE\n// ---------------------\n\n#if (defined(adaptive_point_size) || defined(color_type_level_of_detail)) && defined(tree_type_kdtree)\n\nfloat getLOD(){\n\tvec3 offset = vec3(0.0, 0.0, 0.0);\n\tfloat iOffset = 0.0;\n\tfloat depth = 0.0;\n\t\t\n\t\t\n\tvec3 size = uBBSize;\t\n\tvec3 pos = position;\n\t\t\n\tfor(float i = 0.0; i <= 1000.0; i++){\n\t\t\n\t\tvec4 value = texture2D(visibleNodes, vec2(iOffset / 2048.0, 0.0));\n\t\t\n\t\tint children = int(value.r * 255.0);\n\t\tfloat next = value.g * 255.0;\n\t\tint split = int(value.b * 255.0);\n\t\t\n\t\tif(next == 0.0){\n\t\t \treturn depth;\n\t\t}\n\t\t\n\t\tvec3 splitv = vec3(0.0, 0.0, 0.0);\n\t\tif(split == 1){\n\t\t\tsplitv.x = 1.0;\n\t\t}else if(split == 2){\n\t\t \tsplitv.y = 1.0;\n\t\t}else if(split == 4){\n\t\t \tsplitv.z = 1.0;\n\t\t}\n\t\t\n\t\tiOffset = iOffset + next;\n\t\t\n\t\tfloat factor = length(pos * splitv / size);\n\t\tif(factor < 0.5){\n\t\t\t// left\n\t\tif(children == 0 || children == 2){\n\t\t\t\treturn depth;\n\t\t\t}\n\t\t}else{\n\t\t\t// right\n\t\t\tpos = pos - size * splitv * 0.5;\n\t\t\tif(children == 0 || children == 1){\n\t\t\t\treturn depth;\n\t\t\t}\n\t\t\tif(children == 3){\n\t\t\t\tiOffset = iOffset + 1.0;\n\t\t\t}\n\t\t}\n\t\tsize = size * ((1.0 - (splitv + 1.0) / 2.0) + 0.5);\n\t\t\n\t\tdepth++;\n\t}\n\t\t\n\t\t\n\treturn depth;\t\n}\n\nfloat getPointSizeAttenuation(){\n\treturn 0.5 * pow(1.3, getLOD());\n}\n\n#endif\n\n\n\n// \n// ### ######## ######## ######## #### ######## ## ## ######## ######## ###### \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ######## ## ######## ## ## ## ###### ###### \n// ######### ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## #### ######## ####### ## ######## ###### \n// \n\n\n\n// formula adapted from: http://www.dfstudios.co.uk/articles/programming/image-programming-algorithms/image-processing-algorithms-part-5-contrast-adjustment/\nfloat getContrastFactor(float contrast){\n\treturn (1.0158730158730156 * (contrast + 1.0)) / (1.0158730158730156 - contrast);\n}\n\nvec3 getRGB(){\n\tvec3 rgb = color;\n\t\n\trgb = pow(rgb, vec3(uRGB_gbc.x));\n\trgb = rgb + uRGB_gbc.y;\n\trgb = (rgb - 0.5) * getContrastFactor(uRGB_gbc.z) + 0.5;\n\trgb = clamp(rgb, 0.0, 1.0);\n\n\treturn rgb;\n}\n\nfloat getIntensity(){\n\tfloat w = (intensity - intensityRange.x) / (intensityRange.y - intensityRange.x);\n\tw = pow(w, uIntensity_gbc.x);\n\tw = w + uIntensity_gbc.y;\n\tw = (w - 0.5) * getContrastFactor(uIntensity_gbc.z) + 0.5;\n\tw = clamp(w, 0.0, 1.0);\n\n\treturn w;\n}\n\nvec3 getGpsTime(){\n\n\tfloat w = (gpsTime + uGpsOffset) * uGpsScale;\n\n\n\tvec3 c = texture2D(gradient, vec2(w, 1.0 - w)).rgb;\n\n\n\t// vec2 r = uNormalizedGpsBufferRange;\n\t// float w = gpsTime * (r.y - r.x) + r.x;\n\t// w = clamp(w, 0.0, 1.0);\n\t// vec3 c = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\t\n\treturn c;\n}\n\nvec3 getElevation(){\n\tvec4 world = modelMatrix * vec4( position, 1.0 );\n\tfloat w = (world.z - elevationRange.x) / (elevationRange.y - elevationRange.x);\n\tvec3 cElevation = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\t\n\treturn cElevation;\n}\n\nvec4 getClassification(){\n\tvec2 uv = vec2(classification / 255.0, 0.5);\n\tvec4 classColor = texture2D(classificationLUT, uv);\n\t\n\treturn classColor;\n}\n\nvec3 getReturns(){\n\n\t// 0b 00_000_111\n\tfloat rn = mod(returnNumber, 8.0);\n\t// 0b 00_111_000\n\tfloat nr = mod(returnNumber / 8.0, 8.0);\n\n\tif(nr <= 1.0){\n\t\treturn vec3(1.0, 0.0, 0.0);\n\t}else{\n\t\treturn vec3(0.0, 1.0, 0.0);\n\t}\n\n\t// return vec3(nr / 4.0, 0.0, 0.0);\n\n\t// if(nr == 1.0){\n\t// \treturn vec3(1.0, 1.0, 0.0);\n\t// }else{\n\t// \tif(rn == 1.0){\n\t// \t\treturn vec3(1.0, 0.0, 0.0);\n\t// \t}else if(rn == nr){\n\t// \t\treturn vec3(0.0, 0.0, 1.0);\n\t// \t}else{\n\t// \t\treturn vec3(0.0, 1.0, 0.0);\n\t// \t}\n\t// }\n\n\t// if(numberOfReturns == 1.0){\n\t// \treturn vec3(1.0, 1.0, 0.0);\n\t// }else{\n\t// \tif(returnNumber == 1.0){\n\t// \t\treturn vec3(1.0, 0.0, 0.0);\n\t// \t}else if(returnNumber == numberOfReturns){\n\t// \t\treturn vec3(0.0, 0.0, 1.0);\n\t// \t}else{\n\t// \t\treturn vec3(0.0, 1.0, 0.0);\n\t// \t}\n\t// }\n}\n\nvec3 getReturnNumber(){\n\tif(numberOfReturns == 1.0){\n\t\treturn vec3(1.0, 1.0, 0.0);\n\t}else{\n\t\tif(returnNumber == 1.0){\n\t\t\treturn vec3(1.0, 0.0, 0.0);\n\t\t}else if(returnNumber == numberOfReturns){\n\t\t\treturn vec3(0.0, 0.0, 1.0);\n\t\t}else{\n\t\t\treturn vec3(0.0, 1.0, 0.0);\n\t\t}\n\t}\n}\n\nvec3 getNumberOfReturns(){\n\tfloat value = numberOfReturns;\n\n\tfloat w = value / 6.0;\n\n\tvec3 color = texture2D(gradient, vec2(w, 1.0 - w)).rgb;\n\n\treturn color;\n}\n\nvec3 getSourceID(){\n\tfloat w = mod(pointSourceID, 10.0) / 10.0;\n\treturn texture2D(gradient, vec2(w,1.0 - w)).rgb;\n}\n\nvec3 getCompositeColor(){\n\tvec3 c;\n\tfloat w;\n\n\tc += wRGB * getRGB();\n\tw += wRGB;\n\t\n\tc += wIntensity * getIntensity() * vec3(1.0, 1.0, 1.0);\n\tw += wIntensity;\n\t\n\tc += wElevation * getElevation();\n\tw += wElevation;\n\t\n\tc += wReturnNumber * getReturnNumber();\n\tw += wReturnNumber;\n\t\n\tc += wSourceID * getSourceID();\n\tw += wSourceID;\n\t\n\tvec4 cl = wClassification * getClassification();\n\tc += cl.a * cl.rgb;\n\tw += wClassification * cl.a;\n\n\tc = c / w;\n\t\n\tif(w == 0.0){\n\t\t//c = color;\n\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t}\n\t\n\treturn c;\n}\n\n\nvec3 getNormal(){\n\t//vec3 n_hsv = vec3( modelMatrix * vec4( normal, 0.0 )) * 0.5 + 0.5; // (n_world.xyz + vec3(1.,1.,1.)) / 2.;\n\tvec3 n_view = normalize( vec3(modelViewMatrix * vec4( normal, 0.0 )) );\n\treturn n_view;\n}\nbool applyBackfaceCulling() {\n\t// Black not facing vertices / Backface culling\n\tvec3 e = normalize(vec3(modelViewMatrix * vec4( position, 1. )));\n\tvec3 n = getNormal(); // normalize( vec3(modelViewMatrix * vec4( normal, 0.0 )) );\n\n\tif((uUseOrthographicCamera && n.z <= 0.) || (!uUseOrthographicCamera && dot( n, e ) >= 0.)) { \n\t\treturn true;\n\t} else {\n\t\treturn false;\n\t}\n}\n\n#if defined(color_type_matcap)\n// Matcap Material\nvec3 getMatcap(){ \n\tvec3 eye = normalize( vec3( modelViewMatrix * vec4( position, 1. ) ) ); \n\tif(uUseOrthographicCamera) { \n\t\teye = vec3(0., 0., -1.);\n\t}\n\tvec3 r_en = reflect( eye, getNormal() ); // or r_en = e - 2. * dot( n, e ) * n;\n\tfloat m = 2. * sqrt(pow( r_en.x, 2. ) + pow( r_en.y, 2. ) + pow( r_en.z + 1., 2. ));\n\tvec2 vN = r_en.xy / m + .5;\n\treturn texture2D(matcapTextureUniform, vN).rgb; \n}\n#endif\n\nvec3 getExtra(){\n\n\tfloat w = (aExtra + uExtraOffset) * uExtraScale;\n\tw = clamp(w, 0.0, 1.0);\n\n\tvec3 color = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\n\t// vec2 r = uExtraNormalizedRange;\n\n\t// float w = aExtra * (r.y - r.x) + r.x;\n\n\t// w = (w - uExtraRange.x) / (uExtraRange.y - uExtraRange.x);\n\n\t// w = clamp(w, 0.0, 1.0);\n\n\t// vec3 color = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\n\treturn color;\n}\n\nvec3 getColor(){\n\tvec3 color;\n\t\n\t#ifdef color_type_rgba\n\t\tcolor = getRGB();\n\t#elif defined color_type_height || defined color_type_elevation\n\t\tcolor = getElevation();\n\t#elif defined color_type_rgb_height\n\t\tvec3 cHeight = getElevation();\n\t\tcolor = (1.0 - uTransition) * getRGB() + uTransition * cHeight;\n\t#elif defined color_type_depth\n\t\tfloat linearDepth = gl_Position.w;\n\t\tfloat expDepth = (gl_Position.z / gl_Position.w) * 0.5 + 0.5;\n\t\tcolor = vec3(linearDepth, expDepth, 0.0);\n\t\t//color = vec3(1.0, 0.5, 0.3);\n\t#elif defined color_type_intensity\n\t\tfloat w = getIntensity();\n\t\tcolor = vec3(w, w, w);\n\t#elif defined color_type_gps_time\n\t\tcolor = getGpsTime();\n\t#elif defined color_type_intensity_gradient\n\t\tfloat w = getIntensity();\n\t\tcolor = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\t#elif defined color_type_color\n\t\tcolor = uColor;\n\t#elif defined color_type_level_of_detail\n\t\tfloat depth = getLOD();\n\t\tfloat w = depth / 10.0;\n\t\tcolor = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\t#elif defined color_type_indices\n\t\tcolor = indices.rgb;\n\t#elif defined color_type_classification\n\t\tvec4 cl = getClassification(); \n\t\tcolor = cl.rgb;\n\t#elif defined color_type_return_number\n\t\tcolor = getReturnNumber();\n\t#elif defined color_type_returns\n\t\tcolor = getReturns();\n\t#elif defined color_type_number_of_returns\n\t\tcolor = getNumberOfReturns();\n\t#elif defined color_type_source_id\n\t\tcolor = getSourceID();\n\t#elif defined color_type_point_source_id\n\t\tcolor = getSourceID();\n\t#elif defined color_type_normal\n\t\tcolor = (modelMatrix * vec4(normal, 0.0)).xyz;\n\t#elif defined color_type_phong\n\t\tcolor = color;\n\t#elif defined color_type_composite\n\t\tcolor = getCompositeColor();\n\t#elif defined color_type_matcap\n\t\tcolor = getMatcap();\n\t#else \n\t\tcolor = getExtra();\n\t#endif\n\t\n\tif (backfaceCulling && applyBackfaceCulling()) {\n\t\tcolor = vec3(0.);\n\t}\n\n\treturn color;\n}\n\nfloat getPointSize(){\n\tfloat pointSize = 1.0;\n\t\n\tfloat slope = tan(fov / 2.0);\n\tfloat projFactor = -0.5 * uScreenHeight / (slope * vViewPosition.z);\n\n\tfloat scale = length(\n\t\tmodelViewMatrix * vec4(0, 0, 0, 1) - \n\t\tmodelViewMatrix * vec4(uOctreeSpacing, 0, 0, 1)\n\t) / uOctreeSpacing;\n\tprojFactor = projFactor * scale;\n\t\n\tfloat r = uOctreeSpacing * 1.7;\n\tvRadius = r;\n\t#if defined fixed_point_size\n\t\tpointSize = size;\n\t#elif defined attenuated_point_size\n\t\tif(uUseOrthographicCamera){\n\t\t\tpointSize = size;\n\t\t}else{\n\t\t\tpointSize = size * spacing * projFactor;\n\t\t\t//pointSize = pointSize * projFactor;\n\t\t}\n\t#elif defined adaptive_point_size\n\t\tif(uUseOrthographicCamera) {\n\t\t\tfloat worldSpaceSize = 1.0 * size * r / getPointSizeAttenuation();\n\t\t\tpointSize = (worldSpaceSize / uOrthoWidth) * uScreenWidth;\n\t\t} else {\n\t\t\tfloat worldSpaceSize = 1.0 * size * r / getPointSizeAttenuation();\n\t\t\tpointSize = worldSpaceSize * projFactor;\n\t\t}\n\t#endif\n\n\tpointSize = max(minSize, pointSize);\n\tpointSize = min(maxSize, pointSize);\n\t\n\tvRadius = pointSize / projFactor;\n\n\treturn pointSize;\n}\n\n#if defined(num_clippolygons) && num_clippolygons > 0\nbool pointInClipPolygon(vec3 point, int polyIdx) {\n\n\tmat4 wvp = uClipPolygonWVP[polyIdx];\n\t//vec4 screenClipPos = uClipPolygonVP[polyIdx] * modelMatrix * vec4(point, 1.0);\n\t//screenClipPos.xy = screenClipPos.xy / screenClipPos.w * 0.5 + 0.5;\n\n\tvec4 pointNDC = wvp * vec4(point, 1.0);\n\tpointNDC.xy = pointNDC.xy / pointNDC.w;\n\n\tint j = uClipPolygonVCount[polyIdx] - 1;\n\tbool c = false;\n\tfor(int i = 0; i < 8; i++) {\n\t\tif(i == uClipPolygonVCount[polyIdx]) {\n\t\t\tbreak;\n\t\t}\n\n\t\t//vec4 verti = wvp * vec4(uClipPolygonVertices[polyIdx * 8 + i], 1);\n\t\t//vec4 vertj = wvp * vec4(uClipPolygonVertices[polyIdx * 8 + j], 1);\n\n\t\t//verti.xy = verti.xy / verti.w;\n\t\t//vertj.xy = vertj.xy / vertj.w;\n\n\t\t//verti.xy = verti.xy / verti.w * 0.5 + 0.5;\n\t\t//vertj.xy = vertj.xy / vertj.w * 0.5 + 0.5;\n\n\t\tvec3 verti = uClipPolygonVertices[polyIdx * 8 + i];\n\t\tvec3 vertj = uClipPolygonVertices[polyIdx * 8 + j];\n\n\t\tif( ((verti.y > pointNDC.y) != (vertj.y > pointNDC.y)) && \n\t\t\t(pointNDC.x < (vertj.x-verti.x) * (pointNDC.y-verti.y) / (vertj.y-verti.y) + verti.x) ) {\n\t\t\tc = !c;\n\t\t}\n\t\tj = i;\n\t}\n\n\treturn c;\n}\n#endif\n\nvoid doClipping(){\n\n\t{\n\t\tvec4 cl = getClassification(); \n\t\tif(cl.a == 0.0){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\n\t#if defined(clip_return_number_enabled)\n\t{ // return number filter\n\t\tvec2 range = uFilterReturnNumberRange;\n\t\tif(returnNumber < range.x || returnNumber > range.y){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\t#endif\n\n\t#if defined(clip_number_of_returns_enabled)\n\t{ // number of return filter\n\t\tvec2 range = uFilterNumberOfReturnsRange;\n\t\tif(numberOfReturns < range.x || numberOfReturns > range.y){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\t#endif\n\n\t#if defined(clip_gps_enabled)\n\t{ // GPS time filter\n\t\tfloat time = (gpsTime + uGpsOffset) * uGpsScale;\n\t\tvec2 range = uFilterGPSTimeClipRange;\n\n\t\tif(time < range.x || time > range.y){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\t#endif\n\n\t#if defined(clip_point_source_id_enabled)\n\t{ // point source id filter\n\t\tvec2 range = uFilterPointSourceIDClipRange;\n\t\tif(pointSourceID < range.x || pointSourceID > range.y){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\t#endif\n\n\tint clipVolumesCount = 0;\n\tint insideCount = 0;\n\n\t#if defined(num_clipboxes) && num_clipboxes > 0\n\t\tfor(int i = 0; i < num_clipboxes; i++){\n\t\t\tvec4 clipPosition = clipBoxes[i] * modelMatrix * vec4( position, 1.0 );\n\t\t\tbool inside = -0.5 <= clipPosition.x && clipPosition.x <= 0.5;\n\t\t\tinside = inside && -0.5 <= clipPosition.y && clipPosition.y <= 0.5;\n\t\t\tinside = inside && -0.5 <= clipPosition.z && clipPosition.z <= 0.5;\n\n\t\t\tinsideCount = insideCount + (inside ? 1 : 0);\n\t\t\tclipVolumesCount++;\n\t\t}\t\n\t#endif\n\n\t#if defined(num_clippolygons) && num_clippolygons > 0\n\t\tfor(int i = 0; i < num_clippolygons; i++) {\n\t\t\tbool inside = pointInClipPolygon(position, i);\n\n\t\t\tinsideCount = insideCount + (inside ? 1 : 0);\n\t\t\tclipVolumesCount++;\n\t\t}\n\t#endif\n\n\tbool insideAny = insideCount > 0;\n\tbool insideAll = (clipVolumesCount > 0) && (clipVolumesCount == insideCount);\n\n\tif(clipMethod == CLIPMETHOD_INSIDE_ANY){\n\t\tif(insideAny && clipTask == CLIPTASK_HIGHLIGHT){\n\t\t\tvColor.r += 0.5;\n\t\t}else if(!insideAny && clipTask == CLIPTASK_SHOW_INSIDE){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 1.0);\n\t\t}else if(insideAny && clipTask == CLIPTASK_SHOW_OUTSIDE){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 1.0);\n\t\t}\n\t}else if(clipMethod == CLIPMETHOD_INSIDE_ALL){\n\t\tif(insideAll && clipTask == CLIPTASK_HIGHLIGHT){\n\t\t\tvColor.r += 0.5;\n\t\t}else if(!insideAll && clipTask == CLIPTASK_SHOW_INSIDE){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 1.0);\n\t\t}else if(insideAll && clipTask == CLIPTASK_SHOW_OUTSIDE){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 1.0);\n\t\t}\n\t}\n}\n\n\n\n// \n// ## ## ### #### ## ## \n// ### ### ## ## ## ### ## \n// #### #### ## ## ## #### ## \n// ## ### ## ## ## ## ## ## ## \n// ## ## ######### ## ## #### \n// ## ## ## ## ## ## ### \n// ## ## ## ## #### ## ## \n//\n\nvoid main() {\n\tvec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );\n\tvViewPosition = mvPosition.xyz;\n\tgl_Position = projectionMatrix * mvPosition;\n\tvLogDepth = log2(-mvPosition.z);\n\n\t//gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n\t//gl_PointSize = 5.0;\n\n\t// POINT SIZE\n\tfloat pointSize = getPointSize();\n\t//float pointSize = 2.0;\n\tgl_PointSize = pointSize;\n\tvPointSize = pointSize;\n\n\t// COLOR\n\tvColor = getColor();\n\t// vColor = vec3(1.0, 0.0, 0.0);\n\n\t//gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n\t//gl_Position = vec4(position.xzy / 1000.0, 1.0 );\n\n\t//gl_PointSize = 5.0;\n\t//vColor = vec3(1.0, 1.0, 1.0);\n\n\t// only for \"replacing\" approaches\n\t// if(getLOD() != uLevel){\n\t// \tgl_Position = vec4(10.0, 10.0, 10.0, 1.0);\n\t// }\n\n\n\t#if defined hq_depth_pass\n\t\tfloat originalDepth = gl_Position.w;\n\t\tfloat adjustedDepth = originalDepth + 2.0 * vRadius;\n\t\tfloat adjust = adjustedDepth / originalDepth;\n\n\t\tmvPosition.xyz = mvPosition.xyz * adjust;\n\t\tgl_Position = projectionMatrix * mvPosition;\n\t#endif\n\n\n\t// CLIPPING\n\tdoClipping();\n\n\t#if defined(num_clipspheres) && num_clipspheres > 0\n\t\tfor(int i = 0; i < num_clipspheres; i++){\n\t\t\tvec4 sphereLocal = uClipSpheres[i] * mvPosition;\n\n\t\t\tfloat distance = length(sphereLocal.xyz);\n\n\t\t\tif(distance < 1.0){\n\t\t\t\tfloat w = distance;\n\t\t\t\tvec3 cGradient = texture2D(gradient, vec2(w, 1.0 - w)).rgb;\n\t\t\t\t\n\t\t\t\tvColor = cGradient;\n\t\t\t\t//vColor = cGradient * 0.7 + vColor * 0.3;\n\t\t\t}\n\t\t}\n\t#endif\n\n\t#if defined(num_shadowmaps) && num_shadowmaps > 0\n\n\t\tconst float sm_near = 0.1;\n\t\tconst float sm_far = 10000.0;\n\n\t\tfor(int i = 0; i < num_shadowmaps; i++){\n\t\t\tvec3 viewPos = (uShadowWorldView[i] * vec4(position, 1.0)).xyz;\n\t\t\tfloat distanceToLight = abs(viewPos.z);\n\t\t\t\n\t\t\tvec4 projPos = uShadowProj[i] * uShadowWorldView[i] * vec4(position, 1);\n\t\t\tvec3 nc = projPos.xyz / projPos.w;\n\t\t\t\n\t\t\tfloat u = nc.x * 0.5 + 0.5;\n\t\t\tfloat v = nc.y * 0.5 + 0.5;\n\n\t\t\tvec2 sampleStep = vec2(1.0 / (2.0*1024.0), 1.0 / (2.0*1024.0)) * 1.5;\n\t\t\tvec2 sampleLocations[9];\n\t\t\tsampleLocations[0] = vec2(0.0, 0.0);\n\t\t\tsampleLocations[1] = sampleStep;\n\t\t\tsampleLocations[2] = -sampleStep;\n\t\t\tsampleLocations[3] = vec2(sampleStep.x, -sampleStep.y);\n\t\t\tsampleLocations[4] = vec2(-sampleStep.x, sampleStep.y);\n\n\t\t\tsampleLocations[5] = vec2(0.0, sampleStep.y);\n\t\t\tsampleLocations[6] = vec2(0.0, -sampleStep.y);\n\t\t\tsampleLocations[7] = vec2(sampleStep.x, 0.0);\n\t\t\tsampleLocations[8] = vec2(-sampleStep.x, 0.0);\n\n\t\t\tfloat visibleSamples = 0.0;\n\t\t\tfloat numSamples = 0.0;\n\n\t\t\tfloat bias = vRadius * 2.0;\n\n\t\t\tfor(int j = 0; j < 9; j++){\n\t\t\t\tvec4 depthMapValue = texture2D(uShadowMap[i], vec2(u, v) + sampleLocations[j]);\n\n\t\t\t\tfloat linearDepthFromSM = depthMapValue.x + bias;\n\t\t\t\tfloat linearDepthFromViewer = distanceToLight;\n\n\t\t\t\tif(linearDepthFromSM > linearDepthFromViewer){\n\t\t\t\t\tvisibleSamples += 1.0;\n\t\t\t\t}\n\n\t\t\t\tnumSamples += 1.0;\n\t\t\t}\n\n\t\t\tfloat visibility = visibleSamples / numSamples;\n\n\t\t\tif(u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0 || nc.x < -1.0 || nc.x > 1.0 || nc.y < -1.0 || nc.y > 1.0 || nc.z < -1.0 || nc.z > 1.0){\n\t\t\t\t//vColor = vec3(0.0, 0.0, 0.2);\n\t\t\t}else{\n\t\t\t\t//vColor = vec3(1.0, 1.0, 1.0) * visibility + vec3(1.0, 1.0, 1.0) * vec3(0.5, 0.0, 0.0) * (1.0 - visibility);\n\t\t\t\tvColor = vColor * visibility + vColor * uShadowColor * (1.0 - visibility);\n\t\t\t}\n\n\n\t\t}\n\n\t#endif\n}\n`\n\nShaders[\"pointcloud.fs\"] = `\n#if defined paraboloid_point_shape\n\t#extension GL_EXT_frag_depth : enable\n#endif\n\nprecision highp float;\nprecision highp int;\n\nuniform mat4 viewMatrix;\nuniform mat4 uViewInv;\nuniform mat4 uProjInv;\nuniform vec3 cameraPosition;\n\n\nuniform mat4 projectionMatrix;\nuniform float uOpacity;\n\nuniform float blendHardness;\nuniform float blendDepthSupplement;\nuniform float fov;\nuniform float uSpacing;\nuniform float near;\nuniform float far;\nuniform float uPCIndex;\nuniform float uScreenWidth;\nuniform float uScreenHeight;\n\nvarying vec3\tvColor;\nvarying float\tvLogDepth;\nvarying vec3\tvViewPosition;\nvarying float\tvRadius;\nvarying float \tvPointSize;\nvarying vec3 \tvPosition;\n\n\nfloat specularStrength = 1.0;\n\nvoid main() {\n\n\t// gl_FragColor = vec4(vColor, 1.0);\n\n\tvec3 color = vColor;\n\tfloat depth = gl_FragCoord.z;\n\n\t#if defined(circle_point_shape) || defined(paraboloid_point_shape) \n\t\tfloat u = 2.0 * gl_PointCoord.x - 1.0;\n\t\tfloat v = 2.0 * gl_PointCoord.y - 1.0;\n\t#endif\n\t\n\t#if defined(circle_point_shape) \n\t\tfloat cc = u*u + v*v;\n\t\tif(cc > 1.0){\n\t\t\tdiscard;\n\t\t}\n\t#endif\n\t\t\n\t#if defined color_type_indices\n\t\tgl_FragColor = vec4(color, uPCIndex / 255.0);\n\t#else\n\t\tgl_FragColor = vec4(color, uOpacity);\n\t#endif\n\n\t#if defined paraboloid_point_shape\n\t\tfloat wi = 0.0 - ( u*u + v*v);\n\t\tvec4 pos = vec4(vViewPosition, 1.0);\n\t\tpos.z += wi * vRadius;\n\t\tfloat linearDepth = -pos.z;\n\t\tpos = projectionMatrix * pos;\n\t\tpos = pos / pos.w;\n\t\tfloat expDepth = pos.z;\n\t\tdepth = (pos.z + 1.0) / 2.0;\n\t\tgl_FragDepthEXT = depth;\n\t\t\n\t\t#if defined(color_type_depth)\n\t\t\tcolor.r = linearDepth;\n\t\t\tcolor.g = expDepth;\n\t\t#endif\n\t\t\n\t\t#if defined(use_edl)\n\t\t\tgl_FragColor.a = log2(linearDepth);\n\t\t#endif\n\t\t\n\t#else\n\t\t#if defined(use_edl)\n\t\t\tgl_FragColor.a = vLogDepth;\n\t\t#endif\n\t#endif\n\n\t#if defined(weighted_splats)\n\t\tfloat distance = 2.0 * length(gl_PointCoord.xy - 0.5);\n\t\tfloat weight = max(0.0, 1.0 - distance);\n\t\tweight = pow(weight, 1.5);\n\n\t\tgl_FragColor.a = weight;\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * weight;\n\t#endif\n\n\t//gl_FragColor = vec4(0.0, 0.7, 0.0, 1.0);\n\t\n}\n\n\n`\n\nShaders[\"pointcloud_sm.vs\"] = `\nprecision mediump float;\nprecision mediump int;\n\nattribute vec3 position;\nattribute vec3 color;\n\nuniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\n\nuniform float uScreenWidth;\nuniform float uScreenHeight;\nuniform float near;\nuniform float far;\n\nuniform float uSpacing;\nuniform float uOctreeSize;\nuniform float uLevel;\nuniform float uVNStart;\n\nuniform sampler2D visibleNodes;\n\nvarying float vLinearDepth;\nvarying vec3 vColor;\n\n#define PI 3.141592653589793\n\n\n\n// ---------------------\n// OCTREE\n// ---------------------\n\n#if defined(adaptive_point_size)\n/**\n * number of 1-bits up to inclusive index position\n * number is treated as if it were an integer in the range 0-255\n *\n */\nfloat numberOfOnes(float number, float index){\n\tfloat tmp = mod(number, pow(2.0, index + 1.0));\n\tfloat numOnes = 0.0;\n\tfor(float i = 0.0; i < 8.0; i++){\n\t\tif(mod(tmp, 2.0) != 0.0){\n\t\t\tnumOnes++;\n\t\t}\n\t\ttmp = floor(tmp / 2.0);\n\t}\n\treturn numOnes;\n}\n\n\n/**\n * checks whether the bit at index is 1\n * number is treated as if it were an integer in the range 0-255\n *\n */\nbool isBitSet(float number, float index){\n\treturn mod(floor(number / pow(2.0, index)), 2.0) != 0.0;\n}\n\n\n/**\n * find the LOD at the point position\n */\nfloat getLOD(){\n\t\n\tvec3 offset = vec3(0.0, 0.0, 0.0);\n\tfloat iOffset = uVNStart;\n\tfloat depth = uLevel;\n\tfor(float i = 0.0; i <= 30.0; i++){\n\t\tfloat nodeSizeAtLevel = uOctreeSize / pow(2.0, i + uLevel + 0.0);\n\t\t\n\t\tvec3 index3d = (position-offset) / nodeSizeAtLevel;\n\t\tindex3d = floor(index3d + 0.5);\n\t\tfloat index = 4.0 * index3d.x + 2.0 * index3d.y + index3d.z;\n\t\t\n\t\tvec4 value = texture2D(visibleNodes, vec2(iOffset / 2048.0, 0.0));\n\t\tfloat mask = value.r * 255.0;\n\t\tif(isBitSet(mask, index)){\n\t\t\t// there are more visible child nodes at this position\n\t\t\tiOffset = iOffset + value.g * 255.0 * 256.0 + value.b * 255.0 + numberOfOnes(mask, index - 1.0);\n\t\t\tdepth++;\n\t\t}else{\n\t\t\t// no more visible child nodes at this position\n\t\t\treturn depth;\n\t\t}\n\t\t\n\t\toffset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d;\n\t}\n\t\t\n\treturn depth;\n}\n\n#endif\n\nfloat getPointSize(){\n\tfloat pointSize = 1.0;\n\t\n\tfloat slope = tan(fov / 2.0);\n\tfloat projFactor = -0.5 * uScreenHeight / (slope * vViewPosition.z);\n\t\n\tfloat r = uOctreeSpacing * 1.5;\n\tvRadius = r;\n\t#if defined fixed_point_size\n\t\tpointSize = size;\n\t#elif defined attenuated_point_size\n\t\tif(uUseOrthographicCamera){\n\t\t\tpointSize = size;\t\t\t\n\t\t}else{\n\t\t\tpointSize = pointSize * projFactor;\n\t\t}\n\t#elif defined adaptive_point_size\n\t\tif(uUseOrthographicCamera) {\n\t\t\tfloat worldSpaceSize = 1.5 * size * r / getPointSizeAttenuation();\n\t\t\tpointSize = (worldSpaceSize / uOrthoWidth) * uScreenWidth;\n\t\t} else {\n\t\t\tfloat worldSpaceSize = 1.5 * size * r / getPointSizeAttenuation();\n\t\t\tpointSize = worldSpaceSize * projFactor;\n\t\t}\n\t#endif\n\n\tpointSize = max(minSize, pointSize);\n\tpointSize = min(maxSize, pointSize);\n\t\n\tvRadius = pointSize / projFactor;\n\n\treturn pointSize;\n}\n\n\nvoid main() {\n\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tvLinearDepth = gl_Position.w;\n\n\tfloat pointSize = getPointSize();\n\tgl_PointSize = pointSize;\n\n}\n`\n\nShaders[\"pointcloud_sm.fs\"] = `\nprecision mediump float;\nprecision mediump int;\n\nvarying vec3 vColor;\nvarying float vLinearDepth;\n\nvoid main() {\n\n\t//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n\t//gl_FragColor = vec4(vColor, 1.0);\n\t//gl_FragColor = vec4(vLinearDepth, pow(vLinearDepth, 2.0), 0.0, 1.0);\n\tgl_FragColor = vec4(vLinearDepth, vLinearDepth / 30.0, vLinearDepth / 30.0, 1.0);\n\t\n}\n\n\n`\n\nShaders[\"normalize.vs\"] = `\nprecision mediump float;\nprecision mediump int;\n\nattribute vec3 position;\nattribute vec2 uv;\n\nuniform mat4 projectionMatrix;\nuniform mat4 modelViewMatrix;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);\n}`\n\nShaders[\"normalize.fs\"] = `\n#extension GL_EXT_frag_depth : enable\n\nprecision mediump float;\nprecision mediump int;\n\nuniform sampler2D uWeightMap;\nuniform sampler2D uDepthMap;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tfloat depth = texture2D(uDepthMap, vUv).r;\n\t\n\tif(depth >= 1.0){\n\t\tdiscard;\n\t}\n\n\tgl_FragColor = vec4(depth, 1.0, 0.0, 1.0);\n\n\tvec4 color = texture2D(uWeightMap, vUv); \n\tcolor = color / color.w;\n\t\n\tgl_FragColor = vec4(color.xyz, 1.0); \n\t\n\tgl_FragDepthEXT = depth;\n\n\n}`\n\nShaders[\"normalize_and_edl.fs\"] = `\n#extension GL_EXT_frag_depth : enable\n\n// \n// adapted from the EDL shader code from Christian Boucheny in cloud compare:\n// https://github.com/cloudcompare/trunk/tree/master/plugins/qEDL/shaders/EDL\n//\n\nprecision mediump float;\nprecision mediump int;\n\nuniform sampler2D uWeightMap;\nuniform sampler2D uEDLMap;\nuniform sampler2D uDepthMap;\n\nuniform float screenWidth;\nuniform float screenHeight;\nuniform vec2 neighbours[NEIGHBOUR_COUNT];\nuniform float edlStrength;\nuniform float radius;\n\nvarying vec2 vUv;\n\nfloat response(float depth){\n\tvec2 uvRadius = radius / vec2(screenWidth, screenHeight);\n\t\n\tfloat sum = 0.0;\n\t\n\tfor(int i = 0; i < NEIGHBOUR_COUNT; i++){\n\t\tvec2 uvNeighbor = vUv + uvRadius * neighbours[i];\n\t\t\n\t\tfloat neighbourDepth = texture2D(uEDLMap, uvNeighbor).a;\n\n\t\tif(neighbourDepth != 0.0){\n\t\t\tif(depth == 0.0){\n\t\t\t\tsum += 100.0;\n\t\t\t}else{\n\t\t\t\tsum += max(0.0, depth - neighbourDepth);\n\t\t\t}\n\t\t}\n\t}\n\t\n\treturn sum / float(NEIGHBOUR_COUNT);\n}\n\nvoid main() {\n\n\tfloat edlDepth = texture2D(uEDLMap, vUv).a;\n\tfloat res = response(edlDepth);\n\tfloat shade = exp(-res * 300.0 * edlStrength);\n\n\tfloat depth = texture2D(uDepthMap, vUv).r;\n\tif(depth >= 1.0 && res == 0.0){\n\t\tdiscard;\n\t}\n\t\n\tvec4 color = texture2D(uWeightMap, vUv); \n\tcolor = color / color.w;\n\tcolor = color * shade;\n\n\tgl_FragColor = vec4(color.xyz, 1.0); \n\n\tgl_FragDepthEXT = depth;\n}`\n\nShaders[\"edl.vs\"] = `\nprecision mediump float;\nprecision mediump int;\n\nattribute vec3 position;\nattribute vec2 uv;\n\nuniform mat4 projectionMatrix;\nuniform mat4 modelViewMatrix;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\t\n\tvec4 mvPosition = modelViewMatrix * vec4(position,1.0);\n\n\tgl_Position = projectionMatrix * mvPosition;\n}`\n\nShaders[\"edl.fs\"] = `\n#extension GL_EXT_frag_depth : enable\n\n// \n// adapted from the EDL shader code from Christian Boucheny in cloud compare:\n// https://github.com/cloudcompare/trunk/tree/master/plugins/qEDL/shaders/EDL\n//\n\nprecision mediump float;\nprecision mediump int;\n\nuniform float screenWidth;\nuniform float screenHeight;\nuniform vec2 neighbours[NEIGHBOUR_COUNT];\nuniform float edlStrength;\nuniform float radius;\nuniform float opacity;\n\nuniform float uNear;\nuniform float uFar;\n\nuniform mat4 uProj;\n\nuniform sampler2D uEDLColor;\nuniform sampler2D uEDLDepth;\n\nvarying vec2 vUv;\n\nfloat response(float depth){\n\tvec2 uvRadius = radius / vec2(screenWidth, screenHeight);\n\t\n\tfloat sum = 0.0;\n\t\n\tfor(int i = 0; i < NEIGHBOUR_COUNT; i++){\n\t\tvec2 uvNeighbor = vUv + uvRadius * neighbours[i];\n\t\t\n\t\tfloat neighbourDepth = texture2D(uEDLColor, uvNeighbor).a;\n\t\tneighbourDepth = (neighbourDepth == 1.0) ? 0.0 : neighbourDepth;\n\n\t\tif(neighbourDepth != 0.0){\n\t\t\tif(depth == 0.0){\n\t\t\t\tsum += 100.0;\n\t\t\t}else{\n\t\t\t\tsum += max(0.0, depth - neighbourDepth);\n\t\t\t}\n\t\t}\n\t}\n\t\n\treturn sum / float(NEIGHBOUR_COUNT);\n}\n\nvoid main(){\n\tvec4 cEDL = texture2D(uEDLColor, vUv);\n\t\n\tfloat depth = cEDL.a;\n\tdepth = (depth == 1.0) ? 0.0 : depth;\n\tfloat res = response(depth);\n\tfloat shade = exp(-res * 300.0 * edlStrength);\n\n\tgl_FragColor = vec4(cEDL.rgb * shade, opacity);\n\n\t{ // write regular hyperbolic depth values to depth buffer\n\t\tfloat dl = pow(2.0, depth);\n\n\t\tvec4 dp = uProj * vec4(0.0, 0.0, -dl, 1.0);\n\t\tfloat pz = dp.z / dp.w;\n\t\tfloat fragDepth = (pz + 1.0) / 2.0;\n\n\t\tgl_FragDepthEXT = fragDepth;\n\t}\n\n\tif(depth == 0.0){\n\t\tdiscard;\n\t}\n\n}\n`\n\nShaders[\"blur.vs\"] = `\nvarying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);\n}`\n\nShaders[\"blur.fs\"] = `\nuniform mat4 projectionMatrix;\n\nuniform float screenWidth;\nuniform float screenHeight;\nuniform float near;\nuniform float far;\n\nuniform sampler2D map;\n\nvarying vec2 vUv;\n\nvoid main() {\n\n\tfloat dx = 1.0 / screenWidth;\n\tfloat dy = 1.0 / screenHeight;\n\n\tvec3 color = vec3(0.0, 0.0, 0.0);\n\tcolor += texture2D(map, vUv + vec2(-dx, -dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2( 0, -dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2(+dx, -dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2(-dx, 0)).rgb;\n\tcolor += texture2D(map, vUv + vec2( 0, 0)).rgb;\n\tcolor += texture2D(map, vUv + vec2(+dx, 0)).rgb;\n\tcolor += texture2D(map, vUv + vec2(-dx, dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2( 0, dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2(+dx, dy)).rgb;\n\n\tcolor = color / 9.0;\n\t\n\tgl_FragColor = vec4(color, 1.0);\n}`\n\nexport {Shaders};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport const ClassificationScheme = {\n\n\tDEFAULT: {\n\t\t0: { visible: true, name: 'never classified' , color: [0.5, 0.5, 0.5, 1.0] },\n\t\t1: { visible: true, name: 'unclassified' , color: [0.5, 0.5, 0.5, 1.0] },\n\t\t2: { visible: true, name: 'ground' , color: [0.63, 0.32, 0.18, 1.0] },\n\t\t3: { visible: true, name: 'low vegetation' , color: [0.0, 1.0, 0.0, 1.0] },\n\t\t4: { visible: true, name: 'medium vegetation' , color: [0.0, 0.8, 0.0, 1.0] },\n\t\t5: { visible: true, name: 'high vegetation' , color: [0.0, 0.6, 0.0, 1.0] },\n\t\t6: { visible: true, name: 'building' , color: [1.0, 0.66, 0.0, 1.0] },\n\t\t7: { visible: true, name: 'low point(noise)' , color: [1.0, 0.0, 1.0, 1.0] },\n\t\t8: { visible: true, name: 'key-point' , color: [1.0, 0.0, 0.0, 1.0] },\n\t\t9: { visible: true, name: 'water' , color: [0.0, 0.0, 1.0, 1.0] },\n\t\t12: { visible: true, name: 'overlap' , color: [1.0, 1.0, 0.0, 1.0] },\n\t\tDEFAULT: { visible: true, name: 'default' , color: [0.3, 0.6, 0.6, 0.5] },\n\t}\n};\n\nObject.defineProperty(ClassificationScheme, 'RANDOM', {\n\tget: function() { \n\n\t\tlet scheme = {};\n\n\t\tfor(let i = 0; i <= 255; i++){\n\t\t\tscheme[i] = new THREE.Vector4(Math.random(), Math.random(), Math.random());\n\t\t}\n\n\t\tscheme[\"DEFAULT\"] = new THREE.Vector4(Math.random(), Math.random(), Math.random());\n\n\t\treturn scheme;\n\t}\n});","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../utils.js\";\nimport {Gradients} from \"./Gradients.js\";\nimport {Shaders} from \"../../build/shaders/shaders.js\";\nimport {ClassificationScheme} from \"./ClassificationScheme.js\";\nimport {PointSizeType, PointShape, TreeType, ElevationGradientRepeat} from \"../defines.js\";\n\n//\n// how to calculate the radius of a projected sphere in screen space\n// http://stackoverflow.com/questions/21648630/radius-of-projected-sphere-in-screen-space\n// http://stackoverflow.com/questions/3717226/radius-of-projected-sphere\n//\n\n\nexport class PointCloudMaterial extends THREE.RawShaderMaterial {\n\tconstructor (parameters = {}) {\n\t\tsuper();\n\n\t\tthis.visibleNodesTexture = Utils.generateDataTexture(2048, 1, new THREE.Color(0xffffff));\n\t\tthis.visibleNodesTexture.minFilter = THREE.NearestFilter;\n\t\tthis.visibleNodesTexture.magFilter = THREE.NearestFilter;\n\n\t\tlet getValid = (a, b) => {\n\t\t\tif(a !== undefined){\n\t\t\t\treturn a;\n\t\t\t}else{\n\t\t\t\treturn b;\n\t\t\t}\n\t\t}\n\n\t\tlet pointSize = getValid(parameters.size, 1.0);\n\t\tlet minSize = getValid(parameters.minSize, 2.0);\n\t\tlet maxSize = getValid(parameters.maxSize, 50.0);\n\t\tlet treeType = getValid(parameters.treeType, TreeType.OCTREE);\n\n\t\tthis._pointSizeType = PointSizeType.FIXED;\n\t\tthis._shape = PointShape.SQUARE;\n\t\tthis._useClipBox = false;\n\t\tthis.clipBoxes = [];\n\t\tthis.clipPolygons = [];\n\t\tthis._weighted = false;\n\t\tthis._gradient = Gradients.SPECTRAL;\n\t\tthis.gradientTexture = PointCloudMaterial.generateGradientTexture(this._gradient);\n\t\tthis._matcap = \"matcap.jpg\";\n\t\tthis.matcapTexture = Potree.PointCloudMaterial.generateMatcapTexture(this._matcap);\n\t\tthis.lights = false;\n\t\tthis.fog = false;\n\t\tthis._treeType = treeType;\n\t\tthis._useEDL = false;\n\t\tthis.defines = new Map();\n\n\t\tthis.ranges = new Map();\n\n\t\tthis._activeAttributeName = null;\n\n\t\tthis._defaultIntensityRangeChanged = false;\n\t\tthis._defaultElevationRangeChanged = false;\n\n\t\t{\n\t\t\tconst [width, height] = [256, 1];\n\t\t\tlet data = new Uint8Array(width * 4);\n\t\t\tlet texture = new THREE.DataTexture(data, width, height, THREE.RGBAFormat);\n\t\t\ttexture.magFilter = THREE.NearestFilter;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tthis.classificationTexture = texture;\n\t\t}\n\n\t\tthis.attributes = {\n\t\t\tposition: { type: 'fv', value: [] },\n\t\t\tcolor: { type: 'fv', value: [] },\n\t\t\tnormal: { type: 'fv', value: [] },\n\t\t\tintensity: { type: 'f', value: [] },\n\t\t\tclassification: { type: 'f', value: [] },\n\t\t\treturnNumber: { type: 'f', value: [] },\n\t\t\tnumberOfReturns: { type: 'f', value: [] },\n\t\t\tpointSourceID: { type: 'f', value: [] },\n\t\t\tindices: { type: 'fv', value: [] }\n\t\t};\n\n\t\tthis.uniforms = {\n\t\t\tlevel:\t\t\t\t{ type: \"f\", value: 0.0 },\n\t\t\tvnStart:\t\t\t{ type: \"f\", value: 0.0 },\n\t\t\tspacing:\t\t\t{ type: \"f\", value: 1.0 },\n\t\t\tblendHardness:\t\t{ type: \"f\", value: 2.0 },\n\t\t\tblendDepthSupplement:\t{ type: \"f\", value: 0.0 },\n\t\t\tfov:\t\t\t\t{ type: \"f\", value: 1.0 },\n\t\t\tscreenWidth:\t\t{ type: \"f\", value: 1.0 },\n\t\t\tscreenHeight:\t\t{ type: \"f\", value: 1.0 },\n\t\t\tnear:\t\t\t\t{ type: \"f\", value: 0.1 },\n\t\t\tfar:\t\t\t\t{ type: \"f\", value: 1.0 },\n\t\t\tuColor:\t\t\t\t{ type: \"c\", value: new THREE.Color( 0xffffff ) },\n\t\t\tuOpacity:\t\t\t{ type: \"f\", value: 1.0 },\n\t\t\tsize:\t\t\t\t{ type: \"f\", value: pointSize },\n\t\t\tminSize:\t\t\t{ type: \"f\", value: minSize },\n\t\t\tmaxSize:\t\t\t{ type: \"f\", value: maxSize },\n\t\t\toctreeSize:\t\t\t{ type: \"f\", value: 0 },\n\t\t\tbbSize:\t\t\t\t{ type: \"fv\", value: [0, 0, 0] },\n\t\t\televationRange:\t\t{ type: \"2fv\", value: [0, 0] },\n\n\t\t\tclipBoxCount:\t\t{ type: \"f\", value: 0 },\n\t\t\t//clipSphereCount:\t{ type: \"f\", value: 0 },\n\t\t\tclipPolygonCount:\t{ type: \"i\", value: 0 },\n\t\t\tclipBoxes:\t\t\t{ type: \"Matrix4fv\", value: [] },\n\t\t\t//clipSpheres:\t\t{ type: \"Matrix4fv\", value: [] },\n\t\t\tclipPolygons:\t\t{ type: \"3fv\", value: [] },\n\t\t\tclipPolygonVCount:\t{ type: \"iv\", value: [] },\n\t\t\tclipPolygonVP:\t\t{ type: \"Matrix4fv\", value: [] },\n\n\t\t\tvisibleNodes:\t\t{ type: \"t\", value: this.visibleNodesTexture },\n\t\t\tpcIndex:\t\t\t{ type: \"f\", value: 0 },\n\t\t\tgradient:\t\t\t{ type: \"t\", value: this.gradientTexture },\n\t\t\tclassificationLUT:\t{ type: \"t\", value: this.classificationTexture },\n\t\t\tuHQDepthMap:\t\t{ type: \"t\", value: null },\n\t\t\ttoModel:\t\t\t{ type: \"Matrix4f\", value: [] },\n\t\t\tdiffuse:\t\t\t{ type: \"fv\", value: [1, 1, 1] },\n\t\t\ttransition:\t\t\t{ type: \"f\", value: 0.5 },\n\n\t\t\t intensityRange:\t\t{ type: \"fv\", value: [Infinity, -Infinity] },\n\n\t\t\tintensity_gbc: \t\t{ type: \"fv\", value: [1, 0, 0]},\n\t\t\tuRGB_gbc:\t \t\t{ type: \"fv\", value: [1, 0, 0]},\n\t\t\t// intensityGamma:\t\t{ type: \"f\", value: 1 },\n\t\t\t// intensityContrast:\t{ type: \"f\", value: 0 },\n\t\t\t// intensityBrightness:{ type: \"f\", value: 0 },\n\t\t\t// rgbGamma:\t\t\t{ type: \"f\", value: 1 },\n\t\t\t// rgbContrast:\t\t{ type: \"f\", value: 0 },\n\t\t\t// rgbBrightness:\t\t{ type: \"f\", value: 0 },\n\t\t\twRGB:\t\t\t\t{ type: \"f\", value: 1 },\n\t\t\twIntensity:\t\t\t{ type: \"f\", value: 0 },\n\t\t\twElevation:\t\t\t{ type: \"f\", value: 0 },\n\t\t\twClassification:\t{ type: \"f\", value: 0 },\n\t\t\twReturnNumber:\t\t{ type: \"f\", value: 0 },\n\t\t\twSourceID:\t\t\t{ type: \"f\", value: 0 },\n\t\t\tuseOrthographicCamera: { type: \"b\", value: false },\n\t\t\televationGradientRepat: { type: \"i\", value: ElevationGradientRepeat.CLAMP },\n\t\t\tclipTask:\t\t\t{ type: \"i\", value: 1 },\n\t\t\tclipMethod:\t\t\t{ type: \"i\", value: 1 },\n\t\t\tuShadowColor:\t\t{ type: \"3fv\", value: [0, 0, 0] },\n\n\t\t\tuExtraScale:\t\t{ type: \"f\", value: 1},\n\t\t\tuExtraOffset:\t\t{ type: \"f\", value: 0},\n\t\t\tuExtraRange:\t\t{ type: \"2fv\", value: [0, 1] },\n\t\t\tuExtraGammaBrightContr:\t{ type: \"3fv\", value: [1, 0, 0] },\n\n\t\t\tuFilterReturnNumberRange:\t\t{ type: \"fv\", value: [0, 7]},\n\t\t\tuFilterNumberOfReturnsRange:\t{ type: \"fv\", value: [0, 7]},\n\t\t\tuFilterGPSTimeClipRange:\t\t{ type: \"fv\", value: [0, 7]},\n\t\t\tuFilterPointSourceIDClipRange:\t\t{ type: \"fv\", value: [0, 65535]},\n\t\t\tmatcapTextureUniform: \t{ type: \"t\", value: this.matcapTexture },\n\t\t\tbackfaceCulling: { type: \"b\", value: false },\n\t\t};\n\n\t\tthis.classification = ClassificationScheme.DEFAULT;\n\n\t\tthis.defaultAttributeValues.normal = [0, 0, 0];\n\t\tthis.defaultAttributeValues.classification = [0, 0, 0];\n\t\tthis.defaultAttributeValues.indices = [0, 0, 0, 0];\n\n\t\tthis.vertexShader = Shaders['pointcloud.vs'];\n\t\tthis.fragmentShader = Shaders['pointcloud.fs'];\n\t\t\n\t\tthis.vertexColors = THREE.VertexColors;\n\n\t\tthis.updateShaderSource();\n\t}\n\n\tsetDefine(key, value){\n\t\tif(value !== undefined && value !== null){\n\t\t\tif(this.defines.get(key) !== value){\n\t\t\t\tthis.defines.set(key, value);\n\t\t\t\tthis.updateShaderSource();\n\t\t\t}\n\t\t}else{\n\t\t\tthis.removeDefine(key);\n\t\t}\n\t}\n\n\tremoveDefine(key){\n\t\tthis.defines.delete(key);\n\t}\n\n\tupdateShaderSource () {\n\n\t\tlet vs = Shaders['pointcloud.vs'];\n\t\tlet fs = Shaders['pointcloud.fs'];\n\t\tlet definesString = this.getDefines();\n\n\t\tlet vsVersionIndex = vs.indexOf(\"#version \");\n\t\tlet fsVersionIndex = fs.indexOf(\"#version \");\n\n\t\tif(vsVersionIndex >= 0){\n\t\t\tvs = vs.replace(/(#version .*)/, `$1\\n${definesString}`)\n\t\t}else{\n\t\t\tvs = `${definesString}\\n${vs}`;\n\t\t}\n\n\t\tif(fsVersionIndex >= 0){\n\t\t\tfs = fs.replace(/(#version .*)/, `$1\\n${definesString}`)\n\t\t}else{\n\t\t\tfs = `${definesString}\\n${fs}`;\n\t\t}\n\n\t\tthis.vertexShader = vs;\n\t\tthis.fragmentShader = fs;\n\n\t\tif (this.opacity === 1.0) {\n\t\t\tthis.blending = THREE.NoBlending;\n\t\t\tthis.transparent = false;\n\t\t\tthis.depthTest = true;\n\t\t\tthis.depthWrite = true;\n\t\t\tthis.depthFunc = THREE.LessEqualDepth;\n\t\t} else if (this.opacity < 1.0 && !this.useEDL) {\n\t\t\tthis.blending = THREE.AdditiveBlending;\n\t\t\tthis.transparent = true;\n\t\t\tthis.depthTest = false;\n\t\t\tthis.depthWrite = true;\n\t\t\tthis.depthFunc = THREE.AlwaysDepth;\n\t\t}\n\n\t\tif (this.weighted) {\n\t\t\tthis.blending = THREE.AdditiveBlending;\n\t\t\tthis.transparent = true;\n\t\t\tthis.depthTest = true;\n\t\t\tthis.depthWrite = false;\n\t\t}\n\n\t\tthis.needsUpdate = true;\n\t}\n\n\tgetDefines () {\n\t\tlet defines = [];\n\n\t\tif (this.pointSizeType === PointSizeType.FIXED) {\n\t\t\tdefines.push('#define fixed_point_size');\n\t\t} else if (this.pointSizeType === PointSizeType.ATTENUATED) {\n\t\t\tdefines.push('#define attenuated_point_size');\n\t\t} else if (this.pointSizeType === PointSizeType.ADAPTIVE) {\n\t\t\tdefines.push('#define adaptive_point_size');\n\t\t}\n\n\t\tif (this.shape === PointShape.SQUARE) {\n\t\t\tdefines.push('#define square_point_shape');\n\t\t} else if (this.shape === PointShape.CIRCLE) {\n\t\t\tdefines.push('#define circle_point_shape');\n\t\t} else if (this.shape === PointShape.PARABOLOID) {\n\t\t\tdefines.push('#define paraboloid_point_shape');\n\t\t}\n\n\t\tif (this._useEDL) {\n\t\t\tdefines.push('#define use_edl');\n\t\t}\n\n\t\tif(this.activeAttributeName){\n\t\t\tlet attributeName = this.activeAttributeName.replace(/[^a-zA-Z0-9]/g, '_');\n\n\t\t\tdefines.push(`#define color_type_${attributeName}`);\n\t\t}\n\t\t\n\t\tif(this._treeType === TreeType.OCTREE){\n\t\t\tdefines.push('#define tree_type_octree');\n\t\t}else if(this._treeType === TreeType.KDTREE){\n\t\t\tdefines.push('#define tree_type_kdtree');\n\t\t}\n\n\t\tif (this.weighted) {\n\t\t\tdefines.push('#define weighted_splats');\n\t\t}\n\n\t\tfor(let [key, value] of this.defines){\n\t\t\tdefines.push(value);\n\t\t}\n\n\t\treturn defines.join(\"\\n\");\n\t}\n\n\tsetClipBoxes (clipBoxes) {\n\t\tif (!clipBoxes) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet doUpdate = (this.clipBoxes.length !== clipBoxes.length) && (clipBoxes.length === 0 || this.clipBoxes.length === 0);\n\n\t\tthis.uniforms.clipBoxCount.value = this.clipBoxes.length;\n\t\tthis.clipBoxes = clipBoxes;\n\n\t\tif (doUpdate) {\n\t\t\tthis.updateShaderSource();\n\t\t}\n\n\t\tthis.uniforms.clipBoxes.value = new Float32Array(this.clipBoxes.length * 16);\n\n\t\tfor (let i = 0; i < this.clipBoxes.length; i++) {\n\t\t\tlet box = clipBoxes[i];\n\n\t\t\tthis.uniforms.clipBoxes.value.set(box.inverse.elements, 16 * i);\n\t\t}\n\n\t\tfor (let i = 0; i < this.uniforms.clipBoxes.value.length; i++) {\n\t\t\tif (Number.isNaN(this.uniforms.clipBoxes.value[i])) {\n\t\t\t\tthis.uniforms.clipBoxes.value[i] = Infinity;\n\t\t\t}\n\t\t}\n\t}\n\n\tsetClipPolygons(clipPolygons, maxPolygonVertices) {\n\t\tif(!clipPolygons){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.clipPolygons = clipPolygons;\n\n\t\tlet doUpdate = (this.clipPolygons.length !== clipPolygons.length);\n\n\t\tif(doUpdate){\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\t\n\tget gradient(){\n\t\treturn this._gradient;\n\t}\n\n\tset gradient (value) {\n\t\tif (this._gradient !== value) {\n\t\t\tthis._gradient = value;\n\t\t\tthis.gradientTexture = PointCloudMaterial.generateGradientTexture(this._gradient);\n\t\t\tthis.uniforms.gradient.value = this.gradientTexture;\n\t\t}\n\t}\n\n\tget matcap(){\n\t\treturn this._matcap;\n\t}\n\n\tset matcap (value) {\n\t\tif (this._matcap !== value) {\n\t\t\tthis._matcap = value;\n\t\t\tthis.matcapTexture = Potree.PointCloudMaterial.generateMatcapTexture(this._matcap);\n\t\t\tthis.uniforms.matcapTextureUniform.value = this.matcapTexture;\n\t\t}\n\t}\n\tget useOrthographicCamera() {\n\t\treturn this.uniforms.useOrthographicCamera.value;\n\t}\n\n\tset useOrthographicCamera(value) {\n\t\tif(this.uniforms.useOrthographicCamera.value !== value){\n\t\t\tthis.uniforms.useOrthographicCamera.value = value;\n\t\t}\n\t}\n\tget backfaceCulling() {\n\t\treturn this.uniforms.backfaceCulling.value;\n\t}\n\n\tset backfaceCulling(value) {\n\t\tif(this.uniforms.backfaceCulling.value !== value){\n\t\t\tthis.uniforms.backfaceCulling.value = value;\n\t\t\tthis.dispatchEvent({type: 'backface_changed', target: this});\n\t\t}\n\t}\n\n\trecomputeClassification () {\n\t\tconst classification = this.classification;\n\t\tconst data = this.classificationTexture.image.data;\n\n\t\tlet width = 256;\n\t\tconst black = [1, 1, 1, 1];\n\n\t\tlet valuesChanged = false;\n\n\t\tfor (let i = 0; i < width; i++) {\n\n\t\t\tlet color;\n\t\t\tlet visible = true;\n\n\t\t\tif (classification[i]) {\n\t\t\t\tcolor = classification[i].color;\n\t\t\t\tvisible = classification[i].visible;\n\t\t\t} else if (classification[i % 32]) {\n\t\t\t\tcolor = classification[i % 32].color;\n\t\t\t\tvisible = classification[i % 32].visible;\n\t\t\t} else if(classification.DEFAULT) {\n\t\t\t\tcolor = classification.DEFAULT.color;\n\t\t\t\tvisible = classification.DEFAULT.visible;\n\t\t\t}else{\n\t\t\t\tcolor = black;\n\t\t\t}\n\n\t\t\tconst r = parseInt(255 * color[0]);\n\t\t\tconst g = parseInt(255 * color[1]);\n\t\t\tconst b = parseInt(255 * color[2]);\n\t\t\tconst a = visible ? parseInt(255 * color[3]) : 0;\n\n\n\t\t\tif(data[4 * i + 0] !== r){\n\t\t\t\tdata[4 * i + 0] = r;\n\t\t\t\tvaluesChanged = true;\n\t\t\t}\n\n\t\t\tif(data[4 * i + 1] !== g){\n\t\t\t\tdata[4 * i + 1] = g;\n\t\t\t\tvaluesChanged = true;\n\t\t\t}\n\n\t\t\tif(data[4 * i + 2] !== b){\n\t\t\t\tdata[4 * i + 2] = b;\n\t\t\t\tvaluesChanged = true;\n\t\t\t}\n\n\t\t\tif(data[4 * i + 3] !== a){\n\t\t\t\tdata[4 * i + 3] = a;\n\t\t\t\tvaluesChanged = true;\n\t\t\t}\n\t\t}\n\n\t\tif(valuesChanged){\n\t\t\tthis.classificationTexture.needsUpdate = true;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget spacing () {\n\t\treturn this.uniforms.spacing.value;\n\t}\n\n\tset spacing (value) {\n\t\tif (this.uniforms.spacing.value !== value) {\n\t\t\tthis.uniforms.spacing.value = value;\n\t\t}\n\t}\n\n\tget useClipBox () {\n\t\treturn this._useClipBox;\n\t}\n\n\tset useClipBox (value) {\n\t\tif (this._useClipBox !== value) {\n\t\t\tthis._useClipBox = value;\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\tget clipTask(){\n\t\treturn this.uniforms.clipTask.value;\n\t}\n\n\tset clipTask(mode){\n\t\tthis.uniforms.clipTask.value = mode;\n\t}\n\n\tget elevationGradientRepat(){\n\t\treturn this.uniforms.elevationGradientRepat.value;\n\t}\n\n\tset elevationGradientRepat(mode){\n\t\tthis.uniforms.elevationGradientRepat.value = mode;\n\t}\n\n\tget clipMethod(){\n\t\treturn this.uniforms.clipMethod.value;\n\t}\n\n\tset clipMethod(mode){\n\t\tthis.uniforms.clipMethod.value = mode;\n\t}\n\n\tget weighted(){\n\t\treturn this._weighted;\n\t}\n\n\tset weighted (value) {\n\t\tif (this._weighted !== value) {\n\t\t\tthis._weighted = value;\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\tget fov () {\n\t\treturn this.uniforms.fov.value;\n\t}\n\n\tset fov (value) {\n\t\tif (this.uniforms.fov.value !== value) {\n\t\t\tthis.uniforms.fov.value = value;\n\t\t\t// this.updateShaderSource();\n\t\t}\n\t}\n\n\tget screenWidth () {\n\t\treturn this.uniforms.screenWidth.value;\n\t}\n\n\tset screenWidth (value) {\n\t\tif (this.uniforms.screenWidth.value !== value) {\n\t\t\tthis.uniforms.screenWidth.value = value;\n\t\t\t// this.updateShaderSource();\n\t\t}\n\t}\n\n\tget screenHeight () {\n\t\treturn this.uniforms.screenHeight.value;\n\t}\n\n\tset screenHeight (value) {\n\t\tif (this.uniforms.screenHeight.value !== value) {\n\t\t\tthis.uniforms.screenHeight.value = value;\n\t\t\t// this.updateShaderSource();\n\t\t}\n\t}\n\n\tget near () {\n\t\treturn this.uniforms.near.value;\n\t}\n\n\tset near (value) {\n\t\tif (this.uniforms.near.value !== value) {\n\t\t\tthis.uniforms.near.value = value;\n\t\t}\n\t}\n\n\tget far () {\n\t\treturn this.uniforms.far.value;\n\t}\n\n\tset far (value) {\n\t\tif (this.uniforms.far.value !== value) {\n\t\t\tthis.uniforms.far.value = value;\n\t\t}\n\t}\n\t\n\tget opacity(){\n\t\treturn this.uniforms.uOpacity.value;\n\t}\n\n\tset opacity (value) {\n\t\tif (this.uniforms && this.uniforms.uOpacity) {\n\t\t\tif (this.uniforms.uOpacity.value !== value) {\n\t\t\t\tthis.uniforms.uOpacity.value = value;\n\t\t\t\tthis.updateShaderSource();\n\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\ttype: 'opacity_changed',\n\t\t\t\t\ttarget: this\n\t\t\t\t});\n\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\ttype: 'material_property_changed',\n\t\t\t\t\ttarget: this\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\t}\n\n\tget activeAttributeName(){\n\t\treturn this._activeAttributeName;\n\t}\n\n\tset activeAttributeName(value){\n\t\tif (this._activeAttributeName !== value) {\n\t\t\tthis._activeAttributeName = value;\n\n\t\t\tthis.updateShaderSource();\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'active_attribute_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget pointSizeType () {\n\t\treturn this._pointSizeType;\n\t}\n\n\tset pointSizeType (value) {\n\t\tif (this._pointSizeType !== value) {\n\t\t\tthis._pointSizeType = value;\n\t\t\tthis.updateShaderSource();\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'point_size_type_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget useEDL(){\n\t\treturn this._useEDL;\n\t}\n\n\tset useEDL (value) {\n\t\tif (this._useEDL !== value) {\n\t\t\tthis._useEDL = value;\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\tget color () {\n\t\treturn this.uniforms.uColor.value;\n\t}\n\n\tset color (value) {\n\t\tif (!this.uniforms.uColor.value.equals(value)) {\n\t\t\tthis.uniforms.uColor.value.copy(value);\n\t\t\t\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'color_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget shape () {\n\t\treturn this._shape;\n\t}\n\n\tset shape (value) {\n\t\tif (this._shape !== value) {\n\t\t\tthis._shape = value;\n\t\t\tthis.updateShaderSource();\n\t\t\tthis.dispatchEvent({type: 'point_shape_changed', target: this});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget treeType () {\n\t\treturn this._treeType;\n\t}\n\n\tset treeType (value) {\n\t\tif (this._treeType !== value) {\n\t\t\tthis._treeType = value;\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\tget bbSize () {\n\t\treturn this.uniforms.bbSize.value;\n\t}\n\n\tset bbSize (value) {\n\t\tthis.uniforms.bbSize.value = value;\n\t}\n\n\tget size () {\n\t\treturn this.uniforms.size.value;\n\t}\n\n\tset size (value) {\n\t\tif (this.uniforms.size.value !== value) {\n\t\t\tthis.uniforms.size.value = value;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'point_size_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget minSize(){\n\t\treturn this.uniforms.minSize.value;\n\t}\n\n\tset minSize(value){\n\t\tif (this.uniforms.minSize.value !== value) {\n\t\t\tthis.uniforms.minSize.value = value;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'point_size_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget elevationRange () {\n\t\treturn this.uniforms.elevationRange.value;\n\t}\n\n\tset elevationRange (value) {\n\t\tlet changed = this.uniforms.elevationRange.value[0] !== value[0]\n\t\t\t|| this.uniforms.elevationRange.value[1] !== value[1];\n\n\t\tif(changed){\n\t\t\tthis.uniforms.elevationRange.value = value;\n\n\t\t\tthis._defaultElevationRangeChanged = true;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget heightMin () {\n\t\treturn this.uniforms.elevationRange.value[0];\n\t}\n\n\tset heightMin (value) {\n\t\tthis.elevationRange = [value, this.elevationRange[1]];\n\t}\n\n\tget heightMax () {\n\t\treturn this.uniforms.elevationRange.value[1];\n\t}\n\n\tset heightMax (value) {\n\t\tthis.elevationRange = [this.elevationRange[0], value];\n\t}\n\n\tget transition () {\n\t\treturn this.uniforms.transition.value;\n\t}\n\n\tset transition (value) {\n\t\tthis.uniforms.transition.value = value;\n\t}\n\n\tget intensityRange () {\n\t\treturn this.uniforms.intensityRange.value;\n\t}\n\n\tset intensityRange (value) {\n\t\tif (!(value instanceof Array && value.length === 2)) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (value[0] === this.uniforms.intensityRange.value[0] &&\n\t\t\tvalue[1] === this.uniforms.intensityRange.value[1]) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.uniforms.intensityRange.value = value;\n\n\t\tthis._defaultIntensityRangeChanged = true;\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'material_property_changed',\n\t\t\ttarget: this\n\t\t});\n\t}\n\n\tget intensityGamma () {\n\t\treturn this.uniforms.intensity_gbc.value[0];\n\t}\n\n\tset intensityGamma (value) {\n\t\tif (this.uniforms.intensity_gbc.value[0] !== value) {\n\t\t\tthis.uniforms.intensity_gbc.value[0] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget intensityContrast () {\n\t\treturn this.uniforms.intensity_gbc.value[2];\n\t}\n\n\tset intensityContrast (value) {\n\t\tif (this.uniforms.intensity_gbc.value[2] !== value) {\n\t\t\tthis.uniforms.intensity_gbc.value[2] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget intensityBrightness () {\n\t\treturn this.uniforms.intensity_gbc.value[1];\n\t}\n\n\tset intensityBrightness (value) {\n\t\tif (this.uniforms.intensity_gbc.value[1] !== value) {\n\t\t\tthis.uniforms.intensity_gbc.value[1] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget rgbGamma () {\n\t\treturn this.uniforms.uRGB_gbc.value[0];\n\t}\n\n\tset rgbGamma (value) {\n\t\tif (this.uniforms.uRGB_gbc.value[0] !== value) {\n\t\t\tthis.uniforms.uRGB_gbc.value[0] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget rgbContrast () {\n\t\treturn this.uniforms.uRGB_gbc.value[2];\n\t}\n\n\tset rgbContrast (value) {\n\t\tif (this.uniforms.uRGB_gbc.value[2] !== value) {\n\t\t\tthis.uniforms.uRGB_gbc.value[2] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget rgbBrightness () {\n\t\treturn this.uniforms.uRGB_gbc.value[1];\n\t}\n\n\tset rgbBrightness (value) {\n\t\tif (this.uniforms.uRGB_gbc.value[1] !== value) {\n\t\t\tthis.uniforms.uRGB_gbc.value[1] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\t\n\tget extraGamma () {\n\t\treturn this.uniforms.uExtraGammaBrightContr.value[0];\n\t}\n\n\tset extraGamma (value) {\n\t\tif (this.uniforms.uExtraGammaBrightContr.value[0] !== value) {\n\t\t\tthis.uniforms.uExtraGammaBrightContr.value[0] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget extraBrightness () {\n\t\treturn this.uniforms.uExtraGammaBrightContr.value[1];\n\t}\n\n\tset extraBrightness (value) {\n\t\tif (this.uniforms.uExtraGammaBrightContr.value[1] !== value) {\n\t\t\tthis.uniforms.uExtraGammaBrightContr.value[1] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget extraContrast () {\n\t\treturn this.uniforms.uExtraGammaBrightContr.value[2];\n\t}\n\n\tset extraContrast (value) {\n\t\tif (this.uniforms.uExtraGammaBrightContr.value[2] !== value) {\n\t\t\tthis.uniforms.uExtraGammaBrightContr.value[2] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tgetRange(attributeName){\n\t\treturn this.ranges.get(attributeName);\n\t}\n\n\tsetRange(attributeName, newRange){\n\n\t\tlet rangeChanged = false;\n\n\t\tlet oldRange = this.ranges.get(attributeName);\n\n\t\tif(oldRange != null && newRange != null){\n\t\t\trangeChanged = oldRange[0] !== newRange[0] || oldRange[1] !== newRange[1];\n\t\t}else{\n\t\t\trangeChanged = true;\n\t\t}\n\n\t\tthis.ranges.set(attributeName, newRange);\n\n\t\tif(rangeChanged){\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget extraRange () {\n\t\treturn this.uniforms.uExtraRange.value;\n\t}\n\n\tset extraRange (value) {\n\t\tif (!(value instanceof Array && value.length === 2)) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (value[0] === this.uniforms.uExtraRange.value[0] &&\n\t\t\tvalue[1] === this.uniforms.uExtraRange.value[1]) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.uniforms.uExtraRange.value = value;\n\n\t\tthis._defaultExtraRangeChanged = true;\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'material_property_changed',\n\t\t\ttarget: this\n\t\t});\n\t}\n\n\tget weightRGB () {\n\t\treturn this.uniforms.wRGB.value;\n\t}\n\n\tset weightRGB (value) {\n\t\tif(this.uniforms.wRGB.value !== value){\n\t\t\tthis.uniforms.wRGB.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightIntensity () {\n\t\treturn this.uniforms.wIntensity.value;\n\t}\n\n\tset weightIntensity (value) {\n\t\tif(this.uniforms.wIntensity.value !== value){\n\t\t\tthis.uniforms.wIntensity.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightElevation () {\n\t\treturn this.uniforms.wElevation.value;\n\t}\n\n\tset weightElevation (value) {\n\t\tif(this.uniforms.wElevation.value !== value){\n\t\t\tthis.uniforms.wElevation.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightClassification () {\n\t\treturn this.uniforms.wClassification.value;\n\t}\n\n\tset weightClassification (value) {\n\t\tif(this.uniforms.wClassification.value !== value){\n\t\t\tthis.uniforms.wClassification.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightReturnNumber () {\n\t\treturn this.uniforms.wReturnNumber.value;\n\t}\n\n\tset weightReturnNumber (value) {\n\t\tif(this.uniforms.wReturnNumber.value !== value){\n\t\t\tthis.uniforms.wReturnNumber.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightSourceID () {\n\t\treturn this.uniforms.wSourceID.value;\n\t}\n\n\tset weightSourceID (value) {\n\t\tif(this.uniforms.wSourceID.value !== value){\n\t\t\tthis.uniforms.wSourceID.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tstatic generateGradientTexture (gradient) {\n\t\tlet size = 64;\n\n\t\t// create canvas\n\t\tlet canvas = document.createElement('canvas');\n\t\tcanvas.width = size;\n\t\tcanvas.height = size;\n\n\t\t// get context\n\t\tlet context = canvas.getContext('2d');\n\n\t\t// draw gradient\n\t\tcontext.rect(0, 0, size, size);\n\t\tlet ctxGradient = context.createLinearGradient(0, 0, size, size);\n\n\t\tfor (let i = 0; i < gradient.length; i++) {\n\t\t\tlet step = gradient[i];\n\n\t\t\tctxGradient.addColorStop(step[0], '#' + step[1].getHexString());\n\t\t}\n\n\t\tcontext.fillStyle = ctxGradient;\n\t\tcontext.fill();\n\t\t\n\t\t//let texture = new THREE.Texture(canvas);\n\t\tlet texture = new THREE.CanvasTexture(canvas);\n\t\ttexture.needsUpdate = true;\n\t\t\n\t\ttexture.minFilter = THREE.LinearFilter;\n\t\ttexture.wrap = THREE.RepeatWrapping;\n\t\ttexture.repeat = 2;\n\t\t// textureImage = texture.image;\n\n\t\treturn texture;\n\t}\n\t\n\tstatic generateMatcapTexture (matcap) {\n\tvar url = new URL(Potree.resourcePath + \"/textures/matcap/\" + matcap).href;\n\tlet texture = new THREE.TextureLoader().load( url );\n\t\ttexture.magFilter = texture.minFilter = THREE.LinearFilter; \n\t\ttexture.needsUpdate = true;\n\t\t// PotreeConverter_1.6_2018_07_29_windows_x64\\PotreeConverter.exe autzen_xyzrgbXYZ_ascii.xyz -f xyzrgbXYZ -a RGB NORMAL -o autzen_xyzrgbXYZ_ascii_a -p index --overwrite\n\t\t// Switch matcap texture on the fly : viewer.scene.pointclouds[0].material.matcap = 'matcap1.jpg'; \n\t\t// For non power of 2, use LinearFilter and dont generate mipmaps, For power of 2, use NearestFilter and generate mipmaps : matcap2.jpg 1 2 8 11 12 13\n\t\treturn texture; \n\t}\n\n\tdisableEvents(){\n\t\tif(this._hiddenListeners === undefined){\n\t\t\tthis._hiddenListeners = this._listeners;\n\t\t\tthis._listeners = {};\n\t\t}\n\t};\n\n\tenableEvents(){\n\t\tthis._listeners = this._hiddenListeners;\n\t\tthis._hiddenListeners = undefined;\n\t};\n\n\t// copyFrom(from){\n\n\t// \tvar a = 10;\n\n\t// \tfor(let name of Object.keys(this.uniforms)){\n\t// \t\tthis.uniforms[name].value = from.uniforms[name].value;\n\t// \t}\n\t// }\n\n\t// copy(from){\n\t// \tthis.copyFrom(from);\n\t// }\n\n}\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {PointCloudTree, PointCloudTreeNode} from \"./PointCloudTree.js\";\nimport {PointCloudOctreeGeometryNode} from \"./PointCloudOctreeGeometry.js\";\nimport {Utils} from \"./utils.js\";\nimport {PointCloudMaterial} from \"./materials/PointCloudMaterial.js\";\n\n\nexport class PointCloudOctreeNode extends PointCloudTreeNode {\n\tconstructor () {\n\t\tsuper();\n\n\t\t//this.children = {};\n\t\tthis.children = [];\n\t\tthis.sceneNode = null;\n\t\tthis.octree = null;\n\t}\n\n\tgetNumPoints () {\n\t\treturn this.geometryNode.numPoints;\n\t}\n\n\tisLoaded () {\n\t\treturn true;\n\t}\n\n\tisTreeNode () {\n\t\treturn true;\n\t}\n\n\tisGeometryNode () {\n\t\treturn false;\n\t}\n\n\tgetLevel () {\n\t\treturn this.geometryNode.level;\n\t}\n\n\tgetBoundingSphere () {\n\t\treturn this.geometryNode.boundingSphere;\n\t}\n\n\tgetBoundingBox () {\n\t\treturn this.geometryNode.boundingBox;\n\t}\n\n\tgetChildren () {\n\t\tlet children = [];\n\n\t\tfor (let i = 0; i < 8; i++) {\n\t\t\tif (this.children[i]) {\n\t\t\t\tchildren.push(this.children[i]);\n\t\t\t}\n\t\t}\n\n\t\treturn children;\n\t}\n\n\tgetPointsInBox(boxNode){\n\n\t\tif(!this.sceneNode){\n\t\t\treturn null;\n\t\t}\n\n\t\tlet buffer = this.geometryNode.buffer;\n\n\t\tlet posOffset = buffer.offset(\"position\");\n\t\tlet stride = buffer.stride;\n\t\tlet view = new DataView(buffer.data);\n\n\t\tlet worldToBox = boxNode.matrixWorld.clone().invert();\n\t\tlet objectToBox = new THREE.Matrix4().multiplyMatrices(worldToBox, this.sceneNode.matrixWorld);\n\n\t\tlet inBox = [];\n\n\t\tlet pos = new THREE.Vector4();\n\t\tfor(let i = 0; i < buffer.numElements; i++){\n\t\t\tlet x = view.getFloat32(i * stride + posOffset + 0, true);\n\t\t\tlet y = view.getFloat32(i * stride + posOffset + 4, true);\n\t\t\tlet z = view.getFloat32(i * stride + posOffset + 8, true);\n\n\t\t\tpos.set(x, y, z, 1);\n\t\t\tpos.applyMatrix4(objectToBox);\n\n\t\t\tif(-0.5 < pos.x && pos.x < 0.5){\n\t\t\t\tif(-0.5 < pos.y && pos.y < 0.5){\n\t\t\t\t\tif(-0.5 < pos.z && pos.z < 0.5){\n\t\t\t\t\t\tpos.set(x, y, z, 1).applyMatrix4(this.sceneNode.matrixWorld);\n\t\t\t\t\t\tinBox.push(new THREE.Vector3(pos.x, pos.y, pos.z));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn inBox;\n\t}\n\n\tget name () {\n\t\treturn this.geometryNode.name;\n\t}\n};\n\nexport class PointCloudOctree extends PointCloudTree {\n\tconstructor (geometry, material) {\n\t\tsuper();\n\n\t\tthis.pointBudget = Infinity;\n\t\tthis.pcoGeometry = geometry;\n\t\tthis.boundingBox = this.pcoGeometry.boundingBox;\n\t\tthis.boundingSphere = this.boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\tthis.material = material || new PointCloudMaterial();\n\t\tthis.visiblePointsTarget = 2 * 1000 * 1000;\n\t\tthis.minimumNodePixelSize = 150;\n\t\tthis.level = 0;\n\t\tthis.position.copy(geometry.offset);\n\t\tthis.updateMatrix();\n\n\t\t{\n\n\t\t\tlet priorityQueue = [\"rgba\", \"rgb\", \"intensity\", \"classification\"];\n\t\t\tlet selected = \"rgba\";\n\n\t\t\tfor(let attributeName of priorityQueue){\n\t\t\t\tlet attribute = this.pcoGeometry.pointAttributes.attributes.find(a => a.name === attributeName);\n\n\t\t\t\tif(!attribute){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tlet min = attribute.range[0].constructor.name === \"Array\" ? attribute.range[0] : [attribute.range[0]];\n\t\t\t\tlet max = attribute.range[1].constructor.name === \"Array\" ? attribute.range[1] : [attribute.range[1]];\n\n\t\t\t\tlet range_min = new THREE.Vector3(...min);\n\t\t\t\tlet range_max = new THREE.Vector3(...max);\n\t\t\t\tlet range = range_min.distanceTo(range_max);\n\n\t\t\t\tif(range === 0){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tselected = attributeName;\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tthis.material.activeAttributeName = selected;\n\t\t}\n\n\t\tthis.showBoundingBox = false;\n\t\tthis.boundingBoxNodes = [];\n\t\tthis.loadQueue = [];\n\t\tthis.visibleBounds = new THREE.Box3();\n\t\tthis.visibleNodes = [];\n\t\tthis.visibleGeometry = [];\n\t\tthis.generateDEM = false;\n\t\tthis.profileRequests = [];\n\t\tthis.name = '';\n\t\tthis._visible = true;\n\n\t\t{\n\t\t\tlet box = [this.pcoGeometry.tightBoundingBox, this.getBoundingBoxWorld()]\n\t\t\t\t.find(v => v !== undefined);\n\n\t\t\tthis.updateMatrixWorld(true);\n\t\t\tbox = Utils.computeTransformedBoundingBox(box, this.matrixWorld);\n\n\t\t\tlet bMin = box.min.z;\n\t\t\tlet bMax = box.max.z;\n\t\t\tthis.material.heightMin = bMin;\n\t\t\tthis.material.heightMax = bMax;\n\t\t}\n\n\t\t// TODO read projection from file instead\n\t\tthis.projection = geometry.projection;\n\t\tthis.fallbackProjection = geometry.fallbackProjection;\n\n\t\tthis.root = this.pcoGeometry.root;\n\t}\n\n\tsetName (name) {\n\t\tif (this.name !== name) {\n\t\t\tthis.name = name;\n\t\t\tthis.dispatchEvent({type: 'name_changed', name: name, pointcloud: this});\n\t\t}\n\t}\n\n\tgetName () {\n\t\treturn this.name;\n\t}\n\n\tgetAttribute(name){\n\n\t\tconst attribute = this.pcoGeometry.pointAttributes.attributes.find(a => a.name === name);\n\n\t\tif(attribute){\n\t\t\treturn attribute;\n\t\t}else{\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tgetAttributes(){\n\t\treturn this.pcoGeometry.pointAttributes;\n\t}\n\n\ttoTreeNode (geometryNode, parent) {\n\t\tlet node = new PointCloudOctreeNode();\n\n\t\t// if(geometryNode.name === \"r40206\"){\n\t\t//\tconsole.log(\"creating node for r40206\");\n\t\t// }\n\t\tlet sceneNode = new THREE.Points(geometryNode.geometry, this.material);\n\t\tsceneNode.name = geometryNode.name;\n\t\tsceneNode.position.copy(geometryNode.boundingBox.min);\n\t\tsceneNode.frustumCulled = false;\n\t\tsceneNode.onBeforeRender = (_this, scene, camera, geometry, material, group) => {\n\t\t\tif (material.program) {\n\t\t\t\t_this.getContext().useProgram(material.program.program);\n\n\t\t\t\tif (material.program.getUniforms().map.level) {\n\t\t\t\t\tlet level = geometryNode.getLevel();\n\t\t\t\t\tmaterial.uniforms.level.value = level;\n\t\t\t\t\tmaterial.program.getUniforms().map.level.setValue(_this.getContext(), level);\n\t\t\t\t}\n\n\t\t\t\tif (this.visibleNodeTextureOffsets && material.program.getUniforms().map.vnStart) {\n\t\t\t\t\tlet vnStart = this.visibleNodeTextureOffsets.get(node);\n\t\t\t\t\tmaterial.uniforms.vnStart.value = vnStart;\n\t\t\t\t\tmaterial.program.getUniforms().map.vnStart.setValue(_this.getContext(), vnStart);\n\t\t\t\t}\n\n\t\t\t\tif (material.program.getUniforms().map.pcIndex) {\n\t\t\t\t\tlet i = node.pcIndex ? node.pcIndex : this.visibleNodes.indexOf(node);\n\t\t\t\t\tmaterial.uniforms.pcIndex.value = i;\n\t\t\t\t\tmaterial.program.getUniforms().map.pcIndex.setValue(_this.getContext(), i);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\t// { // DEBUG\n\t\t//\tlet sg = new THREE.SphereGeometry(1, 16, 16);\n\t\t//\tlet sm = new THREE.MeshNormalMaterial();\n\t\t//\tlet s = new THREE.Mesh(sg, sm);\n\t\t//\ts.scale.set(5, 5, 5);\n\t\t//\ts.position.copy(geometryNode.mean)\n\t\t//\t\t.add(this.position)\n\t\t//\t\t.add(geometryNode.boundingBox.min);\n\t\t//\n\t\t//\tviewer.scene.scene.add(s);\n\t\t// }\n\n\t\tnode.geometryNode = geometryNode;\n\t\tnode.sceneNode = sceneNode;\n\t\tnode.pointcloud = this;\n\t\tnode.children = [];\n\t\t//for (let key in geometryNode.children) {\n\t\t//\tnode.children[key] = geometryNode.children[key];\n\t\t//}\n\t\tfor(let i = 0; i < 8; i++){\n\t\t\tnode.children[i] = geometryNode.children[i];\n\t\t}\n\n\t\tif (!parent) {\n\t\t\tthis.root = node;\n\t\t\tthis.add(sceneNode);\n\t\t} else {\n\t\t\tlet childIndex = parseInt(geometryNode.name[geometryNode.name.length - 1]);\n\t\t\tparent.sceneNode.add(sceneNode);\n\t\t\tparent.children[childIndex] = node;\n\t\t}\n\n\t\tlet disposeListener = function () {\n\t\t\tlet childIndex = parseInt(geometryNode.name[geometryNode.name.length - 1]);\n\t\t\tparent.sceneNode.remove(node.sceneNode);\n\t\t\tparent.children[childIndex] = geometryNode;\n\t\t};\n\t\tgeometryNode.oneTimeDisposeHandlers.push(disposeListener);\n\n\t\treturn node;\n\t}\n\n\tupdateVisibleBounds () {\n\t\tlet leafNodes = [];\n\t\tfor (let i = 0; i < this.visibleNodes.length; i++) {\n\t\t\tlet node = this.visibleNodes[i];\n\t\t\tlet isLeaf = true;\n\n\t\t\tfor (let j = 0; j < node.children.length; j++) {\n\t\t\t\tlet child = node.children[j];\n\t\t\t\tif (child instanceof PointCloudOctreeNode) {\n\t\t\t\t\tisLeaf = isLeaf && !child.sceneNode.visible;\n\t\t\t\t} else if (child instanceof PointCloudOctreeGeometryNode) {\n\t\t\t\t\tisLeaf = true;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (isLeaf) {\n\t\t\t\tleafNodes.push(node);\n\t\t\t}\n\t\t}\n\n\t\tthis.visibleBounds.min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\tthis.visibleBounds.max = new THREE.Vector3(-Infinity, -Infinity, -Infinity);\n\t\tfor (let i = 0; i < leafNodes.length; i++) {\n\t\t\tlet node = leafNodes[i];\n\n\t\t\tthis.visibleBounds.expandByPoint(node.getBoundingBox().min);\n\t\t\tthis.visibleBounds.expandByPoint(node.getBoundingBox().max);\n\t\t}\n\t}\n\n\tupdateMaterial (material, visibleNodes, camera, renderer) {\n\t\tmaterial.fov = camera.fov * (Math.PI / 180);\n\t\tmaterial.screenWidth = renderer.domElement.clientWidth;\n\t\tmaterial.screenHeight = renderer.domElement.clientHeight;\n\t\tmaterial.spacing = this.pcoGeometry.spacing; // * Math.max(this.scale.x, this.scale.y, this.scale.z);\n\t\tmaterial.near = camera.near;\n\t\tmaterial.far = camera.far;\n\t\tmaterial.uniforms.octreeSize.value = this.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;\n\t}\n\n\tcomputeVisibilityTextureData(nodes, camera){\n\n\t\tif(Potree.measureTimings) performance.mark(\"computeVisibilityTextureData-start\");\n\n\t\tlet data = new Uint8Array(nodes.length * 4);\n\t\tlet visibleNodeTextureOffsets = new Map();\n\n\t\t// copy array\n\t\tnodes = nodes.slice();\n\n\t\t// sort by level and index, e.g. r, r0, r3, r4, r01, r07, r30, ...\n\t\tlet sort = function (a, b) {\n\t\t\tlet na = a.geometryNode.name;\n\t\t\tlet nb = b.geometryNode.name;\n\t\t\tif (na.length !== nb.length) return na.length - nb.length;\n\t\t\tif (na < nb) return -1;\n\t\t\tif (na > nb) return 1;\n\t\t\treturn 0;\n\t\t};\n\t\tnodes.sort(sort);\n\n\t\tlet worldDir = new THREE.Vector3();\n\n\t\tlet nodeMap = new Map();\n\t\tlet offsetsToChild = new Array(nodes.length).fill(Infinity);\n\n\t\tfor(let i = 0; i < nodes.length; i++){\n\t\t\tlet node = nodes[i];\n\n\t\t\tnodeMap.set(node.name, node);\n\t\t\tvisibleNodeTextureOffsets.set(node, i);\n\n\t\t\tif(i > 0){\n\t\t\t\tlet index = parseInt(node.name.slice(-1));\n\t\t\t\tlet parentName = node.name.slice(0, -1);\n\t\t\t\tlet parent = nodeMap.get(parentName);\n\t\t\t\tlet parentOffset = visibleNodeTextureOffsets.get(parent);\n\n\t\t\t\tlet parentOffsetToChild = (i - parentOffset);\n\n\t\t\t\toffsetsToChild[parentOffset] = Math.min(offsetsToChild[parentOffset], parentOffsetToChild);\n\n\t\t\t\tdata[parentOffset * 4 + 0] = data[parentOffset * 4 + 0] | (1 << index);\n\t\t\t\tdata[parentOffset * 4 + 1] = (offsetsToChild[parentOffset] >> 8);\n\t\t\t\tdata[parentOffset * 4 + 2] = (offsetsToChild[parentOffset] % 256);\n\t\t\t}\n\n\t\t\tlet density = node.geometryNode.density;\n\t\t\t\n\t\t\tif(typeof density === \"number\" && !Number.isNaN(density)){\n\t\t\t\tlet lodOffset = Math.log2(density) / 2 - 1.5;\n\n\t\t\t\tlet offsetUint8 = (lodOffset + 10) * 10;\n\n\t\t\t\tdata[i * 4 + 3] = offsetUint8;\n\t\t\t}else{\n\t\t\t\tdata[i * 4 + 3] = 100;\n\t\t\t}\n\n\t\t}\n\n\t\tif(Potree.measureTimings){\n\t\t\tperformance.mark(\"computeVisibilityTextureData-end\");\n\t\t\tperformance.measure(\"render.computeVisibilityTextureData\", \"computeVisibilityTextureData-start\", \"computeVisibilityTextureData-end\");\n\t\t}\n\n\t\treturn {\n\t\t\tdata: data,\n\t\t\toffsets: visibleNodeTextureOffsets\n\t\t};\n\t}\n\n\tnodeIntersectsProfile (node, profile) {\n\t\tlet bbWorld = node.boundingBox.clone().applyMatrix4(this.matrixWorld);\n\t\tlet bsWorld = bbWorld.getBoundingSphere(new THREE.Sphere());\n\n\t\tlet intersects = false;\n\n\t\tfor (let i = 0; i < profile.points.length - 1; i++) {\n\n\t\t\tlet start = new THREE.Vector3(profile.points[i + 0].x, profile.points[i + 0].y, bsWorld.center.z);\n\t\t\tlet end = new THREE.Vector3(profile.points[i + 1].x, profile.points[i + 1].y, bsWorld.center.z);\n\n\t\t\tlet closest = new THREE.Line3(start, end).closestPointToPoint(bsWorld.center, true, new THREE.Vector3());\n\t\t\tlet distance = closest.distanceTo(bsWorld.center);\n\n\t\t\tintersects = intersects || (distance < (bsWorld.radius + profile.width));\n\t\t}\n\n\t\t//console.log(`${node.name}: ${intersects}`);\n\n\t\treturn intersects;\n\t}\n\n\tdeepestNodeAt(position){\n\t\t\n\t\tconst toObjectSpace = this.matrixWorld.clone().invert();\n\n\t\tconst objPos = position.clone().applyMatrix4(toObjectSpace);\n\n\t\tlet current = this.root;\n\t\twhile(true){\n\n\t\t\tlet containingChild = null;\n\n\t\t\tfor(const child of current.children){\n\n\t\t\t\tif(child !== undefined){\n\t\t\t\t\tif(child.getBoundingBox().containsPoint(objPos)){\n\t\t\t\t\t\tcontainingChild = child;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(containingChild !== null && containingChild instanceof PointCloudOctreeNode){\n\t\t\t\tcurrent = containingChild;\n\t\t\t}else{\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tconst deepest = current;\n\n\t\treturn deepest;\n\t}\n\n\tnodesOnRay (nodes, ray) {\n\t\tlet nodesOnRay = [];\n\n\t\tlet _ray = ray.clone();\n\t\tfor (let i = 0; i < nodes.length; i++) {\n\t\t\tlet node = nodes[i];\n\t\t\tlet sphere = node.getBoundingSphere().clone().applyMatrix4(this.matrixWorld);\n\n\t\t\tif (_ray.intersectsSphere(sphere)) {\n\t\t\t\tnodesOnRay.push(node);\n\t\t\t}\n\t\t}\n\n\t\treturn nodesOnRay;\n\t}\n\n\tupdateMatrixWorld (force) {\n\t\tif (this.matrixAutoUpdate === true) this.updateMatrix();\n\n\t\tif (this.matrixWorldNeedsUpdate === true || force === true) {\n\t\t\tif (!this.parent) {\n\t\t\t\tthis.matrixWorld.copy(this.matrix);\n\t\t\t} else {\n\t\t\t\tthis.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\t\t}\n\t}\n\n\thideDescendants (object) {\n\t\tlet stack = [];\n\t\tfor (let i = 0; i < object.children.length; i++) {\n\t\t\tlet child = object.children[i];\n\t\t\tif (child.visible) {\n\t\t\t\tstack.push(child);\n\t\t\t}\n\t\t}\n\n\t\twhile (stack.length > 0) {\n\t\t\tlet object = stack.shift();\n\n\t\t\tobject.visible = false;\n\n\t\t\tfor (let i = 0; i < object.children.length; i++) {\n\t\t\t\tlet child = object.children[i];\n\t\t\t\tif (child.visible) {\n\t\t\t\t\tstack.push(child);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tmoveToOrigin () {\n\t\tthis.position.set(0, 0, 0);\n\t\tthis.updateMatrixWorld(true);\n\t\tlet box = this.boundingBox;\n\t\tlet transform = this.matrixWorld;\n\t\tlet tBox = Utils.computeTransformedBoundingBox(box, transform);\n\t\tthis.position.set(0, 0, 0).sub(tBox.getCenter(new THREE.Vector3()));\n\t};\n\n\tmoveToGroundPlane () {\n\t\tthis.updateMatrixWorld(true);\n\t\tlet box = this.boundingBox;\n\t\tlet transform = this.matrixWorld;\n\t\tlet tBox = Utils.computeTransformedBoundingBox(box, transform);\n\t\tthis.position.y += -tBox.min.y;\n\t};\n\n\tgetBoundingBoxWorld () {\n\t\tthis.updateMatrixWorld(true);\n\t\tlet box = this.boundingBox;\n\t\tlet transform = this.matrixWorld;\n\t\tlet tBox = Utils.computeTransformedBoundingBox(box, transform);\n\n\t\treturn tBox;\n\t};\n\n\t/**\n\t * returns points inside the profile points\n\t *\n\t * maxDepth:\t\tsearch points up to the given octree depth\n\t *\n\t *\n\t * The return value is an array with all segments of the profile path\n\t *\tlet segment = {\n\t *\t\tstart:\tTHREE.Vector3,\n\t *\t\tend:\tTHREE.Vector3,\n\t *\t\tpoints: {}\n\t *\t\tproject: function()\n\t *\t};\n\t *\n\t * The project() function inside each segment can be used to transform\n\t * that segments point coordinates to line up along the x-axis.\n\t *\n\t *\n\t */\n\tgetPointsInProfile (profile, maxDepth, callback) {\n\t\tif (callback) {\n\t\t\tlet request = new Potree.ProfileRequest(this, profile, maxDepth, callback);\n\t\t\tthis.profileRequests.push(request);\n\n\t\t\treturn request;\n\t\t}\n\n\t\tlet points = {\n\t\t\tsegments: [],\n\t\t\tboundingBox: new THREE.Box3(),\n\t\t\tprojectedBoundingBox: new THREE.Box2()\n\t\t};\n\n\t\t// evaluate segments\n\t\tfor (let i = 0; i < profile.points.length - 1; i++) {\n\t\t\tlet start = profile.points[i];\n\t\t\tlet end = profile.points[i + 1];\n\t\t\tlet ps = this.getProfile(start, end, profile.width, maxDepth);\n\n\t\t\tlet segment = {\n\t\t\t\tstart: start,\n\t\t\t\tend: end,\n\t\t\t\tpoints: ps,\n\t\t\t\tproject: null\n\t\t\t};\n\n\t\t\tpoints.segments.push(segment);\n\n\t\t\tpoints.boundingBox.expandByPoint(ps.boundingBox.min);\n\t\t\tpoints.boundingBox.expandByPoint(ps.boundingBox.max);\n\t\t}\n\n\t\t// add projection functions to the segments\n\t\tlet mileage = new THREE.Vector3();\n\t\tfor (let i = 0; i < points.segments.length; i++) {\n\t\t\tlet segment = points.segments[i];\n\t\t\tlet start = segment.start;\n\t\t\tlet end = segment.end;\n\n\t\t\tlet project = (function (_start, _end, _mileage, _boundingBox) {\n\t\t\t\tlet start = _start;\n\t\t\t\tlet end = _end;\n\t\t\t\tlet mileage = _mileage;\n\t\t\t\tlet boundingBox = _boundingBox;\n\n\t\t\t\tlet xAxis = new THREE.Vector3(1, 0, 0);\n\t\t\t\tlet dir = new THREE.Vector3().subVectors(end, start);\n\t\t\t\tdir.y = 0;\n\t\t\t\tdir.normalize();\n\t\t\t\tlet alpha = Math.acos(xAxis.dot(dir));\n\t\t\t\tif (dir.z > 0) {\n\t\t\t\t\talpha = -alpha;\n\t\t\t\t}\n\n\t\t\t\treturn function (position) {\n\t\t\t\t\tlet toOrigin = new THREE.Matrix4().makeTranslation(-start.x, -boundingBox.min.y, -start.z);\n\t\t\t\t\tlet alignWithX = new THREE.Matrix4().makeRotationY(-alpha);\n\t\t\t\t\tlet applyMileage = new THREE.Matrix4().makeTranslation(mileage.x, 0, 0);\n\n\t\t\t\t\tlet pos = position.clone();\n\t\t\t\t\tpos.applyMatrix4(toOrigin);\n\t\t\t\t\tpos.applyMatrix4(alignWithX);\n\t\t\t\t\tpos.applyMatrix4(applyMileage);\n\n\t\t\t\t\treturn pos;\n\t\t\t\t};\n\t\t\t}(start, end, mileage.clone(), points.boundingBox.clone()));\n\n\t\t\tsegment.project = project;\n\n\t\t\tmileage.x += new THREE.Vector3(start.x, 0, start.z).distanceTo(new THREE.Vector3(end.x, 0, end.z));\n\t\t\tmileage.y += end.y - start.y;\n\t\t}\n\n\t\tpoints.projectedBoundingBox.min.x = 0;\n\t\tpoints.projectedBoundingBox.min.y = points.boundingBox.min.y;\n\t\tpoints.projectedBoundingBox.max.x = mileage.x;\n\t\tpoints.projectedBoundingBox.max.y = points.boundingBox.max.y;\n\n\t\treturn points;\n\t}\n\n\t/**\n\t * returns points inside the given profile bounds.\n\t *\n\t * start:\n\t * end:\n\t * width:\n\t * depth:\t\tsearch points up to the given octree depth\n\t * callback:\tif specified, points are loaded before searching\n\t *\n\t *\n\t */\n\tgetProfile (start, end, width, depth, callback) {\n\t\tlet request = new Potree.ProfileRequest(start, end, width, depth, callback);\n\t\tthis.profileRequests.push(request);\n\t};\n\n\tgetVisibleExtent () {\n\t\treturn this.visibleBounds.applyMatrix4(this.matrixWorld);\n\t};\n\n\tintersectsPoint(position){\n\n\t\tlet rootAvailable = this.pcoGeometry.root && this.pcoGeometry.root.geometry;\n\n\t\tif(!rootAvailable){\n\t\t\treturn false;\n\t\t}\n\n\t\tif(typeof this.signedDistanceField === \"undefined\"){\n\n\t\t\tconst resolution = 32;\n\t\t\tconst field = new Float32Array(resolution ** 3).fill(Infinity);\n\n\t\t\tconst positions = this.pcoGeometry.root.geometry.attributes.position;\n\t\t\tconst boundingBox = this.boundingBox;\n\n\t\t\tconst n = positions.count;\n\n\t\t\tfor(let i = 0; i < n; i = i + 3){\n\t\t\t\tconst x = positions.array[3 * i + 0];\n\t\t\t\tconst y = positions.array[3 * i + 1];\n\t\t\t\tconst z = positions.array[3 * i + 2];\n\n\t\t\t\tconst ix = parseInt(Math.min(resolution * (x / boundingBox.max.x), resolution - 1));\n\t\t\t\tconst iy = parseInt(Math.min(resolution * (y / boundingBox.max.y), resolution - 1));\n\t\t\t\tconst iz = parseInt(Math.min(resolution * (z / boundingBox.max.z), resolution - 1));\n\n\t\t\t\tconst index = ix + iy * resolution + iz * resolution * resolution;\n\n\t\t\t\tfield[index] = 0;\n\t\t\t}\n\n\t\t\tconst sdf = {\n\t\t\t\tresolution: resolution,\n\t\t\t\tfield: field,\n\t\t\t};\n\n\t\t\tthis.signedDistanceField = sdf;\n\t\t}\n\n\n\t\t{\n\t\t\tconst sdf = this.signedDistanceField;\n\t\t\tconst boundingBox = this.boundingBox;\n\n\t\t\tconst toObjectSpace = this.matrixWorld.clone().invert();\n\n\t\t\tconst objPos = position.clone().applyMatrix4(toObjectSpace);\n\n\t\t\tconst resolution = sdf.resolution;\n\t\t\tconst ix = parseInt(resolution * (objPos.x / boundingBox.max.x));\n\t\t\tconst iy = parseInt(resolution * (objPos.y / boundingBox.max.y));\n\t\t\tconst iz = parseInt(resolution * (objPos.z / boundingBox.max.z));\n\n\t\t\tif(ix < 0 || iy < 0 || iz < 0){\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tif(ix >= resolution || iy >= resolution || iz >= resolution){\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tconst index = ix + iy * resolution + iz * resolution * resolution;\n\n\t\t\tconst value = sdf.field[index];\n\n\t\t\tif(value === 0){\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\t/**\n\t *\n\t *\n\t *\n\t * params.pickWindowSize:\tLook for points inside a pixel window of this size.\n\t *\t\t\t\t\t\t\tUse odd values: 1, 3, 5, ...\n\t *\n\t *\n\t * TODO: only draw pixels that are actually read with readPixels().\n\t *\n\t */\n\tpick(viewer, camera, ray, params = {}){\n\n\t\tlet renderer = viewer.renderer;\n\t\tlet pRenderer = viewer.pRenderer;\n\n\t\tperformance.mark(\"pick-start\");\n\n\t\tlet getVal = (a, b) => a !== undefined ? a : b;\n\n\t\tlet pickWindowSize = getVal(params.pickWindowSize, 65);\n\t\tlet pickOutsideClipRegion = getVal(params.pickOutsideClipRegion, false);\n\n\t\tlet size = renderer.getSize(new THREE.Vector2());\n\n\t\tlet width = Math.ceil(getVal(params.width, size.width));\n\t\tlet height = Math.ceil(getVal(params.height, size.height));\n\n\t\tlet pointSizeType = getVal(params.pointSizeType, this.material.pointSizeType);\n\t\tlet pointSize = getVal(params.pointSize, this.material.size);\n\n\t\tlet nodes = this.nodesOnRay(this.visibleNodes, ray);\n\n\t\tif (nodes.length === 0) {\n\t\t\treturn null;\n\t\t}\n\n\t\tif (!this.pickState) {\n\t\t\tlet scene = new THREE.Scene();\n\n\t\t\tlet material = new Potree.PointCloudMaterial();\n\t\t\tmaterial.activeAttributeName = \"indices\";\n\n\t\t\tlet renderTarget = new THREE.WebGLRenderTarget(\n\t\t\t\t1, 1,\n\t\t\t\t{ minFilter: THREE.LinearFilter,\n\t\t\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\t\t\tformat: THREE.RGBAFormat }\n\t\t\t);\n\n\t\t\tthis.pickState = {\n\t\t\t\trenderTarget: renderTarget,\n\t\t\t\tmaterial: material,\n\t\t\t\tscene: scene\n\t\t\t};\n\t\t};\n\n\t\tlet pickState = this.pickState;\n\t\tlet pickMaterial = pickState.material;\n\n\t\t{ // update pick material\n\t\t\tpickMaterial.pointSizeType = pointSizeType;\n\t\t\t//pickMaterial.shape = this.material.shape;\n\t\t\tpickMaterial.shape = Potree.PointShape.PARABOLOID;\n\n\t\t\tpickMaterial.uniforms.uFilterReturnNumberRange.value = this.material.uniforms.uFilterReturnNumberRange.value;\n\t\t\tpickMaterial.uniforms.uFilterNumberOfReturnsRange.value = this.material.uniforms.uFilterNumberOfReturnsRange.value;\n\t\t\tpickMaterial.uniforms.uFilterGPSTimeClipRange.value = this.material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\tpickMaterial.uniforms.uFilterPointSourceIDClipRange.value = this.material.uniforms.uFilterPointSourceIDClipRange.value;\n\n\t\t\tpickMaterial.activeAttributeName = \"indices\";\n\n\t\t\tpickMaterial.size = pointSize;\n\t\t\tpickMaterial.uniforms.minSize.value = this.material.uniforms.minSize.value;\n\t\t\tpickMaterial.uniforms.maxSize.value = this.material.uniforms.maxSize.value;\n\t\t\tpickMaterial.classification = this.material.classification;\n\t\t\tpickMaterial.recomputeClassification();\n\n\t\t\tif(params.pickClipped){\n\t\t\t\tpickMaterial.clipBoxes = this.material.clipBoxes;\n\t\t\t\tpickMaterial.uniforms.clipBoxes = this.material.uniforms.clipBoxes;\n\t\t\t\tif(this.material.clipTask === Potree.ClipTask.HIGHLIGHT){\n\t\t\t\t\tpickMaterial.clipTask = Potree.ClipTask.NONE;\n\t\t\t\t}else{\n\t\t\t\t\tpickMaterial.clipTask = this.material.clipTask;\n\t\t\t\t}\n\t\t\t\tpickMaterial.clipMethod = this.material.clipMethod;\n\t\t\t}else{\n\t\t\t\tpickMaterial.clipBoxes = [];\n\t\t\t}\n\n\t\t\tthis.updateMaterial(pickMaterial, nodes, camera, renderer);\n\t\t}\n\n\t\tpickState.renderTarget.setSize(width, height);\n\n\t\tlet pixelPos = new THREE.Vector2(params.x, params.y);\n\n\t\tlet gl = renderer.getContext();\n\t\tgl.enable(gl.SCISSOR_TEST);\n\t\tgl.scissor(\n\t\t\tparseInt(pixelPos.x - (pickWindowSize - 1) / 2),\n\t\t\tparseInt(pixelPos.y - (pickWindowSize - 1) / 2),\n\t\t\tparseInt(pickWindowSize), parseInt(pickWindowSize));\n\n\n\t\trenderer.state.buffers.depth.setTest(pickMaterial.depthTest);\n\t\trenderer.state.buffers.depth.setMask(pickMaterial.depthWrite);\n\t\trenderer.state.setBlending(THREE.NoBlending);\n\n\t\t{ // RENDER\n\t\t\trenderer.setRenderTarget(pickState.renderTarget);\n\t\t\tgl.clearColor(0, 0, 0, 0);\n\t\t\trenderer.clear(true, true, true);\n\n\t\t\tlet tmp = this.material;\n\t\t\tthis.material = pickMaterial;\n\n\t\t\tpRenderer.renderOctree(this, nodes, camera, pickState.renderTarget);\n\n\t\t\tthis.material = tmp;\n\t\t}\n\n\t\tlet clamp = (number, min, max) => Math.min(Math.max(min, number), max);\n\n\t\tlet x = parseInt(clamp(pixelPos.x - (pickWindowSize - 1) / 2, 0, width));\n\t\tlet y = parseInt(clamp(pixelPos.y - (pickWindowSize - 1) / 2, 0, height));\n\t\tlet w = parseInt(Math.min(x + pickWindowSize, width) - x);\n\t\tlet h = parseInt(Math.min(y + pickWindowSize, height) - y);\n\n\t\tlet pixelCount = w * h;\n\t\tlet buffer = new Uint8Array(4 * pixelCount);\n\n\t\tgl.readPixels(x, y, pickWindowSize, pickWindowSize, gl.RGBA, gl.UNSIGNED_BYTE, buffer);\n\n\t\trenderer.setRenderTarget(null);\n\t\trenderer.state.reset();\n\t\trenderer.setScissorTest(false);\n\t\tgl.disable(gl.SCISSOR_TEST);\n\n\t\tlet pixels = buffer;\n\t\tlet ibuffer = new Uint32Array(buffer.buffer);\n\n\t\t// find closest hit inside pixelWindow boundaries\n\t\tlet min = Number.MAX_VALUE;\n\t\tlet hits = [];\n\t\tfor (let u = 0; u < pickWindowSize; u++) {\n\t\t\tfor (let v = 0; v < pickWindowSize; v++) {\n\t\t\t\tlet offset = (u + v * pickWindowSize);\n\t\t\t\tlet distance = Math.pow(u - (pickWindowSize - 1) / 2, 2) + Math.pow(v - (pickWindowSize - 1) / 2, 2);\n\n\t\t\t\tlet pcIndex = pixels[4 * offset + 3];\n\t\t\t\tpixels[4 * offset + 3] = 0;\n\t\t\t\tlet pIndex = ibuffer[offset];\n\n\t\t\t\tif(!(pcIndex === 0 && pIndex === 0) && (pcIndex !== undefined) && (pIndex !== undefined)){\n\t\t\t\t\tlet hit = {\n\t\t\t\t\t\tpIndex: pIndex,\n\t\t\t\t\t\tpcIndex: pcIndex,\n\t\t\t\t\t\tdistanceToCenter: distance\n\t\t\t\t\t};\n\n\t\t\t\t\tif(params.all){\n\t\t\t\t\t\thits.push(hit);\n\t\t\t\t\t}else{\n\t\t\t\t\t\tif(hits.length > 0){\n\t\t\t\t\t\t\tif(distance < hits[0].distanceToCenter){\n\t\t\t\t\t\t\t\thits[0] = hit;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}else{\n\t\t\t\t\t\t\thits.push(hit);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t\n\t\t// { // DEBUG: show panel with pick image\n\t\t// \tlet img = Utils.pixelsArrayToImage(buffer, w, h);\n\t\t// \tlet screenshot = img.src;\n\t\t\n\t\t// \tif(!this.debugDIV){\n\t\t// \t\tthis.debugDIV = $(`\n\t\t// \t\t\t
`);\n\t\t// \t\t$(document.body).append(this.debugDIV);\n\t\t// \t}\n\t\t\n\t\t// \tthis.debugDIV.empty();\n\t\t// \tthis.debugDIV.append($(``));\n\t\t// \t//$(this.debugWindow.document).append($(``));\n\t\t// \t//this.debugWindow.document.write('');\n\t\t// }\n\n\n\t\tfor(let hit of hits){\n\t\t\tlet point = {};\n\n\t\t\tif (!nodes[hit.pcIndex]) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tlet node = nodes[hit.pcIndex];\n\t\t\tlet pc = node.sceneNode;\n\t\t\tlet geometry = node.geometryNode.geometry;\n\n\t\t\tfor(let attributeName in geometry.attributes){\n\t\t\t\tlet attribute = geometry.attributes[attributeName];\n\n\t\t\t\tif (attributeName === 'position') {\n\t\t\t\t\tlet x = attribute.array[3 * hit.pIndex + 0];\n\t\t\t\t\tlet y = attribute.array[3 * hit.pIndex + 1];\n\t\t\t\t\tlet z = attribute.array[3 * hit.pIndex + 2];\n\n\t\t\t\t\tlet position = new THREE.Vector3(x, y, z);\n\t\t\t\t\tposition.applyMatrix4(pc.matrixWorld);\n\n\t\t\t\t\tpoint[attributeName] = position;\n\t\t\t\t} else if (attributeName === 'indices') {\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet values = attribute.array.slice(attribute.itemSize * hit.pIndex, attribute.itemSize * (hit.pIndex + 1)) ;\n\n\t\t\t\t\tif(attribute.potree){\n\t\t\t\t\t\tconst {scale, offset} = attribute.potree;\n\t\t\t\t\t\tvalues = values.map(v => v / scale + offset);\n\t\t\t\t\t}\n\n\t\t\t\t\tpoint[attributeName] = values;\n\n\t\t\t\t\t//debugger;\n\t\t\t\t\t//if (values.itemSize === 1) {\n\t\t\t\t\t//\tpoint[attribute.name] = values.array[hit.pIndex];\n\t\t\t\t\t//} else {\n\t\t\t\t\t//\tlet value = [];\n\t\t\t\t\t//\tfor (let j = 0; j < values.itemSize; j++) {\n\t\t\t\t\t//\t\tvalue.push(values.array[values.itemSize * hit.pIndex + j]);\n\t\t\t\t\t//\t}\n\t\t\t\t\t//\tpoint[attribute.name] = value;\n\t\t\t\t\t//}\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\thit.point = point;\n\t\t}\n\n\t\tperformance.mark(\"pick-end\");\n\t\tperformance.measure(\"pick\", \"pick-start\", \"pick-end\");\n\n\t\tif(params.all){\n\t\t\treturn hits.map(hit => hit.point);\n\t\t}else{\n\t\t\tif(hits.length === 0){\n\t\t\t\treturn null;\n\t\t\t}else{\n\t\t\t\treturn hits[0].point;\n\t\t\t\t//let sorted = hits.sort( (a, b) => a.distanceToCenter - b.distanceToCenter);\n\n\t\t\t\t//return sorted[0].point;\n\t\t\t}\n\t\t}\n\n\t};\n\n\t* getFittedBoxGen(boxNode){\n\t\tlet start = performance.now();\n\n\t\tlet shrinkedLocalBounds = new THREE.Box3();\n\t\tlet worldToBox = boxNode.matrixWorld.clone().invert();\n\n\t\tfor(let node of this.visibleNodes){\n\t\t\tif(!node.sceneNode){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet buffer = node.geometryNode.buffer;\n\n\t\t\tlet posOffset = buffer.offset(\"position\");\n\t\t\tlet stride = buffer.stride;\n\t\t\tlet view = new DataView(buffer.data);\n\n\t\t\tlet objectToBox = new THREE.Matrix4().multiplyMatrices(worldToBox, node.sceneNode.matrixWorld);\n\n\t\t\tlet pos = new THREE.Vector4();\n\t\t\tfor(let i = 0; i < buffer.numElements; i++){\n\t\t\t\tlet x = view.getFloat32(i * stride + posOffset + 0, true);\n\t\t\t\tlet y = view.getFloat32(i * stride + posOffset + 4, true);\n\t\t\t\tlet z = view.getFloat32(i * stride + posOffset + 8, true);\n\n\t\t\t\tpos.set(x, y, z, 1);\n\t\t\t\tpos.applyMatrix4(objectToBox);\n\n\t\t\t\tif(-0.5 < pos.x && pos.x < 0.5){\n\t\t\t\t\tif(-0.5 < pos.y && pos.y < 0.5){\n\t\t\t\t\t\tif(-0.5 < pos.z && pos.z < 0.5){\n\t\t\t\t\t\t\tshrinkedLocalBounds.expandByPoint(pos);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tyield;\n\t\t}\n\n\t\tlet fittedPosition = shrinkedLocalBounds.getCenter(new THREE.Vector3()).applyMatrix4(boxNode.matrixWorld);\n\n\t\tlet fitted = new THREE.Object3D();\n\t\tfitted.position.copy(fittedPosition);\n\t\tfitted.scale.copy(boxNode.scale);\n\t\tfitted.rotation.copy(boxNode.rotation);\n\n\t\tlet ds = new THREE.Vector3().subVectors(shrinkedLocalBounds.max, shrinkedLocalBounds.min);\n\t\tfitted.scale.multiply(ds);\n\n\t\tlet duration = performance.now() - start;\n\t\tconsole.log(\"duration: \", duration);\n\n\t\tyield fitted;\n\t}\n\n\tgetFittedBox(boxNode, maxLevel = Infinity){\n\n\t\tmaxLevel = Infinity;\n\n\t\tlet start = performance.now();\n\n\t\tlet shrinkedLocalBounds = new THREE.Box3();\n\t\tlet worldToBox = boxNode.matrixWorld.clone().invert();\n\n\t\tfor(let node of this.visibleNodes){\n\t\t\tif(!node.sceneNode || node.getLevel() > maxLevel){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet buffer = node.geometryNode.buffer;\n\n\t\t\tlet posOffset = buffer.offset(\"position\");\n\t\t\tlet stride = buffer.stride;\n\t\t\tlet view = new DataView(buffer.data);\n\n\t\t\tlet objectToBox = new THREE.Matrix4().multiplyMatrices(worldToBox, node.sceneNode.matrixWorld);\n\n\t\t\tlet pos = new THREE.Vector4();\n\t\t\tfor(let i = 0; i < buffer.numElements; i++){\n\t\t\t\tlet x = view.getFloat32(i * stride + posOffset + 0, true);\n\t\t\t\tlet y = view.getFloat32(i * stride + posOffset + 4, true);\n\t\t\t\tlet z = view.getFloat32(i * stride + posOffset + 8, true);\n\n\t\t\t\tpos.set(x, y, z, 1);\n\t\t\t\tpos.applyMatrix4(objectToBox);\n\n\t\t\t\tif(-0.5 < pos.x && pos.x < 0.5){\n\t\t\t\t\tif(-0.5 < pos.y && pos.y < 0.5){\n\t\t\t\t\t\tif(-0.5 < pos.z && pos.z < 0.5){\n\t\t\t\t\t\t\tshrinkedLocalBounds.expandByPoint(pos);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet fittedPosition = shrinkedLocalBounds.getCenter(new THREE.Vector3()).applyMatrix4(boxNode.matrixWorld);\n\n\t\tlet fitted = new THREE.Object3D();\n\t\tfitted.position.copy(fittedPosition);\n\t\tfitted.scale.copy(boxNode.scale);\n\t\tfitted.rotation.copy(boxNode.rotation);\n\n\t\tlet ds = new THREE.Vector3().subVectors(shrinkedLocalBounds.max, shrinkedLocalBounds.min);\n\t\tfitted.scale.multiply(ds);\n\n\t\tlet duration = performance.now() - start;\n\t\tconsole.log(\"duration: \", duration);\n\n\t\treturn fitted;\n\t}\n\n\tget progress () {\n\t\treturn this.visibleNodes.length / this.visibleGeometry.length;\n\t}\n\n\tfind(name){\n\t\tlet node = null;\n\t\tfor(let char of name){\n\t\t\tif(char === \"r\"){\n\t\t\t\tnode = this.root;\n\t\t\t}else{\n\t\t\t\tnode = node.children[char];\n\t\t\t}\n\t\t}\n\n\t\treturn node;\n\t}\n\n\tget visible(){\n\t\treturn this._visible;\n\t}\n\n\tset visible(value){\n\n\t\tif(value !== this._visible){\n\t\t\tthis._visible = value;\n\n\t\t\tthis.dispatchEvent({type: 'visibility_changed', pointcloud: this});\n\t\t}\n\n\t}\n\n}\n\n\n\n\n\n\n\n\n\n\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\n\nexport class Points {\n\t\n\tconstructor () {\n\t\tthis.boundingBox = new THREE.Box3();\n\t\tthis.numPoints = 0;\n\t\tthis.data = {};\n\t}\n\n\tadd (points) {\n\t\tlet currentSize = this.numPoints;\n\t\tlet additionalSize = points.numPoints;\n\t\tlet newSize = currentSize + additionalSize;\n\n\t\tlet thisAttributes = Object.keys(this.data);\n\t\tlet otherAttributes = Object.keys(points.data);\n\t\tlet attributes = new Set([...thisAttributes, ...otherAttributes]);\n\n\t\tfor (let attribute of attributes) {\n\t\t\tif (thisAttributes.includes(attribute) && otherAttributes.includes(attribute)) {\n\t\t\t\t// attribute in both, merge\n\t\t\t\tlet Type = this.data[attribute].constructor;\n\t\t\t\tlet merged = new Type(this.data[attribute].length + points.data[attribute].length);\n\t\t\t\tmerged.set(this.data[attribute], 0);\n\t\t\t\tmerged.set(points.data[attribute], this.data[attribute].length);\n\t\t\t\tthis.data[attribute] = merged;\n\t\t\t} else if (thisAttributes.includes(attribute) && !otherAttributes.includes(attribute)) {\n\t\t\t\t// attribute only in this; take over this and expand to new size\n\t\t\t\tlet elementsPerPoint = this.data[attribute].length / this.numPoints;\n\t\t\t\tlet Type = this.data[attribute].constructor;\n\t\t\t\tlet expanded = new Type(elementsPerPoint * newSize);\n\t\t\t\texpanded.set(this.data[attribute], 0);\n\t\t\t\tthis.data[attribute] = expanded;\n\t\t\t} else if (!thisAttributes.includes(attribute) && otherAttributes.includes(attribute)) {\n\t\t\t\t// attribute only in points to be added; take over new points and expand to new size\n\t\t\t\tlet elementsPerPoint = points.data[attribute].length / points.numPoints;\n\t\t\t\tlet Type = points.data[attribute].constructor;\n\t\t\t\tlet expanded = new Type(elementsPerPoint * newSize);\n\t\t\t\texpanded.set(points.data[attribute], elementsPerPoint * currentSize);\n\t\t\t\tthis.data[attribute] = expanded;\n\t\t\t}\n\t\t}\n\n\t\tthis.numPoints = newSize;\n\n\t\tthis.boundingBox.union(points.boundingBox);\n\t}\n}","/**\n *\n * code adapted from three.js BoxHelper.js\n * https://github.com/mrdoob/three.js/blob/dev/src/helpers/BoxHelper.js\n *\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n * @author mschuetz / http://potree.org\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class Box3Helper extends THREE.LineSegments {\n\tconstructor (box, color) {\n\t\tif (color === undefined) color = 0xffff00;\n\n\t\tlet indices = new Uint16Array([ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ]);\n\t\tlet positions = new Float32Array([\n\t\t\tbox.min.x, box.min.y, box.min.z,\n\t\t\tbox.max.x, box.min.y, box.min.z,\n\t\t\tbox.max.x, box.min.y, box.max.z,\n\t\t\tbox.min.x, box.min.y, box.max.z,\n\t\t\tbox.min.x, box.max.y, box.min.z,\n\t\t\tbox.max.x, box.max.y, box.min.z,\n\t\t\tbox.max.x, box.max.y, box.max.z,\n\t\t\tbox.min.x, box.max.y, box.max.z\n\t\t]);\n\n\t\tlet geometry = new THREE.BufferGeometry();\n\t\tgeometry.setIndex(new THREE.BufferAttribute(indices, 1));\n\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));\n\n\t\tlet material = new THREE.LineBasicMaterial({ color: color });\n\n\t\tsuper(geometry, material);\n\t}\n}\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {ClipTask, ClipMethod} from \"./defines.js\";\nimport {Box3Helper} from \"./utils/Box3Helper.js\";\n\nexport function updatePointClouds(pointclouds, camera, renderer){\n\n\tfor (let pointcloud of pointclouds) {\n\t\tlet start = performance.now();\n\n\t\tfor (let profileRequest of pointcloud.profileRequests) {\n\t\t\tprofileRequest.update();\n\n\t\t\tlet duration = performance.now() - start;\n\t\t\tif(duration > 5){\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tlet duration = performance.now() - start;\n\t}\n\n\tlet result = updateVisibility(pointclouds, camera, renderer);\n\n\tfor (let pointcloud of pointclouds) {\n\t\tpointcloud.updateMaterial(pointcloud.material, pointcloud.visibleNodes, camera, renderer);\n\t\tpointcloud.updateVisibleBounds();\n\t}\n\n\texports.lru.freeMemory();\n\n\treturn result;\n};\n\n\n\nexport function updateVisibilityStructures(pointclouds, camera, renderer) {\n\tlet frustums = [];\n\tlet camObjPositions = [];\n\tlet priorityQueue = new BinaryHeap(function (x) { return 1 / x.weight; });\n\n\tfor (let i = 0; i < pointclouds.length; i++) {\n\t\tlet pointcloud = pointclouds[i];\n\n\t\tif (!pointcloud.initialized()) {\n\t\t\tcontinue;\n\t\t}\n\n\t\tpointcloud.numVisibleNodes = 0;\n\t\tpointcloud.numVisiblePoints = 0;\n\t\tpointcloud.deepestVisibleLevel = 0;\n\t\tpointcloud.visibleNodes = [];\n\t\tpointcloud.visibleGeometry = [];\n\n\t\t// frustum in object space\n\t\tcamera.updateMatrixWorld();\n\t\tlet frustum = new THREE.Frustum();\n\t\tlet viewI = camera.matrixWorldInverse;\n\t\tlet world = pointcloud.matrixWorld;\n\t\t\n\t\t// use close near plane for frustum intersection\n\t\tlet frustumCam = camera.clone();\n\t\tfrustumCam.near = Math.min(camera.near, 0.1);\n\t\tfrustumCam.updateProjectionMatrix();\n\t\tlet proj = camera.projectionMatrix;\n\n\t\tlet fm = new THREE.Matrix4().multiply(proj).multiply(viewI).multiply(world);\n\t\tfrustum.setFromProjectionMatrix(fm);\n\t\tfrustums.push(frustum);\n\n\t\t// camera position in object space\n\t\tlet view = camera.matrixWorld;\n\t\tlet worldI = world.clone().invert();\n\t\tlet camMatrixObject = new THREE.Matrix4().multiply(worldI).multiply(view);\n\t\tlet camObjPos = new THREE.Vector3().setFromMatrixPosition(camMatrixObject);\n\t\tcamObjPositions.push(camObjPos);\n\n\t\tif (pointcloud.visible && pointcloud.root !== null) {\n\t\t\tpriorityQueue.push({pointcloud: i, node: pointcloud.root, weight: Number.MAX_VALUE});\n\t\t}\n\n\t\t// hide all previously visible nodes\n\t\t// if(pointcloud.root instanceof PointCloudOctreeNode){\n\t\t//\tpointcloud.hideDescendants(pointcloud.root.sceneNode);\n\t\t// }\n\t\tif (pointcloud.root.isTreeNode()) {\n\t\t\tpointcloud.hideDescendants(pointcloud.root.sceneNode);\n\t\t}\n\n\t\tfor (let j = 0; j < pointcloud.boundingBoxNodes.length; j++) {\n\t\t\tpointcloud.boundingBoxNodes[j].visible = false;\n\t\t}\n\t}\n\n\treturn {\n\t\t'frustums': frustums,\n\t\t'camObjPositions': camObjPositions,\n\t\t'priorityQueue': priorityQueue\n\t};\n};\n\n\nexport function updateVisibility(pointclouds, camera, renderer){\n\n\tlet numVisibleNodes = 0;\n\tlet numVisiblePoints = 0;\n\n\tlet numVisiblePointsInPointclouds = new Map(pointclouds.map(pc => [pc, 0]));\n\n\tlet visibleNodes = [];\n\tlet visibleGeometry = [];\n\tlet unloadedGeometry = [];\n\n\tlet lowestSpacing = Infinity;\n\n\t// calculate object space frustum and cam pos and setup priority queue\n\tlet s = updateVisibilityStructures(pointclouds, camera, renderer);\n\tlet frustums = s.frustums;\n\tlet camObjPositions = s.camObjPositions;\n\tlet priorityQueue = s.priorityQueue;\n\n\tlet loadedToGPUThisFrame = 0;\n\t\n\tlet domWidth = renderer.domElement.clientWidth;\n\tlet domHeight = renderer.domElement.clientHeight;\n\n\t// check if pointcloud has been transformed\n\t// some code will only be executed if changes have been detected\n\tif(!Potree._pointcloudTransformVersion){\n\t\tPotree._pointcloudTransformVersion = new Map();\n\t}\n\tlet pointcloudTransformVersion = Potree._pointcloudTransformVersion;\n\tfor(let pointcloud of pointclouds){\n\n\t\tif(!pointcloud.visible){\n\t\t\tcontinue;\n\t\t}\n\n\t\tpointcloud.updateMatrixWorld();\n\n\t\tif(!pointcloudTransformVersion.has(pointcloud)){\n\t\t\tpointcloudTransformVersion.set(pointcloud, {number: 0, transform: pointcloud.matrixWorld.clone()});\n\t\t}else{\n\t\t\tlet version = pointcloudTransformVersion.get(pointcloud);\n\n\t\t\tif(!version.transform.equals(pointcloud.matrixWorld)){\n\t\t\t\tversion.number++;\n\t\t\t\tversion.transform.copy(pointcloud.matrixWorld);\n\n\t\t\t\tpointcloud.dispatchEvent({\n\t\t\t\t\ttype: \"transformation_changed\",\n\t\t\t\t\ttarget: pointcloud\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\t}\n\n\twhile (priorityQueue.size() > 0) {\n\t\tlet element = priorityQueue.pop();\n\t\tlet node = element.node;\n\t\tlet parent = element.parent;\n\t\tlet pointcloud = pointclouds[element.pointcloud];\n\n\t\t// { // restrict to certain nodes for debugging\n\t\t//\tlet allowedNodes = [\"r\", \"r0\", \"r4\"];\n\t\t//\tif(!allowedNodes.includes(node.name)){\n\t\t//\t\tcontinue;\n\t\t//\t}\n\t\t// }\n\n\t\tlet box = node.getBoundingBox();\n\t\tlet frustum = frustums[element.pointcloud];\n\t\tlet camObjPos = camObjPositions[element.pointcloud];\n\n\t\tlet insideFrustum = frustum.intersectsBox(box);\n\t\tlet maxLevel = pointcloud.maxLevel || Infinity;\n\t\tlet level = node.getLevel();\n\t\tlet visible = insideFrustum;\n\t\tvisible = visible && !(numVisiblePoints + node.getNumPoints() > Potree.pointBudget);\n\t\tvisible = visible && !(numVisiblePointsInPointclouds.get(pointcloud) + node.getNumPoints() > pointcloud.pointBudget);\n\t\tvisible = visible && level < maxLevel;\n\t\tvisible = visible || node.getLevel() <= 2;\n\n\t\tlet clipBoxes = pointcloud.material.clipBoxes;\n\t\tif(true && clipBoxes.length > 0){\n\n\t\t\t//node.debug = false;\n\n\t\t\tlet numIntersecting = 0;\n\t\t\tlet numIntersectionVolumes = 0;\n\n\t\t\t//if(node.name === \"r60\"){\n\t\t\t//\tvar a = 10;\n\t\t\t//}\n\n\t\t\tfor(let clipBox of clipBoxes){\n\n\t\t\t\tlet pcWorldInverse = pointcloud.matrixWorld.clone().invert();\n\t\t\t\tlet toPCObject = pcWorldInverse.multiply(clipBox.box.matrixWorld);\n\n\t\t\t\tlet px = new THREE.Vector3(+0.5, 0, 0).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet nx = new THREE.Vector3(-0.5, 0, 0).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet py = new THREE.Vector3(0, +0.5, 0).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet ny = new THREE.Vector3(0, -0.5, 0).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet pz = new THREE.Vector3(0, 0, +0.5).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet nz = new THREE.Vector3(0, 0, -0.5).applyMatrix4(pcWorldInverse);\n\n\t\t\t\tlet pxN = new THREE.Vector3().subVectors(nx, px).normalize();\n\t\t\t\tlet nxN = pxN.clone().multiplyScalar(-1);\n\t\t\t\tlet pyN = new THREE.Vector3().subVectors(ny, py).normalize();\n\t\t\t\tlet nyN = pyN.clone().multiplyScalar(-1);\n\t\t\t\tlet pzN = new THREE.Vector3().subVectors(nz, pz).normalize();\n\t\t\t\tlet nzN = pzN.clone().multiplyScalar(-1);\n\n\t\t\t\tlet pxPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(pxN, px);\n\t\t\t\tlet nxPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(nxN, nx);\n\t\t\t\tlet pyPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(pyN, py);\n\t\t\t\tlet nyPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(nyN, ny);\n\t\t\t\tlet pzPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(pzN, pz);\n\t\t\t\tlet nzPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(nzN, nz);\n\n\t\t\t\t//if(window.debugdraw !== undefined && window.debugdraw === true && node.name === \"r60\"){\n\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, pxPlane, 1, 0xFF0000);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, nxPlane, 1, 0x990000);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, pyPlane, 1, 0x00FF00);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, nyPlane, 1, 0x009900);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, pzPlane, 1, 0x0000FF);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, nzPlane, 1, 0x000099);\n\n\t\t\t\t//\tPotree.utils.debugBox(viewer.scene.scene, box, new THREE.Matrix4(), 0x00FF00);\n\t\t\t\t//\tPotree.utils.debugBox(viewer.scene.scene, box, pointcloud.matrixWorld, 0xFF0000);\n\t\t\t\t//\tPotree.utils.debugBox(viewer.scene.scene, clipBox.box.boundingBox, clipBox.box.matrixWorld, 0xFF0000);\n\n\t\t\t\t//\twindow.debugdraw = false;\n\t\t\t\t//}\n\n\t\t\t\tlet frustum = new THREE.Frustum(pxPlane, nxPlane, pyPlane, nyPlane, pzPlane, nzPlane);\n\t\t\t\tlet intersects = frustum.intersectsBox(box);\n\n\t\t\t\tif(intersects){\n\t\t\t\t\tnumIntersecting++;\n\t\t\t\t}\n\t\t\t\tnumIntersectionVolumes++;\n\t\t\t}\n\n\t\t\tlet insideAny = numIntersecting > 0;\n\t\t\tlet insideAll = numIntersecting === numIntersectionVolumes;\n\n\t\t\tif(pointcloud.material.clipTask === ClipTask.SHOW_INSIDE){\n\t\t\t\tif(pointcloud.material.clipMethod === ClipMethod.INSIDE_ANY && insideAny){\n\t\t\t\t\t//node.debug = true\n\t\t\t\t}else if(pointcloud.material.clipMethod === ClipMethod.INSIDE_ALL && insideAll){\n\t\t\t\t\t//node.debug = true;\n\t\t\t\t}else{\n\t\t\t\t\tvisible = false;\n\t\t\t\t}\n\t\t\t} else if(pointcloud.material.clipTask === ClipTask.SHOW_OUTSIDE){\n\t\t\t\t//if(pointcloud.material.clipMethod === ClipMethod.INSIDE_ANY && !insideAny){\n\t\t\t\t//\t//visible = true;\n\t\t\t\t//\tlet a = 10;\n\t\t\t\t//}else if(pointcloud.material.clipMethod === ClipMethod.INSIDE_ALL && !insideAll){\n\t\t\t\t//\t//visible = true;\n\t\t\t\t//\tlet a = 20;\n\t\t\t\t//}else{\n\t\t\t\t//\tvisible = false;\n\t\t\t\t//}\n\t\t\t}\n\t\t\t\n\n\t\t}\n\n\t\t// visible = [\"r\", \"r0\", \"r06\", \"r060\"].includes(node.name);\n\t\t// visible = [\"r\"].includes(node.name);\n\n\t\tif (node.spacing) {\n\t\t\tlowestSpacing = Math.min(lowestSpacing, node.spacing);\n\t\t} else if (node.geometryNode && node.geometryNode.spacing) {\n\t\t\tlowestSpacing = Math.min(lowestSpacing, node.geometryNode.spacing);\n\t\t}\n\n\t\tif (numVisiblePoints + node.getNumPoints() > Potree.pointBudget) {\n\t\t\tbreak;\n\t\t}\n\n\t\tif (!visible) {\n\t\t\tcontinue;\n\t\t}\n\n\t\t// TODO: not used, same as the declaration?\n\t\t// numVisibleNodes++;\n\t\tnumVisiblePoints += node.getNumPoints();\n\t\tlet numVisiblePointsInPointcloud = numVisiblePointsInPointclouds.get(pointcloud);\n\t\tnumVisiblePointsInPointclouds.set(pointcloud, numVisiblePointsInPointcloud + node.getNumPoints());\n\n\t\tpointcloud.numVisibleNodes++;\n\t\tpointcloud.numVisiblePoints += node.getNumPoints();\n\n\t\tif (node.isGeometryNode() && (!parent || parent.isTreeNode())) {\n\t\t\tif (node.isLoaded() && loadedToGPUThisFrame < 2) {\n\t\t\t\tnode = pointcloud.toTreeNode(node, parent);\n\t\t\t\tloadedToGPUThisFrame++;\n\t\t\t} else {\n\t\t\t\tunloadedGeometry.push(node);\n\t\t\t\tvisibleGeometry.push(node);\n\t\t\t}\n\t\t}\n\n\t\tif (node.isTreeNode()) {\n\t\t\texports.lru.touch(node.geometryNode);\n\t\t\tnode.sceneNode.visible = true;\n\t\t\tnode.sceneNode.material = pointcloud.material;\n\n\t\t\tvisibleNodes.push(node);\n\t\t\tpointcloud.visibleNodes.push(node);\n\n\t\t\tif(node._transformVersion === undefined){\n\t\t\t\tnode._transformVersion = -1;\n\t\t\t}\n\t\t\tlet transformVersion = pointcloudTransformVersion.get(pointcloud);\n\t\t\tif(node._transformVersion !== transformVersion.number){\n\t\t\t\tnode.sceneNode.updateMatrix();\n\t\t\t\tnode.sceneNode.matrixWorld.multiplyMatrices(pointcloud.matrixWorld, node.sceneNode.matrix);\t\n\t\t\t\tnode._transformVersion = transformVersion.number;\n\t\t\t}\n\n\t\t\tif (pointcloud.showBoundingBox && !node.boundingBoxNode && node.getBoundingBox) {\n\t\t\t\tlet boxHelper = new Box3Helper(node.getBoundingBox());\n\t\t\t\tboxHelper.matrixAutoUpdate = false;\n\t\t\t\tpointcloud.boundingBoxNodes.push(boxHelper);\n\t\t\t\tnode.boundingBoxNode = boxHelper;\n\t\t\t\tnode.boundingBoxNode.matrix.copy(pointcloud.matrixWorld);\n\t\t\t} else if (pointcloud.showBoundingBox) {\n\t\t\t\tnode.boundingBoxNode.visible = true;\n\t\t\t\tnode.boundingBoxNode.matrix.copy(pointcloud.matrixWorld);\n\t\t\t} else if (!pointcloud.showBoundingBox && node.boundingBoxNode) {\n\t\t\t\tnode.boundingBoxNode.visible = false;\n\t\t\t}\n\n\t\t\t// if(node.boundingBoxNode !== undefined && exports.debug.allowedNodes !== undefined){\n\t\t\t// \tif(!exports.debug.allowedNodes.includes(node.name)){\n\t\t\t// \t\tnode.boundingBoxNode.visible = false;\n\t\t\t// \t}\n\t\t\t// }\n\t\t}\n\n\t\t// add child nodes to priorityQueue\n\t\tlet children = node.getChildren();\n\t\tfor (let i = 0; i < children.length; i++) {\n\t\t\tlet child = children[i];\n\n\t\t\tlet weight = 0; \n\t\t\tif(camera.isPerspectiveCamera){\n\t\t\t\tlet sphere = child.getBoundingSphere();\n\t\t\t\tlet center = sphere.center;\n\t\t\t\t//let distance = sphere.center.distanceTo(camObjPos);\n\t\t\t\t\n\t\t\t\tlet dx = camObjPos.x - center.x;\n\t\t\t\tlet dy = camObjPos.y - center.y;\n\t\t\t\tlet dz = camObjPos.z - center.z;\n\t\t\t\t\n\t\t\t\tlet dd = dx * dx + dy * dy + dz * dz;\n\t\t\t\tlet distance = Math.sqrt(dd);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tlet radius = sphere.radius;\n\t\t\t\t\n\t\t\t\tlet fov = (camera.fov * Math.PI) / 180;\n\t\t\t\tlet slope = Math.tan(fov / 2);\n\t\t\t\tlet projFactor = (0.5 * domHeight) / (slope * distance);\n\t\t\t\tlet screenPixelRadius = radius * projFactor;\n\t\t\t\t\n\t\t\t\tif(screenPixelRadius < pointcloud.minimumNodePixelSize){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\n\t\t\t\tweight = screenPixelRadius;\n\n\t\t\t\tif(distance - radius < 0){\n\t\t\t\t\tweight = Number.MAX_VALUE;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\t// TODO ortho visibility\n\t\t\t\tlet bb = child.getBoundingBox();\t\t\t\t\n\t\t\t\tlet distance = child.getBoundingSphere().center.distanceTo(camObjPos);\n\t\t\t\tlet diagonal = bb.max.clone().sub(bb.min).length();\n\t\t\t\t//weight = diagonal / distance;\n\n\t\t\t\tweight = diagonal;\n\t\t\t}\n\n\t\t\tpriorityQueue.push({pointcloud: element.pointcloud, node: child, parent: node, weight: weight});\n\t\t}\n\t}// end priority queue loop\n\n\t{ // update DEM\n\t\tlet maxDEMLevel = 4;\n\t\tlet candidates = pointclouds\n\t\t\t.filter(p => (p.generateDEM && p.dem instanceof Potree.DEM));\n\t\tfor (let pointcloud of candidates) {\n\t\t\tlet updatingNodes = pointcloud.visibleNodes.filter(n => n.getLevel() <= maxDEMLevel);\n\t\t\tpointcloud.dem.update(updatingNodes);\n\t\t}\n\t}\n\n\tfor (let i = 0; i < Math.min(Potree.maxNodesLoading, unloadedGeometry.length); i++) {\n\t\tunloadedGeometry[i].load();\n\t}\n\n\treturn {\n\t\tvisibleNodes: visibleNodes,\n\t\tnumVisiblePoints: numVisiblePoints,\n\t\tlowestSpacing: lowestSpacing\n\t};\n};\n\n","\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {PointCloudTree, PointCloudTreeNode} from \"../PointCloudTree.js\";\nimport {PointCloudMaterial} from \"../materials/PointCloudMaterial.js\";\nimport {PointSizeType, ClipTask, TreeType} from \"../defines.js\";\nimport {Utils} from \"../utils.js\";\n\n\n\nexport class PointCloudArena4DNode extends PointCloudTreeNode {\n\tconstructor () {\n\t\tsuper();\n\n\t\tthis.left = null;\n\t\tthis.right = null;\n\t\tthis.sceneNode = null;\n\t\tthis.kdtree = null;\n\t}\n\n\tgetNumPoints () {\n\t\treturn this.geometryNode.numPoints;\n\t}\n\n\tisLoaded () {\n\t\treturn true;\n\t}\n\n\tisTreeNode () {\n\t\treturn true;\n\t}\n\n\tisGeometryNode () {\n\t\treturn false;\n\t}\n\n\tgetLevel () {\n\t\treturn this.geometryNode.level;\n\t}\n\n\tgetBoundingSphere () {\n\t\treturn this.geometryNode.boundingSphere;\n\t}\n\n\tgetBoundingBox () {\n\t\treturn this.geometryNode.boundingBox;\n\t}\n\n\ttoTreeNode (child) {\n\t\tlet geometryNode = null;\n\n\t\tif (this.left === child) {\n\t\t\tgeometryNode = this.left;\n\t\t} else if (this.right === child) {\n\t\t\tgeometryNode = this.right;\n\t\t}\n\n\t\tif (!geometryNode.loaded) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet node = new PointCloudArena4DNode();\n\t\tlet sceneNode = THREE.PointCloud(geometryNode.geometry, this.kdtree.material);\n\t\tsceneNode.visible = false;\n\n\t\tnode.kdtree = this.kdtree;\n\t\tnode.geometryNode = geometryNode;\n\t\tnode.sceneNode = sceneNode;\n\t\tnode.parent = this;\n\t\tnode.left = this.geometryNode.left;\n\t\tnode.right = this.geometryNode.right;\n\t}\n\n\tgetChildren () {\n\t\tlet children = [];\n\n\t\tif (this.left) {\n\t\t\tchildren.push(this.left);\n\t\t}\n\n\t\tif (this.right) {\n\t\t\tchildren.push(this.right);\n\t\t}\n\n\t\treturn children;\n\t}\n};\n\nexport class PointCloudArena4D extends PointCloudTree{\n\tconstructor (geometry) {\n\t\tsuper();\n\n\t\tthis.root = null;\n\t\tif (geometry.root) {\n\t\t\tthis.root = geometry.root;\n\t\t} else {\n\t\t\tgeometry.addEventListener('hierarchy_loaded', () => {\n\t\t\t\tthis.root = geometry.root;\n\t\t\t});\n\t\t}\n\n\t\tthis.visiblePointsTarget = 2 * 1000 * 1000;\n\t\tthis.minimumNodePixelSize = 150;\n\n\t\tthis.position.sub(geometry.offset);\n\t\tthis.updateMatrix();\n\n\t\tthis.numVisibleNodes = 0;\n\t\tthis.numVisiblePoints = 0;\n\n\t\tthis.boundingBoxNodes = [];\n\t\tthis.loadQueue = [];\n\t\tthis.visibleNodes = [];\n\n\t\tthis.pcoGeometry = geometry;\n\t\tthis.boundingBox = this.pcoGeometry.boundingBox;\n\t\tthis.boundingSphere = this.pcoGeometry.boundingSphere;\n\t\tthis.material = new PointCloudMaterial({vertexColors: THREE.VertexColors, size: 0.05, treeType: TreeType.KDTREE});\n\t\tthis.material.sizeType = PointSizeType.ATTENUATED;\n\t\tthis.material.size = 0.05;\n\t\tthis.profileRequests = [];\n\t\tthis.name = '';\n\t}\n\n\tgetBoundingBoxWorld () {\n\t\tthis.updateMatrixWorld(true);\n\t\tlet box = this.boundingBox;\n\t\tlet transform = this.matrixWorld;\n\t\tlet tBox = Utils.computeTransformedBoundingBox(box, transform);\n\n\t\treturn tBox;\n\t};\n\n\tsetName (name) {\n\t\tif (this.name !== name) {\n\t\t\tthis.name = name;\n\t\t\tthis.dispatchEvent({type: 'name_changed', name: name, pointcloud: this});\n\t\t}\n\t}\n\n\tgetName () {\n\t\treturn this.name;\n\t}\n\n\tgetLevel () {\n\t\treturn this.level;\n\t}\n\n\ttoTreeNode (geometryNode, parent) {\n\t\tlet node = new PointCloudArena4DNode();\n\t\tlet sceneNode = new THREE.Points(geometryNode.geometry, this.material);\n\n\t\tsceneNode.frustumCulled = false;\n\t\tsceneNode.onBeforeRender = (_this, scene, camera, geometry, material, group) => {\n\t\t\tif (material.program) {\n\t\t\t\t_this.getContext().useProgram(material.program.program);\n\n\t\t\t\tif (material.program.getUniforms().map.level) {\n\t\t\t\t\tlet level = geometryNode.getLevel();\n\t\t\t\t\tmaterial.uniforms.level.value = level;\n\t\t\t\t\tmaterial.program.getUniforms().map.level.setValue(_this.getContext(), level);\n\t\t\t\t}\n\n\t\t\t\tif (this.visibleNodeTextureOffsets && material.program.getUniforms().map.vnStart) {\n\t\t\t\t\tlet vnStart = this.visibleNodeTextureOffsets.get(node);\n\t\t\t\t\tmaterial.uniforms.vnStart.value = vnStart;\n\t\t\t\t\tmaterial.program.getUniforms().map.vnStart.setValue(_this.getContext(), vnStart);\n\t\t\t\t}\n\n\t\t\t\tif (material.program.getUniforms().map.pcIndex) {\n\t\t\t\t\tlet i = node.pcIndex ? node.pcIndex : this.visibleNodes.indexOf(node);\n\t\t\t\t\tmaterial.uniforms.pcIndex.value = i;\n\t\t\t\t\tmaterial.program.getUniforms().map.pcIndex.setValue(_this.getContext(), i);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tnode.geometryNode = geometryNode;\n\t\tnode.sceneNode = sceneNode;\n\t\tnode.pointcloud = this;\n\t\tnode.left = geometryNode.left;\n\t\tnode.right = geometryNode.right;\n\n\t\tif (!parent) {\n\t\t\tthis.root = node;\n\t\t\tthis.add(sceneNode);\n\t\t} else {\n\t\t\tparent.sceneNode.add(sceneNode);\n\n\t\t\tif (parent.left === geometryNode) {\n\t\t\t\tparent.left = node;\n\t\t\t} else if (parent.right === geometryNode) {\n\t\t\t\tparent.right = node;\n\t\t\t}\n\t\t}\n\n\t\tlet disposeListener = function () {\n\t\t\tparent.sceneNode.remove(node.sceneNode);\n\n\t\t\tif (parent.left === node) {\n\t\t\t\tparent.left = geometryNode;\n\t\t\t} else if (parent.right === node) {\n\t\t\t\tparent.right = geometryNode;\n\t\t\t}\n\t\t};\n\t\tgeometryNode.oneTimeDisposeHandlers.push(disposeListener);\n\n\t\treturn node;\n\t}\n\n\tupdateMaterial (material, visibleNodes, camera, renderer) {\n\t\tmaterial.fov = camera.fov * (Math.PI / 180);\n\t\tmaterial.screenWidth = renderer.domElement.clientWidth;\n\t\tmaterial.screenHeight = renderer.domElement.clientHeight;\n\t\tmaterial.spacing = this.pcoGeometry.spacing;\n\t\tmaterial.near = camera.near;\n\t\tmaterial.far = camera.far;\n\n\t\t// reduce shader source updates by setting maxLevel slightly higher than actually necessary\n\t\tif (this.maxLevel > material.levels) {\n\t\t\tmaterial.levels = this.maxLevel + 2;\n\t\t}\n\n\t\t// material.uniforms.octreeSize.value = this.boundingBox.size().x;\n\t\tlet bbSize = this.boundingBox.getSize(new THREE.Vector3());\n\t\tmaterial.bbSize = [bbSize.x, bbSize.y, bbSize.z];\n\t}\n\n\tupdateVisibleBounds () {\n\n\t}\n\n\thideDescendants (object) {\n\t\tlet stack = [];\n\t\tfor (let i = 0; i < object.children.length; i++) {\n\t\t\tlet child = object.children[i];\n\t\t\tif (child.visible) {\n\t\t\t\tstack.push(child);\n\t\t\t}\n\t\t}\n\n\t\twhile (stack.length > 0) {\n\t\t\tlet child = stack.shift();\n\n\t\t\tchild.visible = false;\n\t\t\tif (child.boundingBoxNode) {\n\t\t\t\tchild.boundingBoxNode.visible = false;\n\t\t\t}\n\n\t\t\tfor (let i = 0; i < child.children.length; i++) {\n\t\t\t\tlet childOfChild = child.children[i];\n\t\t\t\tif (childOfChild.visible) {\n\t\t\t\t\tstack.push(childOfChild);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tupdateMatrixWorld (force) {\n\t\t// node.matrixWorld.multiplyMatrices( node.parent.matrixWorld, node.matrix );\n\n\t\tif (this.matrixAutoUpdate === true) this.updateMatrix();\n\n\t\tif (this.matrixWorldNeedsUpdate === true || force === true) {\n\t\t\tif (this.parent === undefined) {\n\t\t\t\tthis.matrixWorld.copy(this.matrix);\n\t\t\t} else {\n\t\t\t\tthis.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\t\t}\n\t}\n\n\tnodesOnRay (nodes, ray) {\n\t\tlet nodesOnRay = [];\n\n\t\tlet _ray = ray.clone();\n\t\tfor (let i = 0; i < nodes.length; i++) {\n\t\t\tlet node = nodes[i];\n\t\t\tlet sphere = node.getBoundingSphere().clone().applyMatrix4(node.sceneNode.matrixWorld);\n\t\t\t// TODO Unused: let box = node.getBoundingBox().clone().applyMatrix4(node.sceneNode.matrixWorld);\n\n\t\t\tif (_ray.intersectsSphere(sphere)) {\n\t\t\t\tnodesOnRay.push(node);\n\t\t\t}\n\t\t\t// if(_ray.isIntersectionBox(box)){\n\t\t\t//\tnodesOnRay.push(node);\n\t\t\t// }\n\t\t}\n\n\t\treturn nodesOnRay;\n\t}\n\n\tpick(viewer, camera, ray, params = {}){\n\n\t\tlet renderer = viewer.renderer;\n\t\tlet pRenderer = viewer.pRenderer;\n\n\t\tperformance.mark(\"pick-start\");\n\n\t\tlet getVal = (a, b) => a !== undefined ? a : b;\n\n\t\tlet pickWindowSize = getVal(params.pickWindowSize, 17);\n\t\tlet pickOutsideClipRegion = getVal(params.pickOutsideClipRegion, false);\n\n\t\tlet size = renderer.getSize(new THREE.Vector2());\n\n\t\tlet width = Math.ceil(getVal(params.width, size.width));\n\t\tlet height = Math.ceil(getVal(params.height, size.height));\n\n\t\tlet pointSizeType = getVal(params.pointSizeType, this.material.pointSizeType);\n\t\tlet pointSize = getVal(params.pointSize, this.material.size);\n\n\t\tlet nodes = this.nodesOnRay(this.visibleNodes, ray);\n\n\t\tif (nodes.length === 0) {\n\t\t\treturn null;\n\t\t}\n\n\t\tif (!this.pickState) {\n\t\t\tlet scene = new THREE.Scene();\n\n\t\t\tlet material = new PointCloudMaterial();\n\t\t\tmaterial.activeAttributeName = \"indices\";\n\n\t\t\tlet renderTarget = new THREE.WebGLRenderTarget(\n\t\t\t\t1, 1,\n\t\t\t\t{ minFilter: THREE.LinearFilter,\n\t\t\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\t\t\tformat: THREE.RGBAFormat }\n\t\t\t);\n\n\t\t\tthis.pickState = {\n\t\t\t\trenderTarget: renderTarget,\n\t\t\t\tmaterial: material,\n\t\t\t\tscene: scene\n\t\t\t};\n\t\t};\n\n\t\tlet pickState = this.pickState;\n\t\tlet pickMaterial = pickState.material;\n\n\t\t{ // update pick material\n\t\t\tpickMaterial.pointSizeType = pointSizeType;\n\t\t\tpickMaterial.shape = this.material.shape;\n\n\t\t\tpickMaterial.size = pointSize;\n\t\t\tpickMaterial.uniforms.minSize.value = this.material.uniforms.minSize.value;\n\t\t\tpickMaterial.uniforms.maxSize.value = this.material.uniforms.maxSize.value;\n\t\t\tpickMaterial.classification = this.material.classification;\n\t\t\tif(params.pickClipped){\n\t\t\t\tpickMaterial.clipBoxes = this.material.clipBoxes;\n\t\t\t\tif(this.material.clipTask === ClipTask.HIGHLIGHT){\n\t\t\t\t\tpickMaterial.clipTask = ClipTask.NONE;\n\t\t\t\t}else{\n\t\t\t\t\tpickMaterial.clipTask = this.material.clipTask;\n\t\t\t\t}\n\t\t\t}else{\n\t\t\t\tpickMaterial.clipBoxes = [];\n\t\t\t}\n\t\t\t\n\t\t\tthis.updateMaterial(pickMaterial, nodes, camera, renderer);\n\t\t}\n\n\t\tpickState.renderTarget.setSize(width, height);\n\n\t\tlet pixelPos = new THREE.Vector2(params.x, params.y);\n\t\t\n\t\tlet gl = renderer.getContext();\n\t\tgl.enable(gl.SCISSOR_TEST);\n\t\tgl.scissor(\n\t\t\tparseInt(pixelPos.x - (pickWindowSize - 1) / 2),\n\t\t\tparseInt(pixelPos.y - (pickWindowSize - 1) / 2),\n\t\t\tparseInt(pickWindowSize), parseInt(pickWindowSize));\n\n\n\t\trenderer.state.buffers.depth.setTest(pickMaterial.depthTest);\n\t\trenderer.state.buffers.depth.setMask(pickMaterial.depthWrite);\n\t\trenderer.state.setBlending(THREE.NoBlending);\n\n\t\trenderer.clearTarget(pickState.renderTarget, true, true, true);\n\n\t\t{ // RENDER\n\t\t\trenderer.setRenderTarget(pickState.renderTarget);\n\t\t\tgl.clearColor(0, 0, 0, 0);\n\t\t\trenderer.clearTarget( pickState.renderTarget, true, true, true );\n\t\t\t\n\t\t\tlet tmp = this.material;\n\t\t\tthis.material = pickMaterial;\n\t\t\t\n\t\t\tpRenderer.renderOctree(this, nodes, camera, pickState.renderTarget);\n\t\t\t\n\t\t\tthis.material = tmp;\n\t\t}\n\n\t\tlet clamp = (number, min, max) => Math.min(Math.max(min, number), max);\n\n\t\tlet x = parseInt(clamp(pixelPos.x - (pickWindowSize - 1) / 2, 0, width));\n\t\tlet y = parseInt(clamp(pixelPos.y - (pickWindowSize - 1) / 2, 0, height));\n\t\tlet w = parseInt(Math.min(x + pickWindowSize, width) - x);\n\t\tlet h = parseInt(Math.min(y + pickWindowSize, height) - y);\n\n\t\tlet pixelCount = w * h;\n\t\tlet buffer = new Uint8Array(4 * pixelCount);\n\t\t\n\t\tgl.readPixels(x, y, pickWindowSize, pickWindowSize, gl.RGBA, gl.UNSIGNED_BYTE, buffer); \n\t\t\n\t\trenderer.setRenderTarget(null);\n\t\trenderer.state.reset();\n\t\trenderer.setScissorTest(false);\n\t\tgl.disable(gl.SCISSOR_TEST);\n\t\t\n\t\tlet pixels = buffer;\n\t\tlet ibuffer = new Uint32Array(buffer.buffer);\n\n\t\t// find closest hit inside pixelWindow boundaries\n\t\tlet min = Number.MAX_VALUE;\n\t\tlet hits = [];\n\t\tfor (let u = 0; u < pickWindowSize; u++) {\n\t\t\tfor (let v = 0; v < pickWindowSize; v++) {\n\t\t\t\tlet offset = (u + v * pickWindowSize);\n\t\t\t\tlet distance = Math.pow(u - (pickWindowSize - 1) / 2, 2) + Math.pow(v - (pickWindowSize - 1) / 2, 2);\n\n\t\t\t\tlet pcIndex = pixels[4 * offset + 3];\n\t\t\t\tpixels[4 * offset + 3] = 0;\n\t\t\t\tlet pIndex = ibuffer[offset];\n\n\t\t\t\tif(!(pcIndex === 0 && pIndex === 0) && (pcIndex !== undefined) && (pIndex !== undefined)){\n\t\t\t\t\tlet hit = {\n\t\t\t\t\t\tpIndex: pIndex,\n\t\t\t\t\t\tpcIndex: pcIndex,\n\t\t\t\t\t\tdistanceToCenter: distance\n\t\t\t\t\t};\n\n\t\t\t\t\tif(params.all){\n\t\t\t\t\t\thits.push(hit);\n\t\t\t\t\t}else{\n\t\t\t\t\t\tif(hits.length > 0){\n\t\t\t\t\t\t\tif(distance < hits[0].distanceToCenter){\n\t\t\t\t\t\t\t\thits[0] = hit;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}else{\n\t\t\t\t\t\t\thits.push(hit);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\n\t\tfor(let hit of hits){\n\t\t\tlet point = {};\n\t\t\n\t\t\tif (!nodes[hit.pcIndex]) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\n\t\t\tlet node = nodes[hit.pcIndex];\n\t\t\tlet pc = node.sceneNode;\n\t\t\tlet geometry = node.geometryNode.geometry;\n\t\t\t\n\t\t\tfor(let attributeName in geometry.attributes){\n\t\t\t\tlet attribute = geometry.attributes[attributeName];\n\t\t\n\t\t\t\tif (attributeName === 'position') {\n\t\t\t\t\tlet x = attribute.array[3 * hit.pIndex + 0];\n\t\t\t\t\tlet y = attribute.array[3 * hit.pIndex + 1];\n\t\t\t\t\tlet z = attribute.array[3 * hit.pIndex + 2];\n\t\t\t\t\t\n\t\t\t\t\tlet position = new THREE.Vector3(x, y, z);\n\t\t\t\t\tposition.applyMatrix4(pc.matrixWorld);\n\t\t\n\t\t\t\t\tpoint[attributeName] = position;\n\t\t\t\t} else if (attributeName === 'indices') {\n\t\t\n\t\t\t\t} else {\n\t\t\t\t\t//if (values.itemSize === 1) {\n\t\t\t\t\t//\tpoint[attribute.name] = values.array[hit.pIndex];\n\t\t\t\t\t//} else {\n\t\t\t\t\t//\tlet value = [];\n\t\t\t\t\t//\tfor (let j = 0; j < values.itemSize; j++) {\n\t\t\t\t\t//\t\tvalue.push(values.array[values.itemSize * hit.pIndex + j]);\n\t\t\t\t\t//\t}\n\t\t\t\t\t//\tpoint[attribute.name] = value;\n\t\t\t\t\t//}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\n\t\t\thit.point = point;\n\t\t}\n\n\t\tperformance.mark(\"pick-end\");\n\t\tperformance.measure(\"pick\", \"pick-start\", \"pick-end\");\n\n\t\tif(params.all){\n\t\t\treturn hits.map(hit => hit.point);\n\t\t}else{\n\t\t\tif(hits.length === 0){\n\t\t\t\treturn null;\n\t\t\t}else{\n\t\t\t\treturn hits[0].point;\n\t\t\t}\n\t\t}\n\t}\n\n\tcomputeVisibilityTextureData(nodes){\n\n\t\tif(exports.measureTimings) performance.mark(\"computeVisibilityTextureData-start\");\n\n\t\tlet data = new Uint8Array(nodes.length * 3);\n\t\tlet visibleNodeTextureOffsets = new Map();\n\n\t\t// copy array\n\t\tnodes = nodes.slice();\n\n\t\t// sort by level and number\n\t\tlet sort = function (a, b) {\n\t\t\tlet la = a.geometryNode.level;\n\t\t\tlet lb = b.geometryNode.level;\n\t\t\tlet na = a.geometryNode.number;\n\t\t\tlet nb = b.geometryNode.number;\n\t\t\tif (la !== lb) return la - lb;\n\t\t\tif (na < nb) return -1;\n\t\t\tif (na > nb) return 1;\n\t\t\treturn 0;\n\t\t};\n\t\tnodes.sort(sort);\n\n\t\tlet visibleNodeNames = [];\n\t\tfor (let i = 0; i < nodes.length; i++) {\n\t\t\tvisibleNodeNames.push(nodes[i].geometryNode.number);\n\t\t}\n\n\t\tfor (let i = 0; i < nodes.length; i++) {\n\t\t\tlet node = nodes[i];\n\n\t\t\tvisibleNodeTextureOffsets.set(node, i);\n\n\t\t\tlet b1 = 0;\t// children\n\t\t\tlet b2 = 0;\t// offset to first child\n\t\t\tlet b3 = 0;\t// split\n\n\t\t\tif (node.geometryNode.left && visibleNodeNames.indexOf(node.geometryNode.left.number) > 0) {\n\t\t\t\tb1 += 1;\n\t\t\t\tb2 = visibleNodeNames.indexOf(node.geometryNode.left.number) - i;\n\t\t\t}\n\t\t\tif (node.geometryNode.right && visibleNodeNames.indexOf(node.geometryNode.right.number) > 0) {\n\t\t\t\tb1 += 2;\n\t\t\t\tb2 = (b2 === 0) ? visibleNodeNames.indexOf(node.geometryNode.right.number) - i : b2;\n\t\t\t}\n\n\t\t\tif (node.geometryNode.split === 'X') {\n\t\t\t\tb3 = 1;\n\t\t\t} else if (node.geometryNode.split === 'Y') {\n\t\t\t\tb3 = 2;\n\t\t\t} else if (node.geometryNode.split === 'Z') {\n\t\t\t\tb3 = 4;\n\t\t\t}\n\n\t\t\tdata[i * 3 + 0] = b1;\n\t\t\tdata[i * 3 + 1] = b2;\n\t\t\tdata[i * 3 + 2] = b3;\n\t\t}\n\n\t\tif(exports.measureTimings){\n\t\t\tperformance.mark(\"computeVisibilityTextureData-end\");\n\t\t\tperformance.measure(\"render.computeVisibilityTextureData\", \"computeVisibilityTextureData-start\", \"computeVisibilityTextureData-end\");\n\t\t}\n\n\t\treturn {\n\t\t\tdata: data,\n\t\t\toffsets: visibleNodeTextureOffsets\n\t\t};\n\t}\n\n\tget progress () {\n\t\tif (this.pcoGeometry.root) {\n\t\t\treturn exports.numNodesLoading > 0 ? 0 : 1;\n\t\t} else {\n\t\t\treturn 0;\n\t\t}\n\t}\n};\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {PointCloudTree} from \"./PointCloudTree.js\";\nimport {PointCloudOctreeNode} from \"./PointCloudOctree.js\";\nimport {PointCloudArena4DNode} from \"./arena4d/PointCloudArena4D.js\";\nimport {PointSizeType, ClipTask, ElevationGradientRepeat} from \"./defines.js\";\n\n// Copied from three.js: WebGLRenderer.js\nfunction paramThreeToGL(_gl, p) {\n\n\tlet extension;\n\n\tif (p === THREE.RepeatWrapping) return _gl.REPEAT;\n\tif (p === THREE.ClampToEdgeWrapping) return _gl.CLAMP_TO_EDGE;\n\tif (p === THREE.MirroredRepeatWrapping) return _gl.MIRRORED_REPEAT;\n\n\tif (p === THREE.NearestFilter) return _gl.NEAREST;\n\tif (p === THREE.NearestMipMapNearestFilter) return _gl.NEAREST_MIPMAP_NEAREST;\n\tif (p === THREE.NearestMipMapLinearFilter) return _gl.NEAREST_MIPMAP_LINEAR;\n\n\tif (p === THREE.LinearFilter) return _gl.LINEAR;\n\tif (p === THREE.LinearMipMapNearestFilter) return _gl.LINEAR_MIPMAP_NEAREST;\n\tif (p === THREE.LinearMipMapLinearFilter) return _gl.LINEAR_MIPMAP_LINEAR;\n\n\tif (p === THREE.UnsignedByteType) return _gl.UNSIGNED_BYTE;\n\tif (p === THREE.UnsignedShort4444Type) return _gl.UNSIGNED_SHORT_4_4_4_4;\n\tif (p === THREE.UnsignedShort5551Type) return _gl.UNSIGNED_SHORT_5_5_5_1;\n\tif (p === THREE.UnsignedShort565Type) return _gl.UNSIGNED_SHORT_5_6_5;\n\n\tif (p === THREE.ByteType) return _gl.BYTE;\n\tif (p === THREE.ShortType) return _gl.SHORT;\n\tif (p === THREE.UnsignedShortType) return _gl.UNSIGNED_SHORT;\n\tif (p === THREE.IntType) return _gl.INT;\n\tif (p === THREE.UnsignedIntType) return _gl.UNSIGNED_INT;\n\tif (p === THREE.FloatType) return _gl.FLOAT;\n\n\tif (p === THREE.HalfFloatType) {\n\n\t\textension = extensions.get('OES_texture_half_float');\n\n\t\tif (extension !== null) return extension.HALF_FLOAT_OES;\n\n\t}\n\n\tif (p === THREE.AlphaFormat) return _gl.ALPHA;\n\tif (p === THREE.RGBFormat) return _gl.RGB;\n\tif (p === THREE.RGBAFormat) return _gl.RGBA;\n\tif (p === THREE.LuminanceFormat) return _gl.LUMINANCE;\n\tif (p === THREE.LuminanceAlphaFormat) return _gl.LUMINANCE_ALPHA;\n\tif (p === THREE.DepthFormat) return _gl.DEPTH_COMPONENT;\n\tif (p === THREE.DepthStencilFormat) return _gl.DEPTH_STENCIL;\n\n\tif (p === THREE.AddEquation) return _gl.FUNC_ADD;\n\tif (p === THREE.SubtractEquation) return _gl.FUNC_SUBTRACT;\n\tif (p === THREE.ReverseSubtractEquation) return _gl.FUNC_REVERSE_SUBTRACT;\n\n\tif (p === THREE.ZeroFactor) return _gl.ZERO;\n\tif (p === THREE.OneFactor) return _gl.ONE;\n\tif (p === THREE.SrcColorFactor) return _gl.SRC_COLOR;\n\tif (p === THREE.OneMinusSrcColorFactor) return _gl.ONE_MINUS_SRC_COLOR;\n\tif (p === THREE.SrcAlphaFactor) return _gl.SRC_ALPHA;\n\tif (p === THREE.OneMinusSrcAlphaFactor) return _gl.ONE_MINUS_SRC_ALPHA;\n\tif (p === THREE.DstAlphaFactor) return _gl.DST_ALPHA;\n\tif (p === THREE.OneMinusDstAlphaFactor) return _gl.ONE_MINUS_DST_ALPHA;\n\n\tif (p === THREE.DstColorFactor) return _gl.DST_COLOR;\n\tif (p === THREE.OneMinusDstColorFactor) return _gl.ONE_MINUS_DST_COLOR;\n\tif (p === THREE.SrcAlphaSaturateFactor) return _gl.SRC_ALPHA_SATURATE;\n\n\tif (p === THREE.RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\tp === THREE.RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {\n\n\t\textension = extensions.get('WEBGL_compressed_texture_s3tc');\n\n\t\tif (extension !== null) {\n\n\t\t\tif (p === THREE.RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\tif (p === THREE.RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\tif (p === THREE.RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\tif (p === THREE.RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t}\n\n\t}\n\n\tif (p === THREE.RGB_PVRTC_4BPPV1_Format || p === THREE.RGB_PVRTC_2BPPV1_Format ||\n\t\tp === THREE.RGBA_PVRTC_4BPPV1_Format || p === THREE.RGBA_PVRTC_2BPPV1_Format) {\n\n\t\textension = extensions.get('WEBGL_compressed_texture_pvrtc');\n\n\t\tif (extension !== null) {\n\n\t\t\tif (p === THREE.RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\tif (p === THREE.RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\tif (p === THREE.RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\tif (p === THREE.RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t}\n\n\t}\n\n\tif (p === THREE.RGB_ETC1_Format) {\n\n\t\textension = extensions.get('WEBGL_compressed_texture_etc1');\n\n\t\tif (extension !== null) return extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t}\n\n\tif (p === THREE.MinEquation || p === THREE.MaxEquation) {\n\n\t\textension = extensions.get('EXT_blend_minmax');\n\n\t\tif (extension !== null) {\n\n\t\t\tif (p === THREE.MinEquation) return extension.MIN_EXT;\n\t\t\tif (p === THREE.MaxEquation) return extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tif (p === UnsignedInt248Type) {\n\n\t\textension = extensions.get('WEBGL_depth_texture');\n\n\t\tif (extension !== null) return extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t}\n\n\treturn 0;\n\n};\n\nlet attributeLocations = {\n\t\"position\": {name: \"position\", location: 0},\n\t\"color\": {name: \"color\", location: 1},\n\t\"rgba\": {name: \"color\", location: 1},\n\t\"intensity\": {name: \"intensity\", location: 2},\n\t\"classification\": {name: \"classification\", location: 3},\n\t\"returnNumber\": {name: \"returnNumber\", location: 4},\n\t\"return number\": {name: \"returnNumber\", location: 4},\n\t\"returns\": {name: \"returnNumber\", location: 4},\n\t\"numberOfReturns\": {name: \"numberOfReturns\", location: 5},\n\t\"number of returns\": {name: \"numberOfReturns\", location: 5},\n\t\"pointSourceID\": {name: \"pointSourceID\", location: 6},\n\t\"source id\": {name: \"pointSourceID\", location: 6},\n\t\"point source id\": {name: \"pointSourceID\", location: 6},\n\t\"indices\": {name: \"indices\", location: 7},\n\t\"normal\": {name: \"normal\", location: 8},\n\t\"spacing\": {name: \"spacing\", location: 9},\n\t\"gps-time\": {name: \"gpsTime\", location: 10},\n\t\"aExtra\": {name: \"aExtra\", location: 11},\n};\n\nclass Shader {\n\n\tconstructor(gl, name, vsSource, fsSource) {\n\t\tthis.gl = gl;\n\t\tthis.name = name;\n\t\tthis.vsSource = vsSource;\n\t\tthis.fsSource = fsSource;\n\n\t\tthis.cache = new Map();\n\n\t\tthis.vs = null;\n\t\tthis.fs = null;\n\t\tthis.program = null;\n\n\t\tthis.uniformLocations = {};\n\t\tthis.attributeLocations = {};\n\t\tthis.uniformBlockIndices = {};\n\t\tthis.uniformBlocks = {};\n\t\tthis.uniforms = {};\n\n\t\tthis.update(vsSource, fsSource);\n\t}\n\n\tupdate(vsSource, fsSource) {\n\t\tthis.vsSource = vsSource;\n\t\tthis.fsSource = fsSource;\n\n\t\tthis.linkProgram();\n\t}\n\n\tcompileShader(shader, source){\n\t\tlet gl = this.gl;\n\n\t\tgl.shaderSource(shader, source);\n\n\t\tgl.compileShader(shader);\n\n\t\tlet success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n\t\tif (!success) {\n\t\t\tlet info = gl.getShaderInfoLog(shader);\n\t\t\tlet numberedSource = source.split(\"\\n\").map((a, i) => `${i + 1}`.padEnd(5) + a).join(\"\\n\");\n\t\t\tthrow `could not compile shader ${this.name}: ${info}, \\n${numberedSource}`;\n\t\t}\n\t}\n\n\tlinkProgram() {\n\n\t\tconst tStart = performance.now();\n\n\t\tlet gl = this.gl;\n\n\t\tthis.uniformLocations = {};\n\t\tthis.attributeLocations = {};\n\t\tthis.uniforms = {};\n\n\t\tgl.useProgram(null);\n\n\t\tlet cached = this.cache.get(`${this.vsSource}, ${this.fsSource}`);\n\t\tif (cached) {\n\t\t\tthis.program = cached.program;\n\t\t\tthis.vs = cached.vs;\n\t\t\tthis.fs = cached.fs;\n\t\t\tthis.attributeLocations = cached.attributeLocations;\n\t\t\tthis.uniformLocations = cached.uniformLocations;\n\t\t\tthis.uniformBlocks = cached.uniformBlocks;\n\t\t\tthis.uniforms = cached.uniforms;\n\n\t\t\treturn;\n\t\t} else {\n\n\t\t\tthis.vs = gl.createShader(gl.VERTEX_SHADER);\n\t\t\tthis.fs = gl.createShader(gl.FRAGMENT_SHADER);\n\t\t\tthis.program = gl.createProgram();\n\n\t\t\tfor(let name of Object.keys(attributeLocations)){\n\t\t\t\tlet location = attributeLocations[name].location;\n\t\t\t\tlet glslName = attributeLocations[name].name;\n\t\t\t\tgl.bindAttribLocation(this.program, location, glslName);\n\t\t\t}\n\n\t\t\tthis.compileShader(this.vs, this.vsSource);\n\t\t\tthis.compileShader(this.fs, this.fsSource);\n\n\t\t\tlet program = this.program;\n\n\t\t\tgl.attachShader(program, this.vs);\n\t\t\tgl.attachShader(program, this.fs);\n\n\t\t\tgl.linkProgram(program);\n\n\t\t\tgl.detachShader(program, this.vs);\n\t\t\tgl.detachShader(program, this.fs);\n\n\t\t\tlet success = gl.getProgramParameter(program, gl.LINK_STATUS);\n\t\t\tif (!success) {\n\t\t\t\tlet info = gl.getProgramInfoLog(program);\n\t\t\t\tthrow `could not link program ${this.name}: ${info}`;\n\t\t\t}\n\n\t\t\t{ // attribute locations\n\t\t\t\tlet numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n\t\t\t\tfor (let i = 0; i < numAttributes; i++) {\n\t\t\t\t\tlet attribute = gl.getActiveAttrib(program, i);\n\n\t\t\t\t\tlet location = gl.getAttribLocation(program, attribute.name);\n\n\t\t\t\t\tthis.attributeLocations[attribute.name] = location;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{ // uniform locations\n\t\t\t\tlet numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n\n\t\t\t\tfor (let i = 0; i < numUniforms; i++) {\n\t\t\t\t\tlet uniform = gl.getActiveUniform(program, i);\n\n\t\t\t\t\tlet location = gl.getUniformLocation(program, uniform.name);\n\n\t\t\t\t\tthis.uniformLocations[uniform.name] = location;\n\t\t\t\t\tthis.uniforms[uniform.name] = {\n\t\t\t\t\t\tlocation: location,\n\t\t\t\t\t\tvalue: null,\n\t\t\t\t\t};\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// uniform blocks\n\t\t\tif(gl instanceof WebGL2RenderingContext){ \n\t\t\t\tlet numBlocks = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);\n\n\t\t\t\tfor (let i = 0; i < numBlocks; i++) {\n\t\t\t\t\tlet blockName = gl.getActiveUniformBlockName(program, i);\n\n\t\t\t\t\tlet blockIndex = gl.getUniformBlockIndex(program, blockName);\n\n\t\t\t\t\tthis.uniformBlockIndices[blockName] = blockIndex;\n\n\t\t\t\t\tgl.uniformBlockBinding(program, blockIndex, blockIndex);\n\t\t\t\t\tlet dataSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);\n\n\t\t\t\t\tlet uBuffer = gl.createBuffer();\t\n\t\t\t\t\tgl.bindBuffer(gl.UNIFORM_BUFFER, uBuffer);\n\t\t\t\t\tgl.bufferData(gl.UNIFORM_BUFFER, dataSize, gl.DYNAMIC_READ);\n\n\t\t\t\t\tgl.bindBufferBase(gl.UNIFORM_BUFFER, blockIndex, uBuffer);\n\n\t\t\t\t\tgl.bindBuffer(gl.UNIFORM_BUFFER, null);\n\n\t\t\t\t\tthis.uniformBlocks[blockName] = {\n\t\t\t\t\t\tname: blockName,\n\t\t\t\t\t\tindex: blockIndex,\n\t\t\t\t\t\tdataSize: dataSize,\n\t\t\t\t\t\tbuffer: uBuffer\n\t\t\t\t\t};\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet cached = {\n\t\t\t\tprogram: this.program,\n\t\t\t\tvs: this.vs,\n\t\t\t\tfs: this.fs,\n\t\t\t\tattributeLocations: this.attributeLocations,\n\t\t\t\tuniformLocations: this.uniformLocations,\n\t\t\t\tuniforms: this.uniforms,\n\t\t\t\tuniformBlocks: this.uniformBlocks,\n\t\t\t};\n\n\t\t\tthis.cache.set(`${this.vsSource}, ${this.fsSource}`, cached);\n\t\t}\n\n\t\tconst tEnd = performance.now();\n\t\tconst duration = tEnd - tStart;\n\n\t\tconsole.log(`shader compile duration: ${duration.toFixed(3)}`);\n\n\n\t}\n\n\tsetUniformMatrix4(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet tmp = new Float32Array(value.elements);\n\t\tgl.uniformMatrix4fv(location, false, tmp);\n\t}\n\n\tsetUniform1f(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst uniform = this.uniforms[name];\n\n\t\tif (uniform === undefined) {\n\t\t\treturn;\n\t\t}\n\n\t\tif(uniform.value === value){\n\t\t\treturn;\n\t\t}\n\n\t\tuniform.value = value;\n\n\t\tgl.uniform1f(uniform.location, value);\n\t}\n\n\tsetUniformBoolean(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst uniform = this.uniforms[name];\n\n\t\tif (uniform === undefined) {\n\t\t\treturn;\n\t\t}\n\n\t\tif(uniform.value === value){\n\t\t\treturn;\n\t\t}\n\n\t\tuniform.value = value;\n\n\t\tgl.uniform1i(uniform.location, value);\n\t}\n\n\tsetUniformTexture(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tgl.uniform1i(location, value);\n\t}\n\n\tsetUniform2f(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tgl.uniform2f(location, value[0], value[1]);\n\t}\n\n\tsetUniform3f(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tgl.uniform3f(location, value[0], value[1], value[2]);\n\t}\n\n\tsetUniform(name, value) {\n\n\t\tif (value.constructor === THREE.Matrix4) {\n\t\t\tthis.setUniformMatrix4(name, value);\n\t\t} else if (typeof value === \"number\") {\n\t\t\tthis.setUniform1f(name, value);\n\t\t} else if (typeof value === \"boolean\") {\n\t\t\tthis.setUniformBoolean(name, value);\n\t\t} else if (value instanceof WebGLTexture) {\n\t\t\tthis.setUniformTexture(name, value);\n\t\t} else if (value instanceof Array) {\n\n\t\t\tif (value.length === 2) {\n\t\t\t\tthis.setUniform2f(name, value);\n\t\t\t} else if (value.length === 3) {\n\t\t\t\tthis.setUniform3f(name, value);\n\t\t\t}\n\n\t\t} else {\n\t\t\tconsole.error(\"unhandled uniform type: \", name, value);\n\t\t}\n\n\t}\n\n\n\tsetUniform1i(name, value) {\n\t\tlet gl = this.gl;\n\t\tlet location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tgl.uniform1i(location, value);\n\t}\n\n};\n\nclass WebGLTexture {\n\n\tconstructor(gl, texture) {\n\t\tthis.gl = gl;\n\n\t\tthis.texture = texture;\n\t\tthis.id = gl.createTexture();\n\n\t\tthis.target = gl.TEXTURE_2D;\n\t\tthis.version = -1;\n\n\t\tthis.update(texture);\n\t}\n\n\tupdate() {\n\n\t\tif (!this.texture.image) {\n\t\t\tthis.version = this.texture.version;\n\n\t\t\treturn;\n\t\t}\n\n\t\tlet gl = this.gl;\n\t\tlet texture = this.texture;\n\n\t\tif (this.version === texture.version) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.target = gl.TEXTURE_2D;\n\n\t\tgl.bindTexture(this.target, this.id);\n\n\t\tlet level = 0;\n\t\tlet internalFormat = paramThreeToGL(gl, texture.format);\n\t\tlet width = texture.image.width;\n\t\tlet height = texture.image.height;\n\t\tlet border = 0;\n\t\tlet srcFormat = internalFormat;\n\t\tlet srcType = paramThreeToGL(gl, texture.type);\n\t\tlet data;\n\n\t\tgl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);\n\t\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);\n\t\tgl.pixelStorei(gl.UNPACK_ALIGNMENT, texture.unpackAlignment);\n\n\t\tif (texture instanceof THREE.DataTexture) {\n\t\t\tdata = texture.image.data;\n\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));\n\n\t\t\tgl.texImage2D(this.target, level, internalFormat,\n\t\t\t\twidth, height, border, srcFormat, srcType,\n\t\t\t\tdata);\n\t\t} else if ((texture instanceof THREE.CanvasTexture) || (texture instanceof THREE.Texture)) {\n\t\t\tdata = texture.image;\n\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_WRAP_S, paramThreeToGL(gl, texture.wrapS));\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_WRAP_T, paramThreeToGL(gl, texture.wrapT));\n\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));\n\n\t\t\tgl.texImage2D(this.target, level, internalFormat,\n\t\t\t\tinternalFormat, srcType, data);\n\n\t\t\tif (texture instanceof THREE.Texture) {gl.generateMipmap(gl.TEXTURE_2D);}\n\t\t}\n\n\t\tgl.bindTexture(this.target, null);\n\n\t\tthis.version = texture.version;\n\t}\n\n};\n\nclass WebGLBuffer {\n\n\tconstructor() {\n\t\tthis.numElements = 0;\n\t\tthis.vao = null;\n\t\tthis.vbos = new Map();\n\t}\n\n};\n\nexport class Renderer {\n\n\tconstructor(threeRenderer) {\n\t\tthis.threeRenderer = threeRenderer;\n\t\tthis.gl = this.threeRenderer.getContext();\n\n\t\tthis.buffers = new Map();\n\t\tthis.shaders = new Map();\n\t\tthis.textures = new Map();\n\n\t\tthis.glTypeMapping = new Map();\n\t\tthis.glTypeMapping.set(Float32Array, this.gl.FLOAT);\n\t\tthis.glTypeMapping.set(Uint8Array, this.gl.UNSIGNED_BYTE);\n\t\tthis.glTypeMapping.set(Uint16Array, this.gl.UNSIGNED_SHORT);\n\n\t\tthis.toggle = 0;\n\t}\n\n\tdeleteBuffer(geometry) {\n\n\t\tlet gl = this.gl;\n\t\tlet webglBuffer = this.buffers.get(geometry);\n\t\tif (webglBuffer != null) {\n\t\t\tfor (let attributeName in geometry.attributes) {\n\t\t\t\tgl.deleteBuffer(webglBuffer.vbos.get(attributeName).handle);\n\t\t\t}\n\t\t\tthis.buffers.delete(geometry);\n\t\t}\n\t}\n\n\tcreateBuffer(geometry){\n\t\tlet gl = this.gl;\n\t\tlet webglBuffer = new WebGLBuffer();\n\t\twebglBuffer.vao = gl.createVertexArray();\n\t\twebglBuffer.numElements = geometry.attributes.position.count;\n\n\t\tgl.bindVertexArray(webglBuffer.vao);\n\n\t\tfor(let attributeName in geometry.attributes){\n\t\t\tlet bufferAttribute = geometry.attributes[attributeName];\n\n\t\t\tlet vbo = gl.createBuffer();\n\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo);\n\t\t\tgl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);\n\n\t\t\tlet normalized = bufferAttribute.normalized;\n\t\t\tlet type = this.glTypeMapping.get(bufferAttribute.array.constructor);\n\n\t\t\tif(attributeLocations[attributeName] === undefined){\n\t\t\t\t//attributeLocation = attributeLocations[\"aExtra\"];\n\t\t\t}else{\n\t\t\t\tlet attributeLocation = attributeLocations[attributeName].location;\n\n\t\t\t\tgl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);\n\t\t\t\tgl.enableVertexAttribArray(attributeLocation);\n\t\t\t}\n\n\n\t\t\twebglBuffer.vbos.set(attributeName, {\n\t\t\t\thandle: vbo,\n\t\t\t\tname: attributeName,\n\t\t\t\tcount: bufferAttribute.count,\n\t\t\t\titemSize: bufferAttribute.itemSize,\n\t\t\t\ttype: geometry.attributes.position.array.constructor,\n\t\t\t\tversion: 0\n\t\t\t});\n\t\t}\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, null);\n\t\tgl.bindVertexArray(null);\n\n\t\tlet disposeHandler = (event) => {\n\t\t\tthis.deleteBuffer(geometry);\n\t\t\tgeometry.removeEventListener(\"dispose\", disposeHandler);\n\t\t};\n\t\tgeometry.addEventListener(\"dispose\", disposeHandler);\n\n\t\treturn webglBuffer;\n\t}\n\n\tupdateBuffer(geometry){\n\t\tlet gl = this.gl;\n\n\t\tlet webglBuffer = this.buffers.get(geometry);\n\n\t\tgl.bindVertexArray(webglBuffer.vao);\n\n\t\tfor(let attributeName in geometry.attributes){\n\t\t\tlet bufferAttribute = geometry.attributes[attributeName];\n\n\t\t\tlet normalized = bufferAttribute.normalized;\n\t\t\tlet type = this.glTypeMapping.get(bufferAttribute.array.constructor);\n\n\t\t\tlet vbo = null;\n\t\t\tif(!webglBuffer.vbos.has(attributeName)){\n\t\t\t\tvbo = gl.createBuffer();\n\n\t\t\t\twebglBuffer.vbos.set(attributeName, {\n\t\t\t\t\thandle: vbo,\n\t\t\t\t\tname: attributeName,\n\t\t\t\t\tcount: bufferAttribute.count,\n\t\t\t\t\titemSize: bufferAttribute.itemSize,\n\t\t\t\t\ttype: geometry.attributes.position.array.constructor,\n\t\t\t\t\tversion: bufferAttribute.version\n\t\t\t\t});\n\t\t\t}else{\n\t\t\t\tvbo = webglBuffer.vbos.get(attributeName).handle;\n\t\t\t\twebglBuffer.vbos.get(attributeName).version = bufferAttribute.version;\n\t\t\t}\n\n\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo);\n\t\t\tgl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);\n\n\t\t\tif(attributeLocations[attributeName] === undefined){\n\t\t\t\t//attributeLocation = attributeLocations[\"aExtra\"];\n\t\t\t}else{\n\t\t\t\tlet attributeLocation = attributeLocations[attributeName].location;\n\t\t\t\t\n\t\t\t\tgl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);\n\t\t\t\tgl.enableVertexAttribArray(attributeLocation);\n\t\t\t}\n\t\t}\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, null);\n\t\tgl.bindVertexArray(null);\n\t}\n\n\ttraverse(scene) {\n\n\t\tlet octrees = [];\n\n\t\tlet stack = [scene];\n\t\twhile (stack.length > 0) {\n\n\t\t\tlet node = stack.pop();\n\n\t\t\tif (node instanceof PointCloudTree) {\n\t\t\t\toctrees.push(node);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet visibleChildren = node.children.filter(c => c.visible);\n\t\t\tstack.push(...visibleChildren);\n\n\t\t}\n\n\t\tlet result = {\n\t\t\toctrees: octrees\n\t\t};\n\n\t\treturn result;\n\t}\n\n\n\n\trenderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params) {\n\n\t\tif (exports.measureTimings) performance.mark(\"renderNodes-start\");\n\n\t\tlet gl = this.gl;\n\n\t\tlet material = params.material ? params.material : octree.material;\n\t\tlet shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;\n\t\tlet view = camera.matrixWorldInverse;\n\n\t\tif(params.viewOverride){\n\t\t\tview = params.viewOverride;\n\t\t}\n\n\t\tlet worldView = new THREE.Matrix4();\n\n\t\tlet mat4holder = new Float32Array(16);\n\n\t\tlet i = 0;\n\t\tfor (let node of nodes) {\n\n\t\t\tif(exports.debug.allowedNodes !== undefined){\n\t\t\t\tif(!exports.debug.allowedNodes.includes(node.name)){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet world = node.sceneNode.matrixWorld;\n\t\t\tworldView.multiplyMatrices(view, world);\n\n\t\t\tif (visibilityTextureData) {\n\t\t\t\tlet vnStart = visibilityTextureData.offsets.get(node);\n\t\t\t\tshader.setUniform1f(\"uVNStart\", vnStart);\n\t\t\t}\n\n\n\t\t\tlet level = node.getLevel();\n\n\t\t\tif(node.debug){\n\t\t\t\tshader.setUniform(\"uDebug\", true);\n\t\t\t}else{\n\t\t\t\tshader.setUniform(\"uDebug\", false);\n\t\t\t}\n\n\t\t\t// let isLeaf = false;\n\t\t\t// if(node instanceof PointCloudOctreeNode){\n\t\t\t// \tisLeaf = Object.keys(node.children).length === 0;\n\t\t\t// }else if(node instanceof PointCloudArena4DNode){\n\t\t\t// \tisLeaf = node.geometryNode.isLeaf;\n\t\t\t// }\n\t\t\t// shader.setUniform(\"uIsLeafNode\", isLeaf);\n\n\t\t\t// let isLeaf = node.children.filter(n => n != null).length === 0;\n\t\t\t// if(!isLeaf){\n\t\t\t// \tcontinue;\n\t\t\t// }\n\n\n\t\t\t// TODO consider passing matrices in an array to avoid uniformMatrix4fv overhead\n\t\t\tconst lModel = shader.uniformLocations[\"modelMatrix\"];\n\t\t\tif (lModel) {\n\t\t\t\tmat4holder.set(world.elements);\n\t\t\t\tgl.uniformMatrix4fv(lModel, false, mat4holder);\n\t\t\t}\n\n\t\t\tconst lModelView = shader.uniformLocations[\"modelViewMatrix\"];\n\t\t\t//mat4holder.set(worldView.elements);\n\t\t\t// faster then set in chrome 63\n\t\t\tfor(let j = 0; j < 16; j++){\n\t\t\t\tmat4holder[j] = worldView.elements[j];\n\t\t\t}\n\t\t\tgl.uniformMatrix4fv(lModelView, false, mat4holder);\n\n\t\t\t{ // Clip Polygons\n\t\t\t\tif(material.clipPolygons && material.clipPolygons.length > 0){\n\n\t\t\t\t\tlet clipPolygonVCount = [];\n\t\t\t\t\tlet worldViewProjMatrices = [];\n\n\t\t\t\t\tfor(let clipPolygon of material.clipPolygons){\n\n\t\t\t\t\t\tlet view = clipPolygon.viewMatrix;\n\t\t\t\t\t\tlet proj = clipPolygon.projMatrix;\n\n\t\t\t\t\t\tlet worldViewProj = proj.clone().multiply(view).multiply(world);\n\n\t\t\t\t\t\tclipPolygonVCount.push(clipPolygon.markers.length);\n\t\t\t\t\t\tworldViewProjMatrices.push(worldViewProj);\n\t\t\t\t\t}\n\n\t\t\t\t\tlet flattenedMatrices = [].concat(...worldViewProjMatrices.map(m => m.elements));\n\n\t\t\t\t\tlet flattenedVertices = new Array(8 * 3 * material.clipPolygons.length);\n\t\t\t\t\tfor(let i = 0; i < material.clipPolygons.length; i++){\n\t\t\t\t\t\tlet clipPolygon = material.clipPolygons[i];\n\t\t\t\t\t\tfor(let j = 0; j < clipPolygon.markers.length; j++){\n\t\t\t\t\t\t\tflattenedVertices[i * 24 + (j * 3 + 0)] = clipPolygon.markers[j].position.x;\n\t\t\t\t\t\t\tflattenedVertices[i * 24 + (j * 3 + 1)] = clipPolygon.markers[j].position.y;\n\t\t\t\t\t\t\tflattenedVertices[i * 24 + (j * 3 + 2)] = clipPolygon.markers[j].position.z;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tconst lClipPolygonVCount = shader.uniformLocations[\"uClipPolygonVCount[0]\"];\n\t\t\t\t\tgl.uniform1iv(lClipPolygonVCount, clipPolygonVCount);\n\n\t\t\t\t\tconst lClipPolygonVP = shader.uniformLocations[\"uClipPolygonWVP[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lClipPolygonVP, false, flattenedMatrices);\n\n\t\t\t\t\tconst lClipPolygons = shader.uniformLocations[\"uClipPolygonVertices[0]\"];\n\t\t\t\t\tgl.uniform3fv(lClipPolygons, flattenedVertices);\n\n\t\t\t\t}\n\t\t\t}\n\n\n\t\t\t//shader.setUniformMatrix4(\"modelMatrix\", world);\n\t\t\t//shader.setUniformMatrix4(\"modelViewMatrix\", worldView);\n\t\t\tshader.setUniform1f(\"uLevel\", level);\n\t\t\tshader.setUniform1f(\"uNodeSpacing\", node.geometryNode.estimatedSpacing);\n\n\t\t\tshader.setUniform1f(\"uPCIndex\", i);\n\t\t\t// uBBSize\n\n\t\t\tif (shadowMaps.length > 0) {\n\n\t\t\t\tconst lShadowMap = shader.uniformLocations[\"uShadowMap[0]\"];\n\n\t\t\t\tshader.setUniform3f(\"uShadowColor\", material.uniforms.uShadowColor.value);\n\n\t\t\t\tlet bindingStart = 5;\n\t\t\t\tlet bindingPoints = new Array(shadowMaps.length).fill(bindingStart).map((a, i) => (a + i));\n\t\t\t\tgl.uniform1iv(lShadowMap, bindingPoints);\n\n\t\t\t\tfor (let i = 0; i < shadowMaps.length; i++) {\n\t\t\t\t\tlet shadowMap = shadowMaps[i];\n\t\t\t\t\tlet bindingPoint = bindingPoints[i];\n\t\t\t\t\tlet glTexture = this.threeRenderer.properties.get(shadowMap.target.texture).__webglTexture;\n\n\t\t\t\t\tgl.activeTexture(gl[`TEXTURE${bindingPoint}`]);\n\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D, glTexture);\n\t\t\t\t}\n\n\t\t\t\t{\n\n\t\t\t\t\tlet worldViewMatrices = shadowMaps\n\t\t\t\t\t\t.map(sm => sm.camera.matrixWorldInverse)\n\t\t\t\t\t\t.map(view => new THREE.Matrix4().multiplyMatrices(view, world))\n\n\t\t\t\t\tlet flattenedMatrices = [].concat(...worldViewMatrices.map(c => c.elements));\n\t\t\t\t\tconst lWorldView = shader.uniformLocations[\"uShadowWorldView[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lWorldView, false, flattenedMatrices);\n\t\t\t\t}\n\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...shadowMaps.map(sm => sm.camera.projectionMatrix.elements));\n\t\t\t\t\tconst lProj = shader.uniformLocations[\"uShadowProj[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lProj, false, flattenedMatrices);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tconst geometry = node.geometryNode.geometry;\n\n\t\t\tif(geometry.attributes[\"gps-time\"]){\n\t\t\t\tconst bufferAttribute = geometry.attributes[\"gps-time\"];\n\t\t\t\tconst attGPS = octree.getAttribute(\"gps-time\");\n\n\t\t\t\tlet initialRange = attGPS.initialRange;\n\t\t\t\tlet initialRangeSize = initialRange[1] - initialRange[0];\n\n\t\t\t\tlet globalRange = attGPS.range;\n\t\t\t\tlet globalRangeSize = globalRange[1] - globalRange[0];\n\n\t\t\t\tlet scale = initialRangeSize / globalRangeSize;\n\t\t\t\tlet offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;\n\n\t\t\t\tscale = Number.isNaN(scale) ? 1 : scale;\n\t\t\t\toffset = Number.isNaN(offset) ? 0 : offset;\n\n\t\t\t\tshader.setUniform1f(\"uGpsScale\", scale);\n\t\t\t\tshader.setUniform1f(\"uGpsOffset\", offset);\n\t\t\t\t//shader.setUniform2f(\"uFilterGPSTimeClipRange\", [-Infinity, Infinity]);\n\n\t\t\t\tlet uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\t\t// let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]\n\t\t\t\t// let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]\n\t\t\t\t// shader.setUniform2f(\"uFilterGPSTimeClipRange\", [gpsCliPRangeMin, gpsCliPRangeMax]);\n\n\t\t\t\tlet normalizedClipRange = [\n\t\t\t\t\t(uFilterGPSTimeClipRange[0] - globalRange[0]) / globalRangeSize,\n\t\t\t\t\t(uFilterGPSTimeClipRange[1] - globalRange[0]) / globalRangeSize,\n\t\t\t\t];\n\n\t\t\t\tshader.setUniform2f(\"uFilterGPSTimeClipRange\", normalizedClipRange);\n\n\n\n\t\t\t\t// // ranges in full gps coordinate system\n\t\t\t\t// const globalRange = attGPS.range;\n\t\t\t\t// const bufferRange = bufferAttribute.potree.range;\n\n\t\t\t\t// // ranges in [0, 1]\n\t\t\t\t// // normalizedGlobalRange = [0, 1]\n\t\t\t\t// // normalizedBufferRange: norm buffer within norm global range e.g. [0.2, 0.8]\n\t\t\t\t// const globalWidth = globalRange[1] - globalRange[0];\n\t\t\t\t// const normalizedBufferRange = [\n\t\t\t\t// \t(bufferRange[0] - globalRange[0]) / globalWidth,\n\t\t\t\t// \t(bufferRange[1] - globalRange[0]) / globalWidth,\n\t\t\t\t// ];\n\n\t\t\t\t// shader.setUniform2f(\"uNormalizedGpsBufferRange\", normalizedBufferRange);\n\n\t\t\t\t// let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\t\t// let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]\n\t\t\t\t// let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]\n\t\t\t\t// shader.setUniform2f(\"uFilterGPSTimeClipRange\", [gpsCliPRangeMin, gpsCliPRangeMax]);\n\n\t\t\t\t// shader.setUniform1f(\"uGpsScale\", bufferAttribute.potree.scale);\n\t\t\t\t// shader.setUniform1f(\"uGpsOffset\", bufferAttribute.potree.offset);\n\t\t\t}\n\n\t\t\t{\n\t\t\t\tlet uFilterReturnNumberRange = material.uniforms.uFilterReturnNumberRange.value;\n\t\t\t\tlet uFilterNumberOfReturnsRange = material.uniforms.uFilterNumberOfReturnsRange.value;\n\t\t\t\tlet uFilterPointSourceIDClipRange = material.uniforms.uFilterPointSourceIDClipRange.value;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tshader.setUniform2f(\"uFilterReturnNumberRange\", uFilterReturnNumberRange);\n\t\t\t\tshader.setUniform2f(\"uFilterNumberOfReturnsRange\", uFilterNumberOfReturnsRange);\n\t\t\t\tshader.setUniform2f(\"uFilterPointSourceIDClipRange\", uFilterPointSourceIDClipRange);\n\t\t\t}\n\n\t\t\tlet webglBuffer = null;\n\t\t\tif(!this.buffers.has(geometry)){\n\t\t\t\twebglBuffer = this.createBuffer(geometry);\n\t\t\t\tthis.buffers.set(geometry, webglBuffer);\n\t\t\t}else{\n\t\t\t\twebglBuffer = this.buffers.get(geometry);\n\t\t\t\tfor(let attributeName in geometry.attributes){\n\t\t\t\t\tlet attribute = geometry.attributes[attributeName];\n\n\t\t\t\t\tif(attribute.version > webglBuffer.vbos.get(attributeName).version){\n\t\t\t\t\t\tthis.updateBuffer(geometry);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tgl.bindVertexArray(webglBuffer.vao);\n\n\t\t\tlet isExtraAttribute =\n\t\t\t\tattributeLocations[material.activeAttributeName] === undefined\n\t\t\t\t&& Object.keys(geometry.attributes).includes(material.activeAttributeName);\n\n\t\t\tif(isExtraAttribute){\n\n\t\t\t\tconst attributeLocation = attributeLocations[\"aExtra\"].location;\n\n\t\t\t\tfor(const attributeName in geometry.attributes){\n\t\t\t\t\tconst bufferAttribute = geometry.attributes[attributeName];\n\t\t\t\t\tconst vbo = webglBuffer.vbos.get(attributeName);\n\t\t\t\t\t\n\t\t\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);\n\t\t\t\t\tgl.disableVertexAttribArray(attributeLocation);\n\t\t\t\t}\n\n\t\t\t\tconst attName = material.activeAttributeName;\n\t\t\t\tconst bufferAttribute = geometry.attributes[attName];\n\t\t\t\tconst vbo = webglBuffer.vbos.get(attName);\n\n\t\t\t\tif(bufferAttribute !== undefined && vbo !== undefined){\n\t\t\t\t\tlet type = this.glTypeMapping.get(bufferAttribute.array.constructor);\n\t\t\t\t\tlet normalized = bufferAttribute.normalized;\n\n\t\t\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);\n\t\t\t\t\tgl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);\n\t\t\t\t\tgl.enableVertexAttribArray(attributeLocation);\n\t\t\t\t}\n\n\n\n\n\t\t\t\t{\n\t\t\t\t\tconst attExtra = octree.pcoGeometry.pointAttributes.attributes\n\t\t\t\t\t\t.find(a => a.name === attName);\n\n\t\t\t\t\tlet range = material.getRange(attName);\n\t\t\t\t\tif(!range){\n\t\t\t\t\t\trange = attExtra.range;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(!range){\n\t\t\t\t\t\trange = [0, 1];\n\t\t\t\t\t}\n\n\t\t\t\t\tlet initialRange = attExtra.initialRange;\n\t\t\t\t\tlet initialRangeSize = initialRange[1] - initialRange[0];\n\n\t\t\t\t\tlet globalRange = range;\n\t\t\t\t\tlet globalRangeSize = globalRange[1] - globalRange[0];\n\n\t\t\t\t\tlet scale = initialRangeSize / globalRangeSize;\n\t\t\t\t\tlet offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;\n\n\t\t\t\t\tscale = Number.isNaN(scale) ? 1 : scale;\n\t\t\t\t\toffset = Number.isNaN(offset) ? 0 : offset;\n\n\t\t\t\t\tshader.setUniform1f(\"uExtraScale\", scale);\n\t\t\t\t\tshader.setUniform1f(\"uExtraOffset\", offset);\t\t\t\t\t\n\t\t\t\t}\n\n\t\t\t}else{\n\n\t\t\t\tfor(const attributeName in geometry.attributes){\n\t\t\t\t\tconst bufferAttribute = geometry.attributes[attributeName];\n\t\t\t\t\tconst vbo = webglBuffer.vbos.get(attributeName);\n\n\n\t\t\t\t\tif(attributeLocations[attributeName] !== undefined){\n\t\t\t\t\t\tconst attributeLocation = attributeLocations[attributeName].location;\n\n\t\t\t\t\t\tlet type = this.glTypeMapping.get(bufferAttribute.array.constructor);\n\t\t\t\t\t\tlet normalized = bufferAttribute.normalized;\n\t\t\t\t\t\t\n\t\t\t\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);\n\t\t\t\t\t\tgl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);\n\t\t\t\t\t\tgl.enableVertexAttribArray(attributeLocation);\n\t\t\t\t\t\t\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet numPoints = webglBuffer.numElements;\n\t\t\tgl.drawArrays(gl.POINTS, 0, numPoints);\n\n\t\t\ti++;\n\t\t}\n\n\t\tgl.bindVertexArray(null);\n\n\t\tif (exports.measureTimings) {\n\t\t\tperformance.mark(\"renderNodes-end\");\n\t\t\tperformance.measure(\"render.renderNodes\", \"renderNodes-start\", \"renderNodes-end\");\n\t\t}\n\t}\n\n\trenderOctree(octree, nodes, camera, target, params = {}){\n\n\t\tlet gl = this.gl;\n\n\t\tlet material = params.material ? params.material : octree.material;\n\t\tlet shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;\n\t\tlet view = camera.matrixWorldInverse;\n\t\tlet viewInv = camera.matrixWorld;\n\n\t\tif(params.viewOverride){\n\t\t\tview = params.viewOverride;\n\t\t\tviewInv = view.clone().invert();\n\t\t}\n\n\t\tlet proj = camera.projectionMatrix;\n\t\tlet projInv = proj.clone().invert();\n\t\t//let worldView = new THREE.Matrix4();\n\n\t\tlet shader = null;\n\t\tlet visibilityTextureData = null;\n\n\t\tlet currentTextureBindingPoint = 0;\n\n\t\tif (material.pointSizeType >= 0) {\n\t\t\tif (material.pointSizeType === PointSizeType.ADAPTIVE ||\n\t\t\t\tmaterial.activeAttributeName === \"level of detail\") {\n\n\t\t\t\tlet vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;\n\t\t\t\tvisibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);\n\n\t\t\t\tconst vnt = material.visibleNodesTexture;\n\t\t\t\tconst data = vnt.image.data;\n\t\t\t\tdata.set(visibilityTextureData.data);\n\t\t\t\tvnt.needsUpdate = true;\n\n\t\t\t}\n\t\t}\n\n\t\t{ // UPDATE SHADER AND TEXTURES\n\t\t\tif (!this.shaders.has(material)) {\n\t\t\t\tlet [vs, fs] = [material.vertexShader, material.fragmentShader];\n\t\t\t\tlet shader = new Shader(gl, \"pointcloud\", vs, fs);\n\n\t\t\t\tthis.shaders.set(material, shader);\n\t\t\t}\n\n\t\t\tshader = this.shaders.get(material);\n\n\t\t\t//if(material.needsUpdate){\n\t\t\t{\n\t\t\t\tlet [vs, fs] = [material.vertexShader, material.fragmentShader];\n\n\t\t\t\tlet numSnapshots = material.snapEnabled ? material.numSnapshots : 0;\n\t\t\t\tlet numClipBoxes = (material.clipBoxes && material.clipBoxes.length) ? material.clipBoxes.length : 0;\n\t\t\t\tlet numClipSpheres = (params.clipSpheres && params.clipSpheres.length) ? params.clipSpheres.length : 0;\n\t\t\t\tlet numClipPolygons = (material.clipPolygons && material.clipPolygons.length) ? material.clipPolygons.length : 0;\n\n\t\t\t\tlet defines = [\n\t\t\t\t\t`#define num_shadowmaps ${shadowMaps.length}`,\n\t\t\t\t\t`#define num_snapshots ${numSnapshots}`,\n\t\t\t\t\t`#define num_clipboxes ${numClipBoxes}`,\n\t\t\t\t\t`#define num_clipspheres ${numClipSpheres}`,\n\t\t\t\t\t`#define num_clippolygons ${numClipPolygons}`,\n\t\t\t\t];\n\n\n\t\t\t\tif(octree.pcoGeometry.root.isLoaded()){\n\t\t\t\t\tlet attributes = octree.pcoGeometry.root.geometry.attributes;\n\n\t\t\t\t\tif(attributes[\"gps-time\"]){\n\t\t\t\t\t\tdefines.push(\"#define clip_gps_enabled\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif(attributes[\"return number\"]){\n\t\t\t\t\t\tdefines.push(\"#define clip_return_number_enabled\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif(attributes[\"number of returns\"]){\n\t\t\t\t\t\tdefines.push(\"#define clip_number_of_returns_enabled\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif(attributes[\"source id\"] || attributes[\"point source id\"]){\n\t\t\t\t\t\tdefines.push(\"#define clip_point_source_id_enabled\");\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tlet definesString = defines.join(\"\\n\");\n\n\t\t\t\tlet vsVersionIndex = vs.indexOf(\"#version \");\n\t\t\t\tlet fsVersionIndex = fs.indexOf(\"#version \");\n\n\t\t\t\tif(vsVersionIndex >= 0){\n\t\t\t\t\tvs = vs.replace(/(#version .*)/, `$1\\n${definesString}`)\n\t\t\t\t}else{\n\t\t\t\t\tvs = `${definesString}\\n${vs}`;\n\t\t\t\t}\n\n\t\t\t\tif(fsVersionIndex >= 0){\n\t\t\t\t\tfs = fs.replace(/(#version .*)/, `$1\\n${definesString}`)\n\t\t\t\t}else{\n\t\t\t\t\tfs = `${definesString}\\n${fs}`;\n\t\t\t\t}\n\n\n\t\t\t\tshader.update(vs, fs);\n\n\t\t\t\tmaterial.needsUpdate = false;\n\t\t\t}\n\n\t\t\tfor (let uniformName of Object.keys(material.uniforms)) {\n\t\t\t\tlet uniform = material.uniforms[uniformName];\n\n\t\t\t\tif (uniform.type == \"t\") {\n\n\t\t\t\t\tlet texture = uniform.value;\n\n\t\t\t\t\tif (!texture) {\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (!this.textures.has(texture)) {\n\t\t\t\t\t\tlet webglTexture = new WebGLTexture(gl, texture);\n\n\t\t\t\t\t\tthis.textures.set(texture, webglTexture);\n\t\t\t\t\t}\n\n\t\t\t\t\tlet webGLTexture = this.textures.get(texture);\n\t\t\t\t\twebGLTexture.update();\n\n\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tgl.useProgram(shader.program);\n\n\t\tlet transparent = false;\n\t\tif(params.transparent !== undefined){\n\t\t\ttransparent = params.transparent && material.opacity < 1;\n\t\t}else{\n\t\t\ttransparent = material.opacity < 1;\n\t\t}\n\n\t\tif (transparent){\n\t\t\tgl.enable(gl.BLEND);\n\t\t\tgl.blendFunc(gl.SRC_ALPHA, gl.ONE);\n\t\t\tgl.depthMask(false);\n\t\t\tgl.disable(gl.DEPTH_TEST);\n\t\t} else {\n\t\t\tgl.disable(gl.BLEND);\n\t\t\tgl.depthMask(true);\n\t\t\tgl.enable(gl.DEPTH_TEST);\n\t\t}\n\n\t\tif(params.blendFunc !== undefined){\n\t\t\tgl.enable(gl.BLEND);\n\t\t\tgl.blendFunc(...params.blendFunc);\n\t\t}\n\n\t\tif(params.depthTest !== undefined){\n\t\t\tif(params.depthTest === true){\n\t\t\t\tgl.enable(gl.DEPTH_TEST);\n\t\t\t}else{\n\t\t\t\tgl.disable(gl.DEPTH_TEST);\n\t\t\t}\n\t\t}\n\n\t\tif(params.depthWrite !== undefined){\n\t\t\t if(params.depthWrite === true){\n\t\t\t\t gl.depthMask(true);\n\t\t\t }else{\n\t\t\t\t gl.depthMask(false);\n\t\t\t }\n\t\t\t \n\t\t}\n\n\n\t\t{ // UPDATE UNIFORMS\n\t\t\tshader.setUniformMatrix4(\"projectionMatrix\", proj);\n\t\t\tshader.setUniformMatrix4(\"viewMatrix\", view);\n\t\t\tshader.setUniformMatrix4(\"uViewInv\", viewInv);\n\t\t\tshader.setUniformMatrix4(\"uProjInv\", projInv);\n\n\t\t\tlet screenWidth = target ? target.width : material.screenWidth;\n\t\t\tlet screenHeight = target ? target.height : material.screenHeight;\n\n\t\t\tshader.setUniform1f(\"uScreenWidth\", screenWidth);\n\t\t\tshader.setUniform1f(\"uScreenHeight\", screenHeight);\n\t\t\tshader.setUniform1f(\"fov\", Math.PI * camera.fov / 180);\n\t\t\tshader.setUniform1f(\"near\", camera.near);\n\t\t\tshader.setUniform1f(\"far\", camera.far);\n\t\t\t\n\t\t\tif(camera instanceof THREE.OrthographicCamera){\n\t\t\t\tshader.setUniform(\"uUseOrthographicCamera\", true);\n\t\t\t\tshader.setUniform(\"uOrthoWidth\", camera.right - camera.left); \n\t\t\t\tshader.setUniform(\"uOrthoHeight\", camera.top - camera.bottom);\n\t\t\t}else{\n\t\t\t\tshader.setUniform(\"uUseOrthographicCamera\", false);\n\t\t\t}\n\n\t\t\tif(material.clipBoxes.length + material.clipPolygons.length === 0){\n\t\t\t\tshader.setUniform1i(\"clipTask\", ClipTask.NONE);\n\t\t\t}else{\n\t\t\t\tshader.setUniform1i(\"clipTask\", material.clipTask);\n\t\t\t}\n\n\t\t\tshader.setUniform1i(\"clipMethod\", material.clipMethod);\n\n\t\t\tif (material.clipBoxes && material.clipBoxes.length > 0) {\n\t\t\t\t//let flattenedMatrices = [].concat(...material.clipBoxes.map(c => c.inverse.elements));\n\n\t\t\t\t//const lClipBoxes = shader.uniformLocations[\"clipBoxes[0]\"];\n\t\t\t\t//gl.uniformMatrix4fv(lClipBoxes, false, flattenedMatrices);\n\n\t\t\t\tconst lClipBoxes = shader.uniformLocations[\"clipBoxes[0]\"];\n\t\t\t\tgl.uniformMatrix4fv(lClipBoxes, false, material.uniforms.clipBoxes.value);\n\t\t\t}\n\n\t\t\t// TODO CLIPSPHERES\n\t\t\tif(params.clipSpheres && params.clipSpheres.length > 0){\n\n\t\t\t\tlet clipSpheres = params.clipSpheres;\n\n\t\t\t\tlet matrices = [];\n\t\t\t\tfor(let clipSphere of clipSpheres){\n\t\t\t\t\t//let mScale = new THREE.Matrix4().makeScale(...clipSphere.scale.toArray());\n\t\t\t\t\t//let mTranslate = new THREE.Matrix4().makeTranslation(...clipSphere.position.toArray());\n\n\t\t\t\t\t//let clipToWorld = new THREE.Matrix4().multiplyMatrices(mTranslate, mScale);\n\t\t\t\t\tlet clipToWorld = clipSphere.matrixWorld;\n\t\t\t\t\tlet viewToWorld = camera.matrixWorld\n\t\t\t\t\tlet worldToClip = clipToWorld.clone().invert();\n\n\t\t\t\t\tlet viewToClip = new THREE.Matrix4().multiplyMatrices(worldToClip, viewToWorld);\n\n\t\t\t\t\tmatrices.push(viewToClip);\n\t\t\t\t}\n\n\t\t\t\tlet flattenedMatrices = [].concat(...matrices.map(matrix => matrix.elements));\n\n\t\t\t\tconst lClipSpheres = shader.uniformLocations[\"uClipSpheres[0]\"];\n\t\t\t\tgl.uniformMatrix4fv(lClipSpheres, false, flattenedMatrices);\n\t\t\t\t\n\t\t\t\t//const lClipSpheres = shader.uniformLocations[\"uClipSpheres[0]\"];\n\t\t\t\t//gl.uniformMatrix4fv(lClipSpheres, false, material.uniforms.clipSpheres.value);\n\t\t\t}\n\n\n\t\t\tshader.setUniform1f(\"size\", material.size);\n\t\t\tshader.setUniform1f(\"maxSize\", material.uniforms.maxSize.value);\n\t\t\tshader.setUniform1f(\"minSize\", material.uniforms.minSize.value);\n\n\n\t\t\t// uniform float uPCIndex\n\t\t\tshader.setUniform1f(\"uOctreeSpacing\", material.spacing);\n\t\t\tshader.setUniform(\"uOctreeSize\", material.uniforms.octreeSize.value);\n\n\n\t\t\t//uniform vec3 uColor;\n\t\t\tshader.setUniform3f(\"uColor\", material.color.toArray());\n\t\t\t//uniform float opacity;\n\t\t\tshader.setUniform1f(\"uOpacity\", material.opacity);\n\n\t\t\tshader.setUniform2f(\"elevationRange\", material.elevationRange);\n\t\t\tshader.setUniform2f(\"intensityRange\", material.intensityRange);\n\n\n\t\t\tshader.setUniform3f(\"uIntensity_gbc\", [\n\t\t\t\tmaterial.intensityGamma, \n\t\t\t\tmaterial.intensityBrightness, \n\t\t\t\tmaterial.intensityContrast\n\t\t\t]);\n\n\t\t\tshader.setUniform3f(\"uRGB_gbc\", [\n\t\t\t\tmaterial.rgbGamma, \n\t\t\t\tmaterial.rgbBrightness, \n\t\t\t\tmaterial.rgbContrast\n\t\t\t]);\n\n\t\t\tshader.setUniform1f(\"uTransition\", material.transition);\n\t\t\tshader.setUniform1f(\"wRGB\", material.weightRGB);\n\t\t\tshader.setUniform1f(\"wIntensity\", material.weightIntensity);\n\t\t\tshader.setUniform1f(\"wElevation\", material.weightElevation);\n\t\t\tshader.setUniform1f(\"wClassification\", material.weightClassification);\n\t\t\tshader.setUniform1f(\"wReturnNumber\", material.weightReturnNumber);\n\t\t\tshader.setUniform1f(\"wSourceID\", material.weightSourceID);\n\n\t\t\tshader.setUniform(\"backfaceCulling\", material.uniforms.backfaceCulling.value);\n\n\t\t\tlet vnWebGLTexture = this.textures.get(material.visibleNodesTexture);\n\t\t\tif(vnWebGLTexture){\n\t\t\t\tshader.setUniform1i(\"visibleNodesTexture\", currentTextureBindingPoint);\n\t\t\t\tgl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);\n\t\t\t\tgl.bindTexture(vnWebGLTexture.target, vnWebGLTexture.id);\n\t\t\t\tcurrentTextureBindingPoint++;\n\t\t\t}\n\n\t\t\tlet gradientTexture = this.textures.get(material.gradientTexture);\n\t\t\tshader.setUniform1i(\"gradient\", currentTextureBindingPoint);\n\t\t\tgl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);\n\t\t\tgl.bindTexture(gradientTexture.target, gradientTexture.id);\n\n\t\t\tconst repeat = material.elevationGradientRepeat;\n\t\t\tif(repeat === ElevationGradientRepeat.REPEAT){\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.REPEAT);\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.REPEAT);\n\t\t\t}else if(repeat === ElevationGradientRepeat.MIRRORED_REPEAT){\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);\n\t\t\t}else{\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\t\t\t}\n\t\t\tcurrentTextureBindingPoint++;\n\n\t\t\tlet classificationTexture = this.textures.get(material.classificationTexture);\n\t\t\tshader.setUniform1i(\"classificationLUT\", currentTextureBindingPoint);\n\t\t\tgl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);\n\t\t\tgl.bindTexture(classificationTexture.target, classificationTexture.id);\n\t\t\tcurrentTextureBindingPoint++;\n\n\t\t\tlet matcapTexture = this.textures.get(material.matcapTexture);\n\t\t\tshader.setUniform1i(\"matcapTextureUniform\", currentTextureBindingPoint);\n\t\t\tgl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);\n\t\t\tgl.bindTexture(matcapTexture.target, matcapTexture.id);\n\t\t\tcurrentTextureBindingPoint++;\n\n\n\t\t\tif (material.snapEnabled === true) {\n\n\t\t\t\t{\n\t\t\t\t\tconst lSnapshot = shader.uniformLocations[\"uSnapshot[0]\"];\n\t\t\t\t\tconst lSnapshotDepth = shader.uniformLocations[\"uSnapshotDepth[0]\"];\n\n\t\t\t\t\tlet bindingStart = currentTextureBindingPoint;\n\t\t\t\t\tlet lSnapshotBindingPoints = new Array(5).fill(bindingStart).map((a, i) => (a + i));\n\t\t\t\t\tlet lSnapshotDepthBindingPoints = new Array(5)\n\t\t\t\t\t\t.fill(1 + Math.max(...lSnapshotBindingPoints))\n\t\t\t\t\t\t.map((a, i) => (a + i));\n\t\t\t\t\tcurrentTextureBindingPoint = 1 + Math.max(...lSnapshotDepthBindingPoints);\n\n\t\t\t\t\tgl.uniform1iv(lSnapshot, lSnapshotBindingPoints);\n\t\t\t\t\tgl.uniform1iv(lSnapshotDepth, lSnapshotDepthBindingPoints);\n\n\t\t\t\t\tfor (let i = 0; i < 5; i++) {\n\t\t\t\t\t\tlet texture = material.uniforms[`uSnapshot`].value[i];\n\t\t\t\t\t\tlet textureDepth = material.uniforms[`uSnapshotDepth`].value[i];\n\n\t\t\t\t\t\tif (!texture) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tlet snapTexture = this.threeRenderer.properties.get(texture).__webglTexture;\n\t\t\t\t\t\tlet snapTextureDepth = this.threeRenderer.properties.get(textureDepth).__webglTexture;\n\n\t\t\t\t\t\tlet bindingPoint = lSnapshotBindingPoints[i];\n\t\t\t\t\t\tlet depthBindingPoint = lSnapshotDepthBindingPoints[i];\n\n\t\t\t\t\t\tgl.activeTexture(gl[`TEXTURE${bindingPoint}`]);\n\t\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D, snapTexture);\n\n\t\t\t\t\t\tgl.activeTexture(gl[`TEXTURE${depthBindingPoint}`]);\n\t\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D, snapTextureDepth);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...material.uniforms.uSnapView.value.map(c => c.elements));\n\t\t\t\t\tconst lSnapView = shader.uniformLocations[\"uSnapView[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lSnapView, false, flattenedMatrices);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...material.uniforms.uSnapProj.value.map(c => c.elements));\n\t\t\t\t\tconst lSnapProj = shader.uniformLocations[\"uSnapProj[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lSnapProj, false, flattenedMatrices);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...material.uniforms.uSnapProjInv.value.map(c => c.elements));\n\t\t\t\t\tconst lSnapProjInv = shader.uniformLocations[\"uSnapProjInv[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lSnapProjInv, false, flattenedMatrices);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...material.uniforms.uSnapViewInv.value.map(c => c.elements));\n\t\t\t\t\tconst lSnapViewInv = shader.uniformLocations[\"uSnapViewInv[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lSnapViewInv, false, flattenedMatrices);\n\t\t\t\t}\n\n\t\t\t}\n\t\t}\n\n\t\tthis.renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params);\n\n\t\tgl.activeTexture(gl.TEXTURE2);\n\t\tgl.bindTexture(gl.TEXTURE_2D, null);\n\t\tgl.activeTexture(gl.TEXTURE0);\n\t}\n\n\trender(scene, camera, target = null, params = {}) {\n\n\t\tconst gl = this.gl;\n\n\t\t// PREPARE \n\t\tif (target != null) {\n\t\t\tthis.threeRenderer.setRenderTarget(target);\n\t\t}\n\n\t\t//camera.updateProjectionMatrix();\n\t\t// camera.matrixWorldInverse.invert(camera.matrixWorld);\n\n\t\tconst traversalResult = this.traverse(scene);\n\n\n\t\t// RENDER\n\t\tfor (const octree of traversalResult.octrees) {\n\t\t\tlet nodes = octree.visibleNodes;\n\t\t\tthis.renderOctree(octree, nodes, camera, target, params);\n\t\t}\n\n\n\t\t// CLEANUP\n\t\tgl.activeTexture(gl.TEXTURE1);\n\t\tgl.bindTexture(gl.TEXTURE_2D, null);\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, null);\n\t\tgl.bindVertexArray(null);\n\n\t\tthis.threeRenderer.resetState();\n\t}\n\n\n\n};\n\n\n\n\n\n\n\n\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {Points} from \"./Points.js\";\n\nexport class ProfileData {\n\tconstructor (profile) {\n\t\tthis.profile = profile;\n\n\t\tthis.segments = [];\n\t\tthis.boundingBox = new THREE.Box3();\n\n\t\tfor (let i = 0; i < profile.points.length - 1; i++) {\n\t\t\tlet start = profile.points[i];\n\t\t\tlet end = profile.points[i + 1];\n\n\t\t\tlet startGround = new THREE.Vector3(start.x, start.y, 0);\n\t\t\tlet endGround = new THREE.Vector3(end.x, end.y, 0);\n\n\t\t\tlet center = new THREE.Vector3().addVectors(endGround, startGround).multiplyScalar(0.5);\n\t\t\tlet length = startGround.distanceTo(endGround);\n\t\t\tlet side = new THREE.Vector3().subVectors(endGround, startGround).normalize();\n\t\t\tlet up = new THREE.Vector3(0, 0, 1);\n\t\t\tlet forward = new THREE.Vector3().crossVectors(side, up).normalize();\n\t\t\tlet N = forward;\n\t\t\tlet cutPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(N, startGround);\n\t\t\tlet halfPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(side, center);\n\n\t\t\tlet segment = {\n\t\t\t\tstart: start,\n\t\t\t\tend: end,\n\t\t\t\tcutPlane: cutPlane,\n\t\t\t\thalfPlane: halfPlane,\n\t\t\t\tlength: length,\n\t\t\t\tpoints: new Points()\n\t\t\t};\n\n\t\t\tthis.segments.push(segment);\n\t\t}\n\t}\n\n\tsize () {\n\t\tlet size = 0;\n\t\tfor (let segment of this.segments) {\n\t\t\tsize += segment.points.numPoints;\n\t\t}\n\n\t\treturn size;\n\t}\n};\n\nexport class ProfileRequest {\n\tconstructor (pointcloud, profile, maxDepth, callback) {\n\t\tthis.pointcloud = pointcloud;\n\t\tthis.profile = profile;\n\t\tthis.maxDepth = maxDepth || Number.MAX_VALUE;\n\t\tthis.callback = callback;\n\t\tthis.temporaryResult = new ProfileData(this.profile);\n\t\tthis.pointsServed = 0;\n\t\tthis.highestLevelServed = 0;\n\n\t\tthis.priorityQueue = new BinaryHeap(function (x) { return 1 / x.weight; });\n\n\t\tthis.initialize();\n\t}\n\n\tinitialize () {\n\t\tthis.priorityQueue.push({node: this.pointcloud.pcoGeometry.root, weight: Infinity});\n\t};\n\n\t// traverse the node and add intersecting descendants to queue\n\ttraverse (node) {\n\t\tlet stack = [];\n\t\tfor (let i = 0; i < 8; i++) {\n\t\t\tlet child = node.children[i];\n\t\t\tif (child && this.pointcloud.nodeIntersectsProfile(child, this.profile)) {\n\t\t\t\tstack.push(child);\n\t\t\t}\n\t\t}\n\n\t\twhile (stack.length > 0) {\n\t\t\tlet node = stack.pop();\n\t\t\tlet weight = node.boundingSphere.radius;\n\n\t\t\tthis.priorityQueue.push({node: node, weight: weight});\n\n\t\t\t// add children that intersect the cutting plane\n\t\t\tif (node.level < this.maxDepth) {\n\t\t\t\tfor (let i = 0; i < 8; i++) {\n\t\t\t\t\tlet child = node.children[i];\n\t\t\t\t\tif (child && this.pointcloud.nodeIntersectsProfile(child, this.profile)) {\n\t\t\t\t\t\tstack.push(child);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tupdate(){\n\t\tif(!this.updateGeneratorInstance){\n\t\t\tthis.updateGeneratorInstance = this.updateGenerator();\n\t\t}\n\n\t\tlet result = this.updateGeneratorInstance.next();\n\t\tif(result.done){\n\t\t\tthis.updateGeneratorInstance = null;\n\t\t}\n\t}\n\n\t* updateGenerator(){\n\t\t// load nodes in queue\n\t\t// if hierarchy expands, also load nodes from expanded hierarchy\n\t\t// once loaded, add data to this.points and remove node from queue\n\t\t// only evaluate 1-50 nodes per frame to maintain responsiveness\n\n\t\tlet start = performance.now();\n\n\t\tlet maxNodesPerUpdate = 1;\n\t\tlet intersectedNodes = [];\n\n\t\tfor (let i = 0; i < Math.min(maxNodesPerUpdate, this.priorityQueue.size()); i++) {\n\t\t\tlet element = this.priorityQueue.pop();\n\t\t\tlet node = element.node;\n\n\t\t\tif(node.level > this.maxDepth){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (node.loaded) {\n\t\t\t\t// add points to result\n\t\t\t\tintersectedNodes.push(node);\n\t\t\t\texports.lru.touch(node);\n\t\t\t\tthis.highestLevelServed = Math.max(node.getLevel(), this.highestLevelServed);\n\n\t\t\t\tvar geom = node.pcoGeometry;\n\t\t\t\tvar hierarchyStepSize = geom ? geom.hierarchyStepSize : 1;\n\n\t\t\t\tvar doTraverse = node.getLevel() === 0 ||\n\t\t\t\t\t(node.level % hierarchyStepSize === 0 && node.hasChildren);\n\n\t\t\t\tif (doTraverse) {\n\t\t\t\t\tthis.traverse(node);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tnode.load();\n\t\t\t\tthis.priorityQueue.push(element);\n\t\t\t}\n\t\t}\n\n\t\tif (intersectedNodes.length > 0) {\n\n\t\t\tfor(let done of this.getPointsInsideProfile(intersectedNodes, this.temporaryResult)){\n\t\t\t\tif(!done){\n\t\t\t\t\t//console.log(\"updateGenerator yields\");\n\t\t\t\t\tyield false;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this.temporaryResult.size() > 100) {\n\t\t\t\tthis.pointsServed += this.temporaryResult.size();\n\t\t\t\tthis.callback.onProgress({request: this, points: this.temporaryResult});\n\t\t\t\tthis.temporaryResult = new ProfileData(this.profile);\n\t\t\t}\n\t\t}\n\n\t\tif (this.priorityQueue.size() === 0) {\n\t\t\t// we're done! inform callback and remove from pending requests\n\n\t\t\tif (this.temporaryResult.size() > 0) {\n\t\t\t\tthis.pointsServed += this.temporaryResult.size();\n\t\t\t\tthis.callback.onProgress({request: this, points: this.temporaryResult});\n\t\t\t\tthis.temporaryResult = new ProfileData(this.profile);\n\t\t\t}\n\n\t\t\tthis.callback.onFinish({request: this});\n\n\t\t\tlet index = this.pointcloud.profileRequests.indexOf(this);\n\t\t\tif (index >= 0) {\n\t\t\t\tthis.pointcloud.profileRequests.splice(index, 1);\n\t\t\t}\n\t\t}\n\n\t\tyield true;\n\t};\n\n\t* getAccepted(numPoints, node, matrix, segment, segmentDir, points, totalMileage){\n\t\tlet checkpoint = performance.now();\n\n\t\tlet accepted = new Uint32Array(numPoints);\n\t\tlet mileage = new Float64Array(numPoints);\n\t\tlet acceptedPositions = new Float32Array(numPoints * 3);\n\t\tlet numAccepted = 0;\n\n\t\tlet pos = new THREE.Vector3();\n\t\tlet svp = new THREE.Vector3();\n\n\t\tlet view = new Float32Array(node.geometry.attributes.position.array);\n\n\t\tfor (let i = 0; i < numPoints; i++) {\n\n\t\t\tpos.set(\n\t\t\t\tview[i * 3 + 0],\n\t\t\t\tview[i * 3 + 1],\n\t\t\t\tview[i * 3 + 2]);\n\n\t\t\tpos.applyMatrix4(matrix);\n\t\t\tlet distance = Math.abs(segment.cutPlane.distanceToPoint(pos));\n\t\t\tlet centerDistance = Math.abs(segment.halfPlane.distanceToPoint(pos));\n\n\t\t\tif (distance < this.profile.width / 2 && centerDistance < segment.length / 2) {\n\t\t\t\tsvp.subVectors(pos, segment.start);\n\t\t\t\tlet localMileage = segmentDir.dot(svp);\n\n\t\t\t\taccepted[numAccepted] = i;\n\t\t\t\tmileage[numAccepted] = localMileage + totalMileage;\n\t\t\t\tpoints.boundingBox.expandByPoint(pos);\n\n\t\t\t\tpos.sub(this.pointcloud.position);\n\n\t\t\t\tacceptedPositions[3 * numAccepted + 0] = pos.x;\n\t\t\t\tacceptedPositions[3 * numAccepted + 1] = pos.y;\n\t\t\t\tacceptedPositions[3 * numAccepted + 2] = pos.z;\n\n\t\t\t\tnumAccepted++;\n\t\t\t}\n\n\t\t\tif((i % 1000) === 0){\n\t\t\t\tlet duration = performance.now() - checkpoint;\n\t\t\t\tif(duration > 4){\n\t\t\t\t\t//console.log(`getAccepted yield after ${duration}ms`);\n\t\t\t\t\tyield false;\n\t\t\t\t\tcheckpoint = performance.now();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\taccepted = accepted.subarray(0, numAccepted);\n\t\tmileage = mileage.subarray(0, numAccepted);\n\t\tacceptedPositions = acceptedPositions.subarray(0, numAccepted * 3);\n\n\t\t//let end = performance.now();\n\t\t//let duration = end - start;\n\t\t//console.log(\"accepted duration \", duration)\n\n\t\t//console.log(`getAccepted finished`);\n\n\t\tyield [accepted, mileage, acceptedPositions];\n\t}\n\n\t* getPointsInsideProfile(nodes, target){\n\t\tlet checkpoint = performance.now();\n\t\tlet totalMileage = 0;\n\n\t\tlet pointsProcessed = 0;\n\n\t\tfor (let segment of target.segments) {\n\t\t\tfor (let node of nodes) {\n\t\t\t\tlet numPoints = node.numPoints;\n\t\t\t\tlet geometry = node.geometry;\n\n\t\t\t\tif(!numPoints){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t{ // skip if current node doesn't intersect current segment\n\t\t\t\t\tlet bbWorld = node.boundingBox.clone().applyMatrix4(this.pointcloud.matrixWorld);\n\t\t\t\t\tlet bsWorld = bbWorld.getBoundingSphere(new THREE.Sphere());\n\n\t\t\t\t\tlet start = new THREE.Vector3(segment.start.x, segment.start.y, bsWorld.center.z);\n\t\t\t\t\tlet end = new THREE.Vector3(segment.end.x, segment.end.y, bsWorld.center.z);\n\n\t\t\t\t\tlet closest = new THREE.Line3(start, end).closestPointToPoint(bsWorld.center, true, new THREE.Vector3());\n\t\t\t\t\tlet distance = closest.distanceTo(bsWorld.center);\n\n\t\t\t\t\tlet intersects = (distance < (bsWorld.radius + target.profile.width));\n\n\t\t\t\t\tif(!intersects){\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t//{// DEBUG\n\t\t\t\t//\tconsole.log(node.name);\n\t\t\t\t//\tlet boxHelper = new Potree.Box3Helper(node.getBoundingBox());\n\t\t\t\t//\tboxHelper.matrixAutoUpdate = false;\n\t\t\t\t//\tboxHelper.matrix.copy(viewer.scene.pointclouds[0].matrixWorld);\n\t\t\t\t//\tviewer.scene.scene.add(boxHelper);\n\t\t\t\t//}\n\n\t\t\t\tlet sv = new THREE.Vector3().subVectors(segment.end, segment.start).setZ(0);\n\t\t\t\tlet segmentDir = sv.clone().normalize();\n\n\t\t\t\tlet points = new Points();\n\n\t\t\t\tlet nodeMatrix = new THREE.Matrix4().makeTranslation(...node.boundingBox.min.toArray());\n\n\t\t\t\tlet matrix = new THREE.Matrix4().multiplyMatrices(\n\t\t\t\t\tthis.pointcloud.matrixWorld, nodeMatrix);\n\n\t\t\t\tpointsProcessed = pointsProcessed + numPoints;\n\n\t\t\t\tlet accepted = null;\n\t\t\t\tlet mileage = null;\n\t\t\t\tlet acceptedPositions = null;\n\t\t\t\tfor(let result of this.getAccepted(numPoints, node, matrix, segment, segmentDir, points,totalMileage)){\n\t\t\t\t\tif(!result){\n\t\t\t\t\t\tlet duration = performance.now() - checkpoint;\n\t\t\t\t\t\t//console.log(`getPointsInsideProfile yield after ${duration}ms`);\n\t\t\t\t\t\tyield false;\n\t\t\t\t\t\tcheckpoint = performance.now();\n\t\t\t\t\t}else{\n\t\t\t\t\t\t[accepted, mileage, acceptedPositions] = result;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tlet duration = performance.now() - checkpoint;\n\t\t\t\tif(duration > 4){\n\t\t\t\t\t//console.log(`getPointsInsideProfile yield after ${duration}ms`);\n\t\t\t\t\tyield false;\n\t\t\t\t\tcheckpoint = performance.now();\n\t\t\t\t}\n\n\t\t\t\tpoints.data.position = acceptedPositions;\n\n\t\t\t\tlet relevantAttributes = Object.keys(geometry.attributes).filter(a => ![\"position\", \"indices\"].includes(a));\n\t\t\t\tfor(let attributeName of relevantAttributes){\n\n\t\t\t\t\tlet attribute = geometry.attributes[attributeName];\n\t\t\t\t\tlet numElements = attribute.array.length / numPoints;\n\n\t\t\t\t\tif(numElements !== parseInt(numElements)){\n\t\t\t\t\t\tdebugger;\n\t\t\t\t\t}\n\n\t\t\t\t\tlet Type = attribute.array.constructor;\n\n\t\t\t\t\tlet filteredBuffer = new Type(numElements * accepted.length);\n\n\t\t\t\t\tlet source = attribute.array;\n\t\t\t\t\tlet target = filteredBuffer;\n\n\t\t\t\t\tfor(let i = 0; i < accepted.length; i++){\n\n\t\t\t\t\t\tlet index = accepted[i];\n\n\t\t\t\t\t\tlet start = index * numElements;\n\t\t\t\t\t\tlet end = start + numElements;\n\t\t\t\t\t\tlet sub = source.subarray(start, end);\n\n\t\t\t\t\t\ttarget.set(sub, i * numElements);\n\t\t\t\t\t}\n\n\t\t\t\t\tpoints.data[attributeName] = filteredBuffer;\n\t\t\t\t}\n\n\t\t\t\tpoints.data['mileage'] = mileage;\n\t\t\t\tpoints.numPoints = accepted.length;\n\n\t\t\t\tsegment.points.add(points);\n\t\t\t}\n\n\t\t\ttotalMileage += segment.length;\n\t\t}\n\n\t\tfor (let segment of target.segments) {\n\t\t\ttarget.boundingBox.union(segment.points.boundingBox);\n\t\t}\n\n\t\t//console.log(`getPointsInsideProfile finished`);\n\t\tyield true;\n\t};\n\n\tfinishLevelThenCancel () {\n\t\tif (this.cancelRequested) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.maxDepth = this.highestLevelServed;\n\t\tthis.cancelRequested = true;\n\n\t\t//console.log(`maxDepth: ${this.maxDepth}`);\n\t};\n\n\tcancel () {\n\t\tthis.callback.onCancel();\n\n\t\tthis.priorityQueue = new BinaryHeap(function (x) { return 1 / x.weight; });\n\n\t\tlet index = this.pointcloud.profileRequests.indexOf(this);\n\t\tif (index >= 0) {\n\t\t\tthis.pointcloud.profileRequests.splice(index, 1);\n\t\t}\n\t};\n}\n","\nexport class Version{\n\n\tconstructor(version){\n\t\tthis.version = version;\n\t\tlet vmLength = (version.indexOf('.') === -1) ? version.length : version.indexOf('.');\n\t\tthis.versionMajor = parseInt(version.substr(0, vmLength));\n\t\tthis.versionMinor = parseInt(version.substr(vmLength + 1));\n\t\tif (this.versionMinor.length === 0) {\n\t\t\tthis.versionMinor = 0;\n\t\t}\n\t}\n\n\tnewerThan(version){\n\t\tlet v = new Version(version);\n\n\t\tif (this.versionMajor > v.versionMajor) {\n\t\t\treturn true;\n\t\t} else if (this.versionMajor === v.versionMajor && this.versionMinor > v.versionMinor) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tequalOrHigher(version){\n\t\tlet v = new Version(version);\n\n\t\tif (this.versionMajor > v.versionMajor) {\n\t\t\treturn true;\n\t\t} else if (this.versionMajor === v.versionMajor && this.versionMinor >= v.versionMinor) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tupTo(version){\n\t\treturn !this.newerThan(version);\n\t}\n\n}\n\n\n","\nexport class WorkerPool{\n\tconstructor(){\n\t\tthis.workers = {};\n\t}\n\n\tgetWorker(url){\n\t\tif (!this.workers[url]){\n\t\t\tthis.workers[url] = [];\n\t\t}\n\n\t\tif (this.workers[url].length === 0){\n\t\t\tlet worker = new Worker(url);\n\t\t\tthis.workers[url].push(worker);\n\t\t}\n\n\t\tlet worker = this.workers[url].pop();\n\n\t\treturn worker;\n\t}\n\n\treturnWorker(url, worker){\n\t\tthis.workers[url].push(worker);\n\t}\n};\n\n//Potree.workerPool = new Potree.WorkerPool();\n","\r\n\r\nfunction createPointcloudData(pointcloud) {\r\n\r\n\tlet material = pointcloud.material;\r\n\r\n\tlet ranges = [];\r\n\t\r\n\tfor(let [name, value] of material.ranges){\r\n\t\tranges.push({\r\n\t\t\tname: name,\r\n\t\t\tvalue: value,\r\n\t\t});\r\n\t}\r\n\r\n\tif(typeof material.elevationRange[0] === \"number\"){\r\n\t\tranges.push({\r\n\t\t\tname: \"elevationRange\",\r\n\t\t\tvalue: material.elevationRange,\r\n\t\t});\r\n\t}\r\n\tif(typeof material.intensityRange[0] === \"number\"){\r\n\t\tranges.push({\r\n\t\t\tname: \"intensityRange\",\r\n\t\t\tvalue: material.intensityRange,\r\n\t\t});\r\n\t}\r\n\r\n\tlet pointSizeTypeName = Object.entries(Potree.PointSizeType).find(e => e[1] === material.pointSizeType)[0];\r\n\r\n\tlet jsonMaterial = {\r\n\t\tactiveAttributeName: material.activeAttributeName,\r\n\t\tranges: ranges,\r\n\t\tsize: material.size,\r\n\t\tminSize: material.minSize,\r\n\t\tpointSizeType: pointSizeTypeName,\r\n\t\tmatcap: material.matcap,\r\n\t};\r\n\r\n\tconst pcdata = {\r\n\t\tname: pointcloud.name,\r\n\t\turl: pointcloud.pcoGeometry.url,\r\n\t\tposition: pointcloud.position.toArray(),\r\n\t\trotation: pointcloud.rotation.toArray(),\r\n\t\tscale: pointcloud.scale.toArray(),\r\n\t\tmaterial: jsonMaterial,\r\n\t};\r\n\r\n\treturn pcdata;\r\n}\r\n\r\nfunction createProfileData(profile){\r\n\tconst data = {\r\n\t\tuuid: profile.uuid,\r\n\t\tname: profile.name,\r\n\t\tpoints: profile.points.map(p => p.toArray()),\r\n\t\theight: profile.height,\r\n\t\twidth: profile.width,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createVolumeData(volume){\r\n\tconst data = {\r\n\t\tuuid: volume.uuid,\r\n\t\ttype: volume.constructor.name,\r\n\t\tname: volume.name,\r\n\t\tposition: volume.position.toArray(),\r\n\t\trotation: volume.rotation.toArray(),\r\n\t\tscale: volume.scale.toArray(),\r\n\t\tvisible: volume.visible,\r\n\t\tclip: volume.clip,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createCameraAnimationData(animation){\r\n\r\n\tconst controlPoints = animation.controlPoints.map( cp => {\r\n\t\tconst cpdata = {\r\n\t\t\tposition: cp.position.toArray(),\r\n\t\t\ttarget: cp.target.toArray(),\r\n\t\t};\r\n\r\n\t\treturn cpdata;\r\n\t});\r\n\r\n\tconst data = {\r\n\t\tuuid: animation.uuid,\r\n\t\tname: animation.name,\r\n\t\tduration: animation.duration,\r\n\t\tt: animation.t,\r\n\t\tcurveType: animation.curveType,\r\n\t\tvisible: animation.visible,\r\n\t\tcontrolPoints: controlPoints,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createMeasurementData(measurement){\r\n\r\n\tconst data = {\r\n\t\tuuid: measurement.uuid,\r\n\t\tname: measurement.name,\r\n\t\tpoints: measurement.points.map(p => p.position.toArray()),\r\n\t\tshowDistances: measurement.showDistances,\r\n\t\tshowCoordinates: measurement.showCoordinates,\r\n\t\tshowArea: measurement.showArea,\r\n\t\tclosed: measurement.closed,\r\n\t\tshowAngles: measurement.showAngles,\r\n\t\tshowHeight: measurement.showHeight,\r\n\t\tshowCircle: measurement.showCircle,\r\n\t\tshowAzimuth: measurement.showAzimuth,\r\n\t\tshowEdges: measurement.showEdges,\r\n\t\tcolor: measurement.color.toArray(),\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createOrientedImagesData(images){\r\n\tconst data = {\r\n\t\tcameraParamsPath: images.cameraParamsPath,\r\n\t\timageParamsPath: images.imageParamsPath,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createGeopackageData(geopackage){\r\n\tconst data = {\r\n\t\tpath: geopackage.path,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createAnnotationData(annotation){\r\n\r\n\tconst data = {\r\n\t\tuuid: annotation.uuid,\r\n\t\ttitle: annotation.title.toString(),\r\n\t\tdescription: annotation.description,\r\n\t\tposition: annotation.position.toArray(),\r\n\t\toffset: annotation.offset.toArray(),\r\n\t\tchildren: [],\r\n\t};\r\n\r\n\tif(annotation.cameraPosition){\r\n\t\tdata.cameraPosition = annotation.cameraPosition.toArray();\r\n\t}\r\n\r\n\tif(annotation.cameraTarget){\r\n\t\tdata.cameraTarget = annotation.cameraTarget.toArray();\r\n\t}\r\n\r\n\tif(typeof annotation.radius !== \"undefined\"){\r\n\t\tdata.radius = annotation.radius;\r\n\t}\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createAnnotationsData(viewer){\r\n\t\r\n\tconst map = new Map();\r\n\r\n\tviewer.scene.annotations.traverseDescendants(a => {\r\n\t\tconst aData = createAnnotationData(a);\r\n\r\n\t\tmap.set(a, aData);\r\n\t});\r\n\r\n\tfor(const [annotation, data] of map){\r\n\t\tfor(const child of annotation.children){\r\n\t\t\tconst childData = map.get(child);\r\n\t\t\tdata.children.push(childData);\r\n\t\t}\r\n\t}\r\n\r\n\tconst annotations = viewer.scene.annotations.children.map(a => map.get(a));\r\n\r\n\treturn annotations;\r\n}\r\n\r\nfunction createSettingsData(viewer){\r\n\treturn {\r\n\t\tpointBudget: viewer.getPointBudget(),\r\n\t\tfov: viewer.getFOV(),\r\n\t\tedlEnabled: viewer.getEDLEnabled(),\r\n\t\tedlRadius: viewer.getEDLRadius(),\r\n\t\tedlStrength: viewer.getEDLStrength(),\r\n\t\tbackground: viewer.getBackground(),\r\n\t\tminNodeSize: viewer.getMinNodeSize(),\r\n\t\tshowBoundingBoxes: viewer.getShowBoundingBox(),\r\n\t};\r\n}\r\n\r\nfunction createSceneContentData(viewer){\r\n\r\n\tconst data = [];\r\n\r\n\tconst potreeObjects = [];\r\n\r\n\tviewer.scene.scene.traverse(node => {\r\n\t\tif(node.potree){\r\n\t\t\tpotreeObjects.push(node);\r\n\t\t}\r\n\t});\r\n\r\n\tfor(const object of potreeObjects){\r\n\t\t\r\n\t\tif(object.potree.file){\r\n\t\t\tconst saveObject = {\r\n\t\t\t\tfile: object.potree.file,\r\n\t\t\t};\r\n\r\n\t\t\tdata.push(saveObject);\r\n\t\t}\r\n\r\n\r\n\t}\r\n\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createViewData(viewer){\r\n\tconst view = viewer.scene.view;\r\n\r\n\tconst data = {\r\n\t\tposition: view.position.toArray(),\r\n\t\ttarget: view.getPivot().toArray(),\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createClassificationData(viewer){\r\n\tconst classifications = viewer.classifications;\r\n\r\n\tconst data = classifications;\r\n\r\n\treturn data;\r\n}\r\n\r\nexport function saveProject(viewer) {\r\n\r\n\tconst scene = viewer.scene;\r\n\r\n\tconst data = {\r\n\t\ttype: \"Potree\",\r\n\t\tversion: 1.7,\r\n\t\tsettings: createSettingsData(viewer),\r\n\t\tview: createViewData(viewer),\r\n\t\tclassification: createClassificationData(viewer),\r\n\t\tpointclouds: scene.pointclouds.map(createPointcloudData),\r\n\t\tmeasurements: scene.measurements.map(createMeasurementData),\r\n\t\tvolumes: scene.volumes.map(createVolumeData),\r\n\t\tcameraAnimations: scene.cameraAnimations.map(createCameraAnimationData),\r\n\t\tprofiles: scene.profiles.map(createProfileData),\r\n\t\tannotations: createAnnotationsData(viewer),\r\n\t\torientedImages: scene.orientedImages.map(createOrientedImagesData),\r\n\t\tgeopackages: scene.geopackages.map(createGeopackageData),\r\n\t\t// objects: createSceneContentData(viewer),\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n","\r\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\r\nimport { EventDispatcher } from \"../../EventDispatcher.js\";\r\nimport { Utils } from \"../../utils.js\";\r\nimport {Line2} from \"../../../libs/three.js/lines/Line2.js\";\r\nimport {LineGeometry} from \"../../../libs/three.js/lines/LineGeometry.js\";\r\nimport {LineMaterial} from \"../../../libs/three.js/lines/LineMaterial.js\";\r\n\r\n\r\nclass ControlPoint{\r\n\r\n\tconstructor(){\r\n\t\tthis.position = new THREE.Vector3(0, 0, 0);\r\n\t\tthis.target = new THREE.Vector3(0, 0, 0);\r\n\t\tthis.positionHandle = null;\r\n\t\tthis.targetHandle = null;\r\n\t}\r\n\r\n};\r\n\r\n\r\n\r\nexport class CameraAnimation extends EventDispatcher{\r\n\r\n\tconstructor(viewer){\r\n\t\tsuper();\r\n\t\t\r\n\t\tthis.viewer = viewer;\r\n\r\n\t\tthis.selectedElement = null;\r\n\r\n\t\tthis.controlPoints = [];\r\n\r\n\t\tthis.uuid = THREE.Math.generateUUID();\r\n\r\n\t\tthis.node = new THREE.Object3D();\r\n\t\tthis.node.name = \"camera animation\";\r\n\t\tthis.viewer.scene.scene.add(this.node);\r\n\r\n\t\tthis.frustum = this.createFrustum();\r\n\t\tthis.node.add(this.frustum);\r\n\r\n\t\tthis.name = \"Camera Animation\";\r\n\t\tthis.duration = 5;\r\n\t\tthis.t = 0;\r\n\t\t// \"centripetal\", \"chordal\", \"catmullrom\"\r\n\t\tthis.curveType = \"centripetal\" \r\n\t\tthis.visible = true;\r\n\r\n\t\tthis.createUpdateHook();\r\n\t\tthis.createPath();\r\n\t}\r\n\r\n\tstatic defaultFromView(viewer){\r\n\t\tconst animation = new CameraAnimation(viewer);\r\n\r\n\t\tconst camera = viewer.scene.getActiveCamera();\r\n\t\tconst target = viewer.scene.view.getPivot();\r\n\r\n\t\tconst cpCenter = new THREE.Vector3(\r\n\t\t\t0.3 * camera.position.x + 0.7 * target.x,\r\n\t\t\t0.3 * camera.position.y + 0.7 * target.y,\r\n\t\t\t0.3 * camera.position.z + 0.7 * target.z,\r\n\t\t);\r\n\r\n\t\tconst targetCenter = new THREE.Vector3(\r\n\t\t\t0.05 * camera.position.x + 0.95 * target.x,\r\n\t\t\t0.05 * camera.position.y + 0.95 * target.y,\r\n\t\t\t0.05 * camera.position.z + 0.95 * target.z,\r\n\t\t);\r\n\r\n\t\tconst r = camera.position.distanceTo(target) * 0.3;\r\n\r\n\t\t//const dir = target.clone().sub(camera.position).normalize();\r\n\t\tconst angle = Utils.computeAzimuth(camera.position, target);\r\n\r\n\t\tconst n = 5;\r\n\t\tfor(let i = 0; i < n; i++){\r\n\t\t\tlet u = 1.5 * Math.PI * (i / n) + angle;\r\n\r\n\t\t\tconst dx = r * Math.cos(u);\r\n\t\t\tconst dy = r * Math.sin(u);\r\n\r\n\t\t\tconst cpPos = [\r\n\t\t\t\tcpCenter.x + dx,\r\n\t\t\t\tcpCenter.y + dy,\r\n\t\t\t\tcpCenter.z,\r\n\t\t\t];\r\n\r\n\t\t\tconst targetPos = [\r\n\t\t\t\ttargetCenter.x + dx * 0.1,\r\n\t\t\t\ttargetCenter.y + dy * 0.1,\r\n\t\t\t\ttargetCenter.z,\r\n\t\t\t];\r\n\r\n\t\t\tconst cp = animation.createControlPoint();\r\n\t\t\tcp.position.set(...cpPos);\r\n\t\t\tcp.target.set(...targetPos);\r\n\t\t}\r\n\r\n\t\treturn animation;\r\n\t}\r\n\r\n\tcreateUpdateHook(){\r\n\t\tconst viewer = this.viewer;\r\n\r\n\t\tviewer.addEventListener(\"update\", () => {\r\n\r\n\t\t\tconst camera = viewer.scene.getActiveCamera();\r\n\t\t\tconst {width, height} = viewer.renderer.getSize(new THREE.Vector2());\r\n\r\n\t\t\tthis.node.visible = this.visible;\r\n\r\n\t\t\tfor(const cp of this.controlPoints){\r\n\t\t\t\t\r\n\t\t\t\t{ // position\r\n\t\t\t\t\tconst projected = cp.position.clone().project(camera);\r\n\r\n\t\t\t\t\tconst visible = this.visible && (projected.z < 1 && projected.z > -1);\r\n\r\n\t\t\t\t\tif(visible){\r\n\t\t\t\t\t\tconst x = width * (projected.x * 0.5 + 0.5);\r\n\t\t\t\t\t\tconst y = height - height * (projected.y * 0.5 + 0.5);\r\n\r\n\t\t\t\t\t\tcp.positionHandle.svg.style.left = x - cp.positionHandle.svg.clientWidth / 2;\r\n\t\t\t\t\t\tcp.positionHandle.svg.style.top = y - cp.positionHandle.svg.clientHeight / 2;\r\n\t\t\t\t\t\tcp.positionHandle.svg.style.display = \"\";\r\n\t\t\t\t\t}else{\r\n\t\t\t\t\t\tcp.positionHandle.svg.style.display = \"none\";\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\t{ // target\r\n\t\t\t\t\tconst projected = cp.target.clone().project(camera);\r\n\r\n\t\t\t\t\tconst visible = this.visible && (projected.z < 1 && projected.z > -1);\r\n\r\n\t\t\t\t\tif(visible){\r\n\t\t\t\t\t\tconst x = width * (projected.x * 0.5 + 0.5);\r\n\t\t\t\t\t\tconst y = height - height * (projected.y * 0.5 + 0.5);\r\n\r\n\t\t\t\t\t\tcp.targetHandle.svg.style.left = x - cp.targetHandle.svg.clientWidth / 2;\r\n\t\t\t\t\t\tcp.targetHandle.svg.style.top = y - cp.targetHandle.svg.clientHeight / 2;\r\n\t\t\t\t\t\tcp.targetHandle.svg.style.display = \"\";\r\n\t\t\t\t\t}else{\r\n\t\t\t\t\t\tcp.targetHandle.svg.style.display = \"none\";\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t}\r\n\r\n\t\t\tthis.line.material.resolution.set(width, height);\r\n\r\n\t\t\tthis.updatePath();\r\n\r\n\t\t\t{ // frustum\r\n\t\t\t\tconst frame = this.at(this.t);\r\n\t\t\t\tconst frustum = this.frustum;\r\n\r\n\t\t\t\tfrustum.position.copy(frame.position);\r\n\t\t\t\tfrustum.lookAt(...frame.target.toArray());\r\n\t\t\t\tfrustum.scale.set(20, 20, 20);\r\n\r\n\t\t\t\tfrustum.material.resolution.set(width, height);\r\n\t\t\t}\r\n\r\n\t\t});\r\n\t}\r\n\r\n\tcreateControlPoint(index){\r\n\r\n\t\tif(index === undefined){\r\n\t\t\tindex = this.controlPoints.length;\r\n\t\t}\r\n\r\n\t\tconst cp = new ControlPoint();\r\n\r\n\r\n\t\tif(this.controlPoints.length >= 2 && index === 0){\r\n\t\t\tconst cp1 = this.controlPoints[0];\r\n\t\t\tconst cp2 = this.controlPoints[1];\r\n\r\n\t\t\tconst dir = cp1.position.clone().sub(cp2.position).multiplyScalar(0.5);\r\n\t\t\tcp.position.copy(cp1.position).add(dir);\r\n\r\n\t\t\tconst tDir = cp1.target.clone().sub(cp2.target).multiplyScalar(0.5);\r\n\t\t\tcp.target.copy(cp1.target).add(tDir);\r\n\t\t}else if(this.controlPoints.length >= 2 && index === this.controlPoints.length){\r\n\t\t\tconst cp1 = this.controlPoints[this.controlPoints.length - 2];\r\n\t\t\tconst cp2 = this.controlPoints[this.controlPoints.length - 1];\r\n\r\n\t\t\tconst dir = cp2.position.clone().sub(cp1.position).multiplyScalar(0.5);\r\n\t\t\tcp.position.copy(cp1.position).add(dir);\r\n\r\n\t\t\tconst tDir = cp2.target.clone().sub(cp1.target).multiplyScalar(0.5);\r\n\t\t\tcp.target.copy(cp2.target).add(tDir);\r\n\t\t}else if(this.controlPoints.length >= 2){\r\n\t\t\tconst cp1 = this.controlPoints[index - 1];\r\n\t\t\tconst cp2 = this.controlPoints[index];\r\n\r\n\t\t\tcp.position.copy(cp1.position.clone().add(cp2.position).multiplyScalar(0.5));\r\n\t\t\tcp.target.copy(cp1.target.clone().add(cp2.target).multiplyScalar(0.5));\r\n\t\t}\r\n\r\n\t\t// cp.position.copy(viewer.scene.view.position);\r\n\t\t// cp.target.copy(viewer.scene.view.getPivot());\r\n\r\n\t\tcp.positionHandle = this.createHandle(cp.position);\r\n\t\tcp.targetHandle = this.createHandle(cp.target);\r\n\r\n\t\tthis.controlPoints.splice(index, 0, cp);\r\n\r\n\t\tthis.dispatchEvent({\r\n\t\t\ttype: \"controlpoint_added\",\r\n\t\t\tcontrolpoint: cp,\r\n\t\t});\r\n\r\n\t\treturn cp;\r\n\t}\r\n\r\n\tremoveControlPoint(cp){\r\n\t\tthis.controlPoints = this.controlPoints.filter(_cp => _cp !== cp);\r\n\r\n\t\tthis.dispatchEvent({\r\n\t\t\ttype: \"controlpoint_removed\",\r\n\t\t\tcontrolpoint: cp,\r\n\t\t});\r\n\r\n\t\tcp.positionHandle.svg.remove();\r\n\t\tcp.targetHandle.svg.remove();\r\n\r\n\t\t// TODO destroy cp\r\n\t}\r\n\r\n\tcreatePath(){\r\n\r\n\t\t{ // position\r\n\t\t\tconst geometry = new LineGeometry();\r\n\r\n\t\t\tlet material = new LineMaterial({ \r\n\t\t\t\tcolor: 0x00ff00, \r\n\t\t\t\tdashSize: 5, \r\n\t\t\t\tgapSize: 2,\r\n\t\t\t\tlinewidth: 2, \r\n\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t\t});\r\n\r\n\t\t\tconst line = new Line2(geometry, material);\r\n\r\n\t\t\tthis.line = line;\r\n\t\t\tthis.node.add(line);\r\n\t\t}\r\n\r\n\t\t{ // target\r\n\t\t\tconst geometry = new LineGeometry();\r\n\r\n\t\t\tlet material = new LineMaterial({ \r\n\t\t\t\tcolor: 0x0000ff, \r\n\t\t\t\tdashSize: 5, \r\n\t\t\t\tgapSize: 2,\r\n\t\t\t\tlinewidth: 2, \r\n\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t\t});\r\n\r\n\t\t\tconst line = new Line2(geometry, material);\r\n\r\n\t\t\tthis.targetLine = line;\r\n\t\t\tthis.node.add(line);\r\n\t\t}\r\n\t}\r\n\r\n\tcreateFrustum(){\r\n\r\n\t\tconst f = 0.3;\r\n\r\n\t\tconst positions = [\r\n\t\t\t 0, 0, 0,\r\n\t\t\t-f, -f, +1,\r\n\r\n\t\t\t 0, 0, 0,\r\n\t\t\t f, -f, +1,\r\n\r\n\t\t\t 0, 0, 0,\r\n\t\t\t f, f, +1,\r\n\r\n\t\t\t 0, 0, 0,\r\n\t\t\t-f, f, +1,\r\n\r\n\t\t\t-f, -f, +1,\r\n\t\t\t f, -f, +1,\r\n\r\n\t\t\t f, -f, +1,\r\n\t\t\t f, f, +1,\r\n\r\n\t\t\t f, f, +1,\r\n\t\t\t-f, f, +1,\r\n\r\n\t\t\t-f, f, +1,\r\n\t\t\t-f, -f, +1,\r\n\t\t];\r\n\r\n\t\tconst geometry = new LineGeometry();\r\n\r\n\t\tgeometry.setPositions(positions);\r\n\t\tgeometry.verticesNeedUpdate = true;\r\n\t\tgeometry.computeBoundingSphere();\r\n\r\n\t\tlet material = new LineMaterial({ \r\n\t\t\tcolor: 0xff0000, \r\n\t\t\tlinewidth: 2, \r\n\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t});\r\n\r\n\t\tconst line = new Line2(geometry, material);\r\n\t\tline.computeLineDistances();\r\n\t\t\r\n\t\treturn line;\r\n\t}\r\n\r\n\tupdatePath(){\r\n\r\n\t\t{ // positions\r\n\t\t\tconst positions = this.controlPoints.map(cp => cp.position);\r\n\t\t\tconst first = positions[0];\r\n\r\n\t\t\tconst curve = new THREE.CatmullRomCurve3(positions);\r\n\t\t\tcurve.curveType = this.curveType;\r\n\r\n\t\t\tconst n = 100;\r\n\r\n\t\t\tconst curvePositions = [];\r\n\t\t\tfor(let k = 0; k <= n; k++){\r\n\t\t\t\tconst t = k / n;\r\n\r\n\t\t\t\tconst position = curve.getPoint(t).sub(first);\r\n\r\n\t\t\t\tcurvePositions.push(position.x, position.y, position.z);\r\n\t\t\t}\r\n\r\n\t\t\tthis.line.geometry.setPositions(curvePositions);\r\n\t\t\tthis.line.geometry.verticesNeedUpdate = true;\r\n\t\t\tthis.line.geometry.computeBoundingSphere();\r\n\t\t\tthis.line.position.copy(first);\r\n\t\t\tthis.line.computeLineDistances();\r\n\r\n\t\t\tthis.cameraCurve = curve;\r\n\t\t}\r\n\r\n\t\t{ // targets\r\n\t\t\tconst positions = this.controlPoints.map(cp => cp.target);\r\n\t\t\tconst first = positions[0];\r\n\r\n\t\t\tconst curve = new THREE.CatmullRomCurve3(positions);\r\n\t\t\tcurve.curveType = this.curveType;\r\n\r\n\t\t\tconst n = 100;\r\n\r\n\t\t\tconst curvePositions = [];\r\n\t\t\tfor(let k = 0; k <= n; k++){\r\n\t\t\t\tconst t = k / n;\r\n\r\n\t\t\t\tconst position = curve.getPoint(t).sub(first);\r\n\r\n\t\t\t\tcurvePositions.push(position.x, position.y, position.z);\r\n\t\t\t}\r\n\r\n\t\t\tthis.targetLine.geometry.setPositions(curvePositions);\r\n\t\t\tthis.targetLine.geometry.verticesNeedUpdate = true;\r\n\t\t\tthis.targetLine.geometry.computeBoundingSphere();\r\n\t\t\tthis.targetLine.position.copy(first);\r\n\t\t\tthis.targetLine.computeLineDistances();\r\n\r\n\t\t\tthis.targetCurve = curve;\r\n\t\t}\r\n\t}\r\n\r\n\tat(t){\r\n\t\t\r\n\t\tif(t > 1){\r\n\t\t\tt = 1;\r\n\t\t}else if(t < 0){\r\n\t\t\tt = 0;\r\n\t\t}\r\n\r\n\t\tconst camPos = this.cameraCurve.getPointAt(t);\r\n\t\tconst target = this.targetCurve.getPointAt(t);\r\n\r\n\t\tconst frame = {\r\n\t\t\tposition: camPos,\r\n\t\t\ttarget: target,\r\n\t\t};\r\n\r\n\t\treturn frame;\r\n\t}\r\n\r\n\tset(t){\r\n\t\tthis.t = t;\r\n\t}\r\n\r\n\tcreateHandle(vector){\r\n\t\t\r\n\t\tconst svgns = \"http://www.w3.org/2000/svg\";\r\n\t\tconst svg = document.createElementNS(svgns, \"svg\");\r\n\r\n\t\tsvg.setAttribute(\"width\", \"2em\");\r\n\t\tsvg.setAttribute(\"height\", \"2em\");\r\n\t\tsvg.setAttribute(\"position\", \"absolute\");\r\n\r\n\t\tsvg.style.left = \"50px\";\r\n\t\tsvg.style.top = \"50px\";\r\n\t\tsvg.style.position = \"absolute\";\r\n\t\tsvg.style.zIndex = \"10000\";\r\n\r\n\t\tconst circle = document.createElementNS(svgns, 'circle');\r\n\t\tcircle.setAttributeNS(null, 'cx', \"1em\");\r\n\t\tcircle.setAttributeNS(null, 'cy', \"1em\");\r\n\t\tcircle.setAttributeNS(null, 'r', \"0.5em\");\r\n\t\tcircle.setAttributeNS(null, 'style', 'fill: red; stroke: black; stroke-width: 0.2em;' );\r\n\t\tsvg.appendChild(circle);\r\n\r\n\r\n\t\tconst element = this.viewer.renderer.domElement.parentElement;\r\n\t\telement.appendChild(svg);\r\n\r\n\r\n\t\tconst startDrag = (evt) => {\r\n\t\t\tthis.selectedElement = svg;\r\n\r\n\t\t\tdocument.addEventListener(\"mousemove\", drag);\r\n\t\t};\r\n\r\n\t\tconst endDrag = (evt) => {\r\n\t\t\tthis.selectedElement = null;\r\n\r\n\t\t\tdocument.removeEventListener(\"mousemove\", drag);\r\n\t\t};\r\n\r\n\t\tconst drag = (evt) => {\r\n\t\t\tif (this.selectedElement) {\r\n\t\t\t\tevt.preventDefault();\r\n\r\n\t\t\t\tconst rect = viewer.renderer.domElement.getBoundingClientRect();\r\n\r\n\t\t\t\tconst x = evt.clientX - rect.x;\r\n\t\t\t\tconst y = evt.clientY - rect.y;\r\n\r\n\t\t\t\tconst {width, height} = this.viewer.renderer.getSize(new THREE.Vector2());\r\n\t\t\t\tconst camera = this.viewer.scene.getActiveCamera();\r\n\t\t\t\t//const cp = this.controlPoints.find(cp => cp.handle.svg === svg);\r\n\t\t\t\tconst projected = vector.clone().project(camera);\r\n\r\n\t\t\t\tprojected.x = ((x / width) - 0.5) / 0.5;\r\n\t\t\t\tprojected.y = (-(y - height) / height - 0.5) / 0.5;\r\n\r\n\t\t\t\tconst unprojected = projected.clone().unproject(camera);\r\n\t\t\t\tvector.set(unprojected.x, unprojected.y, unprojected.z);\r\n\r\n\r\n\t\t\t}\r\n\t\t};\r\n\r\n\t\tsvg.addEventListener('mousedown', startDrag);\r\n\t\tsvg.addEventListener('mouseup', endDrag);\r\n\r\n\t\tconst handle = {\r\n\t\t\tsvg: svg,\r\n\t\t};\r\n\r\n\t\treturn handle;\r\n\t}\r\n\r\n\tsetVisible(visible){\r\n\t\tthis.node.visible = visible;\r\n\r\n\t\tconst display = visible ? \"\" : \"none\";\r\n\r\n\t\tfor(const cp of this.controlPoints){\r\n\t\t\tcp.positionHandle.svg.style.display = display;\r\n\t\t\tcp.targetHandle.svg.style.display = display;\r\n\t\t}\r\n\r\n\t\tthis.visible = visible;\r\n\t}\r\n\r\n\tsetDuration(duration){\r\n\t\tthis.duration = duration;\r\n\t}\r\n\r\n\tgetDuration(duration){\r\n\t\treturn this.duration;\r\n\t}\r\n\r\n\tplay(){\r\n\r\n\t\tconst tStart = performance.now();\r\n\t\tconst duration = this.duration;\r\n\r\n\t\tconst originalyVisible = this.visible;\r\n\t\tthis.setVisible(false);\r\n\r\n\t\tconst onUpdate = (delta) => {\r\n\r\n\t\t\tlet tNow = performance.now();\r\n\t\t\tlet elapsed = (tNow - tStart) / 1000;\r\n\t\t\tlet t = elapsed / duration;\r\n\r\n\t\t\tthis.set(t);\r\n\r\n\t\t\tconst frame = this.at(t);\r\n\r\n\t\t\tviewer.scene.view.position.copy(frame.position);\r\n\t\t\tviewer.scene.view.lookAt(frame.target);\r\n\r\n\r\n\t\t\tif(t > 1){\r\n\t\t\t\tthis.setVisible(originalyVisible);\r\n\r\n\t\t\t\tthis.viewer.removeEventListener(\"update\", onUpdate);\r\n\t\t\t}\r\n\r\n\t\t};\r\n\r\n\t\tthis.viewer.addEventListener(\"update\", onUpdate);\r\n\r\n\t}\r\n\r\n}\r\n\r\n\r\n","\r\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\r\nimport {Annotation} from \"../Annotation.js\";\r\nimport {Measure} from \"../utils/Measure.js\";\r\nimport {CameraAnimation} from \"../modules/CameraAnimation/CameraAnimation.js\";\r\nimport {Utils} from \"../utils.js\";\r\nimport {PointSizeType} from \"../defines.js\";\r\n\r\nfunction loadPointCloud(viewer, data){\r\n\r\n\tlet loadMaterial = (target) => {\r\n\r\n\t\tif(data.material){\r\n\r\n\t\t\tif(data.material.activeAttributeName != null){\r\n\t\t\t\ttarget.activeAttributeName = data.material.activeAttributeName;\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.ranges != null){\r\n\t\t\t\tfor(let range of data.material.ranges){\r\n\r\n\t\t\t\t\tif(range.name === \"elevationRange\"){\r\n\t\t\t\t\t\ttarget.elevationRange = range.value;\r\n\t\t\t\t\t}else if(range.name === \"intensityRange\"){\r\n\t\t\t\t\t\ttarget.intensityRange = range.value;\r\n\t\t\t\t\t}else{\r\n\t\t\t\t\t\ttarget.setRange(range.name, range.value);\r\n\t\t\t\t\t}\r\n\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.size != null){\r\n\t\t\t\ttarget.size = data.material.size;\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.minSize != null){\r\n\t\t\t\ttarget.minSize = data.material.minSize;\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.pointSizeType != null){\r\n\t\t\t\ttarget.pointSizeType = PointSizeType[data.material.pointSizeType];\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.matcap != null){\r\n\t\t\t\ttarget.matcap = data.material.matcap;\r\n\t\t\t}\r\n\r\n\t\t}else if(data.activeAttributeName != null){\r\n\t\t\ttarget.activeAttributeName = data.activeAttributeName;\r\n\t\t}else{\r\n\t\t\t// no material data\r\n\t\t}\r\n\r\n\t};\r\n\r\n\tconst promise = new Promise((resolve) => {\r\n\r\n\t\tconst names = viewer.scene.pointclouds.map(p => p.name);\r\n\t\tconst alreadyExists = names.includes(data.name);\r\n\r\n\t\tif(alreadyExists){\r\n\t\t\tresolve();\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tPotree.loadPointCloud(data.url, data.name, (e) => {\r\n\t\t\tconst {pointcloud} = e;\r\n\r\n\t\t\tpointcloud.position.set(...data.position);\r\n\t\t\tpointcloud.rotation.set(...data.rotation);\r\n\t\t\tpointcloud.scale.set(...data.scale);\r\n\r\n\t\t\tloadMaterial(pointcloud.material);\r\n\r\n\t\t\tviewer.scene.addPointCloud(pointcloud);\r\n\r\n\t\t\tresolve(pointcloud);\r\n\t\t});\r\n\t});\r\n\r\n\treturn promise;\r\n}\r\n\r\nfunction loadMeasurement(viewer, data){\r\n\r\n\tconst duplicate = viewer.scene.measurements.find(measure => measure.uuid === data.uuid);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst measure = new Measure();\r\n\r\n\tmeasure.uuid = data.uuid;\r\n\tmeasure.name = data.name;\r\n\tmeasure.showDistances = data.showDistances;\r\n\tmeasure.showCoordinates = data.showCoordinates;\r\n\tmeasure.showArea = data.showArea;\r\n\tmeasure.closed = data.closed;\r\n\tmeasure.showAngles = data.showAngles;\r\n\tmeasure.showHeight = data.showHeight;\r\n\tmeasure.showCircle = data.showCircle;\r\n\tmeasure.showAzimuth = data.showAzimuth;\r\n\tmeasure.showEdges = data.showEdges;\r\n\t// color\r\n\r\n\tfor(const point of data.points){\r\n\t\tconst pos = new THREE.Vector3(...point);\r\n\t\tmeasure.addMarker(pos);\r\n\t}\r\n\r\n\tviewer.scene.addMeasurement(measure);\r\n\r\n}\r\n\r\nfunction loadVolume(viewer, data){\r\n\r\n\tconst duplicate = viewer.scene.volumes.find(volume => volume.uuid === data.uuid);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tlet volume = new Potree[data.type];\r\n\r\n\tvolume.uuid = data.uuid;\r\n\tvolume.name = data.name;\r\n\tvolume.position.set(...data.position);\r\n\tvolume.rotation.set(...data.rotation);\r\n\tvolume.scale.set(...data.scale);\r\n\tvolume.visible = data.visible;\r\n\tvolume.clip = data.clip;\r\n\r\n\tviewer.scene.addVolume(volume);\r\n}\r\n\r\nfunction loadCameraAnimation(viewer, data){\r\n\r\n\tconst duplicate = viewer.scene.cameraAnimations.find(a => a.uuid === data.uuid);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst animation = new CameraAnimation(viewer);\r\n\r\n\tanimation.uuid = data.uuid;\r\n\tanimation.name = data.name;\r\n\tanimation.duration = data.duration;\r\n\tanimation.t = data.t;\r\n\tanimation.curveType = data.curveType;\r\n\tanimation.visible = data.visible;\r\n\tanimation.controlPoints = [];\r\n\r\n\tfor(const cpdata of data.controlPoints){\r\n\t\tconst cp = animation.createControlPoint();\r\n\r\n\t\tcp.position.set(...cpdata.position);\r\n\t\tcp.target.set(...cpdata.target);\r\n\t}\r\n\r\n\tviewer.scene.addCameraAnimation(animation);\r\n}\r\n\r\nfunction loadOrientedImages(viewer, images){\r\n\r\n\tconst {cameraParamsPath, imageParamsPath} = images;\r\n\r\n\tconst duplicate = viewer.scene.orientedImages.find(i => i.imageParamsPath === imageParamsPath);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tPotree.OrientedImageLoader.load(cameraParamsPath, imageParamsPath, viewer).then( images => {\r\n\t\tviewer.scene.addOrientedImages(images);\r\n\t});\r\n\r\n}\r\n\r\nfunction loadGeopackage(viewer, geopackage){\r\n\r\n\tconst path = geopackage.path;\r\n\r\n\tconst duplicate = viewer.scene.geopackages.find(i => i.path === path);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst projection = viewer.getProjection();\r\n\r\n\tproj4.defs(\"WGS84\", \"+proj=longlat +ellps=WGS84 +datum=WGS84 +no_defs\");\r\n\tproj4.defs(\"pointcloud\", projection);\r\n\tconst transform = proj4(\"WGS84\", \"pointcloud\");\r\n\tconst params = {\r\n\t\ttransform: transform,\r\n\t};\r\n\r\n\tPotree.GeoPackageLoader.loadUrl(path, params).then(data => {\r\n\t\tviewer.scene.addGeopackage(data);\r\n\t});\r\n\t\r\n\r\n}\r\n\r\nfunction loadSettings(viewer, data){\r\n\tif(!data){\r\n\t\treturn;\r\n\t}\r\n\r\n\tviewer.setPointBudget(data.pointBudget);\r\n\tviewer.setFOV(data.fov);\r\n\tviewer.setEDLEnabled(data.edlEnabled);\r\n\tviewer.setEDLRadius(data.edlRadius);\r\n\tviewer.setEDLStrength(data.edlStrength);\r\n\tviewer.setBackground(data.background);\r\n\tviewer.setMinNodeSize(data.minNodeSize);\r\n\tviewer.setShowBoundingBox(data.showBoundingBoxes);\r\n}\r\n\r\nfunction loadView(viewer, view){\r\n\tviewer.scene.view.position.set(...view.position);\r\n\tviewer.scene.view.lookAt(...view.target);\r\n}\r\n\r\nfunction loadAnnotationItem(item){\r\n\r\n\tconst annotation = new Annotation({\r\n\t\tposition: item.position,\r\n\t\ttitle: item.title,\r\n\t\tcameraPosition: item.cameraPosition,\r\n\t\tcameraTarget: item.cameraTarget,\r\n\t});\r\n\r\n\r\n\tannotation.description = item.description;\r\n\tannotation.uuid = item.uuid;\r\n\r\n\tif(item.offset){\r\n\t\tannotation.offset.set(...item.offset);\r\n\t}\r\n\r\n\treturn annotation;\r\n}\r\n\r\nfunction loadAnnotations(viewer, data){\r\n\r\n\tif(!data){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst findDuplicate = (item) => {\r\n\r\n\t\tlet duplicate = null;\r\n\r\n\t\tviewer.scene.annotations.traverse( a => {\r\n\t\t\tif(a.uuid === item.uuid){\r\n\t\t\t\tduplicate = a;\r\n\t\t\t}\r\n\t\t});\r\n\r\n\t\treturn duplicate;\r\n\t};\r\n\r\n\tconst traverse = (item, parent) => {\r\n\r\n\t\tconst duplicate = findDuplicate(item);\r\n\t\tif(duplicate){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tconst annotation = loadAnnotationItem(item);\r\n\r\n\t\tfor(const childItem of item.children){\r\n\t\t\ttraverse(childItem, annotation);\r\n\t\t}\r\n\r\n\t\tparent.add(annotation);\r\n\r\n\t};\r\n\r\n\tfor(const item of data){\r\n\t\ttraverse(item, viewer.scene.annotations);\r\n\t}\r\n\r\n}\r\n\r\nfunction loadProfile(viewer, data){\r\n\t\r\n\tconst {name, points} = data;\r\n\r\n\tconst duplicate = viewer.scene.profiles.find(profile => profile.uuid === data.uuid);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tlet profile = new Potree.Profile();\r\n\tprofile.name = name;\r\n\tprofile.uuid = data.uuid;\r\n\r\n\tprofile.setWidth(data.width);\r\n\r\n\tfor(const point of points){\r\n\t\tprofile.addMarker(new THREE.Vector3(...point));\r\n\t}\r\n\t\r\n\tviewer.scene.addProfile(profile);\r\n}\r\n\r\nfunction loadClassification(viewer, data){\r\n\tif(!data){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst classifications = data;\r\n\r\n\tviewer.setClassifications(classifications);\r\n}\r\n\r\nexport async function loadProject(viewer, data){\r\n\r\n\tif(data.type !== \"Potree\"){\r\n\t\tconsole.error(\"not a valid Potree project\");\r\n\t\treturn;\r\n\t}\r\n\r\n\tloadSettings(viewer, data.settings);\r\n\r\n\tloadView(viewer, data.view);\r\n\r\n\tconst pointcloudPromises = [];\r\n\tfor(const pointcloud of data.pointclouds){\r\n\t\tconst promise = loadPointCloud(viewer, pointcloud);\r\n\t\tpointcloudPromises.push(promise);\r\n\t}\r\n\r\n\tfor(const measure of data.measurements){\r\n\t\tloadMeasurement(viewer, measure);\r\n\t}\r\n\r\n\tfor(const volume of data.volumes){\r\n\t\tloadVolume(viewer, volume);\r\n\t}\r\n\r\n\tfor(const animation of data.cameraAnimations){\r\n\t\tloadCameraAnimation(viewer, animation);\r\n\t}\r\n\r\n\tfor(const profile of data.profiles){\r\n\t\tloadProfile(viewer, profile);\r\n\t}\r\n\r\n\tif(data.orientedImages){\r\n\t\tfor(const images of data.orientedImages){\r\n\t\t\tloadOrientedImages(viewer, images);\r\n\t\t}\r\n\t}\r\n\r\n\tloadAnnotations(viewer, data.annotations);\r\n\r\n\tloadClassification(viewer, data.classification);\r\n\r\n\t// need to load at least one point cloud that defines the scene projection,\r\n\t// before we can load stuff in other projections such as geopackages\r\n\t//await Promise.any(pointcloudPromises); // (not yet supported)\r\n\tUtils.waitAny(pointcloudPromises).then( () => {\r\n\t\tif(data.geopackages){\r\n\t\t\tfor(const geopackage of data.geopackages){\r\n\t\t\t\tloadGeopackage(viewer, geopackage);\r\n\t\t\t}\r\n\t\t}\r\n\t});\r\n\r\n\tawait Promise.all(pointcloudPromises);\r\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Shaders} from \"../../build/shaders/shaders.js\";\n\n//\n// Algorithm by Christian Boucheny\n// shader code taken and adapted from CloudCompare\n//\n// see\n// https://github.com/cloudcompare/trunk/tree/master/plugins/qEDL/shaders/EDL\n// http://www.kitware.com/source/home/post/9\n// https://tel.archives-ouvertes.fr/tel-00438464/document p. 115+ (french)\n\nexport class EyeDomeLightingMaterial extends THREE.RawShaderMaterial{\n\n\tconstructor(parameters = {}){\n\t\tsuper();\n\n\t\tlet uniforms = {\n\t\t\tscreenWidth: { type: 'f', \tvalue: 0 },\n\t\t\tscreenHeight: { type: 'f', \tvalue: 0 },\n\t\t\tedlStrength: { type: 'f', \tvalue: 1.0 },\n\t\t\tuNear: { type: 'f', \tvalue: 1.0 },\n\t\t\tuFar: { type: 'f', \tvalue: 1.0 },\n\t\t\tradius: { type: 'f', \tvalue: 1.0 },\n\t\t\tneighbours: { type: '2fv', \tvalue: [] },\n\t\t\tdepthMap: { type: 't', \tvalue: null },\n\t\t\tuEDLColor: { type: 't', \tvalue: null },\n\t\t\tuEDLDepth: { type: 't', \tvalue: null },\n\t\t\topacity: { type: 'f',\tvalue: 1.0 },\n\t\t\tuProj: { type: \"Matrix4fv\", value: [] },\n\t\t};\n\n\t\tthis.setValues({\n\t\t\tuniforms: uniforms,\n\t\t\tvertexShader: this.getDefines() + Shaders['edl.vs'],\n\t\t\tfragmentShader: this.getDefines() + Shaders['edl.fs'],\n\t\t\tlights: false\n\t\t});\n\n\t\tthis.neighbourCount = 8;\n\t}\n\n\tgetDefines() {\n\t\tlet defines = '';\n\n\t\tdefines += '#define NEIGHBOUR_COUNT ' + this.neighbourCount + '\\n';\n\n\t\treturn defines;\n\t}\n\n\tupdateShaderSource() {\n\n\t\tlet vs = this.getDefines() + Shaders['edl.vs'];\n\t\tlet fs = this.getDefines() + Shaders['edl.fs'];\n\n\t\tthis.setValues({\n\t\t\tvertexShader: vs,\n\t\t\tfragmentShader: fs\n\t\t});\n\n\t\tthis.uniforms.neighbours.value = this.neighbours;\n\n\t\tthis.needsUpdate = true;\n\t}\n\n\tget neighbourCount(){\n\t\treturn this._neighbourCount;\n\t}\n\n\tset neighbourCount(value){\n\t\tif (this._neighbourCount !== value) {\n\t\t\tthis._neighbourCount = value;\n\t\t\tthis.neighbours = new Float32Array(this._neighbourCount * 2);\n\t\t\tfor (let c = 0; c < this._neighbourCount; c++) {\n\t\t\t\tthis.neighbours[2 * c + 0] = Math.cos(2 * c * Math.PI / this._neighbourCount);\n\t\t\t\tthis.neighbours[2 * c + 1] = Math.sin(2 * c * Math.PI / this._neighbourCount);\n\t\t\t}\n\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\t\n}\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Shaders} from \"../../build/shaders/shaders.js\";\n\n\nexport class NormalizationEDLMaterial extends THREE.RawShaderMaterial{\n\n\tconstructor(parameters = {}){\n\t\tsuper();\n\n\t\tlet uniforms = {\n\t\t\tscreenWidth: { type: 'f', value: 0 },\n\t\t\tscreenHeight: { type: 'f', value: 0 },\n\t\t\tedlStrength: { type: 'f', value: 1.0 },\n\t\t\tradius: { type: 'f', value: 1.0 },\n\t\t\tneighbours: { type: '2fv', value: [] },\n\t\t\tuEDLMap: { type: 't', value: null },\n\t\t\tuDepthMap: { type: 't', value: null },\n\t\t\tuWeightMap: { type: 't', value: null },\n\t\t};\n\n\t\tthis.setValues({\n\t\t\tuniforms: uniforms,\n\t\t\tvertexShader: this.getDefines() + Shaders['normalize.vs'],\n\t\t\tfragmentShader: this.getDefines() + Shaders['normalize_and_edl.fs'],\n\t\t});\n\n\t\tthis.neighbourCount = 8;\n\t}\n\n\tgetDefines() {\n\t\tlet defines = '';\n\n\t\tdefines += '#define NEIGHBOUR_COUNT ' + this.neighbourCount + '\\n';\n\n\t\treturn defines;\n\t}\n\n\tupdateShaderSource() {\n\n\t\tlet vs = this.getDefines() + Shaders['normalize.vs'];\n\t\tlet fs = this.getDefines() + Shaders['normalize_and_edl.fs'];\n\n\t\tthis.setValues({\n\t\t\tvertexShader: vs,\n\t\t\tfragmentShader: fs\n\t\t});\n\n\t\tthis.uniforms.neighbours.value = this.neighbours;\n\n\t\tthis.needsUpdate = true;\n\t}\n\n\tget neighbourCount(){\n\t\treturn this._neighbourCount;\n\t}\n\n\tset neighbourCount(value){\n\t\tif (this._neighbourCount !== value) {\n\t\t\tthis._neighbourCount = value;\n\t\t\tthis.neighbours = new Float32Array(this._neighbourCount * 2);\n\t\t\tfor (let c = 0; c < this._neighbourCount; c++) {\n\t\t\t\tthis.neighbours[2 * c + 0] = Math.cos(2 * c * Math.PI / this._neighbourCount);\n\t\t\t\tthis.neighbours[2 * c + 1] = Math.sin(2 * c * Math.PI / this._neighbourCount);\n\t\t\t}\n\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\t\n}\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Shaders} from \"../../build/shaders/shaders.js\";\n\nexport class NormalizationMaterial extends THREE.RawShaderMaterial{\n\n\tconstructor(parameters = {}){\n\t\tsuper();\n\n\t\tlet uniforms = {\n\t\t\tuDepthMap:\t\t{ type: 't', value: null },\n\t\t\tuWeightMap:\t\t{ type: 't', value: null },\n\t\t};\n\n\t\tthis.setValues({\n\t\t\tuniforms: uniforms,\n\t\t\tvertexShader: this.getDefines() + Shaders['normalize.vs'],\n\t\t\tfragmentShader: this.getDefines() + Shaders['normalize.fs'],\n\t\t});\n\t}\n\n\tgetDefines() {\n\t\tlet defines = '';\n\n\t\treturn defines;\n\t}\n\n\tupdateShaderSource() {\n\n\t\tlet vs = this.getDefines() + Shaders['normalize.vs'];\n\t\tlet fs = this.getDefines() + Shaders['normalize.fs'];\n\n\t\tthis.setValues({\n\t\t\tvertexShader: vs,\n\t\t\tfragmentShader: fs\n\t\t});\n\n\t\tthis.needsUpdate = true;\n\t}\n\n}\n\n","\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Version} from \"../Version.js\";\nimport {XHRFactory} from \"../XHRFactory.js\";\n\n/**\n * laslaz code taken and adapted from plas.io js-laslaz\n *\thttp://plas.io/\n * https://github.com/verma/plasio\n *\n * Thanks to Uday Verma and Howard Butler\n *\n */\n\nexport class LasLazLoader {\n\n\tconstructor (version, extension) {\n\t\tif (typeof (version) === 'string') {\n\t\t\tthis.version = new Version(version);\n\t\t} else {\n\t\t\tthis.version = version;\n\t\t}\n\n\t\tthis.extension = extension;\n\t}\n\n\tstatic progressCB () {\n\n\t}\n\n\tload (node) {\n\t\tif (node.loaded) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet url = node.getURL();\n\n\t\tif (this.version.equalOrHigher('1.4')) {\n\t\t\turl += `.${this.extension}`;\n\t\t}\n\n\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\txhr.open('GET', url, true);\n\t\txhr.responseType = 'arraybuffer';\n\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\txhr.onreadystatechange = () => {\n\t\t\tif (xhr.readyState === 4) {\n\t\t\t\tif (xhr.status === 200 || xhr.status === 0) {\n\t\t\t\t\tlet buffer = xhr.response;\n\t\t\t\t\tthis.parse(node, buffer);\n\t\t\t\t} else {\n\t\t\t\t\tconsole.log('Failed to load file! HTTP status: ' + xhr.status + ', file: ' + url);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\txhr.send(null);\n\t}\n\n\tasync parse(node, buffer){\n\t\tlet lf = new LASFile(buffer);\n\t\tlet handler = new LasLazBatcher(node);\n\n\t\ttry{\n\t\t\t await lf.open();\n\t\t\t lf.isOpen = true;\n\t\t}catch(e){\n\t\t\tconsole.log(\"failed to open file. :(\");\n\n\t\t\treturn;\n\t\t}\n\n\t\tlet header = await lf.getHeader();\n\n\t\tlet skip = 1;\n\t\tlet totalRead = 0;\n\t\tlet totalToRead = (skip <= 1 ? header.pointsCount : header.pointsCount / skip);\n\n\t\tlet hasMoreData = true;\n\n\t\twhile(hasMoreData){\n\t\t\tlet data = await lf.readData(1000 * 1000, 0, skip);\n\n\t\t\thandler.push(new LASDecoder(data.buffer,\n\t\t\t\theader.pointsFormatId,\n\t\t\t\theader.pointsStructSize,\n\t\t\t\tdata.count,\n\t\t\t\theader.scale,\n\t\t\t\theader.offset,\n\t\t\t\theader.mins, header.maxs));\n\n\t\t\ttotalRead += data.count;\n\t\t\tLasLazLoader.progressCB(totalRead / totalToRead);\n\n\t\t\thasMoreData = data.hasMoreData;\n\t\t}\n\n\t\theader.totalRead = totalRead;\n\t\theader.versionAsString = lf.versionAsString;\n\t\theader.isCompressed = lf.isCompressed;\n\n\t\tLasLazLoader.progressCB(1);\n\n\t\ttry{\n\t\t\tawait lf.close();\n\n\t\t\tlf.isOpen = false;\n\t\t}catch(e){\n\t\t\tconsole.error(\"failed to close las/laz file!!!\");\n\t\t\t\n\t\t\tthrow e;\n\t\t}\n\t}\n\n\thandle (node, url) {\n\n\t}\n};\n\nexport class LasLazBatcher{\n\n\tconstructor (node) {\n\t\tthis.node = node;\n\t}\n\n\tpush (lasBuffer) {\n\t\tconst workerPath = Potree.scriptPath + '/workers/LASDecoderWorker.js';\n\t\tconst worker = Potree.workerPool.getWorker(workerPath);\n\t\tconst node = this.node;\n\t\tconst pointAttributes = node.pcoGeometry.pointAttributes;\n\n\t\tworker.onmessage = (e) => {\n\t\t\tlet geometry = new THREE.BufferGeometry();\n\t\t\tlet numPoints = lasBuffer.pointsCount;\n\n\t\t\tlet positions = new Float32Array(e.data.position);\n\t\t\tlet colors = new Uint8Array(e.data.color);\n\t\t\tlet intensities = new Float32Array(e.data.intensity);\n\t\t\tlet classifications = new Uint8Array(e.data.classification);\n\t\t\tlet returnNumbers = new Uint8Array(e.data.returnNumber);\n\t\t\tlet numberOfReturns = new Uint8Array(e.data.numberOfReturns);\n\t\t\tlet pointSourceIDs = new Uint16Array(e.data.pointSourceID);\n\t\t\tlet indices = new Uint8Array(e.data.indices);\n\n\t\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));\n\t\t\tgeometry.setAttribute('color', new THREE.BufferAttribute(colors, 4, true));\n\t\t\tgeometry.setAttribute('intensity', new THREE.BufferAttribute(intensities, 1));\n\t\t\tgeometry.setAttribute('classification', new THREE.BufferAttribute(classifications, 1));\n\t\t\tgeometry.setAttribute('return number', new THREE.BufferAttribute(returnNumbers, 1));\n\t\t\tgeometry.setAttribute('number of returns', new THREE.BufferAttribute(numberOfReturns, 1));\n\t\t\tgeometry.setAttribute('source id', new THREE.BufferAttribute(pointSourceIDs, 1));\n\t\t\tgeometry.setAttribute('indices', new THREE.BufferAttribute(indices, 4));\n\t\t\tgeometry.attributes.indices.normalized = true;\n\n\t\t\tfor(const key in e.data.ranges){\n\t\t\t\tconst range = e.data.ranges[key];\n\n\t\t\t\tconst attribute = pointAttributes.attributes.find(a => a.name === key);\n\t\t\t\tattribute.range[0] = Math.min(attribute.range[0], range[0]);\n\t\t\t\tattribute.range[1] = Math.max(attribute.range[1], range[1]);\n\t\t\t}\n\n\t\t\tlet tightBoundingBox = new THREE.Box3(\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.min),\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.max)\n\t\t\t);\n\n\t\t\tgeometry.boundingBox = this.node.boundingBox;\n\t\t\tthis.node.tightBoundingBox = tightBoundingBox;\n\n\t\t\tthis.node.geometry = geometry;\n\t\t\tthis.node.numPoints = numPoints;\n\t\t\tthis.node.loaded = true;\n\t\t\tthis.node.loading = false;\n\t\t\tPotree.numNodesLoading--;\n\t\t\tthis.node.mean = new THREE.Vector3(...e.data.mean);\n\n\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\t\t};\n\n\t\tlet message = {\n\t\t\tbuffer: lasBuffer.arrayb,\n\t\t\tnumPoints: lasBuffer.pointsCount,\n\t\t\tpointSize: lasBuffer.pointSize,\n\t\t\tpointFormatID: 2,\n\t\t\tscale: lasBuffer.scale,\n\t\t\toffset: lasBuffer.offset,\n\t\t\tmins: lasBuffer.mins,\n\t\t\tmaxs: lasBuffer.maxs\n\t\t};\n\t\tworker.postMessage(message, [message.buffer]);\n\t};\n}\n","\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Version} from \"../Version.js\";\nimport {XHRFactory} from \"../XHRFactory.js\";\n\n\nexport class BinaryLoader{\n\n\tconstructor(version, boundingBox, scale){\n\t\tif (typeof (version) === 'string') {\n\t\t\tthis.version = new Version(version);\n\t\t} else {\n\t\t\tthis.version = version;\n\t\t}\n\n\t\tthis.boundingBox = boundingBox;\n\t\tthis.scale = scale;\n\t}\n\n\tload(node){\n\t\tif (node.loaded) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet url = node.getURL();\n\n\t\tif (this.version.equalOrHigher('1.4')) {\n\t\t\turl += '.bin';\n\t\t}\n\n\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\txhr.open('GET', url, true);\n\t\txhr.responseType = 'arraybuffer';\n\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\txhr.onreadystatechange = () => {\n\t\t\tif (xhr.readyState === 4) {\n\t\t\t\tif((xhr.status === 200 || xhr.status === 0) && xhr.response !== null){\n\t\t\t\t\tlet buffer = xhr.response;\n\t\t\t\t\tthis.parse(node, buffer);\n\t\t\t\t} else {\n\t\t\t\t\t//console.error(`Failed to load file! HTTP status: ${xhr.status}, file: ${url}`);\n\t\t\t\t\tthrow new Error(`Failed to load file! HTTP status: ${xhr.status}, file: ${url}`);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\ttry {\n\t\t\txhr.send(null);\n\t\t} catch (e) {\n\t\t\tconsole.log('fehler beim laden der punktwolke: ' + e);\n\t\t}\n\t};\n\n\tparse(node, buffer){\n\t\tlet pointAttributes = node.pcoGeometry.pointAttributes;\n\t\tlet numPoints = buffer.byteLength / node.pcoGeometry.pointAttributes.byteSize;\n\n\t\tif (this.version.upTo('1.5')) {\n\t\t\tnode.numPoints = numPoints;\n\t\t}\n\n\t\tlet workerPath = Potree.scriptPath + '/workers/BinaryDecoderWorker.js';\n\t\tlet worker = Potree.workerPool.getWorker(workerPath);\n\n\t\tworker.onmessage = function (e) {\n\n\t\t\tlet data = e.data;\n\t\t\tlet buffers = data.attributeBuffers;\n\t\t\tlet tightBoundingBox = new THREE.Box3(\n\t\t\t\tnew THREE.Vector3().fromArray(data.tightBoundingBox.min),\n\t\t\t\tnew THREE.Vector3().fromArray(data.tightBoundingBox.max)\n\t\t\t);\n\n\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\n\t\t\tlet geometry = new THREE.BufferGeometry();\n\n\t\t\tfor(let property in buffers){\n\t\t\t\tlet buffer = buffers[property].buffer;\n\t\t\t\tlet batchAttribute = buffers[property].attribute;\n\n\t\t\t\tif (property === \"POSITION_CARTESIAN\") {\n\t\t\t\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t} else if (property === \"rgba\") {\n\t\t\t\t\tgeometry.setAttribute(\"rgba\", new THREE.BufferAttribute(new Uint8Array(buffer), 4, true));\n\t\t\t\t} else if (property === \"NORMAL_SPHEREMAPPED\") {\n\t\t\t\t\tgeometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t} else if (property === \"NORMAL_OCT16\") {\n\t\t\t\t\tgeometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t} else if (property === \"NORMAL\") {\n\t\t\t\t\tgeometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t} else if (property === \"INDICES\") {\n\t\t\t\t\tlet bufferAttribute = new THREE.BufferAttribute(new Uint8Array(buffer), 4);\n\t\t\t\t\tbufferAttribute.normalized = true;\n\t\t\t\t\tgeometry.setAttribute('indices', bufferAttribute);\n\t\t\t\t} else if (property === \"SPACING\") {\n\t\t\t\t\tlet bufferAttribute = new THREE.BufferAttribute(new Float32Array(buffer), 1);\n\t\t\t\t\tgeometry.setAttribute('spacing', bufferAttribute);\n\t\t\t\t} else {\n\t\t\t\t\tconst bufferAttribute = new THREE.BufferAttribute(new Float32Array(buffer), 1);\n\n\t\t\t\t\tbufferAttribute.potree = {\n\t\t\t\t\t\toffset: buffers[property].offset,\n\t\t\t\t\t\tscale: buffers[property].scale,\n\t\t\t\t\t\tpreciseBuffer: buffers[property].preciseBuffer,\n\t\t\t\t\t\trange: batchAttribute.range,\n\t\t\t\t\t};\n\n\t\t\t\t\tgeometry.setAttribute(property, bufferAttribute);\n\n\t\t\t\t\tconst attribute = pointAttributes.attributes.find(a => a.name === batchAttribute.name);\n\t\t\t\t\tattribute.range[0] = Math.min(attribute.range[0], batchAttribute.range[0]);\n\t\t\t\t\tattribute.range[1] = Math.max(attribute.range[1], batchAttribute.range[1]);\n\n\t\t\t\t\tif(node.getLevel() === 0){\n\t\t\t\t\t\tattribute.initialRange = batchAttribute.range;\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t\ttightBoundingBox.max.sub(tightBoundingBox.min);\n\t\t\ttightBoundingBox.min.set(0, 0, 0);\n\n\t\t\tlet numPoints = e.data.buffer.byteLength / pointAttributes.byteSize;\n\t\t\t\n\t\t\tnode.numPoints = numPoints;\n\t\t\tnode.geometry = geometry;\n\t\t\tnode.mean = new THREE.Vector3(...data.mean);\n\t\t\tnode.tightBoundingBox = tightBoundingBox;\n\t\t\tnode.loaded = true;\n\t\t\tnode.loading = false;\n\t\t\tnode.estimatedSpacing = data.estimatedSpacing;\n\t\t\tPotree.numNodesLoading--;\n\t\t};\n\n\t\tlet message = {\n\t\t\tbuffer: buffer,\n\t\t\tpointAttributes: pointAttributes,\n\t\t\tversion: this.version.version,\n\t\t\tmin: [ node.boundingBox.min.x, node.boundingBox.min.y, node.boundingBox.min.z ],\n\t\t\toffset: [node.pcoGeometry.offset.x, node.pcoGeometry.offset.y, node.pcoGeometry.offset.z],\n\t\t\tscale: this.scale,\n\t\t\tspacing: node.spacing,\n\t\t\thasChildren: node.hasChildren,\n\t\t\tname: node.name\n\t\t};\n\t\tworker.postMessage(message, [message.buffer]);\n\t};\n\n\t\n}\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {PointCloudOctreeGeometry, PointCloudOctreeGeometryNode} from \"../PointCloudOctreeGeometry.js\";\nimport {Version} from \"../Version.js\";\nimport {XHRFactory} from \"../XHRFactory.js\";\nimport {LasLazLoader} from \"./LasLazLoader.js\";\nimport {BinaryLoader} from \"./BinaryLoader.js\";\nimport {Utils} from \"../utils.js\";\nimport {PointAttribute, PointAttributes, PointAttributeTypes} from \"./PointAttributes.js\";\n\nfunction parseAttributes(cloudjs){\n\n\tlet version = new Version(cloudjs.version);\n\n\tconst replacements = {\n\t\t\"COLOR_PACKED\": \"rgba\",\n\t\t\"RGBA\": \"rgba\",\n\t\t\"INTENSITY\": \"intensity\",\n\t\t\"CLASSIFICATION\": \"classification\",\n\t\t\"GPS_TIME\": \"gps-time\",\n\t};\n\n\tconst replaceOldNames = (old) => {\n\t\tif(replacements[old]){\n\t\t\treturn replacements[old];\n\t\t}else{\n\t\t\treturn old;\n\t\t}\n\t};\n\n\tconst pointAttributes = [];\n\tif(version.upTo('1.7')){\n\t\t\n\t\tfor(let attributeName of cloudjs.pointAttributes){\n\t\t\tconst oldAttribute = PointAttribute[attributeName];\n\n\t\t\tconst attribute = {\n\t\t\t\tname: oldAttribute.name,\n\t\t\t\tsize: oldAttribute.byteSize,\n\t\t\t\telements: oldAttribute.numElements,\n\t\t\t\telementSize: oldAttribute.byteSize / oldAttribute.numElements,\n\t\t\t\ttype: oldAttribute.type.name,\n\t\t\t\tdescription: \"\",\n\t\t\t};\n\n\t\t\tpointAttributes.push(attribute);\n\t\t}\n\n\t}else{\n\t\tpointAttributes.push(...cloudjs.pointAttributes);\n\t}\n\n\n\t{\n\t\tconst attributes = new PointAttributes();\n\n\t\tconst typeConversion = {\n\t\t\tint8: PointAttributeTypes.DATA_TYPE_INT8,\n\t\t\tint16: PointAttributeTypes.DATA_TYPE_INT16,\n\t\t\tint32: PointAttributeTypes.DATA_TYPE_INT32,\n\t\t\tint64: PointAttributeTypes.DATA_TYPE_INT64,\n\t\t\tuint8: PointAttributeTypes.DATA_TYPE_UINT8,\n\t\t\tuint16: PointAttributeTypes.DATA_TYPE_UINT16,\n\t\t\tuint32: PointAttributeTypes.DATA_TYPE_UINT32,\n\t\t\tuint64: PointAttributeTypes.DATA_TYPE_UINT64,\n\t\t\tdouble: PointAttributeTypes.DATA_TYPE_DOUBLE,\n\t\t\tfloat: PointAttributeTypes.DATA_TYPE_FLOAT,\n\t\t};\n\n\t\tfor(const jsAttribute of pointAttributes){\n\t\t\tconst name = replaceOldNames(jsAttribute.name);\n\t\t\tconst type = typeConversion[jsAttribute.type];\n\t\t\tconst numElements = jsAttribute.elements;\n\t\t\tconst description = jsAttribute.description;\n\n\t\t\tconst attribute = new PointAttribute(name, type, numElements);\n\n\t\t\tattributes.add(attribute);\n\t\t}\n\n\t\t{\n\t\t\t// check if it has normals\n\t\t\tlet hasNormals = \n\t\t\t\tpointAttributes.find(a => a.name === \"NormalX\") !== undefined &&\n\t\t\t\tpointAttributes.find(a => a.name === \"NormalY\") !== undefined &&\n\t\t\t\tpointAttributes.find(a => a.name === \"NormalZ\") !== undefined;\n\n\t\t\tif(hasNormals){\n\t\t\t\tlet vector = {\n\t\t\t\t\tname: \"NORMAL\",\n\t\t\t\t\tattributes: [\"NormalX\", \"NormalY\", \"NormalZ\"],\n\t\t\t\t};\n\t\t\t\tattributes.addVector(vector);\n\t\t\t}\n\t\t}\n\n\t\treturn attributes;\n\t}\n\n}\n\nfunction lasLazAttributes(fMno){\n\tconst attributes = new PointAttributes();\n\n\tattributes.add(PointAttribute.POSITION_CARTESIAN);\n\tattributes.add(new PointAttribute(\"rgba\", PointAttributeTypes.DATA_TYPE_UINT8, 4));\n\tattributes.add(new PointAttribute(\"intensity\", PointAttributeTypes.DATA_TYPE_UINT16, 1));\n\tattributes.add(new PointAttribute(\"classification\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\tattributes.add(new PointAttribute(\"gps-time\", PointAttributeTypes.DATA_TYPE_DOUBLE, 1));\n\tattributes.add(new PointAttribute(\"number of returns\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\tattributes.add(new PointAttribute(\"return number\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\tattributes.add(new PointAttribute(\"source id\", PointAttributeTypes.DATA_TYPE_UINT16, 1));\n\t//attributes.add(new PointAttribute(\"pointSourceID\", PointAttributeTypes.DATA_TYPE_INT8, 4));\n\n\n\treturn attributes;\n}\n\nexport class POCLoader {\n\n\tstatic load(url, callback){\n\t\ttry {\n\t\t\tlet pco = new PointCloudOctreeGeometry();\n\t\t\tpco.url = url;\n\t\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\t\txhr.open('GET', url, true);\n\n\t\t\txhr.onreadystatechange = function () {\n\t\t\t\tif (xhr.readyState === 4 && (xhr.status === 200 || xhr.status === 0)) {\n\t\t\t\t\tlet fMno = JSON.parse(xhr.responseText);\n\n\t\t\t\t\tlet version = new Version(fMno.version);\n\n\t\t\t\t\t// assume octreeDir is absolute if it starts with http\n\t\t\t\t\tif (fMno.octreeDir.indexOf('http') === 0) {\n\t\t\t\t\t\tpco.octreeDir = fMno.octreeDir;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpco.octreeDir = url + '/../' + fMno.octreeDir;\n\t\t\t\t\t}\n\n\t\t\t\t\tpco.spacing = fMno.spacing;\n\t\t\t\t\tpco.hierarchyStepSize = fMno.hierarchyStepSize;\n\n\t\t\t\t\tpco.pointAttributes = fMno.pointAttributes;\n\n\t\t\t\t\tlet min = new THREE.Vector3(fMno.boundingBox.lx, fMno.boundingBox.ly, fMno.boundingBox.lz);\n\t\t\t\t\tlet max = new THREE.Vector3(fMno.boundingBox.ux, fMno.boundingBox.uy, fMno.boundingBox.uz);\n\t\t\t\t\tlet boundingBox = new THREE.Box3(min, max);\n\t\t\t\t\tlet tightBoundingBox = boundingBox.clone();\n\n\t\t\t\t\tif (fMno.tightBoundingBox) {\n\t\t\t\t\t\ttightBoundingBox.min.copy(new THREE.Vector3(fMno.tightBoundingBox.lx, fMno.tightBoundingBox.ly, fMno.tightBoundingBox.lz));\n\t\t\t\t\t\ttightBoundingBox.max.copy(new THREE.Vector3(fMno.tightBoundingBox.ux, fMno.tightBoundingBox.uy, fMno.tightBoundingBox.uz));\n\t\t\t\t\t}\n\n\t\t\t\t\tlet offset = min.clone();\n\n\t\t\t\t\tboundingBox.min.sub(offset);\n\t\t\t\t\tboundingBox.max.sub(offset);\n\n\t\t\t\t\ttightBoundingBox.min.sub(offset);\n\t\t\t\t\ttightBoundingBox.max.sub(offset);\n\n\t\t\t\t\tpco.projection = fMno.projection;\n\t\t\t\t\tpco.boundingBox = boundingBox;\n\t\t\t\t\tpco.tightBoundingBox = tightBoundingBox;\n\t\t\t\t\tpco.boundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\t\t\t\tpco.tightBoundingSphere = tightBoundingBox.getBoundingSphere(new THREE.Sphere());\n\t\t\t\t\tpco.offset = offset;\n\t\t\t\t\tif (fMno.pointAttributes === 'LAS') {\n\t\t\t\t\t\tpco.loader = new LasLazLoader(fMno.version, \"las\");\n\t\t\t\t\t\tpco.pointAttributes = lasLazAttributes(fMno);\n\t\t\t\t\t} else if (fMno.pointAttributes === 'LAZ') {\n\t\t\t\t\t\tpco.loader = new LasLazLoader(fMno.version, \"laz\");\n\t\t\t\t\t\tpco.pointAttributes = lasLazAttributes(fMno);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpco.loader = new BinaryLoader(fMno.version, boundingBox, fMno.scale);\n\t\t\t\t\t\tpco.pointAttributes = parseAttributes(fMno);\n\t\t\t\t\t}\n\n\t\t\t\t\tlet nodes = {};\n\n\t\t\t\t\t{ // load root\n\t\t\t\t\t\tlet name = 'r';\n\n\t\t\t\t\t\tlet root = new PointCloudOctreeGeometryNode(name, pco, boundingBox);\n\t\t\t\t\t\troot.level = 0;\n\t\t\t\t\t\troot.hasChildren = true;\n\t\t\t\t\t\troot.spacing = pco.spacing;\n\t\t\t\t\t\tif (version.upTo('1.5')) {\n\t\t\t\t\t\t\troot.numPoints = fMno.hierarchy[0][1];\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\troot.numPoints = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpco.root = root;\n\t\t\t\t\t\tpco.root.load();\n\t\t\t\t\t\tnodes[name] = root;\n\t\t\t\t\t}\n\n\t\t\t\t\t// load remaining hierarchy\n\t\t\t\t\tif (version.upTo('1.4')) {\n\t\t\t\t\t\tfor (let i = 1; i < fMno.hierarchy.length; i++) {\n\t\t\t\t\t\t\tlet name = fMno.hierarchy[i][0];\n\t\t\t\t\t\t\tlet numPoints = fMno.hierarchy[i][1];\n\t\t\t\t\t\t\tlet index = parseInt(name.charAt(name.length - 1));\n\t\t\t\t\t\t\tlet parentName = name.substring(0, name.length - 1);\n\t\t\t\t\t\t\tlet parentNode = nodes[parentName];\n\t\t\t\t\t\t\tlet level = name.length - 1;\n\t\t\t\t\t\t\t//let boundingBox = POCLoader.createChildAABB(parentNode.boundingBox, index);\n\t\t\t\t\t\t\tlet boundingBox = Utils.createChildAABB(parentNode.boundingBox, index);\n\n\t\t\t\t\t\t\tlet node = new PointCloudOctreeGeometryNode(name, pco, boundingBox);\n\t\t\t\t\t\t\tnode.level = level;\n\t\t\t\t\t\t\tnode.numPoints = numPoints;\n\t\t\t\t\t\t\tnode.spacing = pco.spacing / Math.pow(2, level);\n\t\t\t\t\t\t\tparentNode.addChild(node);\n\t\t\t\t\t\t\tnodes[name] = node;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tpco.nodes = nodes;\n\n\t\t\t\t\tcallback(pco);\n\t\t\t\t}\n\t\t\t};\n\n\t\t\txhr.send(null);\n\t\t} catch (e) {\n\t\t\tconsole.log(\"loading failed: '\" + url + \"'\");\n\t\t\tconsole.log(e);\n\n\t\t\tcallback();\n\t\t}\n\t}\n\n\tloadPointAttributes(mno){\n\t\tlet fpa = mno.pointAttributes;\n\t\tlet pa = new PointAttributes();\n\n\t\tfor (let i = 0; i < fpa.length; i++) {\n\t\t\tlet pointAttribute = PointAttribute[fpa[i]];\n\t\t\tpa.add(pointAttribute);\n\t\t}\n\n\t\treturn pa;\n\t}\n\n\tcreateChildAABB(aabb, index){\n\t\tlet min = aabb.min.clone();\n\t\tlet max = aabb.max.clone();\n\t\tlet size = new THREE.Vector3().subVectors(max, min);\n\n\t\tif ((index & 0b0001) > 0) {\n\t\t\tmin.z += size.z / 2;\n\t\t} else {\n\t\t\tmax.z -= size.z / 2;\n\t\t}\n\n\t\tif ((index & 0b0010) > 0) {\n\t\t\tmin.y += size.y / 2;\n\t\t} else {\n\t\t\tmax.y -= size.y / 2;\n\t\t}\n\n\t\tif ((index & 0b0100) > 0) {\n\t\t\tmin.x += size.x / 2;\n\t\t} else {\n\t\t\tmax.x -= size.x / 2;\n\t\t}\n\n\t\treturn new THREE.Box3(min, max);\n\t}\n}\n\n","\r\nimport * as THREE from \"../../../../libs/three.js/build/three.module.js\";\r\n\r\nexport class OctreeGeometry{\r\n\r\n\tconstructor(){\r\n\t\tthis.url = null;\r\n\t\tthis.spacing = 0;\r\n\t\tthis.boundingBox = null;\r\n\t\tthis.root = null;\r\n\t\tthis.pointAttributes = null;\r\n\t\tthis.loader = null;\r\n\t}\r\n\r\n};\r\n\r\nexport class OctreeGeometryNode{\r\n\r\n\tconstructor(name, octreeGeometry, boundingBox){\r\n\t\tthis.id = OctreeGeometryNode.IDCount++;\r\n\t\tthis.name = name;\r\n\t\tthis.index = parseInt(name.charAt(name.length - 1));\r\n\t\tthis.octreeGeometry = octreeGeometry;\r\n\t\tthis.boundingBox = boundingBox;\r\n\t\tthis.boundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\r\n\t\tthis.children = {};\r\n\t\tthis.numPoints = 0;\r\n\t\tthis.level = null;\r\n\t\tthis.oneTimeDisposeHandlers = [];\r\n\t}\r\n\r\n\tisGeometryNode(){\r\n\t\treturn true;\r\n\t}\r\n\r\n\tgetLevel(){\r\n\t\treturn this.level;\r\n\t}\r\n\r\n\tisTreeNode(){\r\n\t\treturn false;\r\n\t}\r\n\r\n\tisLoaded(){\r\n\t\treturn this.loaded;\r\n\t}\r\n\r\n\tgetBoundingSphere(){\r\n\t\treturn this.boundingSphere;\r\n\t}\r\n\r\n\tgetBoundingBox(){\r\n\t\treturn this.boundingBox;\r\n\t}\r\n\r\n\tgetChildren(){\r\n\t\tlet children = [];\r\n\r\n\t\tfor (let i = 0; i < 8; i++) {\r\n\t\t\tif (this.children[i]) {\r\n\t\t\t\tchildren.push(this.children[i]);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\treturn children;\r\n\t}\r\n\r\n\tgetBoundingBox(){\r\n\t\treturn this.boundingBox;\r\n\t}\r\n\r\n\tload(){\r\n\r\n\t\tif (Potree.numNodesLoading >= Potree.maxNodesLoading) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tthis.octreeGeometry.loader.load(this);\r\n\t}\r\n\r\n\tgetNumPoints(){\r\n\t\treturn this.numPoints;\r\n\t}\r\n\r\n\tdispose(){\r\n\t\tif (this.geometry && this.parent != null) {\r\n\t\t\tthis.geometry.dispose();\r\n\t\t\tthis.geometry = null;\r\n\t\t\tthis.loaded = false;\r\n\r\n\t\t\t// this.dispatchEvent( { type: 'dispose' } );\r\n\t\t\tfor (let i = 0; i < this.oneTimeDisposeHandlers.length; i++) {\r\n\t\t\t\tlet handler = this.oneTimeDisposeHandlers[i];\r\n\t\t\t\thandler();\r\n\t\t\t}\r\n\t\t\tthis.oneTimeDisposeHandlers = [];\r\n\t\t}\r\n\t}\r\n\r\n};\r\n\r\nOctreeGeometryNode.IDCount = 0;","\nimport * as THREE from \"../../../../libs/three.js/build/three.module.js\";\nimport {PointAttribute, PointAttributes, PointAttributeTypes} from \"../../../loader/PointAttributes.js\";\nimport {OctreeGeometry, OctreeGeometryNode} from \"./OctreeGeometry.js\";\n\n// let loadedNodes = new Set();\n\nexport class NodeLoader{\n\n\tconstructor(url){\n\t\tthis.url = url;\n\t}\n\n\tasync load(node){\n\n\t\tif(node.loaded || node.loading){\n\t\t\treturn;\n\t\t}\n\n\t\tnode.loading = true;\n\t\tPotree.numNodesLoading++;\n\n\t\t// console.log(node.name, node.numPoints);\n\n\t\t// if(loadedNodes.has(node.name)){\n\t\t// \t// debugger;\n\t\t// }\n\t\t// loadedNodes.add(node.name);\n\n\t\ttry{\n\t\t\tif(node.nodeType === 2){\n\t\t\t\tawait this.loadHierarchy(node);\n\t\t\t}\n\n\t\t\tlet {byteOffset, byteSize} = node;\n\n\n\t\t\tlet urlOctree = `${this.url}/../octree.bin`;\n\n\t\t\tlet first = byteOffset;\n\t\t\tlet last = byteOffset + byteSize - 1n;\n\n\t\t\tlet buffer;\n\n\t\t\tif(byteSize === 0n){\n\t\t\t\tbuffer = new ArrayBuffer(0);\n\t\t\t\tconsole.warn(`loaded node with 0 bytes: ${node.name}`);\n\t\t\t}else{\n\t\t\t\tlet response = await fetch(urlOctree, {\n\t\t\t\t\theaders: {\n\t\t\t\t\t\t'content-type': 'multipart/byteranges',\n\t\t\t\t\t\t'Range': `bytes=${first}-${last}`,\n\t\t\t\t\t},\n\t\t\t\t});\n\n\t\t\t\tbuffer = await response.arrayBuffer();\n\t\t\t}\n\n\t\t\tlet workerPath;\n\t\t\tif(this.metadata.encoding === \"BROTLI\"){\n\t\t\t\tworkerPath = Potree.scriptPath + '/workers/2.0/DecoderWorker_brotli.js';\n\t\t\t}else{\n\t\t\t\tworkerPath = Potree.scriptPath + '/workers/2.0/DecoderWorker.js';\n\t\t\t}\n\n\t\t\tlet worker = Potree.workerPool.getWorker(workerPath);\n\n\t\t\tworker.onmessage = function (e) {\n\n\t\t\t\tlet data = e.data;\n\t\t\t\tlet buffers = data.attributeBuffers;\n\n\t\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\n\t\t\t\tlet geometry = new THREE.BufferGeometry();\n\t\t\t\t\n\t\t\t\tfor(let property in buffers){\n\n\t\t\t\t\tlet buffer = buffers[property].buffer;\n\n\t\t\t\t\tif(property === \"position\"){\n\t\t\t\t\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t\t}else if(property === \"rgba\"){\n\t\t\t\t\t\tgeometry.setAttribute('rgba', new THREE.BufferAttribute(new Uint8Array(buffer), 4, true));\n\t\t\t\t\t}else if(property === \"NORMAL\"){\n\t\t\t\t\t\t//geometry.setAttribute('rgba', new THREE.BufferAttribute(new Uint8Array(buffer), 4, true));\n\t\t\t\t\t\tgeometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t\t}else if (property === \"INDICES\") {\n\t\t\t\t\t\tlet bufferAttribute = new THREE.BufferAttribute(new Uint8Array(buffer), 4);\n\t\t\t\t\t\tbufferAttribute.normalized = true;\n\t\t\t\t\t\tgeometry.setAttribute('indices', bufferAttribute);\n\t\t\t\t\t}else{\n\t\t\t\t\t\tconst bufferAttribute = new THREE.BufferAttribute(new Float32Array(buffer), 1);\n\n\t\t\t\t\t\tlet batchAttribute = buffers[property].attribute;\n\t\t\t\t\t\tbufferAttribute.potree = {\n\t\t\t\t\t\t\toffset: buffers[property].offset,\n\t\t\t\t\t\t\tscale: buffers[property].scale,\n\t\t\t\t\t\t\tpreciseBuffer: buffers[property].preciseBuffer,\n\t\t\t\t\t\t\trange: batchAttribute.range,\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\tgeometry.setAttribute(property, bufferAttribute);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\t// indices ??\n\n\t\t\t\tnode.density = data.density;\n\t\t\t\tnode.geometry = geometry;\n\t\t\t\tnode.loaded = true;\n\t\t\t\tnode.loading = false;\n\t\t\t\tPotree.numNodesLoading--;\n\t\t\t};\n\n\t\t\tlet pointAttributes = node.octreeGeometry.pointAttributes;\n\t\t\tlet scale = node.octreeGeometry.scale;\n\n\t\t\tlet box = node.boundingBox;\n\t\t\tlet min = node.octreeGeometry.offset.clone().add(box.min);\n\t\t\tlet size = box.max.clone().sub(box.min);\n\t\t\tlet max = min.clone().add(size);\n\t\t\tlet numPoints = node.numPoints;\n\n\t\t\tlet offset = node.octreeGeometry.loader.offset;\n\n\t\t\tlet message = {\n\t\t\t\tname: node.name,\n\t\t\t\tbuffer: buffer,\n\t\t\t\tpointAttributes: pointAttributes,\n\t\t\t\tscale: scale,\n\t\t\t\tmin: min,\n\t\t\t\tmax: max,\n\t\t\t\tsize: size,\n\t\t\t\toffset: offset,\n\t\t\t\tnumPoints: numPoints\n\t\t\t};\n\n\t\t\tworker.postMessage(message, [message.buffer]);\n\t\t}catch(e){\n\t\t\tnode.loaded = false;\n\t\t\tnode.loading = false;\n\t\t\tPotree.numNodesLoading--;\n\n\t\t\tconsole.log(`failed to load ${node.name}`);\n\t\t\tconsole.log(e);\n\t\t\tconsole.log(`trying again!`);\n\t\t}\n\t}\n\n\tparseHierarchy(node, buffer){\n\n\t\tlet view = new DataView(buffer);\n\t\tlet tStart = performance.now();\n\n\t\tlet bytesPerNode = 22;\n\t\tlet numNodes = buffer.byteLength / bytesPerNode;\n\n\t\tlet octree = node.octreeGeometry;\n\t\t// let nodes = [node];\n\t\tlet nodes = new Array(numNodes);\n\t\tnodes[0] = node;\n\t\tlet nodePos = 1;\n\n\t\tfor(let i = 0; i < numNodes; i++){\n\t\t\tlet current = nodes[i];\n\n\t\t\tlet type = view.getUint8(i * bytesPerNode + 0);\n\t\t\tlet childMask = view.getUint8(i * bytesPerNode + 1);\n\t\t\tlet numPoints = view.getUint32(i * bytesPerNode + 2, true);\n\t\t\tlet byteOffset = view.getBigInt64(i * bytesPerNode + 6, true);\n\t\t\tlet byteSize = view.getBigInt64(i * bytesPerNode + 14, true);\n\n\t\t\t// if(byteSize === 0n){\n\t\t\t// \t// debugger;\n\t\t\t// }\n\n\n\t\t\tif(current.nodeType === 2){\n\t\t\t\t// replace proxy with real node\n\t\t\t\tcurrent.byteOffset = byteOffset;\n\t\t\t\tcurrent.byteSize = byteSize;\n\t\t\t\tcurrent.numPoints = numPoints;\n\t\t\t}else if(type === 2){\n\t\t\t\t// load proxy\n\t\t\t\tcurrent.hierarchyByteOffset = byteOffset;\n\t\t\t\tcurrent.hierarchyByteSize = byteSize;\n\t\t\t\tcurrent.numPoints = numPoints;\n\t\t\t}else{\n\t\t\t\t// load real node \n\t\t\t\tcurrent.byteOffset = byteOffset;\n\t\t\t\tcurrent.byteSize = byteSize;\n\t\t\t\tcurrent.numPoints = numPoints;\n\t\t\t}\n\n\t\t\tif(current.byteSize === 0n){\n\t\t\t\t// workaround for issue #1125\n\t\t\t\t// some inner nodes erroneously report >0 points even though have 0 points\n\t\t\t\t// however, they still report a byteSize of 0, so based on that we now set node.numPoints to 0\n\t\t\t\tcurrent.numPoints = 0;\n\t\t\t}\n\t\t\t\n\t\t\tcurrent.nodeType = type;\n\n\t\t\tif(current.nodeType === 2){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tfor(let childIndex = 0; childIndex < 8; childIndex++){\n\t\t\t\tlet childExists = ((1 << childIndex) & childMask) !== 0;\n\n\t\t\t\tif(!childExists){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tlet childName = current.name + childIndex;\n\n\t\t\t\tlet childAABB = createChildAABB(current.boundingBox, childIndex);\n\t\t\t\tlet child = new OctreeGeometryNode(childName, octree, childAABB);\n\t\t\t\tchild.name = childName;\n\t\t\t\tchild.spacing = current.spacing / 2;\n\t\t\t\tchild.level = current.level + 1;\n\n\t\t\t\tcurrent.children[childIndex] = child;\n\t\t\t\tchild.parent = current;\n\n\t\t\t\t// nodes.push(child);\n\t\t\t\tnodes[nodePos] = child;\n\t\t\t\tnodePos++;\n\t\t\t}\n\n\t\t\t// if((i % 500) === 0){\n\t\t\t// \tyield;\n\t\t\t// }\n\t\t}\n\n\t\tlet duration = (performance.now() - tStart);\n\n\t\t// if(duration > 20){\n\t\t// \tlet msg = `duration: ${duration}ms, numNodes: ${numNodes}`;\n\t\t// \tconsole.log(msg);\n\t\t// }\n\t}\n\n\tasync loadHierarchy(node){\n\n\t\tlet {hierarchyByteOffset, hierarchyByteSize} = node;\n\t\tlet hierarchyPath = `${this.url}/../hierarchy.bin`;\n\t\t\n\t\tlet first = hierarchyByteOffset;\n\t\tlet last = first + hierarchyByteSize - 1n;\n\n\t\tlet response = await fetch(hierarchyPath, {\n\t\t\theaders: {\n\t\t\t\t'content-type': 'multipart/byteranges',\n\t\t\t\t'Range': `bytes=${first}-${last}`,\n\t\t\t},\n\t\t});\n\n\n\n\t\tlet buffer = await response.arrayBuffer();\n\n\t\tthis.parseHierarchy(node, buffer);\n\n\t\t// let promise = new Promise((resolve) => {\n\t\t// \tlet generator = this.parseHierarchy(node, buffer);\n\n\t\t// \tlet repeatUntilDone = () => {\n\t\t// \t\tlet result = generator.next();\n\n\t\t// \t\tif(result.done){\n\t\t// \t\t\tresolve();\n\t\t// \t\t}else{\n\t\t// \t\t\trequestAnimationFrame(repeatUntilDone);\n\t\t// \t\t}\n\t\t// \t};\n\t\t\t\n\t\t// \trepeatUntilDone();\n\t\t// });\n\n\t\t// await promise;\n\n\t\t\n\n\n\n\t}\n\n}\n\nlet tmpVec3 = new THREE.Vector3();\nfunction createChildAABB(aabb, index){\n\tlet min = aabb.min.clone();\n\tlet max = aabb.max.clone();\n\tlet size = tmpVec3.subVectors(max, min);\n\n\tif ((index & 0b0001) > 0) {\n\t\tmin.z += size.z / 2;\n\t} else {\n\t\tmax.z -= size.z / 2;\n\t}\n\n\tif ((index & 0b0010) > 0) {\n\t\tmin.y += size.y / 2;\n\t} else {\n\t\tmax.y -= size.y / 2;\n\t}\n\t\n\tif ((index & 0b0100) > 0) {\n\t\tmin.x += size.x / 2;\n\t} else {\n\t\tmax.x -= size.x / 2;\n\t}\n\n\treturn new THREE.Box3(min, max);\n}\n\nlet typenameTypeattributeMap = {\n\t\"double\": PointAttributeTypes.DATA_TYPE_DOUBLE,\n\t\"float\": PointAttributeTypes.DATA_TYPE_FLOAT,\n\t\"int8\": PointAttributeTypes.DATA_TYPE_INT8,\n\t\"uint8\": PointAttributeTypes.DATA_TYPE_UINT8,\n\t\"int16\": PointAttributeTypes.DATA_TYPE_INT16,\n\t\"uint16\": PointAttributeTypes.DATA_TYPE_UINT16,\n\t\"int32\": PointAttributeTypes.DATA_TYPE_INT32,\n\t\"uint32\": PointAttributeTypes.DATA_TYPE_UINT32,\n\t\"int64\": PointAttributeTypes.DATA_TYPE_INT64,\n\t\"uint64\": PointAttributeTypes.DATA_TYPE_UINT64,\n}\n\nexport class OctreeLoader{\n\n\tstatic parseAttributes(jsonAttributes){\n\n\t\tlet attributes = new PointAttributes();\n\n\t\tlet replacements = {\n\t\t\t\"rgb\": \"rgba\",\n\t\t};\n\n\t\tfor (const jsonAttribute of jsonAttributes) {\n\t\t\tlet {name, description, size, numElements, elementSize, min, max} = jsonAttribute;\n\n\t\t\tlet type = typenameTypeattributeMap[jsonAttribute.type];\n\n\t\t\tlet potreeAttributeName = replacements[name] ? replacements[name] : name;\n\n\t\t\tlet attribute = new PointAttribute(potreeAttributeName, type, numElements);\n\n\t\t\tif(numElements === 1){\n\t\t\t\tattribute.range = [min[0], max[0]];\n\t\t\t}else{\n\t\t\t\tattribute.range = [min, max];\n\t\t\t}\n\n\t\t\tif (name === \"gps-time\") { // HACK: Guard against bad gpsTime range in metadata, see potree/potree#909\n\t\t\t\tif (attribute.range[0] === attribute.range[1]) {\n\t\t\t\t\tattribute.range[1] += 1;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tattribute.initialRange = attribute.range;\n\n\t\t\tattributes.add(attribute);\n\t\t}\n\n\t\t{\n\t\t\t// check if it has normals\n\t\t\tlet hasNormals = \n\t\t\t\tattributes.attributes.find(a => a.name === \"NormalX\") !== undefined &&\n\t\t\t\tattributes.attributes.find(a => a.name === \"NormalY\") !== undefined &&\n\t\t\t\tattributes.attributes.find(a => a.name === \"NormalZ\") !== undefined;\n\n\t\t\tif(hasNormals){\n\t\t\t\tlet vector = {\n\t\t\t\t\tname: \"NORMAL\",\n\t\t\t\t\tattributes: [\"NormalX\", \"NormalY\", \"NormalZ\"],\n\t\t\t\t};\n\t\t\t\tattributes.addVector(vector);\n\t\t\t}\n\t\t}\n\n\t\treturn attributes;\n\t}\n\n\tstatic async load(url){\n\n\t\tlet response = await fetch(url);\n\t\tlet metadata = await response.json();\n\n\t\tlet attributes = OctreeLoader.parseAttributes(metadata.attributes);\n\n\t\tlet loader = new NodeLoader(url);\n\t\tloader.metadata = metadata;\n\t\tloader.attributes = attributes;\n\t\tloader.scale = metadata.scale;\n\t\tloader.offset = metadata.offset;\n\n\t\tlet octree = new OctreeGeometry();\n\t\toctree.url = url;\n\t\toctree.spacing = metadata.spacing;\n\t\toctree.scale = metadata.scale;\n\n\t\t// let aPosition = metadata.attributes.find(a => a.name === \"position\");\n\t\t// octree\n\n\t\tlet min = new THREE.Vector3(...metadata.boundingBox.min);\n\t\tlet max = new THREE.Vector3(...metadata.boundingBox.max);\n\t\tlet boundingBox = new THREE.Box3(min, max);\n\n\t\tlet offset = min.clone();\n\t\tboundingBox.min.sub(offset);\n\t\tboundingBox.max.sub(offset);\n\n\t\toctree.projection = metadata.projection;\n\t\toctree.boundingBox = boundingBox;\n\t\toctree.tightBoundingBox = boundingBox.clone();\n\t\toctree.boundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\toctree.tightBoundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\toctree.offset = offset;\n\t\toctree.pointAttributes = OctreeLoader.parseAttributes(metadata.attributes);\n\t\toctree.loader = loader;\n\n\t\tlet root = new OctreeGeometryNode(\"r\", octree, boundingBox);\n\t\troot.level = 0;\n\t\troot.nodeType = 2;\n\t\troot.hierarchyByteOffset = 0n;\n\t\troot.hierarchyByteSize = BigInt(metadata.hierarchy.firstChunkSize);\n\t\troot.hasChildren = false;\n\t\troot.spacing = octree.spacing;\n\t\troot.byteOffset = 0;\n\n\t\toctree.root = root;\n\n\t\tloader.load(root);\n\n\t\tlet result = {\n\t\t\tgeometry: octree,\n\t\t};\n\n\t\treturn result;\n\n\t}\n\n};","/**\n * @author Connor Manning\n */\n\nexport class EptLoader {\n\tstatic async load(file, callback) {\n\n\t\tlet response = await fetch(file);\n\t\tlet json = await response.json();\n\n\t\tlet url = file.substr(0, file.lastIndexOf('ept.json'));\n\t\tlet geometry = new Potree.PointCloudEptGeometry(url, json);\n\t\tlet root = new Potree.PointCloudEptGeometryNode(geometry);\n\n\t\tgeometry.root = root;\n\t\tgeometry.root.load();\n\n\t\tcallback(geometry);\n\t}\n};\n\n","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {XHRFactory} from \"../../XHRFactory.js\";\n\nexport class EptBinaryLoader {\n\textension() {\n\t\treturn '.bin';\n\t}\n\n\tworkerPath() {\n\t\treturn Potree.scriptPath + '/workers/EptBinaryDecoderWorker.js';\n\t}\n\n\tload(node) {\n\t\tif (node.loaded) return;\n\n\t\tlet url = node.url() + this.extension();\n\n\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\txhr.open('GET', url, true);\n\t\txhr.responseType = 'arraybuffer';\n\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\txhr.onreadystatechange = () => {\n\t\t\tif (xhr.readyState === 4) {\n\t\t\t\tif (xhr.status === 200) {\n\t\t\t\t\tlet buffer = xhr.response;\n\t\t\t\t\tthis.parse(node, buffer);\n\t\t\t\t} else {\n\t\t\t\t\tconsole.log('Failed ' + url + ': ' + xhr.status);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\ttry {\n\t\t\txhr.send(null);\n\t\t}\n\t\tcatch (e) {\n\t\t\tconsole.log('Failed request: ' + e);\n\t\t}\n\t}\n\n\tparse(node, buffer) {\n\t\tlet workerPath = this.workerPath();\n\t\tlet worker = Potree.workerPool.getWorker(workerPath);\n\n\t\tworker.onmessage = function(e) {\n\t\t\tlet g = new THREE.BufferGeometry();\n\t\t\tlet numPoints = e.data.numPoints;\n\n\t\t\tlet position = new Float32Array(e.data.position);\n\t\t\tg.setAttribute('position', new THREE.BufferAttribute(position, 3));\n\n\t\t\tlet indices = new Uint8Array(e.data.indices);\n\t\t\tg.setAttribute('indices', new THREE.BufferAttribute(indices, 4));\n\n\t\t\tif (e.data.color) {\n\t\t\t\tlet color = new Uint8Array(e.data.color);\n\t\t\t\tg.setAttribute('color', new THREE.BufferAttribute(color, 4, true));\n\t\t\t}\n\t\t\tif (e.data.intensity) {\n\t\t\t\tlet intensity = new Float32Array(e.data.intensity);\n\t\t\t\tg.setAttribute('intensity',\n\t\t\t\t\t\tnew THREE.BufferAttribute(intensity, 1));\n\t\t\t}\n\t\t\tif (e.data.classification) {\n\t\t\t\tlet classification = new Uint8Array(e.data.classification);\n\t\t\t\tg.setAttribute('classification',\n\t\t\t\t\t\tnew THREE.BufferAttribute(classification, 1));\n\t\t\t}\n\t\t\tif (e.data.returnNumber) {\n\t\t\t\tlet returnNumber = new Uint8Array(e.data.returnNumber);\n\t\t\t\tg.setAttribute('return number',\n\t\t\t\t\t\tnew THREE.BufferAttribute(returnNumber, 1));\n\t\t\t}\n\t\t\tif (e.data.numberOfReturns) {\n\t\t\t\tlet numberOfReturns = new Uint8Array(e.data.numberOfReturns);\n\t\t\t\tg.setAttribute('number of returns',\n\t\t\t\t\t\tnew THREE.BufferAttribute(numberOfReturns, 1));\n\t\t\t}\n\t\t\tif (e.data.pointSourceId) {\n\t\t\t\tlet pointSourceId = new Uint16Array(e.data.pointSourceId);\n\t\t\t\tg.setAttribute('source id',\n\t\t\t\t\t\tnew THREE.BufferAttribute(pointSourceId, 1));\n\t\t\t}\n\n\t\t\tg.attributes.indices.normalized = true;\n\n\t\t\tlet tightBoundingBox = new THREE.Box3(\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.min),\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.max)\n\t\t\t);\n\n\t\t\tnode.doneLoading(\n\t\t\t\t\tg,\n\t\t\t\t\ttightBoundingBox,\n\t\t\t\t\tnumPoints,\n\t\t\t\t\tnew THREE.Vector3(...e.data.mean));\n\n\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\t\t};\n\n\t\tlet toArray = (v) => [v.x, v.y, v.z];\n\t\tlet message = {\n\t\t\tbuffer: buffer,\n\t\t\tschema: node.ept.schema,\n\t\t\tscale: node.ept.eptScale,\n\t\t\toffset: node.ept.eptOffset,\n\t\t\tmins: toArray(node.key.b.min)\n\t\t};\n\n\t\tworker.postMessage(message, [message.buffer]);\n\t}\n};\n\n","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {XHRFactory} from \"../../XHRFactory.js\";\n\n/**\n * laslaz code taken and adapted from plas.io js-laslaz\n *\t http://plas.io/\n *\thttps://github.com/verma/plasio\n *\n * Thanks to Uday Verma and Howard Butler\n *\n */\n\nexport class EptLaszipLoader {\n\tload(node) {\n\t\tif (node.loaded) return;\n\n\t\tlet url = node.url() + '.laz';\n\n\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\txhr.open('GET', url, true);\n\t\txhr.responseType = 'arraybuffer';\n\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\txhr.onreadystatechange = () => {\n\t\t\tif (xhr.readyState === 4) {\n\t\t\t\tif (xhr.status === 200) {\n\t\t\t\t\tlet buffer = xhr.response;\n\t\t\t\t\tthis.parse(node, buffer);\n\t\t\t\t} else {\n\t\t\t\t\tconsole.log('Failed ' + url + ': ' + xhr.status);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\txhr.send(null);\n\t}\n\n\tasync parse(node, buffer){\n\t\tlet lf = new LASFile(buffer);\n\t\tlet handler = new EptLazBatcher(node);\n\n\t\ttry{\n\t\t\tawait lf.open();\n\n\t\t\tlf.isOpen = true;\n\n\t\t\tconst header = await lf.getHeader();\n\n\t\t\t{\n\t\t\t\tlet i = 0;\n\n\t\t\t\tlet toArray = (v) => [v.x, v.y, v.z];\n\t\t\t\tlet mins = toArray(node.key.b.min);\n\t\t\t\tlet maxs = toArray(node.key.b.max);\n\n\t\t\t\tlet hasMoreData = true;\n\n\t\t\t\twhile(hasMoreData){\n\t\t\t\t\tconst data = await lf.readData(1000000, 0, 1);\n\n\t\t\t\t\tlet d = new LASDecoder(\n\t\t\t\t\t\tdata.buffer,\n\t\t\t\t\t\theader.pointsFormatId,\n\t\t\t\t\t\theader.pointsStructSize,\n\t\t\t\t\t\tdata.count,\n\t\t\t\t\t\theader.scale,\n\t\t\t\t\t\theader.offset,\n\t\t\t\t\t\tmins,\n\t\t\t\t\t\tmaxs);\n\n\t\t\t\t\td.extraBytes = header.extraBytes;\n\t\t\t\t\td.pointsFormatId = header.pointsFormatId;\n\t\t\t\t\thandler.push(d);\n\n\t\t\t\t\ti += data.count;\n\n\t\t\t\t\thasMoreData = data.hasMoreData;\n\t\t\t\t}\n\n\t\t\t\theader.totalRead = i;\n\t\t\t\theader.versionAsString = lf.versionAsString;\n\t\t\t\theader.isCompressed = lf.isCompressed;\n\n\t\t\t\tawait lf.close();\n\n\t\t\t\tlf.isOpen = false;\n\t\t\t}\n\n\t\t}catch(err){\n\t\t\tconsole.error('Error reading LAZ:', err);\n\t\t\t\n\t\t\tif (lf.isOpen) {\n\t\t\t\tawait lf.close();\n\n\t\t\t\tlf.isOpen = false;\n\t\t\t}\n\t\t\t\n\t\t\tthrow err;\n\t\t}\n\t}\n};\n\nexport class EptLazBatcher {\n\tconstructor(node) { this.node = node; }\n\n\tpush(las) {\n\t\tlet workerPath = Potree.scriptPath +\n\t\t\t'/workers/EptLaszipDecoderWorker.js';\n\t\tlet worker = Potree.workerPool.getWorker(workerPath);\n\n\t\tworker.onmessage = (e) => {\n\t\t\tlet g = new THREE.BufferGeometry();\n\t\t\tlet numPoints = las.pointsCount;\n\n\t\t\tlet positions = new Float32Array(e.data.position);\n\t\t\tlet colors = new Uint8Array(e.data.color);\n\n\t\t\tlet intensities = new Float32Array(e.data.intensity);\n\t\t\tlet classifications = new Uint8Array(e.data.classification);\n\t\t\tlet returnNumbers = new Uint8Array(e.data.returnNumber);\n\t\t\tlet numberOfReturns = new Uint8Array(e.data.numberOfReturns);\n\t\t\tlet pointSourceIDs = new Uint16Array(e.data.pointSourceID);\n\t\t\tlet indices = new Uint8Array(e.data.indices);\n\t\t\tlet gpsTime = new Float32Array(e.data.gpsTime);\n\n\t\t\tg.setAttribute('position',\n\t\t\t\t\tnew THREE.BufferAttribute(positions, 3));\n\t\t\tg.setAttribute('rgba',\n\t\t\t\t\tnew THREE.BufferAttribute(colors, 4, true));\n\t\t\tg.setAttribute('intensity',\n\t\t\t\t\tnew THREE.BufferAttribute(intensities, 1));\n\t\t\tg.setAttribute('classification',\n\t\t\t\t\tnew THREE.BufferAttribute(classifications, 1));\n\t\t\tg.setAttribute('return number',\n\t\t\t\t\tnew THREE.BufferAttribute(returnNumbers, 1));\n\t\t\tg.setAttribute('number of returns',\n\t\t\t\t\tnew THREE.BufferAttribute(numberOfReturns, 1));\n\t\t\tg.setAttribute('source id',\n\t\t\t\t\tnew THREE.BufferAttribute(pointSourceIDs, 1));\n\t\t\tg.setAttribute('indices',\n\t\t\t\t\tnew THREE.BufferAttribute(indices, 4));\n\t\t\tg.setAttribute('gpsTime',\n\t\t\t\t\tnew THREE.BufferAttribute(gpsTime, 1));\n\t\t\tthis.node.gpsTime = e.data.gpsMeta;\n\n\t\t\tg.attributes.indices.normalized = true;\n\n\t\t\tlet tightBoundingBox = new THREE.Box3(\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.min),\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.max)\n\t\t\t);\n\n\t\t\tthis.node.doneLoading(\n\t\t\t\tg,\n\t\t\t\ttightBoundingBox,\n\t\t\t\tnumPoints,\n\t\t\t\tnew THREE.Vector3(...e.data.mean));\n\n\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\t\t};\n\n\t\tlet message = {\n\t\t\tbuffer: las.arrayb,\n\t\t\tnumPoints: las.pointsCount,\n\t\t\tpointSize: las.pointSize,\n\t\t\tpointFormatID: las.pointsFormatId,\n\t\t\tscale: las.scale,\n\t\t\toffset: las.offset,\n\t\t\tmins: las.mins,\n\t\t\tmaxs: las.maxs\n\t\t};\n\n\t\tworker.postMessage(message, [message.buffer]);\n\t};\n};\n\n","import {EptBinaryLoader} from \"./BinaryLoader.js\";\n\nexport class EptZstandardLoader extends EptBinaryLoader {\n extension() {\n return '.zst';\n }\n\n workerPath() {\n return Potree.scriptPath + '/workers/EptZstandardDecoderWorker.js';\n }\n};\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Line2} from \"../../libs/three.js/lines/Line2.js\";\nimport {LineGeometry} from \"../../libs/three.js/lines/LineGeometry.js\";\nimport {LineMaterial} from \"../../libs/three.js/lines/LineMaterial.js\";\n\nexport class ShapefileLoader{\n\n\tconstructor(){\n\t\tthis.transform = null;\n\t}\n\n\tasync load(path){\n\n\t\tconst matLine = new LineMaterial( {\n\t\t\tcolor: 0xff0000,\n\t\t\tlinewidth: 3, // in pixels\n\t\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\t\tdashed: false\n\t\t} );\n\n\t\tconst features = await this.loadShapefileFeatures(path);\n\t\tconst node = new THREE.Object3D();\n\t\t\n\t\tfor(const feature of features){\n\t\t\tconst fnode = this.featureToSceneNode(feature, matLine);\n\t\t\tnode.add(fnode);\n\t\t}\n\n\t\tlet setResolution = (x, y) => {\n\t\t\tmatLine.resolution.set(x, y);\n\t\t};\n\n\t\tconst result = {\n\t\t\tfeatures: features,\n\t\t\tnode: node,\n\t\t\tsetResolution: setResolution,\n\t\t};\n\n\t\treturn result;\n\t}\n\n\tfeatureToSceneNode(feature, matLine){\n\t\tlet geometry = feature.geometry;\n\t\t\n\t\tlet color = new THREE.Color(1, 1, 1);\n\n\t\tlet transform = this.transform;\n\t\tif(transform === null){\n\t\t\ttransform = {forward: (v) => v};\n\t\t}\n\t\t\n\t\tif(feature.geometry.type === \"Point\"){\n\t\t\tlet sg = new THREE.SphereGeometry(1, 18, 18);\n\t\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\t\tlet s = new THREE.Mesh(sg, sm);\n\t\t\t\n\t\t\tlet [long, lat] = geometry.coordinates;\n\t\t\tlet pos = transform.forward([long, lat]);\n\t\t\t\n\t\t\ts.position.set(...pos, 20);\n\t\t\t\n\t\t\ts.scale.set(10, 10, 10);\n\t\t\t\n\t\t\treturn s;\n\t\t}else if(geometry.type === \"LineString\"){\n\t\t\tlet coordinates = [];\n\t\t\t\n\t\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\t\tfor(let i = 0; i < geometry.coordinates.length; i++){\n\t\t\t\tlet [long, lat] = geometry.coordinates[i];\n\t\t\t\tlet pos = transform.forward([long, lat]);\n\t\t\t\t\n\t\t\t\tmin.x = Math.min(min.x, pos[0]);\n\t\t\t\tmin.y = Math.min(min.y, pos[1]);\n\t\t\t\tmin.z = Math.min(min.z, 20);\n\t\t\t\t\n\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\tif(i > 0 && i < geometry.coordinates.length - 1){\n\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tfor(let i = 0; i < coordinates.length; i += 3){\n\t\t\t\tcoordinates[i+0] -= min.x;\n\t\t\t\tcoordinates[i+1] -= min.y;\n\t\t\t\tcoordinates[i+2] -= min.z;\n\t\t\t}\n\t\t\t\n\t\t\tconst lineGeometry = new LineGeometry();\n\t\t\tlineGeometry.setPositions( coordinates );\n\n\t\t\tconst line = new Line2( lineGeometry, matLine );\n\t\t\tline.computeLineDistances();\n\t\t\tline.scale.set( 1, 1, 1 );\n\t\t\tline.position.copy(min);\n\t\t\t\n\t\t\treturn line;\n\t\t}else if(geometry.type === \"Polygon\"){\n\t\t\tfor(let pc of geometry.coordinates){\n\t\t\t\tlet coordinates = [];\n\t\t\t\t\n\t\t\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\t\t\tfor(let i = 0; i < pc.length; i++){\n\t\t\t\t\tlet [long, lat] = pc[i];\n\t\t\t\t\tlet pos = transform.forward([long, lat]);\n\t\t\t\t\t\n\t\t\t\t\tmin.x = Math.min(min.x, pos[0]);\n\t\t\t\t\tmin.y = Math.min(min.y, pos[1]);\n\t\t\t\t\tmin.z = Math.min(min.z, 20);\n\t\t\t\t\t\n\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t\tif(i > 0 && i < pc.length - 1){\n\t\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfor(let i = 0; i < coordinates.length; i += 3){\n\t\t\t\t\tcoordinates[i+0] -= min.x;\n\t\t\t\t\tcoordinates[i+1] -= min.y;\n\t\t\t\t\tcoordinates[i+2] -= min.z;\n\t\t\t\t}\n\n\t\t\t\tconst lineGeometry = new LineGeometry();\n\t\t\t\tlineGeometry.setPositions( coordinates );\n\n\t\t\t\tconst line = new Line2( lineGeometry, matLine );\n\t\t\t\tline.computeLineDistances();\n\t\t\t\tline.scale.set( 1, 1, 1 );\n\t\t\t\tline.position.copy(min);\n\t\t\t\t\n\t\t\t\treturn line;\n\t\t\t}\n\t\t}else{\n\t\t\tconsole.log(\"unhandled feature: \", feature);\n\t\t}\n\t}\n\n\tasync loadShapefileFeatures(file){\n\t\tlet features = [];\n\n\t\tlet source = await shapefile.open(file);\n\n\t\twhile(true){\n\t\t\tlet result = await source.read();\n\n\t\t\tif (result.done) {\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tif (result.value && result.value.type === 'Feature' && result.value.geometry !== undefined) {\n\t\t\t\tfeatures.push(result.value);\n\t\t\t}\n\t\t}\n\n\t\treturn features;\n\t}\n\n};\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Line2} from \"../../libs/three.js/lines/Line2.js\";\nimport {LineGeometry} from \"../../libs/three.js/lines/LineGeometry.js\";\nimport {LineMaterial} from \"../../libs/three.js/lines/LineMaterial.js\";\nimport {Utils} from \"../utils.js\";\n\nconst defaultColors = {\n\t\"landuse\": [0.5, 0.5, 0.5],\n\t\"natural\": [0.0, 1.0, 0.0],\n\t\"places\": [1.0, 0.0, 1.0],\n\t\"points\": [0.0, 1.0, 1.0],\n\t\"roads\": [1.0, 1.0, 0.0],\n\t\"waterways\": [0.0, 0.0, 1.0],\n\t\"default\": [0.9, 0.6, 0.1],\n};\n\nfunction getColor(feature){\n\tlet color = defaultColors[feature];\n\n\tif(!color){\n\t\tcolor = defaultColors[\"default\"];\n\t}\n\n\treturn color;\n}\n\nexport class Geopackage{\n\tconstructor(){\n\t\tthis.path = null;\n\t\tthis.node = null;\n\t}\n};\n\nexport class GeoPackageLoader{\n\n\tconstructor(){\n\n\t}\n\n\tstatic async loadUrl(url, params){\n\n\t\tawait Promise.all([\n\t\t\tUtils.loadScript(`${Potree.scriptPath}/lazylibs/geopackage/geopackage.js`),\n\t\t\tUtils.loadScript(`${Potree.scriptPath}/lazylibs/sql.js/sql-wasm.js`),\n\t\t]);\n\t\t\n\t\tconst result = await fetch(url);\n\t\tconst buffer = await result.arrayBuffer();\n\n\t\tparams = params || {};\n\n\t\tparams.source = url;\n\n\t\treturn GeoPackageLoader.loadBuffer(buffer, params);\n\t}\n\n\tstatic async loadBuffer(buffer, params){\n\n\t\tawait Promise.all([\n\t\t\tUtils.loadScript(`${Potree.scriptPath}/lazylibs/geopackage/geopackage.js`),\n\t\t\tUtils.loadScript(`${Potree.scriptPath}/lazylibs/sql.js/sql-wasm.js`),\n\t\t]);\n\n\t\tparams = params || {};\n\n\t\tconst resolver = async (resolve) => {\n\t\t\t\n\t\t\tlet transform = params.transform;\n\t\t\tif(!transform){\n\t\t\t\ttransform = {forward: (arg) => arg};\n\t\t\t}\n\n\t\t\tconst wasmPath = `${Potree.scriptPath}/lazylibs/sql.js/sql-wasm.wasm`;\n\t\t\tconst SQL = await initSqlJs({ locateFile: filename => wasmPath});\n\n\t\t\tconst u8 = new Uint8Array(buffer);\n\n\t\t\tconst data = await geopackage.open(u8);\n\t\t\twindow.data = data;\n\n\t\t\tconst geopackageNode = new THREE.Object3D();\n\t\t\tgeopackageNode.name = params.source;\n\t\t\tgeopackageNode.potree = {\n\t\t\t\tsource: params.source,\n\t\t\t};\n\n\t\t\tconst geo = new Geopackage();\n\t\t\tgeo.path = params.source;\n\t\t\tgeo.node = geopackageNode;\n\n\t\t\tconst tables = data.getTables();\n\n\t\t\tfor(const table of tables.features){\n\t\t\t\tconst dao = data.getFeatureDao(table);\n\n\t\t\t\tlet boundingBox = dao.getBoundingBox();\n\t\t\t\tboundingBox = boundingBox.projectBoundingBox(dao.projection, 'EPSG:4326');\n\t\t\t\tconst geoJson = data.queryForGeoJSONFeaturesInTable(table, boundingBox);\n\n\t\t\t\tconst matLine = new LineMaterial( {\n\t\t\t\t\tcolor: new THREE.Color().setRGB(...getColor(table)),\n\t\t\t\t\tlinewidth: 2, \n\t\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\t\t\t\tdashed: false\n\t\t\t\t} );\n\n\t\t\t\tconst node = new THREE.Object3D();\n\t\t\t\tnode.name = table;\n\t\t\t\tgeo.node.add(node);\n\n\t\t\t\tfor(const [index, feature] of Object.entries(geoJson)){\n\t\t\t\t\t//const featureNode = GeoPackageLoader.featureToSceneNode(feature, matLine, transform);\n\t\t\t\t\tconst featureNode = GeoPackageLoader.featureToSceneNode(feature, matLine, dao.projection, transform);\n\t\t\t\t\tnode.add(featureNode);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tresolve(geo);\n\t\t}\n\n\t\treturn new Promise(resolver);\n\t}\n\n\tstatic featureToSceneNode(feature, matLine, geopackageProjection, transform){\n\t\tlet geometry = feature.geometry;\n\t\t\n\t\tlet color = new THREE.Color(1, 1, 1);\n\t\t\n\t\tif(feature.geometry.type === \"Point\"){\n\t\t\tlet sg = new THREE.SphereGeometry(1, 18, 18);\n\t\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\t\tlet s = new THREE.Mesh(sg, sm);\n\t\t\t\n\t\t\tlet [long, lat] = geometry.coordinates;\n\t\t\tlet pos = transform.forward(geopackageProjection.forward([long, lat]));\n\t\t\t\n\t\t\ts.position.set(...pos, 20);\n\t\t\t\n\t\t\ts.scale.set(10, 10, 10);\n\t\t\t\n\t\t\treturn s;\n\t\t}else if(geometry.type === \"LineString\"){\n\t\t\tlet coordinates = [];\n\t\t\t\n\t\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\t\tfor(let i = 0; i < geometry.coordinates.length; i++){\n\t\t\t\tlet [long, lat] = geometry.coordinates[i];\n\t\t\t\tlet pos = transform.forward(geopackageProjection.forward([long, lat]));\n\t\t\t\t\n\t\t\t\tmin.x = Math.min(min.x, pos[0]);\n\t\t\t\tmin.y = Math.min(min.y, pos[1]);\n\t\t\t\tmin.z = Math.min(min.z, 20);\n\t\t\t\t\n\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\tif(i > 0 && i < geometry.coordinates.length - 1){\n\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tfor(let i = 0; i < coordinates.length; i += 3){\n\t\t\t\tcoordinates[i+0] -= min.x;\n\t\t\t\tcoordinates[i+1] -= min.y;\n\t\t\t\tcoordinates[i+2] -= min.z;\n\t\t\t}\n\t\t\t\n\t\t\tconst lineGeometry = new LineGeometry();\n\t\t\tlineGeometry.setPositions( coordinates );\n\n\t\t\tconst line = new Line2( lineGeometry, matLine );\n\t\t\tline.computeLineDistances();\n\t\t\tline.scale.set( 1, 1, 1 );\n\t\t\tline.position.copy(min);\n\t\t\t\n\t\t\treturn line;\n\t\t}else if(geometry.type === \"Polygon\"){\n\t\t\tfor(let pc of geometry.coordinates){\n\t\t\t\tlet coordinates = [];\n\t\t\t\t\n\t\t\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\t\t\tfor(let i = 0; i < pc.length; i++){\n\t\t\t\t\tlet [long, lat] = pc[i];\n\t\t\t\t\t\n\t\t\t\t\tlet pos = transform.forward(geopackageProjection.forward([long, lat]));\n\t\t\t\t\t\n\t\t\t\t\tmin.x = Math.min(min.x, pos[0]);\n\t\t\t\t\tmin.y = Math.min(min.y, pos[1]);\n\t\t\t\t\tmin.z = Math.min(min.z, 20);\n\t\t\t\t\t\n\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t\tif(i > 0 && i < pc.length - 1){\n\t\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfor(let i = 0; i < coordinates.length; i += 3){\n\t\t\t\t\tcoordinates[i+0] -= min.x;\n\t\t\t\t\tcoordinates[i+1] -= min.y;\n\t\t\t\t\tcoordinates[i+2] -= min.z;\n\t\t\t\t}\n\n\t\t\t\tconst lineGeometry = new LineGeometry();\n\t\t\t\tlineGeometry.setPositions( coordinates );\n\n\t\t\t\tconst line = new Line2( lineGeometry, matLine );\n\t\t\t\tline.computeLineDistances();\n\t\t\t\tline.scale.set( 1, 1, 1 );\n\t\t\t\tline.position.copy(min);\n\t\t\t\t\n\t\t\t\treturn line;\n\t\t\t}\n\t\t}else{\n\t\t\tconsole.log(\"unhandled feature: \", feature);\n\t\t}\n\t}\n\n};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class ClipVolume extends THREE.Object3D{\n\t\n\tconstructor(args){\n\t\tsuper();\n\t\t\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\t\tthis.name = \"clip_volume_\" + this.constructor.counter;\n\n\t\tlet alpha = args.alpha || 0;\n\t\tlet beta = args.beta || 0;\n\t\tlet gamma = args.gamma || 0;\n\n\t\tthis.rotation.x = alpha;\n\t\tthis.rotation.y = beta;\n\t\tthis.rotation.z = gamma;\n\n\t\tthis.clipOffset = 0.001;\n\t\tthis.clipRotOffset = 1;\n\t\t\t\t\n\t\tlet boxGeometry = new THREE.BoxGeometry(1, 1, 1);\n\t\tboxGeometry.computeBoundingBox();\n\t\t\n\t\tlet boxFrameGeometry = new THREE.Geometry();\n\t\t{\t\t\t\n\t\t\t// bottom\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\t// top\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\t// sides\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\n\t\t\tboxFrameGeometry.colors.push(new THREE.Vector3(1, 1, 1));\n\t\t}\n\n\t\tlet planeFrameGeometry = new THREE.Geometry();\n\t\t{\t\t\t\t\t\t\n\t\t\t// middle line\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.0));\n\t\t}\n\n\t\tthis.dimension = new THREE.Vector3(1, 1, 1);\n\t\tthis.material = new THREE.MeshBasicMaterial( {\n\t\t\tcolor: 0x00ff00, \n\t\t\ttransparent: true, \n\t\t\topacity: 0.3,\n\t\t\tdepthTest: true, \n\t\t\tdepthWrite: false} );\n\t\tthis.box = new THREE.Mesh(boxGeometry, this.material);\n\t\tthis.box.geometry.computeBoundingBox();\n\t\tthis.boundingBox = this.box.geometry.boundingBox;\n\t\tthis.add(this.box);\n\t\t\n\t\tthis.frame = new THREE.LineSegments( boxFrameGeometry, new THREE.LineBasicMaterial({color: 0x000000}));\n\t\tthis.add(this.frame);\n\t\tthis.planeFrame = new THREE.LineSegments( planeFrameGeometry, new THREE.LineBasicMaterial({color: 0xff0000}));\n\t\tthis.add(this.planeFrame);\n\n\t\t// set default thickness\n\t\tthis.setScaleZ(0.1);\n\n\t\t// create local coordinate system\n\t\tlet createArrow = (name, direction, color) => {\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: color, \n\t\t\t\tdepthTest: false, \n\t\t\t\tdepthWrite: false});\n\t\t\t\t\n\t\t\tlet shaftGeometry = new THREE.Geometry();\n\t\t\tshaftGeometry.vertices.push(new THREE.Vector3(0, 0, 0));\n\t\t\tshaftGeometry.vertices.push(new THREE.Vector3(0, 1, 0));\n\t\t\t\n\t\t\tlet shaftMaterial = new THREE.LineBasicMaterial({\n\t\t\t\tcolor: color, \n\t\t\t\tdepthTest: false, \n\t\t\t\tdepthWrite: false,\n\t\t\t\ttransparent: true\n\t\t\t\t});\n\t\t\tlet shaft = new THREE.Line(shaftGeometry, shaftMaterial);\n\t\t\tshaft.name = name + \"_shaft\";\n\t\t\t\n\t\t\tlet headGeometry = new THREE.CylinderGeometry(0, 0.04, 0.1, 10, 1, false);\n\t\t\tlet headMaterial = material;\n\t\t\tlet head = new THREE.Mesh(headGeometry, headMaterial);\n\t\t\thead.name = name + \"_head\";\n\t\t\thead.position.y = 1;\n\t\t\t\n\t\t\tlet arrow = new THREE.Object3D();\n\t\t\tarrow.name = name;\n\t\t\tarrow.add(shaft);\n\t\t\tarrow.add(head);\n\n\t\t\treturn arrow;\n\t\t};\n\t\t\n\t\tthis.arrowX = createArrow(\"arrow_x\", new THREE.Vector3(1, 0, 0), 0xFF0000);\n\t\tthis.arrowY = createArrow(\"arrow_y\", new THREE.Vector3(0, 1, 0), 0x00FF00);\n\t\tthis.arrowZ = createArrow(\"arrow_z\", new THREE.Vector3(0, 0, 1), 0x0000FF);\n\t\t\n\t\tthis.arrowX.rotation.z = -Math.PI / 2;\n\t\tthis.arrowZ.rotation.x = Math.PI / 2;\n\n\t\tthis.arrowX.visible = false;\n\t\tthis.arrowY.visible = false;\n\t\tthis.arrowZ.visible = false;\n\n\t\tthis.add(this.arrowX);\n\t\tthis.add(this.arrowY);\n\t\tthis.add(this.arrowZ);\n\t\t\n\t\t{ // event listeners\n\t\t\tthis.addEventListener(\"ui_select\", e => { \n\t\t\t\tthis.arrowX.visible = true;\n\t\t\t\tthis.arrowY.visible = true;\n\t\t\t\tthis.arrowZ.visible = true; \n\t\t\t});\n\t\t\tthis.addEventListener(\"ui_deselect\", e => {\n\t\t\t\tthis.arrowX.visible = false;\n\t\t\t\tthis.arrowY.visible = false;\n\t\t\t\tthis.arrowZ.visible = false; \t\t\t\t\n\t\t\t});\n\t\t\tthis.addEventListener(\"select\", e => { \n\t\t\t\tlet scene_header = $(\"#\" + this.name + \" .scene_header\");\n\t\t\t\tif(!scene_header.next().is(\":visible\")) {\n\t\t\t\t\tscene_header.click();\n\t\t\t\t}\n\t\t\t});\n\t\t\tthis.addEventListener(\"deselect\", e => { \n\t\t\t\tlet scene_header = $(\"#\" + this.name + \" .scene_header\");\n\t\t\t\tif(scene_header.next().is(\":visible\")) {\n\t\t\t\t\tscene_header.click();\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t\t\n\t\tthis.update();\n\t};\n\n\tsetClipOffset(offset) {\t\t\n\t\tthis.clipOffset = offset;\t\n\t}\n\n\tsetClipRotOffset(offset) {\t\t\n\t\tthis.clipRotOffset = offset;\t\t\n\t}\n\n\tsetScaleX(x) {\n\t\tthis.box.scale.x = x;\n\t\tthis.frame.scale.x = x;\n\t\tthis.planeFrame.scale.x = x;\t\t\t\n\t}\n\n\tsetScaleY(y) {\n\t\tthis.box.scale.y = y;\n\t\tthis.frame.scale.y = y;\n\t\tthis.planeFrame.scale.y = y;\t\t\n\t}\n\n\tsetScaleZ(z) {\n\t\tthis.box.scale.z = z;\n\t\tthis.frame.scale.z = z;\n\t\tthis.planeFrame.scale.z = z;\t\t\n\t}\n\n\toffset(args) {\n\t\tlet cs = args.cs || null;\n\t\tlet axis = args.axis || null;\n\t\tlet dir = args.dir || null;\n\n\t\tif(!cs || !axis || !dir) return;\n\n\t\tif(axis === \"x\") {\n\t\t\tif(cs === \"local\") {\n\t\t\t\tthis.position.add(this.localX.clone().multiplyScalar(dir * this.clipOffset));\n\t\t\t} else if(cs === \"global\") {\n\t\t\t\tthis.position.x = this.position.x + dir * this.clipOffset;\n\t\t\t}\n\t\t}else if(axis === \"y\") {\n\t\t\tif(cs === \"local\") {\n\t\t\t\tthis.position.add(this.localY.clone().multiplyScalar(dir * this.clipOffset));\n\t\t\t} else if(cs === \"global\") {\n\t\t\t\tthis.position.y = this.position.y + dir * this.clipOffset;\n\t\t\t}\n\t\t}else if(axis === \"z\") {\n\t\t\tif(cs === \"local\") {\n\t\t\t\tthis.position.add(this.localZ.clone().multiplyScalar(dir * this.clipOffset));\n\t\t\t} else if(cs === \"global\") {\n\t\t\t\tthis.position.z = this.position.z + dir * this.clipOffset;\n\t\t\t}\n\t\t}\n\n\t\tthis.dispatchEvent({\"type\": \"clip_volume_changed\", \"viewer\": viewer, \"volume\": this});\n\t}\t\n\n\trotate(args) {\n\t\tlet cs = args.cs || null;\n\t\tlet axis = args.axis || null;\n\t\tlet dir = args.dir || null;\n\n\t\tif(!cs || !axis || !dir) return;\n\n\t\tif(cs === \"local\") {\n\t\t\tif(axis === \"x\") {\n\t\t\t\tthis.rotateOnAxis(new THREE.Vector3(1, 0, 0), dir * this.clipRotOffset * Math.PI / 180);\n\t\t\t} else if(axis === \"y\") {\n\t\t\t\tthis.rotateOnAxis(new THREE.Vector3(0, 1, 0), dir * this.clipRotOffset * Math.PI / 180);\n\t\t\t} else if(axis === \"z\") {\n\t\t\t\tthis.rotateOnAxis(new THREE.Vector3(0, 0, 1), dir * this.clipRotOffset * Math.PI / 180);\n\t\t\t}\n\t\t} else if(cs === \"global\") {\n\t\t\tlet rotaxis = new THREE.Vector4(1, 0, 0, 0);\t\n\t\t\tif(axis === \"y\") {\n\t\t\t\trotaxis = new THREE.Vector4(0, 1, 0, 0);\n\t\t\t} else if(axis === \"z\") {\n\t\t\t\trotaxis = new THREE.Vector4(0, 0, 1, 0);\n\t\t\t}\n\t\t\tthis.updateMatrixWorld();\n\t\t\tlet invM = newthis.matrixWorld.clone().invert();\n\t\t\trotaxis = rotaxis.applyMatrix4(invM).normalize();\n\t\t\trotaxis = new THREE.Vector3(rotaxis.x, rotaxis.y, rotaxis.z);\n\t\t\tthis.rotateOnAxis(rotaxis, dir * this.clipRotOffset * Math.PI / 180);\n\t\t}\n\n\t\tthis.updateLocalSystem();\n\n\t\tthis.dispatchEvent({\"type\": \"clip_volume_changed\", \"viewer\": viewer, \"volume\": this});\n\t}\t\n\n\tupdate(){\n\t\tthis.boundingBox = this.box.geometry.boundingBox;\n\t\tthis.boundingSphere = this.boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\t\n\t\tthis.box.visible = false;\n\n\t\tthis.updateLocalSystem();\n\t};\n\n\tupdateLocalSystem() {\t\t\n\t\t// extract local coordinate axes\n\t\tlet rotQuat = this.getWorldQuaternion();\n\t\tthis.localX = new THREE.Vector3(1, 0, 0).applyQuaternion(rotQuat).normalize();\n\t\tthis.localY = new THREE.Vector3(0, 1, 0).applyQuaternion(rotQuat).normalize();\n\t\tthis.localZ = new THREE.Vector3(0, 0, 1).applyQuaternion(rotQuat).normalize();\n\t}\n\t\n\traycast(raycaster, intersects){\n\t\t\n\t\tlet is = [];\n\t\tthis.box.raycast(raycaster, is);\n\t\n\t\tif(is.length > 0){\n\t\t\tlet I = is[0];\n\t\t\tintersects.push({\n\t\t\t\tdistance: I.distance,\n\t\t\t\tobject: this,\n\t\t\t\tpoint: I.point.clone()\n\t\t\t});\n\t\t}\n\t};\n};\n","\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {ClipVolume} from \"./ClipVolume.js\";\nimport {PolygonClipVolume} from \"./PolygonClipVolume.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\nexport class ClippingTool extends EventDispatcher{\n\n\tconstructor(viewer){\n\t\tsuper(); \n\n\t\tthis.viewer = viewer;\n\n\t\tthis.maxPolygonVertices = 8; \n\t\t\n\t\tthis.addEventListener(\"start_inserting_clipping_volume\", e => {\n\t\t\tthis.viewer.dispatchEvent({\n\t\t\t\ttype: \"cancel_insertions\"\n\t\t\t});\n\t\t});\n\n\t\tthis.sceneMarker = new THREE.Scene();\n\t\tthis.sceneVolume = new THREE.Scene();\n\t\tthis.sceneVolume.name = \"scene_clip_volume\";\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.sceneVolume);\n\n\t\tthis.onRemove = e => {\n\t\t\tthis.sceneVolume.remove(e.volume);\n\t\t};\n\t\t\n\t\tthis.onAdd = e => {\n\t\t\tthis.sceneVolume.add(e.volume);\n\t\t};\n\t\t\n\t\tthis.viewer.inputHandler.addEventListener(\"delete\", e => {\n\t\t\tlet volumes = e.selection.filter(e => (e instanceof ClipVolume));\n\t\t\tvolumes.forEach(e => this.viewer.scene.removeClipVolume(e));\n\t\t\tlet polyVolumes = e.selection.filter(e => (e instanceof PolygonClipVolume));\n\t\t\tpolyVolumes.forEach(e => this.viewer.scene.removePolygonClipVolume(e));\n\t\t});\n\t}\n\n\tsetScene(scene){\n\t\tif(this.scene === scene){\n\t\t\treturn;\n\t\t}\n\t\t\n\t\tif(this.scene){\n\t\t\tthis.scene.removeEventListeners(\"clip_volume_added\", this.onAdd);\n\t\t\tthis.scene.removeEventListeners(\"clip_volume_removed\", this.onRemove);\n\t\t\tthis.scene.removeEventListeners(\"polygon_clip_volume_added\", this.onAdd);\n\t\t\tthis.scene.removeEventListeners(\"polygon_clip_volume_removed\", this.onRemove);\n\t\t}\n\t\t\n\t\tthis.scene = scene;\n\t\t\n\t\tthis.scene.addEventListener(\"clip_volume_added\", this.onAdd);\n\t\tthis.scene.addEventListener(\"clip_volume_removed\", this.onRemove);\n\t\tthis.scene.addEventListener(\"polygon_clip_volume_added\", this.onAdd);\n\t\tthis.scene.addEventListener(\"polygon_clip_volume_removed\", this.onRemove);\n\t}\n\n\tstartInsertion(args = {}) {\t\n\t\tlet type = args.type || null;\n\n\t\tif(!type) return null;\n\n\t\tlet domElement = this.viewer.renderer.domElement;\n\t\tlet canvasSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\n\t\tlet svg = $(`\n\t\t\n\n\t\t\t\n\t\t\t\t \n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\n\t\t\t\n\n\t\t\t\n\t\t`);\n\t\t$(domElement.parentElement).append(svg);\n\n\t\tlet polyClipVol = new PolygonClipVolume(this.viewer.scene.getActiveCamera().clone());\n\n\t\tthis.dispatchEvent({\"type\": \"start_inserting_clipping_volume\"});\n\n\t\tthis.viewer.scene.addPolygonClipVolume(polyClipVol);\n\t\tthis.sceneMarker.add(polyClipVol);\n\n\t\tlet cancel = {\n\t\t\tcallback: null\n\t\t};\n\n\t\tlet insertionCallback = (e) => {\n\t\t\tif(e.button === THREE.MOUSE.LEFT){\n\t\t\t\t\n\t\t\t\tpolyClipVol.addMarker();\n\n\t\t\t\t// SVC Screen Line\n\t\t\t\tsvg.find(\"polyline\").each((index, target) => {\n\t\t\t\t\tlet newPoint = svg[0].createSVGPoint();\n\t\t\t\t\tnewPoint.x = e.offsetX;\n\t\t\t\t\tnewPoint.y = e.offsetY;\n\t\t\t\t\tlet polyline = target.points.appendItem(newPoint);\n\t\t\t\t});\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tif(polyClipVol.markers.length > this.maxPolygonVertices){\n\t\t\t\t\tcancel.callback();\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tthis.viewer.inputHandler.startDragging(\n\t\t\t\t\tpolyClipVol.markers[polyClipVol.markers.length - 1]);\n\t\t\t}else if(e.button === THREE.MOUSE.RIGHT){\n\t\t\t\tcancel.callback(e);\n\t\t\t}\n\t\t};\n\t\t\n\t\tcancel.callback = e => {\n\n\t\t\t//let first = svg.find(\"polyline\")[0].points[0];\n\t\t\t//svg.find(\"polyline\").each((index, target) => {\n\t\t\t//\tlet newPoint = svg[0].createSVGPoint();\n\t\t\t//\tnewPoint.x = first.x;\n\t\t\t//\tnewPoint.y = first.y;\n\t\t\t//\tlet polyline = target.points.appendItem(newPoint);\n\t\t\t//});\n\t\t\tsvg.remove();\n\n\t\t\tif(polyClipVol.markers.length > 3) {\n\t\t\t\tpolyClipVol.removeLastMarker();\n\t\t\t\tpolyClipVol.initialized = true;\t\n\t\t\t} else {\n\t\t\t\tthis.viewer.scene.removePolygonClipVolume(polyClipVol);\n\t\t\t}\n\n\t\t\tthis.viewer.renderer.domElement.removeEventListener(\"mouseup\", insertionCallback, true);\n\t\t\tthis.viewer.removeEventListener(\"cancel_insertions\", cancel.callback);\n\t\t\tthis.viewer.inputHandler.enabled = true;\n\t\t};\n\t\t\n\t\tthis.viewer.addEventListener(\"cancel_insertions\", cancel.callback);\n\t\tthis.viewer.renderer.domElement.addEventListener(\"mouseup\", insertionCallback , true);\n\t\tthis.viewer.inputHandler.enabled = false;\n\t\t\n\t\tpolyClipVol.addMarker();\n\t\tthis.viewer.inputHandler.startDragging(\n\t\t\tpolyClipVol.markers[polyClipVol.markers.length - 1]);\n\n\t\treturn polyClipVol;\n\t}\n\n\tupdate() {\n\n\t}\n};","\nimport {Enum} from \"../Enum.js\";\n\nvar GeoTIFF = (function (exports) {\n'use strict';\n\nconst Endianness = new Enum({\n\tLITTLE: \"II\",\n\tBIG: \"MM\",\n});\n\nconst Type = new Enum({\n\tBYTE: {value: 1, bytes: 1},\n\tASCII: {value: 2, bytes: 1},\n\tSHORT: {value: 3, bytes: 2},\n\tLONG: {value: 4, bytes: 4},\n\tRATIONAL: {value: 5, bytes: 8},\n\tSBYTE: {value: 6, bytes: 1},\n\tUNDEFINED: {value: 7, bytes: 1},\n\tSSHORT: {value: 8, bytes: 2},\n\tSLONG: {value: 9, bytes: 4},\n\tSRATIONAL: {value: 10, bytes: 8},\n\tFLOAT: {value: 11, bytes: 4},\n\tDOUBLE: {value: 12, bytes: 8},\n});\n\nconst Tag = new Enum({\n\tIMAGE_WIDTH: 256,\n\tIMAGE_HEIGHT: 257,\n\tBITS_PER_SAMPLE: 258,\n\tCOMPRESSION: 259,\n\tPHOTOMETRIC_INTERPRETATION: 262,\n\tSTRIP_OFFSETS: 273,\n\tORIENTATION: 274,\n\tSAMPLES_PER_PIXEL: 277,\n\tROWS_PER_STRIP: 278,\n\tSTRIP_BYTE_COUNTS: 279,\n\tX_RESOLUTION: 282,\n\tY_RESOLUTION: 283,\n\tPLANAR_CONFIGURATION: 284,\n\tRESOLUTION_UNIT: 296,\n\tSOFTWARE: 305,\n\tCOLOR_MAP: 320,\n\tSAMPLE_FORMAT: 339,\n\tMODEL_PIXEL_SCALE: 33550, // [GeoTIFF] TYPE: double N: 3\n\tMODEL_TIEPOINT: 33922, // [GeoTIFF] TYPE: double N: 6 * NUM_TIEPOINTS\n\tGEO_KEY_DIRECTORY: 34735, // [GeoTIFF] TYPE: short N: >= 4\n\tGEO_DOUBLE_PARAMS: 34736, // [GeoTIFF] TYPE: short N: variable\n\tGEO_ASCII_PARAMS: 34737, // [GeoTIFF] TYPE: ascii N: variable\n});\n\nconst typeMapping = new Map([\n\t[Type.BYTE, Uint8Array],\n\t[Type.ASCII, Uint8Array],\n\t[Type.SHORT, Uint16Array],\n\t[Type.LONG, Uint32Array],\n\t[Type.RATIONAL, Uint32Array],\n\t[Type.SBYTE, Int8Array],\n\t[Type.UNDEFINED, Uint8Array],\n\t[Type.SSHORT, Int16Array],\n\t[Type.SLONG, Int32Array],\n\t[Type.SRATIONAL, Int32Array],\n\t[Type.FLOAT, Float32Array],\n\t[Type.DOUBLE, Float64Array],\n]);\n\nclass IFDEntry{\n\n\tconstructor(tag, type, count, offset, value){\n\t\tthis.tag = tag;\n\t\tthis.type = type;\n\t\tthis.count = count;\n\t\tthis.offset = offset;\n\t\tthis.value = value;\n\t}\n\n}\n\nclass Image{\n\n\tconstructor(){\n\t\tthis.width = 0;\n\t\tthis.height = 0;\n\t\tthis.buffer = null;\n\t\tthis.metadata = [];\n\t}\n\n}\n\nclass Reader{\n\n\tconstructor(){\n\n\t}\n\n\tstatic read(data){\n\n\t\tlet endiannessTag = String.fromCharCode(...Array.from(data.slice(0, 2)));\n\t\tlet endianness = Endianness.fromValue(endiannessTag);\n\n\t\tlet tiffCheckTag = data.readUInt8(2);\n\n\t\tif(tiffCheckTag !== 42){\n\t\t\tthrow new Error(\"not a valid tiff file\");\n\t\t}\n\n\t\tlet offsetToFirstIFD = data.readUInt32LE(4);\n\n\t\tconsole.log(\"offsetToFirstIFD\", offsetToFirstIFD);\n\n\t\tlet ifds = [];\n\t\tlet IFDsRead = false;\n\t\tlet currentIFDOffset = offsetToFirstIFD;\n\t\tlet i = 0;\n\t\twhile(IFDsRead || i < 100){\n\n\t\t\tconsole.log(\"currentIFDOffset\", currentIFDOffset);\n\t\t\tlet numEntries = data.readUInt16LE(currentIFDOffset);\n\t\t\tlet nextIFDOffset = data.readUInt32LE(currentIFDOffset + 2 + numEntries * 12);\n\n\t\t\tconsole.log(\"next offset: \", currentIFDOffset + 2 + numEntries * 12);\n\n\t\t\tlet entryBuffer = data.slice(currentIFDOffset + 2, currentIFDOffset + 2 + 12 * numEntries);\n\n\t\t\tfor(let i = 0; i < numEntries; i++){\n\t\t\t\tlet tag = Tag.fromValue(entryBuffer.readUInt16LE(i * 12));\n\t\t\t\tlet type = Type.fromValue(entryBuffer.readUInt16LE(i * 12 + 2));\n\t\t\t\tlet count = entryBuffer.readUInt32LE(i * 12 + 4);\n\t\t\t\tlet offsetOrValue = entryBuffer.readUInt32LE(i * 12 + 8);\n\t\t\t\tlet valueBytes = type.bytes * count;\n\n\t\t\t\tlet value;\n\t\t\t\tif(valueBytes <= 4){\n\t\t\t\t\tvalue = offsetOrValue;\n\t\t\t\t}else{\n\t\t\t\t\tlet valueBuffer = new Uint8Array(valueBytes);\n\t\t\t\t\tvalueBuffer.set(data.slice(offsetOrValue, offsetOrValue + valueBytes));\n\t\t\t\t\t\n\t\t\t\t\tlet ArrayType = typeMapping.get(type);\n\n\t\t\t\t\tvalue = new ArrayType(valueBuffer.buffer);\n\n\t\t\t\t\tif(type === Type.ASCII){\n\t\t\t\t\t\tvalue = String.fromCharCode(...value);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tlet ifd = new IFDEntry(tag, type, count, offsetOrValue, value);\n\n\t\t\t\tifds.push(ifd);\n\t\t\t}\n\n\t\t\tconsole.log(\"nextIFDOffset\", nextIFDOffset);\n\n\t\t\tif(nextIFDOffset === 0){\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tcurrentIFDOffset = nextIFDOffset;\n\t\t\ti++;\n\t\t}\n\n\t\tlet ifdForTag = (tag) => {\n\t\t\tfor(let entry of ifds){\n\t\t\t\tif(entry.tag === tag){\n\t\t\t\t\treturn entry;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn null;\n\t\t};\n\n\t\tlet width = ifdForTag(Tag.IMAGE_WIDTH, ifds).value;\n\t\tlet height = ifdForTag(Tag.IMAGE_HEIGHT, ifds).value;\n\t\tlet compression = ifdForTag(Tag.COMPRESSION, ifds).value;\n\t\tlet rowsPerStrip = ifdForTag(Tag.ROWS_PER_STRIP, ifds).value; \n\t\tlet ifdStripOffsets = ifdForTag(Tag.STRIP_OFFSETS, ifds);\n\t\tlet ifdStripByteCounts = ifdForTag(Tag.STRIP_BYTE_COUNTS, ifds);\n\n\t\tlet numStrips = Math.ceil(height / rowsPerStrip);\n\n\t\tlet stripByteCounts = [];\n\t\tfor(let i = 0; i < ifdStripByteCounts.count; i++){\n\t\t\tlet type = ifdStripByteCounts.type;\n\t\t\tlet offset = ifdStripByteCounts.offset + i * type.bytes;\n\n\t\t\tlet value;\n\t\t\tif(type === Type.SHORT){\n\t\t\t\tvalue = data.readUInt16LE(offset);\n\t\t\t}else if(type === Type.LONG){\n\t\t\t\tvalue = data.readUInt32LE(offset);\n\t\t\t}\n\n\t\t\tstripByteCounts.push(value);\n\t\t}\n\n\t\tlet stripOffsets = [];\n\t\tfor(let i = 0; i < ifdStripOffsets.count; i++){\n\t\t\tlet type = ifdStripOffsets.type;\n\t\t\tlet offset = ifdStripOffsets.offset + i * type.bytes;\n\n\t\t\tlet value;\n\t\t\tif(type === Type.SHORT){\n\t\t\t\tvalue = data.readUInt16LE(offset);\n\t\t\t}else if(type === Type.LONG){\n\t\t\t\tvalue = data.readUInt32LE(offset);\n\t\t\t}\n\n\t\t\tstripOffsets.push(value);\n\t\t}\n\n\t\tlet imageBuffer = new Uint8Array(width * height * 3);\n\t\t\n\t\tlet linesProcessed = 0;\n\t\tfor(let i = 0; i < numStrips; i++){\n\t\t\tlet stripOffset = stripOffsets[i];\n\t\t\tlet stripBytes = stripByteCounts[i];\n\t\t\tlet stripData = data.slice(stripOffset, stripOffset + stripBytes);\n\t\t\tlet lineBytes = width * 3;\n\t\t\tfor(let y = 0; y < rowsPerStrip; y++){\n\t\t\t\tlet line = stripData.slice(y * lineBytes, y * lineBytes + lineBytes);\n\t\t\t\timageBuffer.set(line, linesProcessed * lineBytes);\n\t\t\n\t\t\t\tif(line.length === lineBytes){\n\t\t\t\t\tlinesProcessed++;\n\t\t\t\t}else{\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tconsole.log(`width: ${width}`);\n\t\tconsole.log(`height: ${height}`);\n\t\tconsole.log(`numStrips: ${numStrips}`);\n\t\tconsole.log(\"stripByteCounts\", stripByteCounts.join(\", \"));\n\t\tconsole.log(\"stripOffsets\", stripOffsets.join(\", \"));\n\n\t\tlet image = new Image();\n\t\timage.width = width;\n\t\timage.height = height;\n\t\timage.buffer = imageBuffer;\n\t\timage.metadata = ifds;\n\n\t\treturn image;\n\t}\n\n}\n\n\nclass Exporter{\n\n\tconstructor(){\n\n\t}\n\n\tstatic toTiffBuffer(image, params = {}){\n\n\t\tlet offsetToFirstIFD = 8;\n\t\t\n\t\tlet headerBuffer = new Uint8Array([0x49, 0x49, 42, 0, offsetToFirstIFD, 0, 0, 0]);\n\n\t\tlet [width, height] = [image.width, image.height];\n\n\t\tlet ifds = [\n\t\t\tnew IFDEntry(Tag.IMAGE_WIDTH, Type.SHORT, 1, null, width),\n\t\t\tnew IFDEntry(Tag.IMAGE_HEIGHT, Type.SHORT, 1, null, height),\n\t\t\tnew IFDEntry(Tag.BITS_PER_SAMPLE, Type.SHORT, 4, null, new Uint16Array([8, 8, 8, 8])),\n\t\t\tnew IFDEntry(Tag.COMPRESSION, Type.SHORT, 1, null, 1),\n\t\t\tnew IFDEntry(Tag.PHOTOMETRIC_INTERPRETATION, Type.SHORT, 1, null, 2),\n\t\t\tnew IFDEntry(Tag.ORIENTATION, Type.SHORT, 1, null, 1),\n\t\t\tnew IFDEntry(Tag.SAMPLES_PER_PIXEL, Type.SHORT, 1, null, 4),\n\t\t\tnew IFDEntry(Tag.ROWS_PER_STRIP, Type.LONG, 1, null, height),\n\t\t\tnew IFDEntry(Tag.STRIP_BYTE_COUNTS, Type.LONG, 1, null, width * height * 3),\n\t\t\tnew IFDEntry(Tag.PLANAR_CONFIGURATION, Type.SHORT, 1, null, 1),\n\t\t\tnew IFDEntry(Tag.RESOLUTION_UNIT, Type.SHORT, 1, null, 1),\n\t\t\tnew IFDEntry(Tag.SOFTWARE, Type.ASCII, 6, null, \"......\"),\n\t\t\tnew IFDEntry(Tag.STRIP_OFFSETS, Type.LONG, 1, null, null),\n\t\t\tnew IFDEntry(Tag.X_RESOLUTION, Type.RATIONAL, 1, null, new Uint32Array([1, 1])),\n\t\t\tnew IFDEntry(Tag.Y_RESOLUTION, Type.RATIONAL, 1, null, new Uint32Array([1, 1])),\n\t\t];\n\n\t\tif(params.ifdEntries){\n\t\t\tifds.push(...params.ifdEntries);\n\t\t}\n\n\t\tlet valueOffset = offsetToFirstIFD + 2 + ifds.length * 12 + 4;\n\n\t\t// create 12 byte buffer for each ifd and variable length buffers for ifd values\n\t\tlet ifdEntryBuffers = new Map();\n\t\tlet ifdValueBuffers = new Map();\n\t\tfor(let ifd of ifds){\n\t\t\tlet entryBuffer = new ArrayBuffer(12);\n\t\t\tlet entryView = new DataView(entryBuffer);\n\n\t\t\tlet valueBytes = ifd.type.bytes * ifd.count;\n\n\t\t\tentryView.setUint16(0, ifd.tag.value, true);\n\t\t\tentryView.setUint16(2, ifd.type.value, true);\n\t\t\tentryView.setUint32(4, ifd.count, true);\n\n\t\t\tif(ifd.count === 1 && ifd.type.bytes <= 4){\n\t\t\t\tentryView.setUint32(8, ifd.value, true);\n\t\t\t}else{\n\t\t\t\tentryView.setUint32(8, valueOffset, true);\n\n\t\t\t\tlet valueBuffer = new Uint8Array(ifd.count * ifd.type.bytes);\n\t\t\t\tif(ifd.type === Type.ASCII){\n\t\t\t\t\tvalueBuffer.set(new Uint8Array(ifd.value.split(\"\").map(c => c.charCodeAt(0))));\n\t\t\t\t}else{\n\t\t\t\t\tvalueBuffer.set(new Uint8Array(ifd.value.buffer));\n\t\t\t\t}\n\t\t\t\tifdValueBuffers.set(ifd.tag, valueBuffer);\n\n\t\t\t\tvalueOffset = valueOffset + valueBuffer.byteLength;\n\t\t\t}\n\n\t\t\tifdEntryBuffers.set(ifd.tag, entryBuffer);\n\t\t}\n\n\t\tlet imageBufferOffset = valueOffset;\n\n\t\tnew DataView(ifdEntryBuffers.get(Tag.STRIP_OFFSETS)).setUint32(8, imageBufferOffset, true);\n\n\t\tlet concatBuffers = (buffers) => {\n\n\t\t\tlet totalLength = buffers.reduce( (sum, buffer) => (sum + buffer.byteLength), 0);\n\t\t\tlet merged = new Uint8Array(totalLength);\n\n\t\t\tlet offset = 0;\n\t\t\tfor(let buffer of buffers){\n\t\t\t\tmerged.set(new Uint8Array(buffer), offset);\n\t\t\t\toffset += buffer.byteLength;\n\t\t\t}\n\n\t\t\treturn merged;\n\t\t};\n\t\t\n\t\tlet ifdBuffer = concatBuffers([\n\t\t\tnew Uint16Array([ifds.length]), \n\t\t\t...ifdEntryBuffers.values(), \n\t\t\tnew Uint32Array([0])]);\n\t\tlet ifdValueBuffer = concatBuffers([...ifdValueBuffers.values()]);\n\n\t\tlet tiffBuffer = concatBuffers([\n\t\t\theaderBuffer,\n\t\t\tifdBuffer,\n\t\t\tifdValueBuffer,\n\t\t\timage.buffer\n\t\t]);\n\n\t\treturn {width: width, height: height, buffer: tiffBuffer};\n\t}\n\n}\n\nexports.Tag = Tag;\nexports.Type = Type;\nexports.IFDEntry = IFDEntry;\nexports.Image = Image;\nexports.Reader = Reader;\nexports.Exporter = Exporter;\n\nreturn exports;\n\n}({}));\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Measure} from \"./Measure.js\";\nimport {Utils} from \"../utils.js\";\nimport {CameraMode} from \"../defines.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\nfunction updateAzimuth(viewer, measure){\n\n\tconst azimuth = measure.azimuth;\n\n\tconst isOkay = measure.points.length === 2;\n\n\tazimuth.node.visible = isOkay && measure.showAzimuth;\n\n\tif(!azimuth.node.visible){\n\t\treturn;\n\t}\n\n\tconst camera = viewer.scene.getActiveCamera();\n\tconst renderAreaSize = viewer.renderer.getSize(new THREE.Vector2());\n\tconst width = renderAreaSize.width;\n\tconst height = renderAreaSize.height;\n\t\n\tconst [p0, p1] = measure.points;\n\tconst r = p0.position.distanceTo(p1.position);\n\tconst northVec = Utils.getNorthVec(p0.position, r, viewer.getProjection());\n\tconst northPos = p0.position.clone().add(northVec);\n\n\tazimuth.center.position.copy(p0.position);\n\tazimuth.center.scale.set(2, 2, 2);\n\t\n\tazimuth.center.visible = false;\n\t// azimuth.target.visible = false;\n\n\n\t{ // north\n\t\tazimuth.north.position.copy(northPos);\n\t\tazimuth.north.scale.set(2, 2, 2);\n\n\t\tlet distance = azimuth.north.position.distanceTo(camera.position);\n\t\tlet pr = Utils.projectedRadius(1, camera, distance, width, height);\n\n\t\tlet scale = (5 / pr);\n\t\tazimuth.north.scale.set(scale, scale, scale);\n\t}\n\n\t{ // target\n\t\tazimuth.target.position.copy(p1.position);\n\t\tazimuth.target.position.z = azimuth.north.position.z;\n\n\t\tlet distance = azimuth.target.position.distanceTo(camera.position);\n\t\tlet pr = Utils.projectedRadius(1, camera, distance, width, height);\n\n\t\tlet scale = (5 / pr);\n\t\tazimuth.target.scale.set(scale, scale, scale);\n\t}\n\n\n\tazimuth.circle.position.copy(p0.position);\n\tazimuth.circle.scale.set(r, r, r);\n\tazimuth.circle.material.resolution.set(width, height);\n\n\t// to target\n\tazimuth.centerToTarget.geometry.setPositions([\n\t\t0, 0, 0,\n\t\t...p1.position.clone().sub(p0.position).toArray(),\n\t]);\n\tazimuth.centerToTarget.position.copy(p0.position);\n\tazimuth.centerToTarget.geometry.verticesNeedUpdate = true;\n\tazimuth.centerToTarget.geometry.computeBoundingSphere();\n\tazimuth.centerToTarget.computeLineDistances();\n\tazimuth.centerToTarget.material.resolution.set(width, height);\n\n\t// to target ground\n\tazimuth.centerToTargetground.geometry.setPositions([\n\t\t0, 0, 0,\n\t\tp1.position.x - p0.position.x,\n\t\tp1.position.y - p0.position.y,\n\t\t0,\n\t]);\n\tazimuth.centerToTargetground.position.copy(p0.position);\n\tazimuth.centerToTargetground.geometry.verticesNeedUpdate = true;\n\tazimuth.centerToTargetground.geometry.computeBoundingSphere();\n\tazimuth.centerToTargetground.computeLineDistances();\n\tazimuth.centerToTargetground.material.resolution.set(width, height);\n\n\t// to north\n\tazimuth.centerToNorth.geometry.setPositions([\n\t\t0, 0, 0,\n\t\tnorthPos.x - p0.position.x,\n\t\tnorthPos.y - p0.position.y,\n\t\t0,\n\t]);\n\tazimuth.centerToNorth.position.copy(p0.position);\n\tazimuth.centerToNorth.geometry.verticesNeedUpdate = true;\n\tazimuth.centerToNorth.geometry.computeBoundingSphere();\n\tazimuth.centerToNorth.computeLineDistances();\n\tazimuth.centerToNorth.material.resolution.set(width, height);\n\n\t// label\n\tconst radians = Utils.computeAzimuth(p0.position, p1.position, viewer.getProjection());\n\tlet degrees = THREE.Math.radToDeg(radians);\n\tif(degrees < 0){\n\t\tdegrees = 360 + degrees;\n\t}\n\tconst txtDegrees = `${degrees.toFixed(2)}°`;\n\tconst labelDir = northPos.clone().add(p1.position).multiplyScalar(0.5).sub(p0.position);\n\tif(labelDir.length() > 0){\n\t\tlabelDir.z = 0;\n\t\tlabelDir.normalize();\n\t\tconst labelVec = labelDir.clone().multiplyScalar(r);\n\t\tconst labelPos = p0.position.clone().add(labelVec);\n\t\tazimuth.label.position.copy(labelPos);\n\t}\n\tazimuth.label.setText(txtDegrees);\n\tlet distance = azimuth.label.position.distanceTo(camera.position);\n\tlet pr = Utils.projectedRadius(1, camera, distance, width, height);\n\tlet scale = (70 / pr);\n\tazimuth.label.scale.set(scale, scale, scale);\n}\n\nexport class MeasuringTool extends EventDispatcher{\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.addEventListener('start_inserting_measurement', e => {\n\t\t\tthis.viewer.dispatchEvent({\n\t\t\t\ttype: 'cancel_insertions'\n\t\t\t});\n\t\t});\n\n\t\tthis.showLabels = true;\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.scene.name = 'scene_measurement';\n\t\tthis.light = new THREE.PointLight(0xffffff, 1.0);\n\t\tthis.scene.add(this.light);\n\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.scene);\n\n\t\tthis.onRemove = (e) => { this.scene.remove(e.measurement);};\n\t\tthis.onAdd = e => {this.scene.add(e.measurement);};\n\n\t\tfor(let measurement of viewer.scene.measurements){\n\t\t\tthis.onAdd({measurement: measurement});\n\t\t}\n\n\t\tviewer.addEventListener(\"update\", this.update.bind(this));\n\t\tviewer.addEventListener(\"render.pass.perspective_overlay\", this.render.bind(this));\n\t\tviewer.addEventListener(\"scene_changed\", this.onSceneChange.bind(this));\n\n\t\tviewer.scene.addEventListener('measurement_added', this.onAdd);\n\t\tviewer.scene.addEventListener('measurement_removed', this.onRemove);\n\t}\n\n\tonSceneChange(e){\n\t\tif(e.oldScene){\n\t\t\te.oldScene.removeEventListener('measurement_added', this.onAdd);\n\t\t\te.oldScene.removeEventListener('measurement_removed', this.onRemove);\n\t\t}\n\n\t\te.scene.addEventListener('measurement_added', this.onAdd);\n\t\te.scene.addEventListener('measurement_removed', this.onRemove);\n\t}\n\n\tstartInsertion (args = {}) {\n\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\tlet measure = new Measure();\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'start_inserting_measurement',\n\t\t\tmeasure: measure\n\t\t});\n\n\t\tconst pick = (defaul, alternative) => {\n\t\t\tif(defaul != null){\n\t\t\t\treturn defaul;\n\t\t\t}else{\n\t\t\t\treturn alternative;\n\t\t\t}\n\t\t};\n\n\t\tmeasure.showDistances = (args.showDistances === null) ? true : args.showDistances;\n\n\t\tmeasure.showArea = pick(args.showArea, false);\n\t\tmeasure.showAngles = pick(args.showAngles, false);\n\t\tmeasure.showCoordinates = pick(args.showCoordinates, false);\n\t\tmeasure.showHeight = pick(args.showHeight, false);\n\t\tmeasure.showCircle = pick(args.showCircle, false);\n\t\tmeasure.showAzimuth = pick(args.showAzimuth, false);\n\t\tmeasure.showEdges = pick(args.showEdges, true);\n\t\tmeasure.closed = pick(args.closed, false);\n\t\tmeasure.maxMarkers = pick(args.maxMarkers, Infinity);\n\n\t\tmeasure.name = args.name || 'Measurement';\n\n\t\tthis.scene.add(measure);\n\n\t\tlet cancel = {\n\t\t\tremoveLastMarker: measure.maxMarkers > 3,\n\t\t\tcallback: null\n\t\t};\n\n\t\tlet insertionCallback = (e) => {\n\t\t\tif (e.button === THREE.MOUSE.LEFT) {\n\t\t\t\tmeasure.addMarker(measure.points[measure.points.length - 1].position.clone());\n\n\t\t\t\tif (measure.points.length >= measure.maxMarkers) {\n\t\t\t\t\tcancel.callback();\n\t\t\t\t}\n\n\t\t\t\tthis.viewer.inputHandler.startDragging(\n\t\t\t\t\tmeasure.spheres[measure.spheres.length - 1]);\n\t\t\t} else if (e.button === THREE.MOUSE.RIGHT) {\n\t\t\t\tcancel.callback();\n\t\t\t}\n\t\t};\n\n\t\tcancel.callback = e => {\n\t\t\tif (cancel.removeLastMarker) {\n\t\t\t\tmeasure.removeMarker(measure.points.length - 1);\n\t\t\t}\n\t\t\tdomElement.removeEventListener('mouseup', insertionCallback, false);\n\t\t\tthis.viewer.removeEventListener('cancel_insertions', cancel.callback);\n\t\t};\n\n\t\tif (measure.maxMarkers > 1) {\n\t\t\tthis.viewer.addEventListener('cancel_insertions', cancel.callback);\n\t\t\tdomElement.addEventListener('mouseup', insertionCallback, false);\n\t\t}\n\n\t\tmeasure.addMarker(new THREE.Vector3(0, 0, 0));\n\t\tthis.viewer.inputHandler.startDragging(\n\t\t\tmeasure.spheres[measure.spheres.length - 1]);\n\n\t\tthis.viewer.scene.addMeasurement(measure);\n\n\t\treturn measure;\n\t}\n\t\n\tupdate(){\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\tlet domElement = this.renderer.domElement;\n\t\tlet measurements = this.viewer.scene.measurements;\n\n\t\tconst renderAreaSize = this.renderer.getSize(new THREE.Vector2());\n\t\tlet clientWidth = renderAreaSize.width;\n\t\tlet clientHeight = renderAreaSize.height;\n\n\t\tthis.light.position.copy(camera.position);\n\n\t\t// make size independant of distance\n\t\tfor (let measure of measurements) {\n\t\t\tmeasure.lengthUnit = this.viewer.lengthUnit;\n\t\t\tmeasure.lengthUnitDisplay = this.viewer.lengthUnitDisplay;\n\t\t\tmeasure.update();\n\n\t\t\tupdateAzimuth(this.viewer, measure);\n\n\t\t\t// spheres\n\t\t\tfor(let sphere of measure.spheres){\n\t\t\t\tlet distance = camera.position.distanceTo(sphere.getWorldPosition(new THREE.Vector3()));\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\tlet scale = (15 / pr);\n\t\t\t\tsphere.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t// labels\n\t\t\tlet labels = measure.edgeLabels.concat(measure.angleLabels);\n\t\t\tfor(let label of labels){\n\t\t\t\tlet distance = camera.position.distanceTo(label.getWorldPosition(new THREE.Vector3()));\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\tlet scale = (70 / pr);\n\n\t\t\t\tif(Potree.debug.scale){\n\t\t\t\t\tscale = (Potree.debug.scale / pr);\n\t\t\t\t}\n\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t// coordinate labels\n\t\t\tfor (let j = 0; j < measure.coordinateLabels.length; j++) {\n\t\t\t\tlet label = measure.coordinateLabels[j];\n\t\t\t\tlet sphere = measure.spheres[j];\n\n\t\t\t\tlet distance = camera.position.distanceTo(sphere.getWorldPosition(new THREE.Vector3()));\n\n\t\t\t\tlet screenPos = sphere.getWorldPosition(new THREE.Vector3()).clone().project(camera);\n\t\t\t\tscreenPos.x = Math.round((screenPos.x + 1) * clientWidth / 2);\n\t\t\t\tscreenPos.y = Math.round((-screenPos.y + 1) * clientHeight / 2);\n\t\t\t\tscreenPos.z = 0;\n\t\t\t\tscreenPos.y -= 30;\n\n\t\t\t\tlet labelPos = new THREE.Vector3( \n\t\t\t\t\t(screenPos.x / clientWidth) * 2 - 1, \n\t\t\t\t\t-(screenPos.y / clientHeight) * 2 + 1, \n\t\t\t\t\t0.5 );\n\t\t\t\tlabelPos.unproject(camera);\n\t\t\t\tif(this.viewer.scene.cameraMode == CameraMode.PERSPECTIVE) {\n\t\t\t\t\tlet direction = labelPos.sub(camera.position).normalize();\n\t\t\t\t\tlabelPos = new THREE.Vector3().addVectors(\n\t\t\t\t\t\tcamera.position, direction.multiplyScalar(distance));\n\n\t\t\t\t}\n\t\t\t\tlabel.position.copy(labelPos);\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\tlet scale = (70 / pr);\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t// height label\n\t\t\tif (measure.showHeight) {\n\t\t\t\tlet label = measure.heightLabel;\n\n\t\t\t\t{\n\t\t\t\t\tlet distance = label.position.distanceTo(camera.position);\n\t\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\t\tlet scale = (70 / pr);\n\t\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t\t}\n\n\t\t\t\t{ // height edge\n\t\t\t\t\tlet edge = measure.heightEdge;\n\n\t\t\t\t\tlet sorted = measure.points.slice().sort((a, b) => a.position.z - b.position.z);\n\t\t\t\t\tlet lowPoint = sorted[0].position.clone();\n\t\t\t\t\tlet highPoint = sorted[sorted.length - 1].position.clone();\n\t\t\t\t\tlet min = lowPoint.z;\n\t\t\t\t\tlet max = highPoint.z;\n\n\t\t\t\t\tlet start = new THREE.Vector3(highPoint.x, highPoint.y, min);\n\t\t\t\t\tlet end = new THREE.Vector3(highPoint.x, highPoint.y, max);\n\n\t\t\t\t\tlet lowScreen = lowPoint.clone().project(camera);\n\t\t\t\t\tlet startScreen = start.clone().project(camera);\n\t\t\t\t\tlet endScreen = end.clone().project(camera);\n\n\t\t\t\t\tlet toPixelCoordinates = v => {\n\t\t\t\t\t\tlet r = v.clone().addScalar(1).divideScalar(2);\n\t\t\t\t\t\tr.x = r.x * clientWidth;\n\t\t\t\t\t\tr.y = r.y * clientHeight;\n\t\t\t\t\t\tr.z = 0;\n\n\t\t\t\t\t\treturn r;\n\t\t\t\t\t};\n\n\t\t\t\t\tlet lowEL = toPixelCoordinates(lowScreen);\n\t\t\t\t\tlet startEL = toPixelCoordinates(startScreen);\n\t\t\t\t\tlet endEL = toPixelCoordinates(endScreen);\n\n\t\t\t\t\tlet lToS = lowEL.distanceTo(startEL);\n\t\t\t\t\tlet sToE = startEL.distanceTo(endEL);\n\n\t\t\t\t\tedge.geometry.lineDistances = [0, lToS, lToS, lToS + sToE];\n\t\t\t\t\tedge.geometry.lineDistancesNeedUpdate = true;\n\n\t\t\t\t\tedge.material.dashSize = 10;\n\t\t\t\t\tedge.material.gapSize = 10;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{ // area label\n\t\t\t\tlet label = measure.areaLabel;\n\t\t\t\tlet distance = label.position.distanceTo(camera.position);\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\n\t\t\t\tlet scale = (70 / pr);\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t{ // radius label\n\t\t\t\tlet label = measure.circleRadiusLabel;\n\t\t\t\tlet distance = label.position.distanceTo(camera.position);\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\n\t\t\t\tlet scale = (70 / pr);\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t{ // edges\n\t\t\t\tconst materials = [\n\t\t\t\t\tmeasure.circleRadiusLine.material,\n\t\t\t\t\t...measure.edges.map( (e) => e.material),\n\t\t\t\t\tmeasure.heightEdge.material,\n\t\t\t\t\tmeasure.circleLine.material,\n\t\t\t\t];\n\n\t\t\t\tfor(const material of materials){\n\t\t\t\t\tmaterial.resolution.set(clientWidth, clientHeight);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(!this.showLabels){\n\n\t\t\t\tconst labels = [\n\t\t\t\t\t...measure.sphereLabels, \n\t\t\t\t\t...measure.edgeLabels, \n\t\t\t\t\t...measure.angleLabels, \n\t\t\t\t\t...measure.coordinateLabels,\n\t\t\t\t\tmeasure.heightLabel,\n\t\t\t\t\tmeasure.areaLabel,\n\t\t\t\t\tmeasure.circleRadiusLabel,\n\t\t\t\t];\n\n\t\t\t\tfor(const label of labels){\n\t\t\t\t\tlabel.visible = false;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\trender(){\n\t\tthis.viewer.renderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t}\n};\n","\nexport class Message{\n\n\tconstructor(content){\n\t\tthis.content = content;\n\n\t\tlet closeIcon = `${exports.resourcePath}/icons/close.svg`;\n\n\t\tthis.element = $(`\n\t\t\t
\n\t\t\t\t\n\t\t\t\t\n\t\t\t
`);\n\n\t\tthis.elClose = this.element.find(\"img[name=close]\");\n\n\t\tthis.elContainer = this.element.find(\"span[name=content_container]\");\n\n\t\tif(typeof content === \"string\"){\n\t\t\tthis.elContainer.append($(`${content}`));\n\t\t}else{\n\t\t\tthis.elContainer.append(content);\n\t\t}\n\n\t}\n\n\tsetMessage(content){\n\t\tthis.elContainer.empty();\n\t\tif(typeof content === \"string\"){\n\t\t\tthis.elContainer.append($(`${content}`));\n\t\t}else{\n\t\t\tthis.elContainer.append(content);\n\t\t}\n\t}\n\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class PointCloudSM{\n\n\tconstructor(potreeRenderer){\n\n\t\tthis.potreeRenderer = potreeRenderer;\n\t\tthis.threeRenderer = this.potreeRenderer.threeRenderer;\n\n\t\tthis.target = new THREE.WebGLRenderTarget(2 * 1024, 2 * 1024, {\n\t\t\tminFilter: THREE.LinearFilter,\n\t\t\tmagFilter: THREE.LinearFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\ttype: THREE.FloatType\n\t\t});\n\t\tthis.target.depthTexture = new THREE.DepthTexture();\n\t\tthis.target.depthTexture.type = THREE.UnsignedIntType;\n\n\t\t//this.threeRenderer.setClearColor(0x000000, 1);\n\t\tthis.threeRenderer.setClearColor(0xff0000, 1);\n\n\t\t//HACK? removed while moving to three.js 109\n\t\t//this.threeRenderer.clearTarget(this.target, true, true, true); \n\t\t{\n\t\t\tconst oldTarget = this.threeRenderer.getRenderTarget();\n\n\t\t\tthis.threeRenderer.setRenderTarget(this.target);\n\t\t\tthis.threeRenderer.clear(true, true, true);\n\n\t\t\tthis.threeRenderer.setRenderTarget(oldTarget);\n\t\t}\n\t}\n\n\tsetLight(light){\n\t\tthis.light = light;\n\n\t\tlet fov = (180 * light.angle) / Math.PI;\n\t\tlet aspect = light.shadow.mapSize.width / light.shadow.mapSize.height;\n\t\tlet near = 0.1;\n\t\tlet far = light.distance === 0 ? 10000 : light.distance;\n\t\tthis.camera = new THREE.PerspectiveCamera(fov, aspect, near, far);\n\t\tthis.camera.up.set(0, 0, 1);\n\t\tthis.camera.position.copy(light.position);\n\n\t\tlet target = new THREE.Vector3().subVectors(light.position, light.getWorldDirection(new THREE.Vector3()));\n\t\tthis.camera.lookAt(target);\n\n\t\tthis.camera.updateProjectionMatrix();\n\t\tthis.camera.updateMatrix();\n\t\tthis.camera.updateMatrixWorld();\n\t\tthis.camera.matrixWorldInverse.copy(this.camera.matrixWorld).invert();\n\t}\n\n\tsetSize(width, height){\n\t\tif(this.target.width !== width || this.target.height !== height){\n\t\t\tthis.target.dispose();\n\t\t}\n\t\tthis.target.setSize(width, height);\n\t}\n\n\trender(scene, camera){\n\n\t\tthis.threeRenderer.setClearColor(0x000000, 1);\n\t\t\n\t\tconst oldTarget = this.threeRenderer.getRenderTarget();\n\n\t\tthis.threeRenderer.setRenderTarget(this.target);\n\t\tthis.threeRenderer.clear(true, true, true);\n\n\t\tthis.potreeRenderer.render(scene, this.camera, this.target, {});\n\n\t\tthis.threeRenderer.setRenderTarget(oldTarget);\n\t}\n\n\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Profile} from \"./Profile.js\";\nimport {Utils} from \"../utils.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\n\nexport class ProfileTool extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.addEventListener('start_inserting_profile', e => {\n\t\t\tthis.viewer.dispatchEvent({\n\t\t\t\ttype: 'cancel_insertions'\n\t\t\t});\n\t\t});\n\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.scene.name = 'scene_profile';\n\t\tthis.light = new THREE.PointLight(0xffffff, 1.0);\n\t\tthis.scene.add(this.light);\n\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.scene);\n\n\t\tthis.onRemove = e => this.scene.remove(e.profile);\n\t\tthis.onAdd = e => this.scene.add(e.profile);\n\n\t\tfor(let profile of viewer.scene.profiles){\n\t\t\tthis.onAdd({profile: profile});\n\t\t}\n\n\t\tviewer.addEventListener(\"update\", this.update.bind(this));\n\t\tviewer.addEventListener(\"render.pass.perspective_overlay\", this.render.bind(this));\n\t\tviewer.addEventListener(\"scene_changed\", this.onSceneChange.bind(this));\n\n\t\tviewer.scene.addEventListener('profile_added', this.onAdd);\n\t\tviewer.scene.addEventListener('profile_removed', this.onRemove);\n\t}\n\n\tonSceneChange(e){\n\t\tif(e.oldScene){\n\t\t\te.oldScene.removeEventListeners('profile_added', this.onAdd);\n\t\t\te.oldScene.removeEventListeners('profile_removed', this.onRemove);\n\t\t}\n\n\t\te.scene.addEventListener('profile_added', this.onAdd);\n\t\te.scene.addEventListener('profile_removed', this.onRemove);\n\t}\n\n\tstartInsertion (args = {}) {\n\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\tlet profile = new Profile();\n\t\tprofile.name = args.name || 'Profile';\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'start_inserting_profile',\n\t\t\tprofile: profile\n\t\t});\n\n\t\tthis.scene.add(profile);\n\n\t\tlet cancel = {\n\t\t\tcallback: null\n\t\t};\n\n\t\tlet insertionCallback = (e) => {\n\t\t\tif(e.button === THREE.MOUSE.LEFT){\n\t\t\t\tif(profile.points.length <= 1){\n\t\t\t\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\t\t\tlet distance = camera.position.distanceTo(profile.points[0]);\n\t\t\t\t\tlet clientSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientSize.width, clientSize.height);\n\t\t\t\t\tlet width = (10 / pr);\n\n\t\t\t\t\tprofile.setWidth(width);\n\t\t\t\t}\n\n\t\t\t\tprofile.addMarker(profile.points[profile.points.length - 1].clone());\n\n\t\t\t\tthis.viewer.inputHandler.startDragging(\n\t\t\t\t\tprofile.spheres[profile.spheres.length - 1]);\n\t\t\t} else if (e.button === THREE.MOUSE.RIGHT) {\n\t\t\t\tcancel.callback();\n\t\t\t}\n\t\t};\n\n\t\tcancel.callback = e => {\n\t\t\tprofile.removeMarker(profile.points.length - 1);\n\t\t\tdomElement.removeEventListener('mouseup', insertionCallback, false);\n\t\t\tthis.viewer.removeEventListener('cancel_insertions', cancel.callback);\n\t\t};\n\n\t\tthis.viewer.addEventListener('cancel_insertions', cancel.callback);\n\t\tdomElement.addEventListener('mouseup', insertionCallback, false);\n\n\t\tprofile.addMarker(new THREE.Vector3(0, 0, 0));\n\t\tthis.viewer.inputHandler.startDragging(\n\t\t\tprofile.spheres[profile.spheres.length - 1]);\n\n\t\tthis.viewer.scene.addProfile(profile);\n\n\t\treturn profile;\n\t}\n\t\n\tupdate(){\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\tlet profiles = this.viewer.scene.profiles;\n\t\tlet renderAreaSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\tlet clientWidth = renderAreaSize.width;\n\t\tlet clientHeight = renderAreaSize.height;\n\n\t\tthis.light.position.copy(camera.position);\n\n\t\t// make size independant of distance\n\t\tfor(let profile of profiles){\n\t\t\tfor(let sphere of profile.spheres){\t\t\t\t\n\t\t\t\tlet distance = camera.position.distanceTo(sphere.getWorldPosition(new THREE.Vector3()));\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\tlet scale = (15 / pr);\n\t\t\t\tsphere.scale.set(scale, scale, scale);\n\t\t\t}\n\t\t}\n\t}\n\n\trender(){\n\t\tthis.viewer.renderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t}\n\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {BoxVolume} from \"./Volume.js\";\nimport {Utils} from \"../utils.js\";\nimport {PointSizeType} from \"../defines.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\n\nexport class ScreenBoxSelectTool extends EventDispatcher{\n\n\tconstructor(viewer){\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.scene = new THREE.Scene();\n\n\t\tviewer.addEventListener(\"update\", this.update.bind(this));\n\t\tviewer.addEventListener(\"render.pass.perspective_overlay\", this.render.bind(this));\n\t\tviewer.addEventListener(\"scene_changed\", this.onSceneChange.bind(this));\n\t}\n\n\tonSceneChange(scene){\n\t\tconsole.log(\"scene changed\");\n\t}\n\n\tstartInsertion(){\n\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\tlet volume = new BoxVolume();\n\t\tvolume.position.set(12345, 12345, 12345);\n\t\tvolume.showVolumeLabel = false;\n\t\tvolume.visible = false;\n\t\tvolume.update();\n\t\tthis.viewer.scene.addVolume(volume);\n\n\t\tthis.importance = 10;\n\n\t\tlet selectionBox = $(`
`);\n\t\t$(domElement.parentElement).append(selectionBox);\n\t\tselectionBox.css(\"right\", \"10px\");\n\t\tselectionBox.css(\"bottom\", \"10px\");\n\n\t\tlet drag = e =>{\n\n\t\t\tvolume.visible = true;\n\n\t\t\tlet mStart = e.drag.start;\n\t\t\tlet mEnd = e.drag.end;\n\n\t\t\tlet box2D = new THREE.Box2();\n\t\t\tbox2D.expandByPoint(mStart);\n\t\t\tbox2D.expandByPoint(mEnd);\n\n\t\t\tselectionBox.css(\"left\", `${box2D.min.x}px`);\n\t\t\tselectionBox.css(\"top\", `${box2D.min.y}px`);\n\t\t\tselectionBox.css(\"width\", `${box2D.max.x - box2D.min.x}px`);\n\t\t\tselectionBox.css(\"height\", `${box2D.max.y - box2D.min.y}px`);\n\n\t\t\tlet camera = e.viewer.scene.getActiveCamera();\n\t\t\tlet size = e.viewer.renderer.getSize(new THREE.Vector2());\n\t\t\tlet frustumSize = new THREE.Vector2(\n\t\t\t\tcamera.right - camera.left, \n\t\t\t\tcamera.top - camera.bottom);\n\n\t\t\tlet screenCentroid = new THREE.Vector2().addVectors(e.drag.end, e.drag.start).multiplyScalar(0.5);\n\t\t\tlet ray = Utils.mouseToRay(screenCentroid, camera, size.width, size.height);\n\n\t\t\tlet diff = new THREE.Vector2().subVectors(e.drag.end, e.drag.start);\n\t\t\tdiff.divide(size).multiply(frustumSize);\n\t\t\t\n\t\t\tvolume.position.copy(ray.origin);\n\t\t\tvolume.up.copy(camera.up);\n\t\t\tvolume.rotation.copy(camera.rotation);\n\t\t\tvolume.scale.set(diff.x, diff.y, 1000 * 100);\n\n\t\t\te.consume();\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tthis.importance = 0;\n\n\t\t\t$(selectionBox).remove();\n\n\t\t\tthis.viewer.inputHandler.deselectAll();\n\t\t\tthis.viewer.inputHandler.toggleSelection(volume);\n\n\t\t\tlet camera = e.viewer.scene.getActiveCamera();\n\t\t\tlet size = e.viewer.renderer.getSize(new THREE.Vector2());\n\t\t\tlet screenCentroid = new THREE.Vector2().addVectors(e.drag.end, e.drag.start).multiplyScalar(0.5);\n\t\t\tlet ray = Utils.mouseToRay(screenCentroid, camera, size.width, size.height);\n\n\t\t\tlet line = new THREE.Line3(ray.origin, new THREE.Vector3().addVectors(ray.origin, ray.direction));\n\n\t\t\tthis.removeEventListener(\"drag\", drag);\n\t\t\tthis.removeEventListener(\"drop\", drop);\n\n\t\t\tlet allPointsNear = [];\n\t\t\tlet allPointsFar = [];\n\n\t\t\t// TODO support more than one point cloud\n\t\t\tfor(let pointcloud of this.viewer.scene.pointclouds){\n\n\t\t\t\tif(!pointcloud.visible){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tlet volCam = camera.clone();\n\t\t\t\tvolCam.left = -volume.scale.x / 2; \n\t\t\t\tvolCam.right = +volume.scale.x / 2;\n\t\t\t\tvolCam.top = +volume.scale.y / 2;\n\t\t\t\tvolCam.bottom = -volume.scale.y / 2;\n\t\t\t\tvolCam.near = -volume.scale.z / 2;\n\t\t\t\tvolCam.far = +volume.scale.z / 2;\n\t\t\t\tvolCam.rotation.copy(volume.rotation);\n\t\t\t\tvolCam.position.copy(volume.position);\n\n\t\t\t\tvolCam.updateMatrix();\n\t\t\t\tvolCam.updateMatrixWorld();\n\t\t\t\tvolCam.updateProjectionMatrix();\n\t\t\t\tvolCam.matrixWorldInverse.copy(volCam.matrixWorld).invert();\n\n\t\t\t\tlet ray = new THREE.Ray(volCam.getWorldPosition(new THREE.Vector3()), volCam.getWorldDirection(new THREE.Vector3()));\n\t\t\t\tlet rayInverse = new THREE.Ray(\n\t\t\t\t\tray.origin.clone().add(ray.direction.clone().multiplyScalar(volume.scale.z)),\n\t\t\t\t\tray.direction.clone().multiplyScalar(-1));\n\n\t\t\t\tlet pickerSettings = {\n\t\t\t\t\twidth: 8, \n\t\t\t\t\theight: 8, \n\t\t\t\t\tpickWindowSize: 8, \n\t\t\t\t\tall: true,\n\t\t\t\t\tpickClipped: true,\n\t\t\t\t\tpointSizeType: PointSizeType.FIXED,\n\t\t\t\t\tpointSize: 1};\n\t\t\t\tlet pointsNear = pointcloud.pick(viewer, volCam, ray, pickerSettings);\n\n\t\t\t\tvolCam.rotateX(Math.PI);\n\t\t\t\tvolCam.updateMatrix();\n\t\t\t\tvolCam.updateMatrixWorld();\n\t\t\t\tvolCam.updateProjectionMatrix();\n\t\t\t\tvolCam.matrixWorldInverse.copy(volCam.matrixWorld).invert();\n\t\t\t\tlet pointsFar = pointcloud.pick(viewer, volCam, rayInverse, pickerSettings);\n\n\t\t\t\tallPointsNear.push(...pointsNear);\n\t\t\t\tallPointsFar.push(...pointsFar);\n\t\t\t}\n\n\t\t\tif(allPointsNear.length > 0 && allPointsFar.length > 0){\n\t\t\t\tlet viewLine = new THREE.Line3(ray.origin, new THREE.Vector3().addVectors(ray.origin, ray.direction));\n\n\t\t\t\tlet closestOnLine = allPointsNear.map(p => viewLine.closestPointToPoint(p.position, false, new THREE.Vector3()));\n\t\t\t\tlet closest = closestOnLine.sort( (a, b) => ray.origin.distanceTo(a) - ray.origin.distanceTo(b))[0];\n\n\t\t\t\tlet farthestOnLine = allPointsFar.map(p => viewLine.closestPointToPoint(p.position, false, new THREE.Vector3()));\n\t\t\t\tlet farthest = farthestOnLine.sort( (a, b) => ray.origin.distanceTo(b) - ray.origin.distanceTo(a))[0];\n\n\t\t\t\tlet distance = closest.distanceTo(farthest);\n\t\t\t\tlet centroid = new THREE.Vector3().addVectors(closest, farthest).multiplyScalar(0.5);\n\t\t\t\tvolume.scale.z = distance * 1.1;\n\t\t\t\tvolume.position.copy(centroid);\n\t\t\t}\n\n\t\t\tvolume.clip = true;\n\t\t};\n\n\t\tthis.addEventListener(\"drag\", drag);\n\t\tthis.addEventListener(\"drop\", drop);\n\n\t\tviewer.inputHandler.addInputListener(this);\n\n\t\treturn volume;\n\t}\n\n\tupdate(e){\n\t\t//console.log(e.delta)\n\t}\n\n\trender(){\n\t\tthis.viewer.renderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t}\n\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class SpotLightHelper extends THREE.Object3D{\n\n\tconstructor(light, color){\n\t\tsuper();\n\n\t\tthis.light = light;\n\t\tthis.color = color;\n\n\t\t//this.up.set(0, 0, 1);\n\t\tthis.updateMatrix();\n\t\tthis.updateMatrixWorld();\n\n\t\t{ // SPHERE\n\t\t\tlet sg = new THREE.SphereGeometry(1, 32, 32);\n\t\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\t\tthis.sphere = new THREE.Mesh(sg, sm);\n\t\t\tthis.sphere.scale.set(0.5, 0.5, 0.5);\n\t\t\tthis.add(this.sphere);\n\t\t}\n\n\t\t{ // LINES\n\t\t\t\n\n\t\t\tlet positions = new Float32Array([\n\t\t\t\t+0, +0, +0, +0, +0, -1,\n\n\t\t\t\t+0, +0, +0, -1, -1, -1,\n\t\t\t\t+0, +0, +0, +1, -1, -1,\n\t\t\t\t+0, +0, +0, +1, +1, -1,\n\t\t\t\t+0, +0, +0, -1, +1, -1,\n\n\t\t\t\t-1, -1, -1, +1, -1, -1,\n\t\t\t\t+1, -1, -1, +1, +1, -1,\n\t\t\t\t+1, +1, -1, -1, +1, -1,\n\t\t\t\t-1, +1, -1, -1, -1, -1,\n\t\t\t]);\n\n\t\t\tlet geometry = new THREE.BufferGeometry();\n\t\t\tgeometry.setAttribute(\"position\", new THREE.BufferAttribute(positions, 3));\n\n\t\t\tlet material = new THREE.LineBasicMaterial();\n\n\t\t\tthis.frustum = new THREE.LineSegments(geometry, material);\n\t\t\tthis.add(this.frustum);\n\n\t\t}\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\n\t\tthis.light.updateMatrix();\n\t\tthis.light.updateMatrixWorld();\n\n\t\tlet position = this.light.position;\n\t\tlet target = new THREE.Vector3().addVectors(\n\t\t\tthis.light.position, this.light.getWorldDirection(new THREE.Vector3()).multiplyScalar(-1));\n\t\t\n\t\tlet quat = new THREE.Quaternion().setFromRotationMatrix(\n\t\t\tnew THREE.Matrix4().lookAt( position, target, new THREE.Vector3( 0, 0, 1 ) )\n\t\t);\n\n\t\tthis.setRotationFromQuaternion(quat);\n\t\tthis.position.copy(position);\n\n\n\t\tlet coneLength = (this.light.distance > 0) ? this.light.distance : 1000;\n\t\tlet coneWidth = coneLength * Math.tan( this.light.angle * 0.5 );\n\n\t\tthis.frustum.scale.set(coneWidth, coneWidth, coneLength);\n\n\t}\n\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../utils.js\";\n\nexport class TransformationTool {\n\tconstructor(viewer) {\n\t\tthis.viewer = viewer;\n\n\t\tthis.scene = new THREE.Scene();\n\n\t\tthis.selection = [];\n\t\tthis.pivot = new THREE.Vector3();\n\t\tthis.dragging = false;\n\t\tthis.showPickVolumes = false;\n\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.scene);\n\t\tthis.viewer.inputHandler.addEventListener('selection_changed', (e) => {\n\t\t\tfor(let selected of this.selection){\n\t\t\t\tthis.viewer.inputHandler.blacklist.delete(selected);\n\t\t\t}\n\n\t\t\tthis.selection = e.selection;\n\n\t\t\tfor(let selected of this.selection){\n\t\t\t\tthis.viewer.inputHandler.blacklist.add(selected);\n\t\t\t}\n\n\t\t});\n\n\t\tlet red = 0xE73100;\n\t\tlet green = 0x44A24A;\n\t\tlet blue = 0x2669E7;\n\t\t\n\t\tthis.activeHandle = null;\n\t\tthis.scaleHandles = {\n\t\t\t\"scale.x+\": {name: \"scale.x+\", node: new THREE.Object3D(), color: red, alignment: [+1, +0, +0]},\n\t\t\t\"scale.x-\": {name: \"scale.x-\", node: new THREE.Object3D(), color: red, alignment: [-1, +0, +0]},\n\t\t\t\"scale.y+\": {name: \"scale.y+\", node: new THREE.Object3D(), color: green, alignment: [+0, +1, +0]},\n\t\t\t\"scale.y-\": {name: \"scale.y-\", node: new THREE.Object3D(), color: green, alignment: [+0, -1, +0]},\n\t\t\t\"scale.z+\": {name: \"scale.z+\", node: new THREE.Object3D(), color: blue, alignment: [+0, +0, +1]},\n\t\t\t\"scale.z-\": {name: \"scale.z-\", node: new THREE.Object3D(), color: blue, alignment: [+0, +0, -1]},\n\t\t};\n\t\tthis.focusHandles = {\n\t\t\t\"focus.x+\": {name: \"focus.x+\", node: new THREE.Object3D(), color: red, alignment: [+1, +0, +0]},\n\t\t\t\"focus.x-\": {name: \"focus.x-\", node: new THREE.Object3D(), color: red, alignment: [-1, +0, +0]},\n\t\t\t\"focus.y+\": {name: \"focus.y+\", node: new THREE.Object3D(), color: green, alignment: [+0, +1, +0]},\n\t\t\t\"focus.y-\": {name: \"focus.y-\", node: new THREE.Object3D(), color: green, alignment: [+0, -1, +0]},\n\t\t\t\"focus.z+\": {name: \"focus.z+\", node: new THREE.Object3D(), color: blue, alignment: [+0, +0, +1]},\n\t\t\t\"focus.z-\": {name: \"focus.z-\", node: new THREE.Object3D(), color: blue, alignment: [+0, +0, -1]},\n\t\t};\n\t\tthis.translationHandles = {\n\t\t\t\"translation.x\": {name: \"translation.x\", node: new THREE.Object3D(), color: red, alignment: [1, 0, 0]},\n\t\t\t\"translation.y\": {name: \"translation.y\", node: new THREE.Object3D(), color: green, alignment: [0, 1, 0]},\n\t\t\t\"translation.z\": {name: \"translation.z\", node: new THREE.Object3D(), color: blue, alignment: [0, 0, 1]},\n\t\t};\n\t\tthis.rotationHandles = {\n\t\t\t\"rotation.x\": {name: \"rotation.x\", node: new THREE.Object3D(), color: red, alignment: [1, 0, 0]},\n\t\t\t\"rotation.y\": {name: \"rotation.y\", node: new THREE.Object3D(), color: green, alignment: [0, 1, 0]},\n\t\t\t\"rotation.z\": {name: \"rotation.z\", node: new THREE.Object3D(), color: blue, alignment: [0, 0, 1]},\n\t\t};\n\t\tthis.handles = Object.assign({}, this.scaleHandles, this.focusHandles, this.translationHandles, this.rotationHandles);\n\t\tthis.pickVolumes = [];\n\n\t\tthis.initializeScaleHandles();\n\t\tthis.initializeFocusHandles();\n\t\tthis.initializeTranslationHandles();\n\t\tthis.initializeRotationHandles();\n\n\n\t\tlet boxFrameGeometry = new THREE.Geometry();\n\t\t{\n\t\t\t// bottom\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\t// top\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\t// sides\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t}\n\t\tthis.frame = new THREE.LineSegments(boxFrameGeometry, new THREE.LineBasicMaterial({color: 0xffff00}));\n\t\tthis.scene.add(this.frame);\n\n\t\t\n\t}\n\n\tinitializeScaleHandles(){\n\t\tlet sgSphere = new THREE.SphereGeometry(1, 32, 32);\n\t\tlet sgLowPolySphere = new THREE.SphereGeometry(1, 16, 16);\n\n\t\tfor(let handleName of Object.keys(this.scaleHandles)){\n\t\t\tlet handle = this.scaleHandles[handleName];\n\t\t\tlet node = handle.node;\n\t\t\tthis.scene.add(node);\n\t\t\tnode.position.set(...handle.alignment).multiplyScalar(0.5);\n\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: handle.color,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true\n\t\t\t\t});\n\n\t\t\tlet outlineMaterial = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: 0x000000, \n\t\t\t\tside: THREE.BackSide,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet pickMaterial = new THREE.MeshNormalMaterial({\n\t\t\t\topacity: 0.2,\n\t\t\t\ttransparent: true,\n\t\t\t\tvisible: this.showPickVolumes});\n\n\t\t\tlet sphere = new THREE.Mesh(sgSphere, material);\n\t\t\tsphere.scale.set(1.3, 1.3, 1.3);\n\t\t\tsphere.name = `${handleName}.handle`;\n\t\t\tnode.add(sphere);\n\t\t\t\n\t\t\tlet outline = new THREE.Mesh(sgSphere, outlineMaterial);\n\t\t\toutline.scale.set(1.4, 1.4, 1.4);\n\t\t\toutline.name = `${handleName}.outline`;\n\t\t\tsphere.add(outline);\n\n\t\t\tlet pickSphere = new THREE.Mesh(sgLowPolySphere, pickMaterial);\n\t\t\tpickSphere.name = `${handleName}.pick_volume`;\n\t\t\tpickSphere.scale.set(3, 3, 3);\n\t\t\tsphere.add(pickSphere);\n\t\t\tpickSphere.handle = handleName;\n\t\t\tthis.pickVolumes.push(pickSphere);\n\n\t\t\tnode.setOpacity = (target) => {\n\t\t\t\tlet opacity = {x: material.opacity};\n\t\t\t\tlet t = new TWEEN.Tween(opacity).to({x: target}, 100);\n\t\t\t\tt.onUpdate(() => {\n\t\t\t\t\tsphere.visible = opacity.x > 0;\n\t\t\t\t\tpickSphere.visible = opacity.x > 0;\n\t\t\t\t\tmaterial.opacity = opacity.x;\n\t\t\t\t\toutlineMaterial.opacity = opacity.x;\n\t\t\t\t\tpickSphere.material.opacity = opacity.x * 0.5;\n\t\t\t\t});\n\t\t\t\tt.start();\n\t\t\t};\n\n\t\t\tpickSphere.addEventListener(\"drag\", (e) => this.dragScaleHandle(e));\n\t\t\tpickSphere.addEventListener(\"drop\", (e) => this.dropScaleHandle(e));\n\n\t\t\tpickSphere.addEventListener(\"mouseover\", e => {\n\t\t\t\t//node.setOpacity(1);\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"click\", e => {\n\t\t\t\te.consume();\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"mouseleave\", e => {\n\t\t\t\t//node.setOpacity(0.4);\n\t\t\t});\n\t\t}\n\t}\n\n\tinitializeFocusHandles(){\n\t\t//let sgBox = new THREE.BoxGeometry(1, 1, 1);\n\t\tlet sgPlane = new THREE.PlaneGeometry(4, 4, 1, 1);\n\t\tlet sgLowPolySphere = new THREE.SphereGeometry(1, 16, 16);\n\n\t\tlet texture = new THREE.TextureLoader().load(`${exports.resourcePath}/icons/eye_2.png`);\n\n\t\tfor(let handleName of Object.keys(this.focusHandles)){\n\t\t\tlet handle = this.focusHandles[handleName];\n\t\t\tlet node = handle.node;\n\t\t\tthis.scene.add(node);\n\t\t\tlet align = handle.alignment;\n\n\t\t\t//node.lookAt(new THREE.Vector3().addVectors(node.position, new THREE.Vector3(...align)));\n\t\t\tnode.lookAt(new THREE.Vector3(...align));\n\n\t\t\tlet off = 0.8;\n\t\t\tif(align[0] === 1){\n\t\t\t\tnode.position.set(1, off, -off).multiplyScalar(0.5);\n\t\t\t\tnode.rotation.z = Math.PI / 2;\n\t\t\t}else if(align[0] === -1){\n\t\t\t\tnode.position.set(-1, -off, -off).multiplyScalar(0.5);\n\t\t\t\tnode.rotation.z = Math.PI / 2;\n\t\t\t}else if(align[1] === 1){\n\t\t\t\tnode.position.set(-off, 1, -off).multiplyScalar(0.5);\n\t\t\t\tnode.rotation.set(Math.PI / 2, Math.PI, 0.0);\n\t\t\t}else if(align[1] === -1){\n\t\t\t\tnode.position.set(off, -1, -off).multiplyScalar(0.5);\n\t\t\t\tnode.rotation.set(Math.PI / 2, 0.0, 0.0);\n\t\t\t}else if(align[2] === 1){\n\t\t\t\tnode.position.set(off, off, 1).multiplyScalar(0.5);\n\t\t\t}else if(align[2] === -1){\n\t\t\t\tnode.position.set(-off, off, -1).multiplyScalar(0.5);\n\t\t\t}\n\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: handle.color,\n\t\t\t\topacity: 0,\n\t\t\t\ttransparent: true,\n\t\t\t\tmap: texture\n\t\t\t});\n\n\t\t\t//let outlineMaterial = new THREE.MeshBasicMaterial({\n\t\t\t//\tcolor: 0x000000, \n\t\t\t//\tside: THREE.BackSide,\n\t\t\t//\topacity: 0,\n\t\t\t//\ttransparent: true});\n\n\t\t\tlet pickMaterial = new THREE.MeshNormalMaterial({\n\t\t\t\t//opacity: 0,\n\t\t\t\ttransparent: true,\n\t\t\t\tvisible: this.showPickVolumes});\n\n\t\t\tlet box = new THREE.Mesh(sgPlane, material);\n\t\t\tbox.name = `${handleName}.handle`;\n\t\t\tbox.scale.set(1.5, 1.5, 1.5);\n\t\t\tbox.position.set(0, 0, 0);\n\t\t\tbox.visible = false;\n\t\t\tnode.add(box);\n\t\t\t//handle.focusNode = box;\n\t\t\t\n\t\t\t//let outline = new THREE.Mesh(sgPlane, outlineMaterial);\n\t\t\t//outline.scale.set(1.4, 1.4, 1.4);\n\t\t\t//outline.name = `${handleName}.outline`;\n\t\t\t//box.add(outline);\n\n\t\t\tlet pickSphere = new THREE.Mesh(sgLowPolySphere, pickMaterial);\n\t\t\tpickSphere.name = `${handleName}.pick_volume`;\n\t\t\tpickSphere.scale.set(3, 3, 3);\n\t\t\tbox.add(pickSphere);\n\t\t\tpickSphere.handle = handleName;\n\t\t\tthis.pickVolumes.push(pickSphere);\n\n\t\t\tnode.setOpacity = (target) => {\n\t\t\t\tlet opacity = {x: material.opacity};\n\t\t\t\tlet t = new TWEEN.Tween(opacity).to({x: target}, 100);\n\t\t\t\tt.onUpdate(() => {\n\t\t\t\t\tpickSphere.visible = opacity.x > 0;\n\t\t\t\t\tbox.visible = opacity.x > 0;\n\t\t\t\t\tmaterial.opacity = opacity.x;\n\t\t\t\t\t//outlineMaterial.opacity = opacity.x;\n\t\t\t\t\tpickSphere.material.opacity = opacity.x * 0.5;\n\t\t\t\t});\n\t\t\t\tt.start();\n\t\t\t};\n\n\t\t\tpickSphere.addEventListener(\"drag\", e => {});\n\n\t\t\tpickSphere.addEventListener(\"mouseup\", e => {\n\t\t\t\te.consume();\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"mousedown\", e => {\n\t\t\t\te.consume();\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"click\", e => {\n\t\t\t\te.consume();\n\n\t\t\t\tlet selected = this.selection[0];\n\t\t\t\tlet maxScale = Math.max(...selected.scale.toArray());\n\t\t\t\tlet minScale = Math.min(...selected.scale.toArray());\n\t\t\t\tlet handleLength = Math.abs(selected.scale.dot(new THREE.Vector3(...handle.alignment)));\n\t\t\t\tlet alignment = new THREE.Vector3(...handle.alignment).multiplyScalar(2 * maxScale / handleLength);\n\t\t\t\talignment.applyMatrix4(selected.matrixWorld);\n\t\t\t\tlet newCamPos = alignment;\n\t\t\t\tlet newCamTarget = selected.getWorldPosition(new THREE.Vector3());\n\n\t\t\t\tUtils.moveTo(this.viewer.scene, newCamPos, newCamTarget);\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"mouseover\", e => {\n\t\t\t\t//box.setOpacity(1);\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"mouseleave\", e => {\n\t\t\t\t//box.setOpacity(0.4);\n\t\t\t});\n\t\t}\n\t}\n\n\tinitializeTranslationHandles(){\n\t\tlet boxGeometry = new THREE.BoxGeometry(1, 1, 1);\n\n\t\tfor(let handleName of Object.keys(this.translationHandles)){\n\t\t\tlet handle = this.handles[handleName];\n\t\t\tlet node = handle.node;\n\t\t\tthis.scene.add(node);\n\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: handle.color,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet outlineMaterial = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: 0x000000, \n\t\t\t\tside: THREE.BackSide,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet pickMaterial = new THREE.MeshNormalMaterial({\n\t\t\t\topacity: 0.2,\n\t\t\t\ttransparent: true,\n\t\t\t\tvisible: this.showPickVolumes\n\t\t\t});\n\n\t\t\tlet box = new THREE.Mesh(boxGeometry, material);\n\t\t\tbox.name = `${handleName}.handle`;\n\t\t\tbox.scale.set(0.2, 0.2, 40);\n\t\t\tbox.lookAt(new THREE.Vector3(...handle.alignment));\n\t\t\tbox.renderOrder = 10;\n\t\t\tnode.add(box);\n\t\t\thandle.translateNode = box;\n\n\t\t\tlet outline = new THREE.Mesh(boxGeometry, outlineMaterial);\n\t\t\toutline.name = `${handleName}.outline`;\n\t\t\toutline.scale.set(3, 3, 1.03);\n\t\t\toutline.renderOrder = 0;\n\t\t\tbox.add(outline);\n\n\t\t\tlet pickVolume = new THREE.Mesh(boxGeometry, pickMaterial);\n\t\t\tpickVolume.name = `${handleName}.pick_volume`;\n\t\t\tpickVolume.scale.set(12, 12, 1.1);\n\t\t\tpickVolume.handle = handleName;\n\t\t\tbox.add(pickVolume);\n\t\t\tthis.pickVolumes.push(pickVolume);\n\n\t\t\tnode.setOpacity = (target) => {\n\t\t\t\tlet opacity = {x: material.opacity};\n\t\t\t\tlet t = new TWEEN.Tween(opacity).to({x: target}, 100);\n\t\t\t\tt.onUpdate(() => {\n\t\t\t\t\tbox.visible = opacity.x > 0;\n\t\t\t\t\tpickVolume.visible = opacity.x > 0;\n\t\t\t\t\tmaterial.opacity = opacity.x;\n\t\t\t\t\toutlineMaterial.opacity = opacity.x;\n\t\t\t\t\tpickMaterial.opacity = opacity.x * 0.5;\n\t\t\t\t});\n\t\t\t\tt.start();\n\t\t\t};\n\n\t\t\tpickVolume.addEventListener(\"drag\", (e) => {this.dragTranslationHandle(e)});\n\t\t\tpickVolume.addEventListener(\"drop\", (e) => {this.dropTranslationHandle(e)});\n\t\t}\n\t}\n\n\tinitializeRotationHandles(){\n\t\tlet adjust = 0.5;\n\t\tlet torusGeometry = new THREE.TorusGeometry(1, adjust * 0.015, 8, 64, Math.PI / 2);\n\t\tlet outlineGeometry = new THREE.TorusGeometry(1, adjust * 0.04, 8, 64, Math.PI / 2);\n\t\tlet pickGeometry = new THREE.TorusGeometry(1, adjust * 0.1, 6, 4, Math.PI / 2);\n\n\t\tfor(let handleName of Object.keys(this.rotationHandles)){\n\t\t\tlet handle = this.handles[handleName];\n\t\t\tlet node = handle.node;\n\t\t\tthis.scene.add(node);\n\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: handle.color,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet outlineMaterial = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: 0x000000, \n\t\t\t\tside: THREE.BackSide,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet pickMaterial = new THREE.MeshNormalMaterial({\n\t\t\t\topacity: 0.2,\n\t\t\t\ttransparent: true,\n\t\t\t\tvisible: this.showPickVolumes\n\t\t\t});\n\n\t\t\tlet box = new THREE.Mesh(torusGeometry, material);\n\t\t\tbox.name = `${handleName}.handle`;\n\t\t\tbox.scale.set(20, 20, 20);\n\t\t\tbox.lookAt(new THREE.Vector3(...handle.alignment));\n\t\t\tnode.add(box);\n\t\t\thandle.translateNode = box;\n\n\t\t\tlet outline = new THREE.Mesh(outlineGeometry, outlineMaterial);\n\t\t\toutline.name = `${handleName}.outline`;\n\t\t\toutline.scale.set(1, 1, 1);\n\t\t\toutline.renderOrder = 0;\n\t\t\tbox.add(outline);\n\n\t\t\tlet pickVolume = new THREE.Mesh(pickGeometry, pickMaterial);\n\t\t\tpickVolume.name = `${handleName}.pick_volume`;\n\t\t\tpickVolume.scale.set(1, 1, 1);\n\t\t\tpickVolume.handle = handleName;\n\t\t\tbox.add(pickVolume);\n\t\t\tthis.pickVolumes.push(pickVolume);\n\n\t\t\tnode.setOpacity = (target) => {\n\t\t\t\tlet opacity = {x: material.opacity};\n\t\t\t\tlet t = new TWEEN.Tween(opacity).to({x: target}, 100);\n\t\t\t\tt.onUpdate(() => {\n\t\t\t\t\tbox.visible = opacity.x > 0;\n\t\t\t\t\tpickVolume.visible = opacity.x > 0;\n\t\t\t\t\tmaterial.opacity = opacity.x;\n\t\t\t\t\toutlineMaterial.opacity = opacity.x;\n\t\t\t\t\tpickMaterial.opacity = opacity.x * 0.5;\n\t\t\t\t});\n\t\t\t\tt.start();\n\t\t\t};\n\n\n\t\t\t//pickVolume.addEventListener(\"mouseover\", (e) => {\n\t\t\t//\t//let a = this.viewer.scene.getActiveCamera().getWorldDirection(new THREE.Vector3()).dot(pickVolume.getWorldDirection(new THREE.Vector3()));\n\t\t\t//\tconsole.log(pickVolume.getWorldDirection(new THREE.Vector3()));\n\t\t\t//});\n\t\t\t\n\t\t\tpickVolume.addEventListener(\"drag\", (e) => {this.dragRotationHandle(e)});\n\t\t\tpickVolume.addEventListener(\"drop\", (e) => {this.dropRotationHandle(e)});\n\t\t}\n\t}\n\n\tdragRotationHandle(e){\n\t\tlet drag = e.drag;\n\t\tlet handle = this.activeHandle;\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\n\t\tif(!handle){\n\t\t\treturn\n\t\t};\n\n\t\tlet localNormal = new THREE.Vector3(...handle.alignment);\n\t\tlet n = new THREE.Vector3();\n\t\tn.copy(new THREE.Vector4(...localNormal.toArray(), 0).applyMatrix4(handle.node.matrixWorld));\n\t\tn.normalize();\n\n\t\tif (!drag.intersectionStart){\n\n\t\t\t//this.viewer.scene.scene.remove(this.debug);\n\t\t\t//this.debug = new THREE.Object3D();\n\t\t\t//this.viewer.scene.scene.add(this.debug);\n\t\t\t//Utils.debugSphere(this.debug, drag.location, 3, 0xaaaaaa);\n\t\t\t//let debugEnd = drag.location.clone().add(n.clone().multiplyScalar(20));\n\t\t\t//Utils.debugLine(this.debug, drag.location, debugEnd, 0xff0000);\n\n\t\t\tdrag.intersectionStart = drag.location;\n\t\t\tdrag.objectStart = drag.object.getWorldPosition(new THREE.Vector3());\n\t\t\tdrag.handle = handle;\n\n\t\t\tlet plane = new THREE.Plane().setFromNormalAndCoplanarPoint(n, drag.intersectionStart);\n\n\t\t\tdrag.dragPlane = plane;\n\t\t\tdrag.pivot = drag.intersectionStart;\n\t\t}else{\n\t\t\thandle = drag.handle;\n\t\t}\n\n\t\tthis.dragging = true;\n\n\t\tlet mouse = drag.end;\n\t\tlet domElement = this.viewer.renderer.domElement;\n\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\n\t\tlet I = ray.intersectPlane(drag.dragPlane, new THREE.Vector3());\n\n\t\tif (I) {\n\t\t\tlet center = this.scene.getWorldPosition(new THREE.Vector3());\n\t\t\tlet from = drag.pivot;\n\t\t\tlet to = I;\n\n\t\t\tlet v1 = from.clone().sub(center).normalize();\n\t\t\tlet v2 = to.clone().sub(center).normalize();\n\n\t\t\tlet angle = Math.acos(v1.dot(v2));\n\t\t\tlet sign = Math.sign(v1.cross(v2).dot(n));\n\t\t\tangle = angle * sign;\n\t\t\tif (Number.isNaN(angle)) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tlet normal = new THREE.Vector3(...handle.alignment);\n\t\t\tfor (let selection of this.selection) {\n\t\t\t\tselection.rotateOnAxis(normal, angle);\n\t\t\t\tselection.dispatchEvent({\n\t\t\t\t\ttype: \"orientation_changed\",\n\t\t\t\t\tobject: selection\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tdrag.pivot = I;\n\t\t}\n\t}\n\n\tdropRotationHandle(e){\n\t\tthis.dragging = false;\n\t\tthis.setActiveHandle(null);\n\t}\n\n\tdragTranslationHandle(e){\n\t\tlet drag = e.drag;\n\t\tlet handle = this.activeHandle;\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\t\n\t\tif(!drag.intersectionStart && handle){\n\t\t\tdrag.intersectionStart = drag.location;\n\t\t\tdrag.objectStart = drag.object.getWorldPosition(new THREE.Vector3());\n\n\t\t\tlet start = drag.intersectionStart;\n\t\t\tlet dir = new THREE.Vector4(...handle.alignment, 0).applyMatrix4(this.scene.matrixWorld);\n\t\t\tlet end = new THREE.Vector3().addVectors(start, dir);\n\t\t\tlet line = new THREE.Line3(start.clone(), end.clone());\n\t\t\tdrag.line = line;\n\n\t\t\tlet camOnLine = line.closestPointToPoint(camera.position, false, new THREE.Vector3());\n\t\t\tlet normal = new THREE.Vector3().subVectors(camera.position, camOnLine);\n\t\t\tlet plane = new THREE.Plane().setFromNormalAndCoplanarPoint(normal, drag.intersectionStart);\n\t\t\tdrag.dragPlane = plane;\n\t\t\tdrag.pivot = drag.intersectionStart;\n\t\t}else{\n\t\t\thandle = drag.handle;\n\t\t}\n\n\t\tthis.dragging = true;\n\n\t\t{\n\t\t\tlet mouse = drag.end;\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\tlet I = ray.intersectPlane(drag.dragPlane, new THREE.Vector3());\n\n\t\t\tif (I) {\n\t\t\t\tlet iOnLine = drag.line.closestPointToPoint(I, false, new THREE.Vector3());\n\n\t\t\t\tlet diff = new THREE.Vector3().subVectors(iOnLine, drag.pivot);\n\n\t\t\t\tfor (let selection of this.selection) {\n\t\t\t\t\tselection.position.add(diff);\n\t\t\t\t\tselection.dispatchEvent({\n\t\t\t\t\t\ttype: \"position_changed\",\n\t\t\t\t\t\tobject: selection\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\tdrag.pivot = drag.pivot.add(diff);\n\t\t\t}\n\t\t}\n\t}\n\n\tdropTranslationHandle(e){\n\t\tthis.dragging = false;\n\t\tthis.setActiveHandle(null);\n\t}\n\n\tdropScaleHandle(e){\n\t\tthis.dragging = false;\n\t\tthis.setActiveHandle(null);\n\t}\n\n\tdragScaleHandle(e){\n\t\tlet drag = e.drag;\n\t\tlet handle = this.activeHandle;\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\n\t\tif(!drag.intersectionStart){\n\t\t\tdrag.intersectionStart = drag.location;\n\t\t\tdrag.objectStart = drag.object.getWorldPosition(new THREE.Vector3());\n\t\t\tdrag.handle = handle;\n\n\t\t\tlet start = drag.intersectionStart;\n\t\t\tlet dir = new THREE.Vector4(...handle.alignment, 0).applyMatrix4(this.scene.matrixWorld);\n\t\t\tlet end = new THREE.Vector3().addVectors(start, dir);\n\t\t\tlet line = new THREE.Line3(start.clone(), end.clone());\n\t\t\tdrag.line = line;\n\n\t\t\tlet camOnLine = line.closestPointToPoint(camera.position, false, new THREE.Vector3());\n\t\t\tlet normal = new THREE.Vector3().subVectors(camera.position, camOnLine);\n\t\t\tlet plane = new THREE.Plane().setFromNormalAndCoplanarPoint(normal, drag.intersectionStart);\n\t\t\tdrag.dragPlane = plane;\n\t\t\tdrag.pivot = drag.intersectionStart;\n\n\t\t\t//Utils.debugSphere(viewer.scene.scene, drag.pivot, 0.05);\n\t\t}else{\n\t\t\thandle = drag.handle;\n\t\t}\n\n\t\tthis.dragging = true;\n\n\t\t{\n\t\t\tlet mouse = drag.end;\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\tlet I = ray.intersectPlane(drag.dragPlane, new THREE.Vector3());\n\n\t\t\tif (I) {\n\t\t\t\tlet iOnLine = drag.line.closestPointToPoint(I, false, new THREE.Vector3());\n\t\t\t\tlet direction = handle.alignment.reduce( (a, v) => a + v, 0);\n\n\t\t\t\tlet toObjectSpace = this.selection[0].matrixWorld.clone().invert();\n\t\t\t\tlet iOnLineOS = iOnLine.clone().applyMatrix4(toObjectSpace);\n\t\t\t\tlet pivotOS = drag.pivot.clone().applyMatrix4(toObjectSpace);\n\t\t\t\tlet diffOS = new THREE.Vector3().subVectors(iOnLineOS, pivotOS);\n\t\t\t\tlet dragDirectionOS = diffOS.clone().normalize();\n\t\t\t\tif(iOnLine.distanceTo(drag.pivot) === 0){\n\t\t\t\t\tdragDirectionOS.set(0, 0, 0);\n\t\t\t\t}\n\t\t\t\tlet dragDirection = dragDirectionOS.dot(new THREE.Vector3(...handle.alignment));\n\n\t\t\t\tlet diff = new THREE.Vector3().subVectors(iOnLine, drag.pivot);\n\t\t\t\tlet diffScale = new THREE.Vector3(...handle.alignment).multiplyScalar(diff.length() * direction * dragDirection);\n\t\t\t\tlet diffPosition = diff.clone().multiplyScalar(0.5);\n\n\t\t\t\tfor (let selection of this.selection) {\n\t\t\t\t\tselection.scale.add(diffScale);\n\t\t\t\t\tselection.scale.x = Math.max(0.1, selection.scale.x);\n\t\t\t\t\tselection.scale.y = Math.max(0.1, selection.scale.y);\n\t\t\t\t\tselection.scale.z = Math.max(0.1, selection.scale.z);\n\t\t\t\t\tselection.position.add(diffPosition);\n\t\t\t\t\tselection.dispatchEvent({\n\t\t\t\t\t\ttype: \"position_changed\",\n\t\t\t\t\t\tobject: selection\n\t\t\t\t\t});\n\t\t\t\t\tselection.dispatchEvent({\n\t\t\t\t\t\ttype: \"scale_changed\",\n\t\t\t\t\t\tobject: selection\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\tdrag.pivot.copy(iOnLine);\n\t\t\t\t//Utils.debugSphere(viewer.scene.scene, drag.pivot, 0.05);\n\t\t\t}\n\t\t}\n\t}\n\n\tsetActiveHandle(handle){\n\t\tif(this.dragging){\n\t\t\treturn;\n\t\t}\n\n\t\tif(this.activeHandle === handle){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.activeHandle = handle;\n\n\t\tif(handle === null){\n\t\t\tfor(let handleName of Object.keys(this.handles)){\n\t\t\t\tlet handle = this.handles[handleName];\n\t\t\t\thandle.node.setOpacity(0);\n\t\t\t}\n\t\t}\n\n\t\tfor(let handleName of Object.keys(this.focusHandles)){\n\t\t\tlet handle = this.focusHandles[handleName];\n\n\t\t\tif(this.activeHandle === handle){\n\t\t\t\thandle.node.setOpacity(1.0);\n\t\t\t}else{\n\t\t\t\thandle.node.setOpacity(0.4)\n\t\t\t}\n\t\t}\n\n\t\tfor(let handleName of Object.keys(this.translationHandles)){\n\t\t\tlet handle = this.translationHandles[handleName];\n\n\t\t\tif(this.activeHandle === handle){\n\t\t\t\thandle.node.setOpacity(1.0);\n\t\t\t}else{\n\t\t\t\thandle.node.setOpacity(0.4)\n\t\t\t}\n\t\t}\n\n\t\tfor(let handleName of Object.keys(this.rotationHandles)){\n\t\t\tlet handle = this.rotationHandles[handleName];\n\n\t\t\t//if(this.activeHandle === handle){\n\t\t\t//\thandle.node.setOpacity(1.0);\n\t\t\t//}else{\n\t\t\t//\thandle.node.setOpacity(0.4)\n\t\t\t//}\n\n\t\t\thandle.node.setOpacity(0.4);\n\t\t}\n\n\t\tfor(let handleName of Object.keys(this.scaleHandles)){\n\t\t\tlet handle = this.scaleHandles[handleName];\n\n\t\t\tif(this.activeHandle === handle){\n\t\t\t\thandle.node.setOpacity(1.0);\n\n\t\t\t\tlet relatedFocusHandle = this.focusHandles[handle.name.replace(\"scale\", \"focus\")];\n\t\t\t\tlet relatedFocusNode = relatedFocusHandle.node;\n\t\t\t\trelatedFocusNode.setOpacity(0.4);\n\n\t\t\t\tfor(let translationHandleName of Object.keys(this.translationHandles)){\n\t\t\t\t\tlet translationHandle = this.translationHandles[translationHandleName];\n\t\t\t\t\ttranslationHandle.node.setOpacity(0.4);\n\t\t\t\t}\n\n\t\t\t\t//let relatedTranslationHandle = this.translationHandles[\n\t\t\t\t//\thandle.name.replace(\"scale\", \"translation\").replace(/[+-]/g, \"\")];\n\t\t\t\t//let relatedTranslationNode = relatedTranslationHandle.node;\n\t\t\t\t//relatedTranslationNode.setOpacity(0.4);\n\n\n\t\t\t}else{\n\t\t\t\thandle.node.setOpacity(0.4)\n\t\t\t}\n\t\t}\n\n\t\t\n\n\n\n\t\tif(handle){\n\t\t\thandle.node.setOpacity(1.0);\n\t\t}\n\n\t\t\n\t}\n\n\tupdate () {\n\n\t\tif(this.selection.length === 1){\n\n\t\t\tthis.scene.visible = true;\n\n\t\t\tthis.scene.updateMatrix();\n\t\t\tthis.scene.updateMatrixWorld();\n\n\t\t\tlet selected = this.selection[0];\n\t\t\tlet world = selected.matrixWorld;\n\t\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\t\t\tlet mouse = this.viewer.inputHandler.mouse;\n\n\t\t\tlet center = selected.boundingBox.getCenter(new THREE.Vector3()).clone().applyMatrix4(selected.matrixWorld);\n\n\t\t\tthis.scene.scale.copy(selected.boundingBox.getSize(new THREE.Vector3()).multiply(selected.scale));\n\t\t\tthis.scene.position.copy(center);\n\t\t\tthis.scene.rotation.copy(selected.rotation);\n\n\t\t\tthis.scene.updateMatrixWorld();\n\n\t\t\t{\n\t\t\t\t// adjust scale of components\n\t\t\t\tfor(let handleName of Object.keys(this.handles)){\n\t\t\t\t\tlet handle = this.handles[handleName];\n\t\t\t\t\tlet node = handle.node;\n\n\t\t\t\t\tlet handlePos = node.getWorldPosition(new THREE.Vector3());\n\t\t\t\t\tlet distance = handlePos.distanceTo(camera.position);\n\t\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, domElement.clientWidth, domElement.clientHeight);\n\n\t\t\t\t\tlet ws = node.parent.getWorldScale(new THREE.Vector3());\n\n\t\t\t\t\tlet s = (7 / pr);\n\t\t\t\t\tlet scale = new THREE.Vector3(s, s, s).divide(ws);\n\n\t\t\t\t\tlet rot = new THREE.Matrix4().makeRotationFromEuler(node.rotation);\n\t\t\t\t\tlet rotInv = rot.clone().invert();\n\n\t\t\t\t\tscale.applyMatrix4(rotInv);\n\t\t\t\t\tscale.x = Math.abs(scale.x);\n\t\t\t\t\tscale.y = Math.abs(scale.y);\n\t\t\t\t\tscale.z = Math.abs(scale.z);\n\n\t\t\t\t\tnode.scale.copy(scale);\n\t\t\t\t}\n\n\t\t\t\t// adjust rotation handles\n\t\t\t\tif(!this.dragging){\n\t\t\t\t\tlet tWorld = this.scene.matrixWorld;\n\t\t\t\t\tlet tObject = tWorld.clone().invert();\n\t\t\t\t\tlet camObjectPos = camera.getWorldPosition(new THREE.Vector3()).applyMatrix4(tObject);\n\n\t\t\t\t\tlet x = this.rotationHandles[\"rotation.x\"].node.rotation;\n\t\t\t\t\tlet y = this.rotationHandles[\"rotation.y\"].node.rotation;\n\t\t\t\t\tlet z = this.rotationHandles[\"rotation.z\"].node.rotation;\n\n\t\t\t\t\tx.order = \"ZYX\";\n\t\t\t\t\ty.order = \"ZYX\";\n\n\t\t\t\t\tlet above = camObjectPos.z > 0;\n\t\t\t\t\tlet below = !above;\n\t\t\t\t\tlet PI_HALF = Math.PI / 2;\n\n\t\t\t\t\tif(above){\n\t\t\t\t\t\tif(camObjectPos.x > 0 && camObjectPos.y > 0){\n\t\t\t\t\t\t\tx.x = 1 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 3 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 0 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x < 0 && camObjectPos.y > 0){\n\t\t\t\t\t\t\tx.x = 1 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 2 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 1 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x < 0 && camObjectPos.y < 0){\n\t\t\t\t\t\t\tx.x = 2 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 2 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 2 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x > 0 && camObjectPos.y < 0){\n\t\t\t\t\t\t\tx.x = 2 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 3 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 3 * PI_HALF;\n\t\t\t\t\t\t}\n\t\t\t\t\t}else if(below){\n\t\t\t\t\t\tif(camObjectPos.x > 0 && camObjectPos.y > 0){\n\t\t\t\t\t\t\tx.x = 0 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 0 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 0 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x < 0 && camObjectPos.y > 0){\n\t\t\t\t\t\t\tx.x = 0 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 1 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 1 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x < 0 && camObjectPos.y < 0){\n\t\t\t\t\t\t\tx.x = 3 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 1 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 2 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x > 0 && camObjectPos.y < 0){\n\t\t\t\t\t\t\tx.x = 3 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 0 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 3 * PI_HALF;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t{\n\t\t\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\t\t\tlet raycaster = new THREE.Raycaster(ray.origin, ray.direction);\n\t\t\t\t\tlet intersects = raycaster.intersectObjects(this.pickVolumes.filter(v => v.visible), true);\n\n\t\t\t\t\tif(intersects.length > 0){\n\t\t\t\t\t\tlet I = intersects[0];\n\t\t\t\t\t\tlet handleName = I.object.handle;\n\t\t\t\t\t\tthis.setActiveHandle(this.handles[handleName]);\n\t\t\t\t\t}else{\n\t\t\t\t\t\tthis.setActiveHandle(null);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// \n\t\t\t\tfor(let handleName of Object.keys(this.scaleHandles)){\n\t\t\t\t\tlet handle = this.handles[handleName];\n\t\t\t\t\tlet node = handle.node;\n\t\t\t\t\tlet alignment = handle.alignment;\n\n\t\t\t\t\t\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t}else{\n\t\t\tthis.scene.visible = false;\n\t\t}\n\t\t\n\t}\n\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Volume, BoxVolume} from \"./Volume.js\";\nimport {Utils} from \"../utils.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\nexport class VolumeTool extends EventDispatcher{\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.addEventListener('start_inserting_volume', e => {\n\t\t\tthis.viewer.dispatchEvent({\n\t\t\t\ttype: 'cancel_insertions'\n\t\t\t});\n\t\t});\n\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.scene.name = 'scene_volume';\n\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.scene);\n\n\t\tthis.onRemove = e => {\n\t\t\tthis.scene.remove(e.volume);\n\t\t};\n\n\t\tthis.onAdd = e => {\n\t\t\tthis.scene.add(e.volume);\n\t\t};\n\n\t\tfor(let volume of viewer.scene.volumes){\n\t\t\tthis.onAdd({volume: volume});\n\t\t}\n\n\t\tthis.viewer.inputHandler.addEventListener('delete', e => {\n\t\t\tlet volumes = e.selection.filter(e => (e instanceof Volume));\n\t\t\tvolumes.forEach(e => this.viewer.scene.removeVolume(e));\n\t\t});\n\n\t\tviewer.addEventListener(\"update\", this.update.bind(this));\n\t\tviewer.addEventListener(\"render.pass.scene\", e => this.render(e));\n\t\tviewer.addEventListener(\"scene_changed\", this.onSceneChange.bind(this));\n\n\t\tviewer.scene.addEventListener('volume_added', this.onAdd);\n\t\tviewer.scene.addEventListener('volume_removed', this.onRemove);\n\t}\n\n\tonSceneChange(e){\n\t\tif(e.oldScene){\n\t\t\te.oldScene.removeEventListeners('volume_added', this.onAdd);\n\t\t\te.oldScene.removeEventListeners('volume_removed', this.onRemove);\n\t\t}\n\n\t\te.scene.addEventListener('volume_added', this.onAdd);\n\t\te.scene.addEventListener('volume_removed', this.onRemove);\n\t}\n\n\tstartInsertion (args = {}) {\n\t\tlet volume;\n\t\tif(args.type){\n\t\t\tvolume = new args.type();\n\t\t}else{\n\t\t\tvolume = new BoxVolume();\n\t\t}\n\t\t\n\t\tvolume.clip = args.clip || false;\n\t\tvolume.name = args.name || 'Volume';\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'start_inserting_volume',\n\t\t\tvolume: volume\n\t\t});\n\n\t\tthis.viewer.scene.addVolume(volume);\n\t\tthis.scene.add(volume);\n\n\t\tlet cancel = {\n\t\t\tcallback: null\n\t\t};\n\n\t\tlet drag = e => {\n\t\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\t\n\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\te.drag.end, \n\t\t\t\tthis.viewer.scene.getActiveCamera(), \n\t\t\t\tthis.viewer, \n\t\t\t\tthis.viewer.scene.pointclouds, \n\t\t\t\t{pickClipped: false});\n\n\t\t\tif (I) {\n\t\t\t\tvolume.position.copy(I.location);\n\n\t\t\t\tlet wp = volume.getWorldPosition(new THREE.Vector3()).applyMatrix4(camera.matrixWorldInverse);\n\t\t\t\t// let pp = new THREE.Vector4(wp.x, wp.y, wp.z).applyMatrix4(camera.projectionMatrix);\n\t\t\t\tlet w = Math.abs((wp.z / 5));\n\t\t\t\tvolume.scale.set(w, w, w);\n\t\t\t}\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tvolume.removeEventListener('drag', drag);\n\t\t\tvolume.removeEventListener('drop', drop);\n\n\t\t\tcancel.callback();\n\t\t};\n\n\t\tcancel.callback = e => {\n\t\t\tvolume.removeEventListener('drag', drag);\n\t\t\tvolume.removeEventListener('drop', drop);\n\t\t\tthis.viewer.removeEventListener('cancel_insertions', cancel.callback);\n\t\t};\n\n\t\tvolume.addEventListener('drag', drag);\n\t\tvolume.addEventListener('drop', drop);\n\t\tthis.viewer.addEventListener('cancel_insertions', cancel.callback);\n\n\t\tthis.viewer.inputHandler.startDragging(volume);\n\n\t\treturn volume;\n\t}\n\n\tupdate(){\n\t\tif (!this.viewer.scene) {\n\t\t\treturn;\n\t\t}\n\t\t\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\tlet renderAreaSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\tlet clientWidth = renderAreaSize.width;\n\t\tlet clientHeight = renderAreaSize.height;\n\n\t\tlet volumes = this.viewer.scene.volumes;\n\t\tfor (let volume of volumes) {\n\t\t\tlet label = volume.label;\n\t\t\t\n\t\t\t{\n\n\t\t\t\tlet distance = label.position.distanceTo(camera.position);\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\n\t\t\t\tlet scale = (70 / pr);\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\tlet calculatedVolume = volume.getVolume();\n\t\t\tcalculatedVolume = calculatedVolume / Math.pow(this.viewer.lengthUnit.unitspermeter, 3) * Math.pow(this.viewer.lengthUnitDisplay.unitspermeter, 3); //convert to cubic meters then to the cubic display unit\n\t\t\tlet text = Utils.addCommas(calculatedVolume.toFixed(3)) + ' ' + this.viewer.lengthUnitDisplay.code + '\\u00B3';\n\t\t\tlabel.setText(text);\n\t\t}\n\t}\n\n\trender(params){\n\t\tconst renderer = this.viewer.renderer;\n\n\t\tconst oldTarget = renderer.getRenderTarget();\n\t\t\n\t\tif(params.renderTarget){\n\t\t\trenderer.setRenderTarget(params.renderTarget);\n\t\t}\n\t\trenderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t\trenderer.setRenderTarget(oldTarget);\n\t}\n\n}\n","\r\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\r\n\r\nimport {Utils} from \"../utils.js\";\r\n\r\nexport class Compass{\r\n\r\n\tconstructor(viewer){\r\n\t\tthis.viewer = viewer;\r\n\r\n\t\tthis.visible = false;\r\n\t\tthis.dom = this.createElement();\r\n\r\n\t\tviewer.addEventListener(\"update\", () => {\r\n\t\t\tconst direction = viewer.scene.view.direction.clone();\r\n\t\t\tdirection.z = 0;\r\n\t\t\tdirection.normalize();\r\n\r\n\t\t\tconst camera = viewer.scene.getActiveCamera();\r\n\r\n\t\t\tconst p1 = camera.getWorldPosition(new THREE.Vector3());\r\n\t\t\tconst p2 = p1.clone().add(direction);\r\n\r\n\t\t\tconst projection = viewer.getProjection();\r\n\t\t\tconst azimuth = Utils.computeAzimuth(p1, p2, projection);\r\n\t\t\t\r\n\t\t\tthis.dom.css(\"transform\", `rotateZ(${-azimuth}rad)`);\r\n\t\t});\r\n\r\n\t\tthis.dom.click( () => {\r\n\t\t\tviewer.setTopView();\r\n\t\t});\r\n\r\n\t\tconst renderArea = $(viewer.renderArea);\r\n\t\trenderArea.append(this.dom);\r\n\r\n\t\tthis.setVisible(this.visible);\r\n\t}\r\n\r\n\tsetVisible(visible){\r\n\t\tthis.visible = visible;\r\n\r\n\t\tconst value = visible ? \"\" : \"none\";\r\n\t\tthis.dom.css(\"display\", value);\r\n\t}\r\n\r\n\tisVisible(){\r\n\t\treturn this.visible;\r\n\t}\r\n\r\n\tcreateElement(){\r\n\t\tconst style = `style=\"position: absolute; top: 10px; right: 10px; z-index: 10000; width: 64px;\"`;\r\n\t\tconst img = $(``);\r\n\r\n\t\treturn img;\r\n\t}\r\n\r\n};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\n\nexport class PotreeRenderer {\n\n\tconstructor (viewer) {\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\t{\n\t\t\tlet dummyScene = new THREE.Scene();\n\t\t\tlet geometry = new THREE.SphereGeometry(0.001, 2, 2);\n\t\t\tlet mesh = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial());\n\t\t\tmesh.position.set(36453, 35163, 764712);\n\t\t\tdummyScene.add(mesh);\n\n\t\t\tthis.dummyMesh = mesh;\n\t\t\tthis.dummyScene = dummyScene;\n\t\t}\n\t}\n\n\tclearTargets(){\n\n\t}\n\n\tclear(){\n\t\tlet {viewer, renderer} = this;\n\n\n\t\t// render skybox\n\t\tif(viewer.background === \"skybox\"){\n\t\t\trenderer.setClearColor(0xff0000, 1);\n\t\t}else if(viewer.background === \"gradient\"){\n\t\t\trenderer.setClearColor(0x00ff00, 1);\n\t\t}else if(viewer.background === \"black\"){\n\t\t\trenderer.setClearColor(0x000000, 1);\n\t\t}else if(viewer.background === \"white\"){\n\t\t\trenderer.setClearColor(0xFFFFFF, 1);\n\t\t}else{\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t}\n\n\t\trenderer.clear();\n\t}\n \n\trender(params){\n\t\tlet {viewer, renderer} = this;\n\n\t\tconst camera = params.camera ? params.camera : viewer.scene.getActiveCamera();\n\n\t\tviewer.dispatchEvent({type: \"render.pass.begin\",viewer: viewer});\n\n\t\tconst renderAreaSize = renderer.getSize(new THREE.Vector2());\n\t\tconst width = params.viewport ? params.viewport[2] : renderAreaSize.x;\n\t\tconst height = params.viewport ? params.viewport[3] : renderAreaSize.y;\n\n\t\t// render skybox\n\t\tif(viewer.background === \"skybox\"){\n\t\t\tviewer.skybox.camera.rotation.copy(viewer.scene.cameraP.rotation);\n\t\t\tviewer.skybox.camera.fov = viewer.scene.cameraP.fov;\n\t\t\tviewer.skybox.camera.aspect = viewer.scene.cameraP.aspect;\n\t\t\t\n\t\t\tviewer.skybox.parent.rotation.x = 0;\n\t\t\tviewer.skybox.parent.updateMatrixWorld();\n\n\t\t\tviewer.skybox.camera.updateProjectionMatrix();\n\t\t\trenderer.render(viewer.skybox.scene, viewer.skybox.camera);\n\t\t}else if(viewer.background === \"gradient\"){\n\t\t\trenderer.render(viewer.scene.sceneBG, viewer.scene.cameraBG);\n\t\t}\n\t\t\n\t\tfor(let pointcloud of this.viewer.scene.pointclouds){\n\t\t\tconst {material} = pointcloud;\n\t\t\tmaterial.useEDL = false;\n\t\t}\n\t\t\n\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, null, {\n\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof Potree.SphereVolume)),\n\t\t});\n\t\t\n\t\t// render scene\n\t\trenderer.render(viewer.scene.scene, camera);\n\n\t\tviewer.dispatchEvent({type: \"render.pass.scene\",viewer: viewer});\n\t\t\n\t\tviewer.clippingTool.update();\n\t\trenderer.render(viewer.clippingTool.sceneMarker, viewer.scene.cameraScreenSpace); //viewer.scene.cameraScreenSpace);\n\t\trenderer.render(viewer.clippingTool.sceneVolume, camera);\n\n\t\trenderer.render(viewer.controls.sceneControls, camera);\n\t\t\n\t\trenderer.clearDepth();\n\t\t\n\t\tviewer.transformationTool.update();\n\t\t\n\t\tviewer.dispatchEvent({type: \"render.pass.perspective_overlay\",viewer: viewer});\n\n\t\t// renderer.render(viewer.controls.sceneControls, camera);\n\t\t// renderer.render(viewer.clippingTool.sceneVolume, camera);\n\t\t// renderer.render(viewer.transformationTool.scene, camera);\n\t\t\n\t\t// renderer.setViewport(width - viewer.navigationCube.width, \n\t\t// \t\t\t\t\t\t\theight - viewer.navigationCube.width, \n\t\t// \t\t\t\t\t\t\tviewer.navigationCube.width, viewer.navigationCube.width);\n\t\t// renderer.render(viewer.navigationCube, viewer.navigationCube.camera);\t\t\n\t\t// renderer.setViewport(0, 0, width, height);\n\t\t\n\t\tviewer.dispatchEvent({type: \"render.pass.end\",viewer: viewer});\n\t}\n\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {PointCloudSM} from \"../utils/PointCloudSM.js\";\nimport {EyeDomeLightingMaterial} from \"../materials/EyeDomeLightingMaterial.js\";\nimport {SphereVolume} from \"../utils/Volume.js\";\nimport {Utils} from \"../utils.js\";\n\nexport class EDLRenderer{\n\tconstructor(viewer){\n\t\tthis.viewer = viewer;\n\n\t\tthis.edlMaterial = null;\n\n\t\tthis.rtRegular;\n\t\tthis.rtEDL;\n\n\t\tthis.gl = viewer.renderer.getContext();\n\n\t\tthis.shadowMap = new PointCloudSM(this.viewer.pRenderer);\n\t}\n\n\tinitEDL(){\n\t\tif (this.edlMaterial != null) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.edlMaterial = new EyeDomeLightingMaterial();\n\t\tthis.edlMaterial.depthTest = true;\n\t\tthis.edlMaterial.depthWrite = true;\n\t\tthis.edlMaterial.transparent = true;\n\n\t\tthis.rtEDL = new THREE.WebGLRenderTarget(1024, 1024, {\n\t\t\tminFilter: THREE.NearestFilter,\n\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\ttype: THREE.FloatType,\n\t\t\tdepthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)\n\t\t});\n\n\t\tthis.rtRegular = new THREE.WebGLRenderTarget(1024, 1024, {\n\t\t\tminFilter: THREE.NearestFilter,\n\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\tdepthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)\n\t\t});\n\t};\n\n\tresize(width, height){\n\t\tif(this.screenshot){\n\t\t\twidth = this.screenshot.target.width;\n\t\t\theight = this.screenshot.target.height;\n\t\t}\n\n\t\tthis.rtEDL.setSize(width , height);\n\t\tthis.rtRegular.setSize(width , height);\n\t}\n\n\tmakeScreenshot(camera, size, callback){\n\n\t\tif(camera === undefined || camera === null){\n\t\t\tcamera = this.viewer.scene.getActiveCamera();\n\t\t}\n\n\t\tif(size === undefined || size === null){\n\t\t\tsize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\t}\n\n\t\tlet {width, height} = size;\n\n\t\t//let maxTextureSize = viewer.renderer.capabilities.maxTextureSize;\n\t\t//if(width * 4 < \n\t\twidth = 2 * width;\n\t\theight = 2 * height;\n\n\t\tlet target = new THREE.WebGLRenderTarget(width, height, {\n\t\t\tformat: THREE.RGBAFormat,\n\t\t});\n\n\t\tthis.screenshot = {\n\t\t\ttarget: target\n\t\t};\n\n\t\t// HACK? removed because of error, was this important?\n\t\t//this.viewer.renderer.clearTarget(target, true, true, true);\n\n\t\tthis.render();\n\n\t\tlet pixelCount = width * height;\n\t\tlet buffer = new Uint8Array(4 * pixelCount);\n\n\t\tthis.viewer.renderer.readRenderTargetPixels(target, 0, 0, width, height, buffer);\n\n\t\t// flip vertically\n\t\tlet bytesPerLine = width * 4;\n\t\tfor(let i = 0; i < parseInt(height / 2); i++){\n\t\t\tlet j = height - i - 1;\n\n\t\t\tlet lineI = buffer.slice(i * bytesPerLine, i * bytesPerLine + bytesPerLine);\n\t\t\tlet lineJ = buffer.slice(j * bytesPerLine, j * bytesPerLine + bytesPerLine);\n\t\t\tbuffer.set(lineJ, i * bytesPerLine);\n\t\t\tbuffer.set(lineI, j * bytesPerLine);\n\t\t}\n\n\t\tthis.screenshot.target.dispose();\n\t\tdelete this.screenshot;\n\n\t\treturn {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tbuffer: buffer\n\t\t};\n\t}\n\n\tclearTargets(){\n\t\tconst viewer = this.viewer;\n\t\tconst {renderer} = viewer;\n\n\t\tconst oldTarget = renderer.getRenderTarget();\n\n\t\trenderer.setRenderTarget( this.rtEDL );\n\t\trenderer.clear( true, true, true );\n\n\t\trenderer.setRenderTarget( this.rtRegular );\n\t\trenderer.clear( true, true, false );\n\n\t\trenderer.setRenderTarget(oldTarget);\n\t}\n\n\tclear(){\n\t\tthis.initEDL();\n\t\tconst viewer = this.viewer;\n\n\t\tconst {renderer, background} = viewer;\n\n\t\tif(background === \"skybox\"){\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t} else if (background === 'gradient') {\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t} else if (background === 'black') {\n\t\t\trenderer.setClearColor(0x000000, 1);\n\t\t} else if (background === 'white') {\n\t\t\trenderer.setClearColor(0xFFFFFF, 1);\n\t\t} else {\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t}\n\t\t\n\t\trenderer.clear();\n\n\t\tthis.clearTargets();\n\t}\n\n\trenderShadowMap(visiblePointClouds, camera, lights){\n\n\t\tconst {viewer} = this;\n\n\t\tconst doShadows = lights.length > 0 && !(lights[0].disableShadowUpdates);\n\t\tif(doShadows){\n\t\t\tlet light = lights[0];\n\n\t\t\tthis.shadowMap.setLight(light);\n\n\t\t\tlet originalAttributes = new Map();\n\t\t\tfor(let pointcloud of viewer.scene.pointclouds){\n\t\t\t\t// TODO IMPORTANT !!! check\n\t\t\t\toriginalAttributes.set(pointcloud, pointcloud.material.activeAttributeName);\n\t\t\t\tpointcloud.material.disableEvents();\n\t\t\t\tpointcloud.material.activeAttributeName = \"depth\";\n\t\t\t\t//pointcloud.material.pointColorType = PointColorType.DEPTH;\n\t\t\t}\n\n\t\t\tthis.shadowMap.render(viewer.scene.scenePointCloud, camera);\n\n\t\t\tfor(let pointcloud of visiblePointClouds){\n\t\t\t\tlet originalAttribute = originalAttributes.get(pointcloud);\n\t\t\t\t// TODO IMPORTANT !!! check\n\t\t\t\tpointcloud.material.activeAttributeName = originalAttribute;\n\t\t\t\tpointcloud.material.enableEvents();\n\t\t\t}\n\n\t\t\tviewer.shadowTestCam.updateMatrixWorld();\n\t\t\tviewer.shadowTestCam.matrixWorldInverse.copy(viewer.shadowTestCam.matrixWorld).invert();\n\t\t\tviewer.shadowTestCam.updateProjectionMatrix();\n\t\t}\n\n\t}\n\n\trender(params){\n\t\tthis.initEDL();\n\n\t\tconst viewer = this.viewer;\n\t\tlet camera = params.camera ? params.camera : viewer.scene.getActiveCamera();\n\t\tconst {width, height} = this.viewer.renderer.getSize(new THREE.Vector2());\n\n\n\t\tviewer.dispatchEvent({type: \"render.pass.begin\",viewer: viewer});\n\t\t\n\t\tthis.resize(width, height);\n\n\t\tconst visiblePointClouds = viewer.scene.pointclouds.filter(pc => pc.visible);\n\n\t\tif(this.screenshot){\n\t\t\tlet oldBudget = Potree.pointBudget;\n\t\t\tPotree.pointBudget = Math.max(10 * 1000 * 1000, 2 * oldBudget);\n\t\t\tlet result = Potree.updatePointClouds(\n\t\t\t\tviewer.scene.pointclouds, \n\t\t\t\tcamera, \n\t\t\t\tviewer.renderer);\n\t\t\tPotree.pointBudget = oldBudget;\n\t\t}\n\n\t\tlet lights = [];\n\t\tviewer.scene.scene.traverse(node => {\n\t\t\tif(node.type === \"SpotLight\"){\n\t\t\t\tlights.push(node);\n\t\t\t}\n\t\t});\n\n\t\tif(viewer.background === \"skybox\"){\n\t\t\tviewer.skybox.camera.rotation.copy(viewer.scene.cameraP.rotation);\n\t\t\tviewer.skybox.camera.fov = viewer.scene.cameraP.fov;\n\t\t\tviewer.skybox.camera.aspect = viewer.scene.cameraP.aspect;\n\n\t\t\tviewer.skybox.parent.rotation.x = 0;\n\t\t\tviewer.skybox.parent.updateMatrixWorld();\n\n\t\t\tviewer.skybox.camera.updateProjectionMatrix();\n\t\t\tviewer.renderer.render(viewer.skybox.scene, viewer.skybox.camera);\n\t\t} else if (viewer.background === 'gradient') {\n\t\t\tviewer.renderer.render(viewer.scene.sceneBG, viewer.scene.cameraBG);\n\t\t} \n\n\t\t//TODO adapt to multiple lights\n\t\tthis.renderShadowMap(visiblePointClouds, camera, lights);\n\n\t\t{ // COLOR & DEPTH PASS\n\t\t\tfor (let pointcloud of visiblePointClouds) {\n\t\t\t\tlet octreeSize = pointcloud.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;\n\n\t\t\t\tlet material = pointcloud.material;\n\t\t\t\tmaterial.weighted = false;\n\t\t\t\tmaterial.useLogarithmicDepthBuffer = false;\n\t\t\t\tmaterial.useEDL = true;\n\n\t\t\t\tmaterial.screenWidth = width;\n\t\t\t\tmaterial.screenHeight = height;\n\t\t\t\tmaterial.uniforms.visibleNodes.value = pointcloud.material.visibleNodesTexture;\n\t\t\t\tmaterial.uniforms.octreeSize.value = octreeSize;\n\t\t\t\tmaterial.spacing = pointcloud.pcoGeometry.spacing; // * Math.max(pointcloud.scale.x, pointcloud.scale.y, pointcloud.scale.z);\n\t\t\t}\n\t\t\t\n\t\t\t// TODO adapt to multiple lights\n\t\t\tviewer.renderer.setRenderTarget(this.rtEDL);\n\t\t\t\n\t\t\tif(lights.length > 0){\n\t\t\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, this.rtEDL, {\n\t\t\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),\n\t\t\t\t\tshadowMaps: [this.shadowMap],\n\t\t\t\t\ttransparent: false,\n\t\t\t\t});\n\t\t\t}else{\n\n\t\t\t\t\n\t\t\t\t// let test = camera.clone();\n\t\t\t\t// test.matrixAutoUpdate = false;\n\n\t\t\t\t// //test.updateMatrixWorld = () => {};\n\n\t\t\t\t// let mat = new THREE.Matrix4().set(\n\t\t\t\t// \t1, 0, 0, 0,\n\t\t\t\t// \t0, 0, 1, 0,\n\t\t\t\t// \t0, -1, 0, 0,\n\t\t\t\t// \t0, 0, 0, 1,\n\t\t\t\t// );\n\t\t\t\t// mat.invert()\n\n\t\t\t\t// test.matrix.multiplyMatrices(mat, test.matrix);\n\t\t\t\t// test.updateMatrixWorld();\n\n\t\t\t\t//test.matrixWorld.multiplyMatrices(mat, test.matrixWorld);\n\t\t\t\t//test.matrixWorld.multiply(mat);\n\t\t\t\t//test.matrixWorldInverse.invert(test.matrixWorld);\n\t\t\t\t//test.matrixWorldInverse.multiplyMatrices(test.matrixWorldInverse, mat);\n\t\t\t\t\n\n\t\t\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, this.rtEDL, {\n\t\t\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),\n\t\t\t\t\ttransparent: false,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t\n\t\t}\n\n\t\tviewer.dispatchEvent({type: \"render.pass.scene\", viewer: viewer, renderTarget: this.rtRegular});\n\t\tviewer.renderer.setRenderTarget(null);\n\t\tviewer.renderer.render(viewer.scene.scene, camera);\n\n\t\t{ // EDL PASS\n\n\t\t\tconst uniforms = this.edlMaterial.uniforms;\n\n\t\t\tuniforms.screenWidth.value = width;\n\t\t\tuniforms.screenHeight.value = height;\n\n\t\t\tlet proj = camera.projectionMatrix;\n\t\t\tlet projArray = new Float32Array(16);\n\t\t\tprojArray.set(proj.elements);\n\n\t\t\tuniforms.uNear.value = camera.near;\n\t\t\tuniforms.uFar.value = camera.far;\n\t\t\tuniforms.uEDLColor.value = this.rtEDL.texture;\n\t\t\tuniforms.uEDLDepth.value = this.rtEDL.depthTexture;\n\t\t\tuniforms.uProj.value = projArray;\n\n\t\t\tuniforms.edlStrength.value = viewer.edlStrength;\n\t\t\tuniforms.radius.value = viewer.edlRadius;\n\t\t\tuniforms.opacity.value = viewer.edlOpacity; // HACK\n\t\t\t\n\t\t\tUtils.screenPass.render(viewer.renderer, this.edlMaterial);\n\n\t\t\tif(this.screenshot){\n\t\t\t\tUtils.screenPass.render(viewer.renderer, this.edlMaterial, this.screenshot.target);\n\t\t\t}\n\n\t\t}\n\n\t\tviewer.dispatchEvent({type: \"render.pass.scene\", viewer: viewer});\n\n\t\tviewer.renderer.clearDepth();\n\n\t\tviewer.transformationTool.update();\n\n\t\tviewer.dispatchEvent({type: \"render.pass.perspective_overlay\",viewer: viewer});\n\n\t\tviewer.renderer.render(viewer.controls.sceneControls, camera);\n\t\tviewer.renderer.render(viewer.clippingTool.sceneVolume, camera);\n\t\tviewer.renderer.render(viewer.transformationTool.scene, camera);\n\t\t\n\t\tviewer.dispatchEvent({type: \"render.pass.end\",viewer: viewer});\n\n\t}\n}\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {NormalizationMaterial} from \"../materials/NormalizationMaterial.js\";\nimport {NormalizationEDLMaterial} from \"../materials/NormalizationEDLMaterial.js\";\nimport {PointCloudMaterial} from \"../materials/PointCloudMaterial.js\";\nimport {PointShape} from \"../defines.js\";\nimport {SphereVolume} from \"../utils/Volume.js\";\nimport {Utils} from \"../utils.js\";\n\n\nexport class HQSplatRenderer{\n\t\n\tconstructor(viewer){\n\t\tthis.viewer = viewer;\n\n\t\tthis.depthMaterials = new Map();\n\t\tthis.attributeMaterials = new Map();\n\t\tthis.normalizationMaterial = null;\n\n\t\tthis.rtDepth = null;\n\t\tthis.rtAttribute = null;\n\t\tthis.gl = viewer.renderer.getContext();\n\n\t\tthis.initialized = false;\n\t}\n\n\tinit(){\n\t\tif (this.initialized) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.normalizationMaterial = new NormalizationMaterial();\n\t\tthis.normalizationMaterial.depthTest = true;\n\t\tthis.normalizationMaterial.depthWrite = true;\n\t\tthis.normalizationMaterial.transparent = true;\n\n\t\tthis.normalizationEDLMaterial = new NormalizationEDLMaterial();\n\t\tthis.normalizationEDLMaterial.depthTest = true;\n\t\tthis.normalizationEDLMaterial.depthWrite = true;\n\t\tthis.normalizationEDLMaterial.transparent = true;\n\n\t\tthis.rtDepth = new THREE.WebGLRenderTarget(1024, 1024, {\n\t\t\tminFilter: THREE.NearestFilter,\n\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\ttype: THREE.FloatType,\n\t\t\tdepthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)\n\t\t});\n\n\t\tthis.rtAttribute = new THREE.WebGLRenderTarget(1024, 1024, {\n\t\t\tminFilter: THREE.NearestFilter,\n\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\ttype: THREE.FloatType,\n\t\t\tdepthTexture: this.rtDepth.depthTexture,\n\t\t});\n\n\t\tthis.initialized = true;\n\t};\n\n\tresize(width, height){\n\t\tthis.rtDepth.setSize(width, height);\n\t\tthis.rtAttribute.setSize(width, height);\n\t}\n\n\tclearTargets(){\n\t\tconst viewer = this.viewer;\n\t\tconst {renderer} = viewer;\n\n\t\tconst oldTarget = renderer.getRenderTarget();\n\n\t\trenderer.setClearColor(0x000000, 0);\n\n\t\trenderer.setRenderTarget( this.rtDepth );\n\t\trenderer.clear( true, true, true );\n\n\t\trenderer.setRenderTarget( this.rtAttribute );\n\t\trenderer.clear( true, true, true );\n\n\t\trenderer.setRenderTarget(oldTarget);\n\t}\n\n\n\tclear(){\n\t\tthis.init();\n\n\t\tconst {renderer, background} = this.viewer;\n\n\t\tif(background === \"skybox\"){\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t} else if (background === 'gradient') {\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t} else if (background === 'black') {\n\t\t\trenderer.setClearColor(0x000000, 1);\n\t\t} else if (background === 'white') {\n\t\t\trenderer.setClearColor(0xFFFFFF, 1);\n\t\t} else {\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t}\n\n\t\trenderer.clear();\n\n\t\tthis.clearTargets();\n\t}\n\n\trender (params) {\n\t\tthis.init();\n\n\t\tconst viewer = this.viewer;\n\t\tconst camera = params.camera ? params.camera : viewer.scene.getActiveCamera();\n\t\tconst {width, height} = this.viewer.renderer.getSize(new THREE.Vector2());\n\n\t\tviewer.dispatchEvent({type: \"render.pass.begin\",viewer: viewer});\n\n\t\tthis.resize(width, height);\n\n\t\tconst visiblePointClouds = viewer.scene.pointclouds.filter(pc => pc.visible);\n\t\tconst originalMaterials = new Map();\n\n\t\tfor(let pointcloud of visiblePointClouds){\n\t\t\toriginalMaterials.set(pointcloud, pointcloud.material);\n\n\t\t\tif(!this.attributeMaterials.has(pointcloud)){\n\t\t\t\tlet attributeMaterial = new PointCloudMaterial();\n\t\t\t\tthis.attributeMaterials.set(pointcloud, attributeMaterial);\n\t\t\t}\n\n\t\t\tif(!this.depthMaterials.has(pointcloud)){\n\t\t\t\tlet depthMaterial = new PointCloudMaterial();\n\n\t\t\t\tdepthMaterial.setDefine(\"depth_pass\", \"#define hq_depth_pass\");\n\t\t\t\tdepthMaterial.setDefine(\"use_edl\", \"#define use_edl\");\n\n\t\t\t\tthis.depthMaterials.set(pointcloud, depthMaterial);\n\t\t\t}\n\t\t}\n\n\t\t{ // DEPTH PASS\n\t\t\tfor (let pointcloud of visiblePointClouds) {\n\t\t\t\tlet octreeSize = pointcloud.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;\n\n\t\t\t\tlet material = originalMaterials.get(pointcloud);\n\t\t\t\tlet depthMaterial = this.depthMaterials.get(pointcloud);\n\n\t\t\t\tdepthMaterial.size = material.size;\n\t\t\t\tdepthMaterial.minSize = material.minSize;\n\t\t\t\tdepthMaterial.maxSize = material.maxSize;\n\n\t\t\t\tdepthMaterial.pointSizeType = material.pointSizeType;\n\t\t\t\tdepthMaterial.visibleNodesTexture = material.visibleNodesTexture;\n\t\t\t\tdepthMaterial.weighted = false;\n\t\t\t\tdepthMaterial.screenWidth = width;\n\t\t\t\tdepthMaterial.shape = PointShape.CIRCLE;\n\t\t\t\tdepthMaterial.screenHeight = height;\n\t\t\t\tdepthMaterial.uniforms.visibleNodes.value = material.visibleNodesTexture;\n\t\t\t\tdepthMaterial.uniforms.octreeSize.value = octreeSize;\n\t\t\t\tdepthMaterial.spacing = pointcloud.pcoGeometry.spacing; // * Math.max(...pointcloud.scale.toArray());\n\t\t\t\tdepthMaterial.classification = material.classification;\n\t\t\t\tdepthMaterial.uniforms.classificationLUT.value.image.data = material.uniforms.classificationLUT.value.image.data;\n\t\t\t\tdepthMaterial.classificationTexture.needsUpdate = true;\n\n\t\t\t\tdepthMaterial.uniforms.uFilterReturnNumberRange.value = material.uniforms.uFilterReturnNumberRange.value;\n\t\t\t\tdepthMaterial.uniforms.uFilterNumberOfReturnsRange.value = material.uniforms.uFilterNumberOfReturnsRange.value;\n\t\t\t\tdepthMaterial.uniforms.uFilterGPSTimeClipRange.value = material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\t\tdepthMaterial.uniforms.uFilterPointSourceIDClipRange.value = material.uniforms.uFilterPointSourceIDClipRange.value;\n\n\t\t\t\tdepthMaterial.clipTask = material.clipTask;\n\t\t\t\tdepthMaterial.clipMethod = material.clipMethod;\n\t\t\t\tdepthMaterial.setClipBoxes(material.clipBoxes);\n\t\t\t\tdepthMaterial.setClipPolygons(material.clipPolygons);\n\n\t\t\t\tpointcloud.material = depthMaterial;\n\t\t\t}\n\t\t\t\n\t\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, this.rtDepth, {\n\t\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),\n\t\t\t});\n\t\t}\n\n\t\t{ // ATTRIBUTE PASS\n\t\t\tfor (let pointcloud of visiblePointClouds) {\n\t\t\t\tlet octreeSize = pointcloud.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;\n\n\t\t\t\tlet material = originalMaterials.get(pointcloud);\n\t\t\t\tlet attributeMaterial = this.attributeMaterials.get(pointcloud);\n\n\t\t\t\tattributeMaterial.size = material.size;\n\t\t\t\tattributeMaterial.minSize = material.minSize;\n\t\t\t\tattributeMaterial.maxSize = material.maxSize;\n\n\t\t\t\tattributeMaterial.pointSizeType = material.pointSizeType;\n\t\t\t\tattributeMaterial.activeAttributeName = material.activeAttributeName;\n\t\t\t\tattributeMaterial.visibleNodesTexture = material.visibleNodesTexture;\n\t\t\t\tattributeMaterial.weighted = true;\n\t\t\t\tattributeMaterial.screenWidth = width;\n\t\t\t\tattributeMaterial.screenHeight = height;\n\t\t\t\tattributeMaterial.shape = PointShape.CIRCLE;\n\t\t\t\tattributeMaterial.uniforms.visibleNodes.value = material.visibleNodesTexture;\n\t\t\t\tattributeMaterial.uniforms.octreeSize.value = octreeSize;\n\t\t\t\tattributeMaterial.spacing = pointcloud.pcoGeometry.spacing; // * Math.max(...pointcloud.scale.toArray());\n\t\t\t\tattributeMaterial.classification = material.classification;\n\t\t\t\tattributeMaterial.uniforms.classificationLUT.value.image.data = material.uniforms.classificationLUT.value.image.data;\n\t\t\t\tattributeMaterial.classificationTexture.needsUpdate = true;\n\n\t\t\t\tattributeMaterial.uniforms.uFilterReturnNumberRange.value = material.uniforms.uFilterReturnNumberRange.value;\n\t\t\t\tattributeMaterial.uniforms.uFilterNumberOfReturnsRange.value = material.uniforms.uFilterNumberOfReturnsRange.value;\n\t\t\t\tattributeMaterial.uniforms.uFilterGPSTimeClipRange.value = material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\t\tattributeMaterial.uniforms.uFilterPointSourceIDClipRange.value = material.uniforms.uFilterPointSourceIDClipRange.value;\n\n\t\t\t\tattributeMaterial.elevationGradientRepeat = material.elevationGradientRepeat;\n\t\t\t\tattributeMaterial.elevationRange = material.elevationRange;\n\t\t\t\tattributeMaterial.gradient = material.gradient;\n\t\t\t\tattributeMaterial.matcap = material.matcap;\n\n\t\t\t\tattributeMaterial.intensityRange = material.intensityRange;\n\t\t\t\tattributeMaterial.intensityGamma = material.intensityGamma;\n\t\t\t\tattributeMaterial.intensityContrast = material.intensityContrast;\n\t\t\t\tattributeMaterial.intensityBrightness = material.intensityBrightness;\n\n\t\t\t\tattributeMaterial.rgbGamma = material.rgbGamma;\n\t\t\t\tattributeMaterial.rgbContrast = material.rgbContrast;\n\t\t\t\tattributeMaterial.rgbBrightness = material.rgbBrightness;\n\n\t\t\t\tattributeMaterial.weightRGB = material.weightRGB;\n\t\t\t\tattributeMaterial.weightIntensity = material.weightIntensity;\n\t\t\t\tattributeMaterial.weightElevation = material.weightElevation;\n\t\t\t\tattributeMaterial.weightRGB = material.weightRGB;\n\t\t\t\tattributeMaterial.weightClassification = material.weightClassification;\n\t\t\t\tattributeMaterial.weightReturnNumber = material.weightReturnNumber;\n\t\t\t\tattributeMaterial.weightSourceID = material.weightSourceID;\n\n\t\t\t\tattributeMaterial.color = material.color;\n\n\t\t\t\tattributeMaterial.clipTask = material.clipTask;\n\t\t\t\tattributeMaterial.clipMethod = material.clipMethod;\n\t\t\t\tattributeMaterial.setClipBoxes(material.clipBoxes);\n\t\t\t\tattributeMaterial.setClipPolygons(material.clipPolygons);\n\n\t\t\t\tpointcloud.material = attributeMaterial;\n\t\t\t}\n\t\t\t\n\t\t\tlet gl = this.gl;\n\n\t\t\tviewer.renderer.setRenderTarget(null);\n\t\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, this.rtAttribute, {\n\t\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),\n\t\t\t\t//material: this.attributeMaterial,\n\t\t\t\tblendFunc: [gl.SRC_ALPHA, gl.ONE],\n\t\t\t\t//depthTest: false,\n\t\t\t\tdepthWrite: false\n\t\t\t});\n\t\t}\n\n\t\tfor(let [pointcloud, material] of originalMaterials){\n\t\t\tpointcloud.material = material;\n\t\t}\n\n\t\tviewer.renderer.setRenderTarget(null);\n\t\tif(viewer.background === \"skybox\"){\n\t\t\tviewer.renderer.setClearColor(0x000000, 0);\n\t\t\tviewer.renderer.clear();\n\t\t\tviewer.skybox.camera.rotation.copy(viewer.scene.cameraP.rotation);\n\t\t\tviewer.skybox.camera.fov = viewer.scene.cameraP.fov;\n\t\t\tviewer.skybox.camera.aspect = viewer.scene.cameraP.aspect;\n\t\t\t\n\t\t\tviewer.skybox.parent.rotation.x = 0;\n\t\t\tviewer.skybox.parent.updateMatrixWorld();\n\n\t\t\tviewer.skybox.camera.updateProjectionMatrix();\n\t\t\tviewer.renderer.render(viewer.skybox.scene, viewer.skybox.camera);\n\t\t} else if (viewer.background === 'gradient') {\n\t\t\tviewer.renderer.setClearColor(0x000000, 0);\n\t\t\tviewer.renderer.clear();\n\t\t\tviewer.renderer.render(viewer.scene.sceneBG, viewer.scene.cameraBG);\n\t\t} else if (viewer.background === 'black') {\n\t\t\tviewer.renderer.setClearColor(0x000000, 1);\n\t\t\tviewer.renderer.clear();\n\t\t} else if (viewer.background === 'white') {\n\t\t\tviewer.renderer.setClearColor(0xFFFFFF, 1);\n\t\t\tviewer.renderer.clear();\n\t\t} else {\n\t\t\tviewer.renderer.setClearColor(0x000000, 0);\n\t\t\tviewer.renderer.clear();\n\t\t}\n\n\t\t{ // NORMALIZATION PASS\n\t\t\tlet normalizationMaterial = this.useEDL ? this.normalizationEDLMaterial : this.normalizationMaterial;\n\n\t\t\tif(this.useEDL){\n\t\t\t\tnormalizationMaterial.uniforms.edlStrength.value = viewer.edlStrength;\n\t\t\t\tnormalizationMaterial.uniforms.radius.value = viewer.edlRadius;\n\t\t\t\tnormalizationMaterial.uniforms.screenWidth.value = width;\n\t\t\t\tnormalizationMaterial.uniforms.screenHeight.value = height;\n\t\t\t\tnormalizationMaterial.uniforms.uEDLMap.value = this.rtDepth.texture;\n\t\t\t}\n\n\t\t\tnormalizationMaterial.uniforms.uWeightMap.value = this.rtAttribute.texture;\n\t\t\tnormalizationMaterial.uniforms.uDepthMap.value = this.rtAttribute.depthTexture;\n\t\t\t\n\t\t\tUtils.screenPass.render(viewer.renderer, normalizationMaterial);\n\t\t}\n\n\t\tviewer.renderer.render(viewer.scene.scene, camera);\n\n\t\tviewer.dispatchEvent({type: \"render.pass.scene\", viewer: viewer});\n\n\t\tviewer.renderer.clearDepth();\n\n\t\tviewer.transformationTool.update();\n\n\t\tviewer.dispatchEvent({type: \"render.pass.perspective_overlay\",viewer: viewer});\n\n\t\tviewer.renderer.render(viewer.controls.sceneControls, camera);\n\t\tviewer.renderer.render(viewer.clippingTool.sceneVolume, camera);\n\t\tviewer.renderer.render(viewer.transformationTool.scene, camera);\n\n\t\tviewer.renderer.setViewport(width - viewer.navigationCube.width, \n\t\t\t\t\t\t\t\t\theight - viewer.navigationCube.width, \n\t\t\t\t\t\t\t\t\tviewer.navigationCube.width, viewer.navigationCube.width);\n\t\tviewer.renderer.render(viewer.navigationCube, viewer.navigationCube.camera);\t\t\n\t\tviewer.renderer.setViewport(0, 0, width, height);\n\t\t\n\t\tviewer.dispatchEvent({type: \"render.pass.end\",viewer: viewer});\n\n\t}\n\n}\n\n","import * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class View{\n\tconstructor () {\n\t\tthis.position = new THREE.Vector3(0, 0, 0);\n\n\t\tthis.yaw = Math.PI / 4;\n\t\tthis._pitch = -Math.PI / 4;\n\t\tthis.radius = 1;\n\n\t\tthis.maxPitch = Math.PI / 2;\n\t\tthis.minPitch = -Math.PI / 2;\n\t}\n\n\tclone () {\n\t\tlet c = new View();\n\t\tc.yaw = this.yaw;\n\t\tc._pitch = this.pitch;\n\t\tc.radius = this.radius;\n\t\tc.maxPitch = this.maxPitch;\n\t\tc.minPitch = this.minPitch;\n\n\t\treturn c;\n\t}\n\n\tget pitch () {\n\t\treturn this._pitch;\n\t}\n\n\tset pitch (angle) {\n\t\tthis._pitch = Math.max(Math.min(angle, this.maxPitch), this.minPitch);\n\t}\n\n\tget direction () {\n\t\tlet dir = new THREE.Vector3(0, 1, 0);\n\n\t\tdir.applyAxisAngle(new THREE.Vector3(1, 0, 0), this.pitch);\n\t\tdir.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\treturn dir;\n\t}\n\n\tset direction (dir) {\n\n\t\t//if(dir.x === dir.y){\n\t\tif(dir.x === 0 && dir.y === 0){\n\t\t\tthis.pitch = Math.PI / 2 * Math.sign(dir.z);\n\t\t}else{\n\t\t\tlet yaw = Math.atan2(dir.y, dir.x) - Math.PI / 2;\n\t\t\tlet pitch = Math.atan2(dir.z, Math.sqrt(dir.x * dir.x + dir.y * dir.y));\n\n\t\t\tthis.yaw = yaw;\n\t\t\tthis.pitch = pitch;\n\t\t}\n\t\t\n\t}\n\n\tlookAt(t){\n\t\tlet V;\n\t\tif(arguments.length === 1){\n\t\t\tV = new THREE.Vector3().subVectors(t, this.position);\n\t\t}else if(arguments.length === 3){\n\t\t\tV = new THREE.Vector3().subVectors(new THREE.Vector3(...arguments), this.position);\n\t\t}\n\n\t\tlet radius = V.length();\n\t\tlet dir = V.normalize();\n\n\t\tthis.radius = radius;\n\t\tthis.direction = dir;\n\t}\n\n\tgetPivot () {\n\t\treturn new THREE.Vector3().addVectors(this.position, this.direction.multiplyScalar(this.radius));\n\t}\n\n\tgetSide () {\n\t\tlet side = new THREE.Vector3(1, 0, 0);\n\t\tside.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\treturn side;\n\t}\n\n\tpan (x, y) {\n\t\tlet dir = new THREE.Vector3(0, 1, 0);\n\t\tdir.applyAxisAngle(new THREE.Vector3(1, 0, 0), this.pitch);\n\t\tdir.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\t// let side = new THREE.Vector3(1, 0, 0);\n\t\t// side.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\tlet side = this.getSide();\n\n\t\tlet up = side.clone().cross(dir);\n\n\t\tlet pan = side.multiplyScalar(x).add(up.multiplyScalar(y));\n\n\t\tthis.position = this.position.add(pan);\n\t\t// this.target = this.target.add(pan);\n\t}\n\n\ttranslate (x, y, z) {\n\t\tlet dir = new THREE.Vector3(0, 1, 0);\n\t\tdir.applyAxisAngle(new THREE.Vector3(1, 0, 0), this.pitch);\n\t\tdir.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\tlet side = new THREE.Vector3(1, 0, 0);\n\t\tside.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\tlet up = side.clone().cross(dir);\n\n\t\tlet t = side.multiplyScalar(x)\n\t\t\t.add(dir.multiplyScalar(y))\n\t\t\t.add(up.multiplyScalar(z));\n\n\t\tthis.position = this.position.add(t);\n\t}\n\n\ttranslateWorld (x, y, z) {\n\t\tthis.position.x += x;\n\t\tthis.position.y += y;\n\t\tthis.position.z += z;\n\t}\n\n\tsetView(position, target, duration = 0, callback = null){\n\n\t\tlet endPosition = null;\n\t\tif(position instanceof Array){\n\t\t\tendPosition = new THREE.Vector3(...position);\n\t\t}else if(position.x != null){\n\t\t\tendPosition = position.clone();\n\t\t}\n\n\t\tlet endTarget = null;\n\t\tif(target instanceof Array){\n\t\t\tendTarget = new THREE.Vector3(...target);\n\t\t}else if(target.x != null){\n\t\t\tendTarget = target.clone();\n\t\t}\n\t\t\n\t\tconst startPosition = this.position.clone();\n\t\tconst startTarget = this.getPivot();\n\n\t\t//const endPosition = position.clone();\n\t\t//const endTarget = target.clone();\n\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\tif(duration === 0){\n\t\t\tthis.position.copy(endPosition);\n\t\t\tthis.lookAt(endTarget);\n\t\t}else{\n\t\t\tlet value = {x: 0};\n\t\t\tlet tween = new TWEEN.Tween(value).to({x: 1}, duration);\n\t\t\ttween.easing(easing);\n\t\t\t//this.tweens.push(tween);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tlet t = value.x;\n\n\t\t\t\t//console.log(t);\n\n\t\t\t\tconst pos = new THREE.Vector3(\n\t\t\t\t\t(1 - t) * startPosition.x + t * endPosition.x,\n\t\t\t\t\t(1 - t) * startPosition.y + t * endPosition.y,\n\t\t\t\t\t(1 - t) * startPosition.z + t * endPosition.z,\n\t\t\t\t);\n\n\t\t\t\tconst target = new THREE.Vector3(\n\t\t\t\t\t(1 - t) * startTarget.x + t * endTarget.x,\n\t\t\t\t\t(1 - t) * startTarget.y + t * endTarget.y,\n\t\t\t\t\t(1 - t) * startTarget.z + t * endTarget.z,\n\t\t\t\t);\n\n\t\t\t\tthis.position.copy(pos);\n\t\t\t\tthis.lookAt(target);\n\n\t\t\t});\n\n\t\t\ttween.start();\n\n\t\t\ttween.onComplete(() => {\n\t\t\t\tif(callback){\n\t\t\t\t\tcallback();\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\n\t}\n\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Annotation} from \"../Annotation.js\";\nimport {CameraMode} from \"../defines.js\";\nimport {View} from \"./View.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\n\nexport class Scene extends EventDispatcher{\n\n\tconstructor(){\n\t\tsuper();\n\n\t\tthis.annotations = new Annotation();\n\t\t\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.sceneBG = new THREE.Scene();\n\t\tthis.scenePointCloud = new THREE.Scene();\n\n\t\tthis.cameraP = new THREE.PerspectiveCamera(this.fov, 1, 0.1, 1000*1000);\n\t\tthis.cameraO = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 1000*1000);\n\t\tthis.cameraVR = new THREE.PerspectiveCamera();\n\t\tthis.cameraBG = new THREE.Camera();\n\t\tthis.cameraScreenSpace = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 10);\n\t\tthis.cameraMode = CameraMode.PERSPECTIVE;\n\t\tthis.overrideCamera = null;\n\t\tthis.pointclouds = [];\n\n\t\tthis.measurements = [];\n\t\tthis.profiles = [];\n\t\tthis.volumes = [];\n\t\tthis.polygonClipVolumes = [];\n\t\tthis.cameraAnimations = [];\n\t\tthis.orientedImages = [];\n\t\tthis.images360 = [];\n\t\tthis.geopackages = [];\n\t\t\n\t\tthis.fpControls = null;\n\t\tthis.orbitControls = null;\n\t\tthis.earthControls = null;\n\t\tthis.geoControls = null;\n\t\tthis.deviceControls = null;\n\t\tthis.inputHandler = null;\n\n\t\tthis.view = new View();\n\n\t\tthis.directionalLight = null;\n\n\t\tthis.initialize();\n\t}\n\n\testimateHeightAt (position) {\n\t\tlet height = null;\n\t\tlet fromSpacing = Infinity;\n\n\t\tfor (let pointcloud of this.pointclouds) {\n\t\t\tif (pointcloud.root.geometryNode === undefined) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet pHeight = null;\n\t\t\tlet pFromSpacing = Infinity;\n\n\t\t\tlet lpos = position.clone().sub(pointcloud.position);\n\t\t\tlpos.z = 0;\n\t\t\tlet ray = new THREE.Ray(lpos, new THREE.Vector3(0, 0, 1));\n\n\t\t\tlet stack = [pointcloud.root];\n\t\t\twhile (stack.length > 0) {\n\t\t\t\tlet node = stack.pop();\n\t\t\t\tlet box = node.getBoundingBox();\n\n\t\t\t\tlet inside = ray.intersectBox(box);\n\n\t\t\t\tif (!inside) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tlet h = node.geometryNode.mean.z +\n\t\t\t\t\tpointcloud.position.z +\n\t\t\t\t\tnode.geometryNode.boundingBox.min.z;\n\n\t\t\t\tif (node.geometryNode.spacing <= pFromSpacing) {\n\t\t\t\t\tpHeight = h;\n\t\t\t\t\tpFromSpacing = node.geometryNode.spacing;\n\t\t\t\t}\n\n\t\t\t\tfor (let index of Object.keys(node.children)) {\n\t\t\t\t\tlet child = node.children[index];\n\t\t\t\t\tif (child.geometryNode) {\n\t\t\t\t\t\tstack.push(node.children[index]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (height === null || pFromSpacing < fromSpacing) {\n\t\t\t\theight = pHeight;\n\t\t\t\tfromSpacing = pFromSpacing;\n\t\t\t}\n\t\t}\n\n\t\treturn height;\n\t}\n\t\n\tgetBoundingBox(pointclouds = this.pointclouds){\n\t\tlet box = new THREE.Box3();\n\n\t\tthis.scenePointCloud.updateMatrixWorld(true);\n\t\tthis.referenceFrame.updateMatrixWorld(true);\n\n\t\tfor (let pointcloud of pointclouds) {\n\t\t\tpointcloud.updateMatrixWorld(true);\n\n\t\t\tlet pointcloudBox = pointcloud.pcoGeometry.tightBoundingBox ? pointcloud.pcoGeometry.tightBoundingBox : pointcloud.boundingBox;\n\t\t\tlet boxWorld = Utils.computeTransformedBoundingBox(pointcloudBox, pointcloud.matrixWorld);\n\t\t\tbox.union(boxWorld);\n\t\t}\n\n\t\treturn box;\n\t}\n\n\taddPointCloud (pointcloud) {\n\t\tthis.pointclouds.push(pointcloud);\n\t\tthis.scenePointCloud.add(pointcloud);\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'pointcloud_added',\n\t\t\tpointcloud: pointcloud\n\t\t});\n\t}\n\n\taddVolume (volume) {\n\t\tthis.volumes.push(volume);\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'volume_added',\n\t\t\t'scene': this,\n\t\t\t'volume': volume\n\t\t});\n\t}\n\n\taddOrientedImages(images){\n\t\tthis.orientedImages.push(images);\n\t\tthis.scene.add(images.node);\n\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'oriented_images_added',\n\t\t\t'scene': this,\n\t\t\t'images': images\n\t\t});\n\t};\n\n\tremoveOrientedImages(images){\n\t\tlet index = this.orientedImages.indexOf(images);\n\t\tif (index > -1) {\n\t\t\tthis.orientedImages.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'oriented_images_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'images': images\n\t\t\t});\n\t\t}\n\t};\n\n\tadd360Images(images){\n\t\tthis.images360.push(images);\n\t\tthis.scene.add(images.node);\n\n\t\tthis.dispatchEvent({\n\t\t\t'type': '360_images_added',\n\t\t\t'scene': this,\n\t\t\t'images': images\n\t\t});\n\t}\n\n\tremove360Images(images){\n\t\tlet index = this.images360.indexOf(images);\n\t\tif (index > -1) {\n\t\t\tthis.images360.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': '360_images_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'images': images\n\t\t\t});\n\t\t}\n\t}\n\n\taddGeopackage(geopackage){\n\t\tthis.geopackages.push(geopackage);\n\t\tthis.scene.add(geopackage.node);\n\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'geopackage_added',\n\t\t\t'scene': this,\n\t\t\t'geopackage': geopackage\n\t\t});\n\t};\n\n\tremoveGeopackage(geopackage){\n\t\tlet index = this.geopackages.indexOf(geopackage);\n\t\tif (index > -1) {\n\t\t\tthis.geopackages.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'geopackage_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'geopackage': geopackage\n\t\t\t});\n\t\t}\n\t};\n\n\tremoveVolume (volume) {\n\t\tlet index = this.volumes.indexOf(volume);\n\t\tif (index > -1) {\n\t\t\tthis.volumes.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'volume_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'volume': volume\n\t\t\t});\n\t\t}\n\t};\n\n\taddCameraAnimation(animation) {\n\t\tthis.cameraAnimations.push(animation);\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'camera_animation_added',\n\t\t\t'scene': this,\n\t\t\t'animation': animation\n\t\t});\n\t};\n\n\tremoveCameraAnimation(animation){\n\t\tlet index = this.cameraAnimations.indexOf(volume);\n\t\tif (index > -1) {\n\t\t\tthis.cameraAnimations.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'camera_animation_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'animation': animation\n\t\t\t});\n\t\t}\n\t};\n\n\taddPolygonClipVolume(volume){\n\t\tthis.polygonClipVolumes.push(volume);\n\t\tthis.dispatchEvent({\n\t\t\t\"type\": \"polygon_clip_volume_added\",\n\t\t\t\"scene\": this,\n\t\t\t\"volume\": volume\n\t\t});\n\t};\n\t\n\tremovePolygonClipVolume(volume){\n\t\tlet index = this.polygonClipVolumes.indexOf(volume);\n\t\tif (index > -1) {\n\t\t\tthis.polygonClipVolumes.splice(index, 1);\n\t\t\tthis.dispatchEvent({\n\t\t\t\t\"type\": \"polygon_clip_volume_removed\",\n\t\t\t\t\"scene\": this,\n\t\t\t\t\"volume\": volume\n\t\t\t});\n\t\t}\n\t};\n\t\n\taddMeasurement(measurement){\n\t\tmeasurement.lengthUnit = this.lengthUnit;\n\t\tmeasurement.lengthUnitDisplay = this.lengthUnitDisplay;\n\t\tthis.measurements.push(measurement);\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'measurement_added',\n\t\t\t'scene': this,\n\t\t\t'measurement': measurement\n\t\t});\n\t};\n\n\tremoveMeasurement (measurement) {\n\t\tlet index = this.measurements.indexOf(measurement);\n\t\tif (index > -1) {\n\t\t\tthis.measurements.splice(index, 1);\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'measurement_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'measurement': measurement\n\t\t\t});\n\t\t}\n\t}\n\n\taddProfile (profile) {\n\t\tthis.profiles.push(profile);\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'profile_added',\n\t\t\t'scene': this,\n\t\t\t'profile': profile\n\t\t});\n\t}\n\n\tremoveProfile (profile) {\n\t\tlet index = this.profiles.indexOf(profile);\n\t\tif (index > -1) {\n\t\t\tthis.profiles.splice(index, 1);\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'profile_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'profile': profile\n\t\t\t});\n\t\t}\n\t}\n\n\tremoveAllMeasurements () {\n\t\twhile (this.measurements.length > 0) {\n\t\t\tthis.removeMeasurement(this.measurements[0]);\n\t\t}\n\n\t\twhile (this.profiles.length > 0) {\n\t\t\tthis.removeProfile(this.profiles[0]);\n\t\t}\n\n\t\twhile (this.volumes.length > 0) {\n\t\t\tthis.removeVolume(this.volumes[0]);\n\t\t}\n\t}\n\n\tremoveAllClipVolumes(){\n\t\tlet clipVolumes = this.volumes.filter(volume => volume.clip === true);\n\t\tfor(let clipVolume of clipVolumes){\n\t\t\tthis.removeVolume(clipVolume);\n\t\t}\n\n\t\twhile(this.polygonClipVolumes.length > 0){\n\t\t\tthis.removePolygonClipVolume(this.polygonClipVolumes[0]);\n\t\t}\n\t}\n\n\tgetActiveCamera() {\n\n\t\tif(this.overrideCamera){\n\t\t\treturn this.overrideCamera;\n\t\t}\n\n\t\tif(this.cameraMode === CameraMode.PERSPECTIVE){\n\t\t\treturn this.cameraP;\n\t\t}else if(this.cameraMode === CameraMode.ORTHOGRAPHIC){\n\t\t\treturn this.cameraO;\n\t\t}else if(this.cameraMode === CameraMode.VR){\n\t\t\treturn this.cameraVR;\n\t\t}\n\n\t\treturn null;\n\t}\n\t\n\tinitialize(){\n\t\t\n\t\tthis.referenceFrame = new THREE.Object3D();\n\t\tthis.referenceFrame.matrixAutoUpdate = false;\n\t\tthis.scenePointCloud.add(this.referenceFrame);\n\n\t\tthis.cameraP.up.set(0, 0, 1);\n\t\tthis.cameraP.position.set(1000, 1000, 1000);\n\t\tthis.cameraO.up.set(0, 0, 1);\n\t\tthis.cameraO.position.set(1000, 1000, 1000);\n\t\t//this.camera.rotation.y = -Math.PI / 4;\n\t\t//this.camera.rotation.x = -Math.PI / 6;\n\t\tthis.cameraScreenSpace.lookAt(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, -1), new THREE.Vector3(0, 1, 0));\n\t\t\n\t\tthis.directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );\n\t\tthis.directionalLight.position.set( 10, 10, 10 );\n\t\tthis.directionalLight.lookAt( new THREE.Vector3(0, 0, 0));\n\t\tthis.scenePointCloud.add( this.directionalLight );\n\t\t\n\t\tlet light = new THREE.AmbientLight( 0x555555 ); // soft white light\n\t\tthis.scenePointCloud.add( light );\n\n\t\t{ // background\n\t\t\tlet texture = Utils.createBackgroundTexture(512, 512);\n\n\t\t\ttexture.minFilter = texture.magFilter = THREE.NearestFilter;\n\t\t\ttexture.minFilter = texture.magFilter = THREE.LinearFilter;\n\t\t\tlet bg = new THREE.Mesh(\n\t\t\t\tnew THREE.PlaneBufferGeometry(2, 2, 1),\n\t\t\t\tnew THREE.MeshBasicMaterial({\n\t\t\t\t\tmap: texture\n\t\t\t\t})\n\t\t\t);\n\t\t\tbg.material.depthTest = false;\n\t\t\tbg.material.depthWrite = false;\n\t\t\tthis.sceneBG.add(bg);\n\t\t}\n\n\t\t// { // lights\n\t\t// \t{\n\t\t// \t\tlet light = new THREE.DirectionalLight(0xffffff);\n\t\t// \t\tlight.position.set(10, 10, 1);\n\t\t// \t\tlight.target.position.set(0, 0, 0);\n\t\t// \t\tthis.scene.add(light);\n\t\t// \t}\n\n\t\t// \t{\n\t\t// \t\tlet light = new THREE.DirectionalLight(0xffffff);\n\t\t// \t\tlight.position.set(-10, 10, 1);\n\t\t// \t\tlight.target.position.set(0, 0, 0);\n\t\t// \t\tthis.scene.add(light);\n\t\t// \t}\n\n\t\t// \t{\n\t\t// \t\tlet light = new THREE.DirectionalLight(0xffffff);\n\t\t// \t\tlight.position.set(0, -10, 20);\n\t\t// \t\tlight.target.position.set(0, 0, 0);\n\t\t// \t\tthis.scene.add(light);\n\t\t// \t}\n\t\t// }\n\t}\n\t\n\taddAnnotation(position, args = {}){\t\t\n\t\tif(position instanceof Array){\n\t\t\targs.position = new THREE.Vector3().fromArray(position);\n\t\t} else if (position.x != null) {\n\t\t\targs.position = position;\n\t\t}\n\t\tlet annotation = new Annotation(args);\n\t\tthis.annotations.add(annotation);\n\n\t\treturn annotation;\n\t}\n\n\tgetAnnotations () {\n\t\treturn this.annotations;\n\t};\n\n\tremoveAnnotation(annotationToRemove) {\n\t\tthis.annotations.remove(annotationToRemove);\n\t}\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\n// http://epsg.io/\nproj4.defs([\n\t['UTM10N', '+proj=utm +zone=10 +ellps=GRS80 +datum=NAD83 +units=m +no_defs'],\n\t['EPSG:6339', '+proj=utm +zone=10 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6340', '+proj=utm +zone=11 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6341', '+proj=utm +zone=12 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6342', '+proj=utm +zone=13 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6343', '+proj=utm +zone=14 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6344', '+proj=utm +zone=15 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6345', '+proj=utm +zone=16 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6346', '+proj=utm +zone=17 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6347', '+proj=utm +zone=18 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6348', '+proj=utm +zone=19 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:26910', '+proj=utm +zone=10 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26911', '+proj=utm +zone=11 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26912', '+proj=utm +zone=12 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26913', '+proj=utm +zone=13 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26914', '+proj=utm +zone=14 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26915', '+proj=utm +zone=15 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26916', '+proj=utm +zone=16 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26917', '+proj=utm +zone=17 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26918', '+proj=utm +zone=18 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26919', '+proj=utm +zone=19 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n]);\n\nexport class MapView{\n\n\tconstructor (viewer) {\n\t\tthis.viewer = viewer;\n\n\t\tthis.webMapService = 'WMTS';\n\t\tthis.mapProjectionName = 'EPSG:3857';\n\t\tthis.mapProjection = proj4.defs(this.mapProjectionName);\n\t\tthis.sceneProjection = null;\n\n\t\tthis.extentsLayer = null;\n\t\tthis.cameraLayer = null;\n\t\tthis.toolLayer = null;\n\t\tthis.sourcesLayer = null;\n\t\tthis.sourcesLabelLayer = null;\n\t\tthis.images360Layer = null;\n\t\tthis.enabled = false;\n\n\t\tthis.createAnnotationStyle = (text) => {\n\t\t\treturn [\n\t\t\t\tnew ol.style.Style({\n\t\t\t\t\timage: new ol.style.Circle({\n\t\t\t\t\t\tradius: 10,\n\t\t\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\t\t\tcolor: [255, 255, 255, 0.5],\n\t\t\t\t\t\t\twidth: 2\n\t\t\t\t\t\t}),\n\t\t\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\t\t\tcolor: [0, 0, 0, 0.5]\n\t\t\t\t\t\t})\n\t\t\t\t\t})\n\t\t\t\t})\n\t\t\t];\n\t\t};\n\n\t\tthis.createLabelStyle = (text) => {\n\t\t\tlet style = new ol.style.Style({\n\t\t\t\timage: new ol.style.Circle({\n\t\t\t\t\tradius: 6,\n\t\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\t\tcolor: 'white',\n\t\t\t\t\t\twidth: 2\n\t\t\t\t\t}),\n\t\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\t\tcolor: 'green'\n\t\t\t\t\t})\n\t\t\t\t}),\n\t\t\t\ttext: new ol.style.Text({\n\t\t\t\t\tfont: '12px helvetica,sans-serif',\n\t\t\t\t\ttext: text,\n\t\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\t\tcolor: '#000'\n\t\t\t\t\t}),\n\t\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\t\tcolor: '#fff',\n\t\t\t\t\t\twidth: 2\n\t\t\t\t\t})\n\t\t\t\t})\n\t\t\t});\n\n\t\t\treturn style;\n\t\t};\n\t}\n\n\tshowSources (show) {\n\t\tthis.sourcesLayer.setVisible(show);\n\t\tthis.sourcesLabelLayer.setVisible(show);\n\t}\n\n\tinit () {\n\n\t\tif(typeof ol === \"undefined\"){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.elMap = $('#potree_map');\n\t\tthis.elMap.draggable({ handle: $('#potree_map_header') });\n\t\tthis.elMap.resizable();\n\n\t\tthis.elTooltip = $(`
`);\n\t\tthis.elMap.append(this.elTooltip);\n\n\t\tlet extentsLayer = this.getExtentsLayer();\n\t\tlet cameraLayer = this.getCameraLayer();\n\t\tthis.getToolLayer();\n\t\tlet sourcesLayer = this.getSourcesLayer();\n\t\tthis.images360Layer = this.getImages360Layer();\n\t\tthis.getSourcesLabelLayer();\n\t\tthis.getAnnotationsLayer();\n\n\t\tlet mousePositionControl = new ol.control.MousePosition({\n\t\t\tcoordinateFormat: ol.coordinate.createStringXY(5),\n\t\t\tprojection: 'EPSG:4326',\n\t\t\tundefinedHTML: ' '\n\t\t});\n\n\t\tlet _this = this;\n\t\tlet DownloadSelectionControl = function (optOptions) {\n\t\t\tlet options = optOptions || {};\n\n\t\t\t// TOGGLE TILES\n\t\t\tlet btToggleTiles = document.createElement('button');\n\t\t\tbtToggleTiles.innerHTML = 'T';\n\t\t\tbtToggleTiles.addEventListener('click', () => {\n\t\t\t\tlet visible = sourcesLayer.getVisible();\n\t\t\t\t_this.showSources(!visible);\n\t\t\t}, false);\n\t\t\tbtToggleTiles.style.float = 'left';\n\t\t\tbtToggleTiles.title = 'show / hide tiles';\n\n\t\t\t// DOWNLOAD SELECTED TILES\n\t\t\tlet link = document.createElement('a');\n\t\t\tlink.href = '#';\n\t\t\tlink.download = 'list.txt';\n\t\t\tlink.style.float = 'left';\n\n\t\t\tlet button = document.createElement('button');\n\t\t\tbutton.innerHTML = 'D';\n\t\t\tlink.appendChild(button);\n\n\t\t\tlet handleDownload = (e) => {\n\t\t\t\tlet features = selectedFeatures.getArray();\n\n\t\t\t\tlet url = [document.location.protocol, '//', document.location.host, document.location.pathname].join('');\n\n\t\t\t\tif (features.length === 0) {\n\t\t\t\t\talert('No tiles were selected. Select area with ctrl + left mouse button!');\n\t\t\t\t\te.preventDefault();\n\t\t\t\t\te.stopImmediatePropagation();\n\t\t\t\t\treturn false;\n\t\t\t\t} else if (features.length === 1) {\n\t\t\t\t\tlet feature = features[0];\n\n\t\t\t\t\tif (feature.source) {\n\t\t\t\t\t\tlet cloudjsurl = feature.pointcloud.pcoGeometry.url;\n\t\t\t\t\t\tlet sourceurl = new URL(url + '/../' + cloudjsurl + '/../source/' + feature.source.name);\n\t\t\t\t\t\tlink.href = sourceurl.href;\n\t\t\t\t\t\tlink.download = feature.source.name;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tlet content = '';\n\t\t\t\t\tfor (let i = 0; i < features.length; i++) {\n\t\t\t\t\t\tlet feature = features[i];\n\n\t\t\t\t\t\tif (feature.source) {\n\t\t\t\t\t\t\tlet cloudjsurl = feature.pointcloud.pcoGeometry.url;\n\t\t\t\t\t\t\tlet sourceurl = new URL(url + '/../' + cloudjsurl + '/../source/' + feature.source.name);\n\t\t\t\t\t\t\tcontent += sourceurl.href + '\\n';\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tlet uri = 'data:application/octet-stream;base64,' + btoa(content);\n\t\t\t\t\tlink.href = uri;\n\t\t\t\t\tlink.download = 'list_of_files.txt';\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tbutton.addEventListener('click', handleDownload, false);\n\n\t\t\t// assemble container\n\t\t\tlet element = document.createElement('div');\n\t\t\telement.className = 'ol-unselectable ol-control';\n\t\t\telement.appendChild(link);\n\t\t\telement.appendChild(btToggleTiles);\n\t\t\telement.style.bottom = '0.5em';\n\t\t\telement.style.left = '0.5em';\n\t\t\telement.title = 'Download file or list of selected tiles. Select tile with left mouse button or area using ctrl + left mouse.';\n\n\t\t\tol.control.Control.call(this, {\n\t\t\t\telement: element,\n\t\t\t\ttarget: options.target\n\t\t\t});\n\t\t};\n\t\tol.inherits(DownloadSelectionControl, ol.control.Control);\n\n\t\tthis.map = new ol.Map({\n\t\t\tcontrols: ol.control.defaults({\n\t\t\t\tattributionOptions: ({\n\t\t\t\t\tcollapsible: false\n\t\t\t\t})\n\t\t\t}).extend([\n\t\t\t\t// this.controls.zoomToExtent,\n\t\t\t\tnew DownloadSelectionControl(),\n\t\t\t\tmousePositionControl\n\t\t\t]),\n\t\t\tlayers: [\n\t\t\t\tnew ol.layer.Tile({source: new ol.source.OSM()}),\n\t\t\t\tthis.toolLayer,\n\t\t\t\tthis.annotationsLayer,\n\t\t\t\tthis.sourcesLayer,\n\t\t\t\tthis.sourcesLabelLayer,\n\t\t\t\tthis.images360Layer,\n\t\t\t\textentsLayer,\n\t\t\t\tcameraLayer\n\t\t\t],\n\t\t\ttarget: 'potree_map_content',\n\t\t\tview: new ol.View({\n\t\t\t\tcenter: this.olCenter,\n\t\t\t\tzoom: 9\n\t\t\t})\n\t\t});\n\n\t\t// DRAGBOX / SELECTION\n\t\tthis.dragBoxLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(0, 0, 255, 1)',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\t\tthis.map.addLayer(this.dragBoxLayer);\n\n\t\tlet select = new ol.interaction.Select();\n\t\tthis.map.addInteraction(select);\n\n\t\tlet selectedFeatures = select.getFeatures();\n\n\t\tlet dragBox = new ol.interaction.DragBox({\n\t\t\tcondition: ol.events.condition.platformModifierKeyOnly\n\t\t});\n\n\t\tthis.map.addInteraction(dragBox);\n\n\t\t// this.map.on('pointermove', evt => {\n\t\t// \tlet pixel = evt.pixel;\n\t\t// \tlet feature = this.map.forEachFeatureAtPixel(pixel, function (feature) {\n\t\t// \t\treturn feature;\n\t\t// \t});\n\n\t\t// \t// console.log(feature);\n\t\t// \t// this.elTooltip.css(\"display\", feature ? '' : 'none');\n\t\t// \tthis.elTooltip.css('display', 'none');\n\t\t// \tif (feature && feature.onHover) {\n\t\t// \t\tfeature.onHover(evt);\n\t\t// \t\t// overlay.setPosition(evt.coordinate);\n\t\t// \t\t// tooltip.innerHTML = feature.get('name');\n\t\t// \t}\n\t\t// });\n\n\t\tthis.map.on('click', evt => {\n\t\t\tlet pixel = evt.pixel;\n\t\t\tlet feature = this.map.forEachFeatureAtPixel(pixel, function (feature) {\n\t\t\t\treturn feature;\n\t\t\t});\n\n\t\t\tif (feature && feature.onClick) {\n\t\t\t\tfeature.onClick(evt);\n\t\t\t}\n\t\t});\n\n\t\tdragBox.on('boxend', (e) => {\n\t\t\t// features that intersect the box are added to the collection of\n\t\t\t// selected features, and their names are displayed in the \"info\"\n\t\t\t// div\n\t\t\tlet extent = dragBox.getGeometry().getExtent();\n\t\t\tthis.getSourcesLayer().getSource().forEachFeatureIntersectingExtent(extent, (feature) => {\n\t\t\t\tselectedFeatures.push(feature);\n\t\t\t});\n\t\t});\n\n\t\t// clear selection when drawing a new box and when clicking on the map\n\t\tdragBox.on('boxstart', (e) => {\n\t\t\tselectedFeatures.clear();\n\t\t});\n\t\tthis.map.on('click', () => {\n\t\t\tselectedFeatures.clear();\n\t\t});\n\n\t\tthis.viewer.addEventListener('scene_changed', e => {\n\t\t\tthis.setScene(e.scene);\n\t\t});\n\n\t\tthis.onPointcloudAdded = e => {\n\t\t\tthis.load(e.pointcloud);\n\t\t};\n\n\t\tthis.on360ImagesAdded = e => {\n\t\t\tthis.addImages360(e.images);\n\t\t};\n\n\t\tthis.onAnnotationAdded = e => {\n\t\t\tif (!this.sceneProjection) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tlet annotation = e.annotation;\n\t\t\tlet position = annotation.position;\n\t\t\tlet mapPos = this.toMap.forward([position.x, position.y]);\n\t\t\tlet feature = new ol.Feature({\n\t\t\t\tgeometry: new ol.geom.Point(mapPos),\n\t\t\t\tname: annotation.title\n\t\t\t});\n\t\t\tfeature.setStyle(this.createAnnotationStyle(annotation.title));\n\n\t\t\tfeature.onHover = evt => {\n\t\t\t\tlet coordinates = feature.getGeometry().getCoordinates();\n\t\t\t\tlet p = this.map.getPixelFromCoordinate(coordinates);\n\n\t\t\t\tthis.elTooltip.html(annotation.title);\n\t\t\t\tthis.elTooltip.css('display', '');\n\t\t\t\tthis.elTooltip.css('left', `${p[0]}px`);\n\t\t\t\tthis.elTooltip.css('top', `${p[1]}px`);\n\t\t\t};\n\n\t\t\tfeature.onClick = evt => {\n\t\t\t\tannotation.clickTitle();\n\t\t\t};\n\n\t\t\tthis.getAnnotationsLayer().getSource().addFeature(feature);\n\t\t};\n\n\t\tthis.setScene(this.viewer.scene);\n\t}\n\n\tsetScene (scene) {\n\t\tif (this.scene === scene) {\n\t\t\treturn;\n\t\t};\n\n\t\tif (this.scene) {\n\t\t\tthis.scene.removeEventListener('pointcloud_added', this.onPointcloudAdded);\n\t\t\tthis.scene.removeEventListener('360_images_added', this.on360ImagesAdded);\n\t\t\tthis.scene.annotations.removeEventListener('annotation_added', this.onAnnotationAdded);\n\t\t}\n\n\t\tthis.scene = scene;\n\n\t\tthis.scene.addEventListener('pointcloud_added', this.onPointcloudAdded);\n\t\tthis.scene.addEventListener('360_images_added', this.on360ImagesAdded);\n\t\tthis.scene.annotations.addEventListener('annotation_added', this.onAnnotationAdded);\n\n\t\tfor (let pointcloud of this.viewer.scene.pointclouds) {\n\t\t\tthis.load(pointcloud);\n\t\t}\n\n\t\tthis.viewer.scene.annotations.traverseDescendants(annotation => {\n\t\t\tthis.onAnnotationAdded({annotation: annotation});\n\t\t});\n\n\t\tfor(let images of this.viewer.scene.images360){\n\t\t\tthis.on360ImagesAdded({images: images});\n\t\t}\n\t}\n\n\tgetExtentsLayer () {\n\t\tif (this.extentsLayer) {\n\t\t\treturn this.extentsLayer;\n\t\t}\n\n\t\tthis.gExtent = new ol.geom.LineString([[0, 0], [0, 0]]);\n\n\t\tlet feature = new ol.Feature(this.gExtent);\n\t\tlet featureVector = new ol.source.Vector({\n\t\t\tfeatures: [feature]\n\t\t});\n\n\t\tthis.extentsLayer = new ol.layer.Vector({\n\t\t\tsource: featureVector,\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(255, 255, 255, 0.2)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: '#0000ff',\n\t\t\t\t\twidth: 2\n\t\t\t\t}),\n\t\t\t\timage: new ol.style.Circle({\n\t\t\t\t\tradius: 3,\n\t\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\t\tcolor: '#0000ff'\n\t\t\t\t\t})\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.extentsLayer;\n\t}\n\n\tgetAnnotationsLayer () {\n\t\tif (this.annotationsLayer) {\n\t\t\treturn this.annotationsLayer;\n\t\t}\n\n\t\tthis.annotationsLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({\n\t\t\t}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.annotationsLayer;\n\t}\n\n\tgetCameraLayer () {\n\t\tif (this.cameraLayer) {\n\t\t\treturn this.cameraLayer;\n\t\t}\n\n\t\t// CAMERA LAYER\n\t\tthis.gCamera = new ol.geom.LineString([[0, 0], [0, 0], [0, 0], [0, 0]]);\n\t\tlet feature = new ol.Feature(this.gCamera);\n\t\tlet featureVector = new ol.source.Vector({\n\t\t\tfeatures: [feature]\n\t\t});\n\n\t\tthis.cameraLayer = new ol.layer.Vector({\n\t\t\tsource: featureVector,\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: '#0000ff',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.cameraLayer;\n\t}\n\n\tgetToolLayer () {\n\t\tif (this.toolLayer) {\n\t\t\treturn this.toolLayer;\n\t\t}\n\n\t\tthis.toolLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({\n\t\t\t}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.toolLayer;\n\t}\n\n\tgetImages360Layer(){\n\t\tif(this.images360Layer){\n\t\t\treturn this.images360Layer;\n\t\t}\n\n\t\tlet style = new ol.style.Style({\n\t\t\timage: new ol.style.Circle({\n\t\t\t\tradius: 4,\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: [255, 0, 0, 1],\n\t\t\t\t\twidth: 2\n\t\t\t\t}),\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: [255, 100, 100, 1]\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\t\t\n\t\tlet layer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({}),\n\t\t\tstyle: style,\n\t\t});\n\n\t\tthis.images360Layer = layer;\n\n\t\treturn this.images360Layer;\n\t}\n\n\tgetSourcesLayer () {\n\t\tif (this.sourcesLayer) {\n\t\t\treturn this.sourcesLayer;\n\t\t}\n\n\t\tthis.sourcesLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(0, 0, 150, 0.1)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(0, 0, 150, 1)',\n\t\t\t\t\twidth: 1\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.sourcesLayer;\n\t}\n\n\tgetSourcesLabelLayer () {\n\t\tif (this.sourcesLabelLayer) {\n\t\t\treturn this.sourcesLabelLayer;\n\t\t}\n\n\t\tthis.sourcesLabelLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({\n\t\t\t}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 0.1)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t}),\n\t\t\tminResolution: 0.01,\n\t\t\tmaxResolution: 20\n\t\t});\n\n\t\treturn this.sourcesLabelLayer;\n\t}\n\n\tsetSceneProjection (sceneProjection) {\n\t\tthis.sceneProjection = sceneProjection;\n\t\tthis.toMap = proj4(this.sceneProjection, this.mapProjection);\n\t\tthis.toScene = proj4(this.mapProjection, this.sceneProjection);\n\t};\n\n\tgetMapExtent () {\n\t\tlet bb = this.viewer.getBoundingBox();\n\n\t\tlet bottomLeft = this.toMap.forward([bb.min.x, bb.min.y]);\n\t\tlet bottomRight = this.toMap.forward([bb.max.x, bb.min.y]);\n\t\tlet topRight = this.toMap.forward([bb.max.x, bb.max.y]);\n\t\tlet topLeft = this.toMap.forward([bb.min.x, bb.max.y]);\n\n\t\tlet extent = {\n\t\t\tbottomLeft: bottomLeft,\n\t\t\tbottomRight: bottomRight,\n\t\t\ttopRight: topRight,\n\t\t\ttopLeft: topLeft\n\t\t};\n\n\t\treturn extent;\n\t};\n\n\tgetMapCenter () {\n\t\tlet mapExtent = this.getMapExtent();\n\n\t\tlet mapCenter = [\n\t\t\t(mapExtent.bottomLeft[0] + mapExtent.topRight[0]) / 2,\n\t\t\t(mapExtent.bottomLeft[1] + mapExtent.topRight[1]) / 2\n\t\t];\n\n\t\treturn mapCenter;\n\t};\n\n\tupdateToolDrawings () {\n\t\tthis.toolLayer.getSource().clear();\n\n\t\tlet profiles = this.viewer.profileTool.profiles;\n\t\tfor (let i = 0; i < profiles.length; i++) {\n\t\t\tlet profile = profiles[i];\n\t\t\tlet coordinates = [];\n\n\t\t\tfor (let j = 0; j < profile.points.length; j++) {\n\t\t\t\tlet point = profile.points[j];\n\t\t\t\tlet pointMap = this.toMap.forward([point.x, point.y]);\n\t\t\t\tcoordinates.push(pointMap);\n\t\t\t}\n\n\t\t\tlet line = new ol.geom.LineString(coordinates);\n\t\t\tlet feature = new ol.Feature(line);\n\t\t\tthis.toolLayer.getSource().addFeature(feature);\n\t\t}\n\n\t\tlet measurements = this.viewer.measuringTool.measurements;\n\t\tfor (let i = 0; i < measurements.length; i++) {\n\t\t\tlet measurement = measurements[i];\n\t\t\tlet coordinates = [];\n\n\t\t\tfor (let j = 0; j < measurement.points.length; j++) {\n\t\t\t\tlet point = measurement.points[j].position;\n\t\t\t\tlet pointMap = this.toMap.forward([point.x, point.y]);\n\t\t\t\tcoordinates.push(pointMap);\n\t\t\t}\n\n\t\t\tif (measurement.closed && measurement.points.length > 0) {\n\t\t\t\tcoordinates.push(coordinates[0]);\n\t\t\t}\n\n\t\t\tlet line = new ol.geom.LineString(coordinates);\n\t\t\tlet feature = new ol.Feature(line);\n\t\t\tthis.toolLayer.getSource().addFeature(feature);\n\t\t}\n\t}\n\n\taddImages360(images){\n\t\tlet transform = this.toMap.forward;\n\t\tlet layer = this.getImages360Layer();\n\n\t\tfor(let image of images.images){\n\n\t\t\tlet p = transform([image.position[0], image.position[1]]);\n\n\t\t\tlet feature = new ol.Feature({\n\t\t\t\t'geometry': new ol.geom.Point(p),\n\t\t\t});\n\n\t\t\tfeature.onClick = () => {\n\t\t\t\timages.focus(image);\n\t\t\t};\n\n\t\t\tlayer.getSource().addFeature(feature);\n\t\t}\n\t}\n\n\tasync load (pointcloud) {\n\t\tif (!pointcloud) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (!pointcloud.projection) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (!this.sceneProjection) {\n\t\t\ttry {\n\t\t\t\tthis.setSceneProjection(pointcloud.projection);\n\t\t\t}catch (e) {\n\t\t\t\tconsole.log('Failed projection:', e);\n\n\t\t\t\tif (pointcloud.fallbackProjection) {\n\t\t\t\t\ttry {\n\t\t\t\t\t\tconsole.log('Trying fallback projection...');\n\t\t\t\t\t\tthis.setSceneProjection(pointcloud.fallbackProjection);\n\t\t\t\t\t\tconsole.log('Set projection from fallback');\n\t\t\t\t\t}catch (e) {\n\t\t\t\t\t\tconsole.log('Failed fallback projection:', e);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}else{\n\t\t\t\t\treturn;\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\n\t\tlet mapExtent = this.getMapExtent();\n\t\tlet mapCenter = this.getMapCenter();\n\n\t\tlet view = this.map.getView();\n\t\tview.setCenter(mapCenter);\n\n\t\tthis.gExtent.setCoordinates([\n\t\t\tmapExtent.bottomLeft,\n\t\t\tmapExtent.bottomRight,\n\t\t\tmapExtent.topRight,\n\t\t\tmapExtent.topLeft,\n\t\t\tmapExtent.bottomLeft\n\t\t]);\n\n\t\tview.fit(this.gExtent, [300, 300], {\n\t\t\tconstrainResolution: false\n\t\t});\n\n\t\tif (pointcloud.pcoGeometry.type == 'ept'){ \n\t\t\treturn;\n\t\t}\n\n\t\tlet url = `${pointcloud.pcoGeometry.url}/../sources.json`;\n\t\t//let response = await fetch(url);\n\n\t\tfetch(url).then(async (response) => {\n\t\t\tlet data = await response.json();\n\t\t\n\t\t\tlet sources = data.sources;\n\n\t\t\tfor (let i = 0; i < sources.length; i++) {\n\t\t\t\tlet source = sources[i];\n\t\t\t\tlet name = source.name;\n\t\t\t\tlet bounds = source.bounds;\n\n\t\t\t\tlet mapBounds = {\n\t\t\t\t\tmin: this.toMap.forward([bounds.min[0], bounds.min[1]]),\n\t\t\t\t\tmax: this.toMap.forward([bounds.max[0], bounds.max[1]])\n\t\t\t\t};\n\t\t\t\tlet mapCenter = [\n\t\t\t\t\t(mapBounds.min[0] + mapBounds.max[0]) / 2,\n\t\t\t\t\t(mapBounds.min[1] + mapBounds.max[1]) / 2\n\t\t\t\t];\n\n\t\t\t\tlet p1 = this.toMap.forward([bounds.min[0], bounds.min[1]]);\n\t\t\t\tlet p2 = this.toMap.forward([bounds.max[0], bounds.min[1]]);\n\t\t\t\tlet p3 = this.toMap.forward([bounds.max[0], bounds.max[1]]);\n\t\t\t\tlet p4 = this.toMap.forward([bounds.min[0], bounds.max[1]]);\n\n\t\t\t\t// let feature = new ol.Feature({\n\t\t\t\t//\t'geometry': new ol.geom.LineString([p1, p2, p3, p4, p1])\n\t\t\t\t// });\n\t\t\t\tlet feature = new ol.Feature({\n\t\t\t\t\t'geometry': new ol.geom.Polygon([[p1, p2, p3, p4, p1]])\n\t\t\t\t});\n\t\t\t\tfeature.source = source;\n\t\t\t\tfeature.pointcloud = pointcloud;\n\t\t\t\tthis.getSourcesLayer().getSource().addFeature(feature);\n\n\t\t\t\tfeature = new ol.Feature({\n\t\t\t\t\tgeometry: new ol.geom.Point(mapCenter),\n\t\t\t\t\tname: name\n\t\t\t\t});\n\t\t\t\tfeature.setStyle(this.createLabelStyle(name));\n\t\t\t\tthis.sourcesLabelLayer.getSource().addFeature(feature);\n\t\t\t}\n\t\t}).catch(() => {\n\t\t\t\n\t\t});\n\n\t}\n\n\ttoggle () {\n\t\tif (this.elMap.is(':visible')) {\n\t\t\tthis.elMap.css('display', 'none');\n\t\t\tthis.enabled = false;\n\t\t} else {\n\t\t\tthis.elMap.css('display', 'block');\n\t\t\tthis.enabled = true;\n\t\t}\n\t}\n\n\tupdate (delta) {\n\t\tif (!this.sceneProjection) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet pm = $('#potree_map');\n\n\t\tif (!this.enabled) {\n\t\t\treturn;\n\t\t}\n\n\t\t// resize\n\t\tlet mapSize = this.map.getSize();\n\t\tlet resized = (pm.width() !== mapSize[0] || pm.height() !== mapSize[1]);\n\t\tif (resized) {\n\t\t\tthis.map.updateSize();\n\t\t}\n\n\t\t//\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\n\t\tlet scale = this.map.getView().getResolution();\n\t\tlet campos = camera.position;\n\t\tlet camdir = camera.getWorldDirection(new THREE.Vector3());\n\t\tlet sceneLookAt = camdir.clone().multiplyScalar(30 * scale).add(campos);\n\t\tlet geoPos = camera.position;\n\t\tlet geoLookAt = sceneLookAt;\n\t\tlet mapPos = new THREE.Vector2().fromArray(this.toMap.forward([geoPos.x, geoPos.y]));\n\t\tlet mapLookAt = new THREE.Vector2().fromArray(this.toMap.forward([geoLookAt.x, geoLookAt.y]));\n\t\tlet mapDir = new THREE.Vector2().subVectors(mapLookAt, mapPos).normalize();\n\n\t\tmapLookAt = mapPos.clone().add(mapDir.clone().multiplyScalar(30 * scale));\n\t\tlet mapLength = mapPos.distanceTo(mapLookAt);\n\t\tlet mapSide = new THREE.Vector2(-mapDir.y, mapDir.x);\n\n\t\tlet p1 = mapPos.toArray();\n\t\tlet p2 = mapLookAt.clone().sub(mapSide.clone().multiplyScalar(0.3 * mapLength)).toArray();\n\t\tlet p3 = mapLookAt.clone().add(mapSide.clone().multiplyScalar(0.3 * mapLength)).toArray();\n\n\t\tthis.gCamera.setCoordinates([p1, p2, p3, p1]);\n\t}\n\n\tget sourcesVisible () {\n\t\treturn this.getSourcesLayer().getVisible();\n\t}\n\n\tset sourcesVisible (value) {\n\t\tthis.getSourcesLayer().setVisible(value);\n\t}\n\n}\n","\nexport class CSVExporter {\n\tstatic toString (points) {\n\t\tlet string = '';\n\n\t\tlet attributes = Object.keys(points.data)\n\t\t\t.filter(a => a !== 'normal')\n\t\t\t.sort((a, b) => {\n\t\t\t\tif (a === 'position') return -1;\n\t\t\t\tif (b === 'position') return 1;\n\t\t\t\tif (a === 'rgba') return -1;\n\t\t\t\tif (b === 'rgba') return 1;\n\t\t\t});\n\n\t\tlet headerValues = [];\n\t\tfor (let attribute of attributes) {\n\t\t\tlet itemSize = points.data[attribute].length / points.numPoints;\n\n\t\t\tif (attribute === 'position') {\n\t\t\t\theaderValues = headerValues.concat(['x', 'y', 'z']);\n\t\t\t} else if (attribute === 'rgba') {\n\t\t\t\theaderValues = headerValues.concat(['r', 'g', 'b', 'a']);\n\t\t\t} else if (itemSize > 1) {\n\t\t\t\tfor (let i = 0; i < itemSize; i++) {\n\t\t\t\t\theaderValues.push(`${attribute}_${i}`);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\theaderValues.push(attribute);\n\t\t\t}\n\t\t}\n\t\tstring = headerValues.join(', ') + '\\n';\n\n\t\tfor (let i = 0; i < points.numPoints; i++) {\n\t\t\tlet values = [];\n\n\t\t\tfor (let attribute of attributes) {\n\t\t\t\tlet itemSize = points.data[attribute].length / points.numPoints;\n\t\t\t\tlet value = points.data[attribute]\n\t\t\t\t\t.subarray(itemSize * i, itemSize * i + itemSize)\n\t\t\t\t\t.join(', ');\n\t\t\t\tvalues.push(value);\n\t\t\t}\n\n\t\t\tstring += values.join(', ') + '\\n';\n\t\t}\n\n\t\treturn string;\n\t}\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class LASExporter {\n\tstatic toLAS (points) {\n\t\t// TODO Unused: let string = '';\n\n\t\tlet boundingBox = points.boundingBox;\n\t\tlet offset = boundingBox.min.clone();\n\t\tlet diagonal = boundingBox.min.distanceTo(boundingBox.max);\n\t\tlet scale = new THREE.Vector3(0.001, 0.001, 0.001);\n\t\tif (diagonal > 1000 * 1000) {\n\t\t\tscale = new THREE.Vector3(0.01, 0.01, 0.01);\n\t\t} else {\n\t\t\tscale = new THREE.Vector3(0.001, 0.001, 0.001);\n\t\t}\n\n\t\tlet setString = function (string, offset, buffer) {\n\t\t\tlet view = new Uint8Array(buffer);\n\n\t\t\tfor (let i = 0; i < string.length; i++) {\n\t\t\t\tlet charCode = string.charCodeAt(i);\n\t\t\t\tview[offset + i] = charCode;\n\t\t\t}\n\t\t};\n\n\t\tlet buffer = new ArrayBuffer(227 + 28 * points.numPoints);\n\t\tlet view = new DataView(buffer);\n\t\tlet u8View = new Uint8Array(buffer);\n\t\t// let u16View = new Uint16Array(buffer);\n\n\t\tsetString('LASF', 0, buffer);\n\t\tu8View[24] = 1;\n\t\tu8View[25] = 2;\n\n\t\t// system identifier o:26 l:32\n\n\t\t// generating software o:58 l:32\n\t\tsetString('Potree 1.7', 58, buffer);\n\n\t\t// file creation day of year o:90 l:2\n\t\t// file creation year o:92 l:2\n\n\t\t// header size o:94 l:2\n\t\tview.setUint16(94, 227, true);\n\n\t\t// offset to point data o:96 l:4\n\t\tview.setUint32(96, 227, true);\n\n\t\t// number of letiable length records o:100 l:4\n\n\t\t// point data record format 104 1\n\t\tu8View[104] = 2;\n\n\t\t// point data record length 105 2\n\t\tview.setUint16(105, 28, true);\n\n\t\t// number of point records 107 4\n\t\tview.setUint32(107, points.numPoints, true);\n\n\t\t// number of points by return 111 20\n\n\t\t// x scale factor 131 8\n\t\tview.setFloat64(131, scale.x, true);\n\n\t\t// y scale factor 139 8\n\t\tview.setFloat64(139, scale.y, true);\n\n\t\t// z scale factor 147 8\n\t\tview.setFloat64(147, scale.z, true);\n\n\t\t// x offset 155 8\n\t\tview.setFloat64(155, offset.x, true);\n\n\t\t// y offset 163 8\n\t\tview.setFloat64(163, offset.y, true);\n\n\t\t// z offset 171 8\n\t\tview.setFloat64(171, offset.z, true);\n\n\t\t// max x 179 8\n\t\tview.setFloat64(179, boundingBox.max.x, true);\n\n\t\t// min x 187 8\n\t\tview.setFloat64(187, boundingBox.min.x, true);\n\n\t\t// max y 195 8\n\t\tview.setFloat64(195, boundingBox.max.y, true);\n\n\t\t// min y 203 8\n\t\tview.setFloat64(203, boundingBox.min.y, true);\n\n\t\t// max z 211 8\n\t\tview.setFloat64(211, boundingBox.max.z, true);\n\n\t\t// min z 219 8\n\t\tview.setFloat64(219, boundingBox.min.z, true);\n\n\t\tlet boffset = 227;\n\t\tfor (let i = 0; i < points.numPoints; i++) {\n\n\t\t\tlet px = points.data.position[3 * i + 0];\n\t\t\tlet py = points.data.position[3 * i + 1];\n\t\t\tlet pz = points.data.position[3 * i + 2];\n\n\t\t\tlet ux = parseInt((px - offset.x) / scale.x);\n\t\t\tlet uy = parseInt((py - offset.y) / scale.y);\n\t\t\tlet uz = parseInt((pz - offset.z) / scale.z);\n\n\t\t\tview.setUint32(boffset + 0, ux, true);\n\t\t\tview.setUint32(boffset + 4, uy, true);\n\t\t\tview.setUint32(boffset + 8, uz, true);\n\n\t\t\tif (points.data.intensity) {\n\t\t\t\tview.setUint16(boffset + 12, (points.data.intensity[i]), true);\n\t\t\t}\n\n\t\t\tlet rt = 0;\n\t\t\tif (points.data.returnNumber) {\n\t\t\t\trt += points.data.returnNumber[i];\n\t\t\t}\n\t\t\tif (points.data.numberOfReturns) {\n\t\t\t\trt += (points.data.numberOfReturns[i] << 3);\n\t\t\t}\n\t\t\tview.setUint8(boffset + 14, rt);\n\n\t\t\tif (points.data.classification) {\n\t\t\t\tview.setUint8(boffset + 15, points.data.classification[i]);\n\t\t\t}\n\t\t\t// scan angle rank\n\t\t\t// user data\n\t\t\t// point source id\n\t\t\tif (points.data.pointSourceID) {\n\t\t\t\tview.setUint16(boffset + 18, points.data.pointSourceID[i]);\n\t\t\t}\n\n\t\t\tif (points.data.rgba) {\n\t\t\t\tlet rgba = points.data.rgba;\n\t\t\t\tview.setUint16(boffset + 20, (rgba[4 * i + 0] * 255), true);\n\t\t\t\tview.setUint16(boffset + 22, (rgba[4 * i + 1] * 255), true);\n\t\t\t\tview.setUint16(boffset + 24, (rgba[4 * i + 2] * 255), true);\n\t\t\t}\n\n\t\t\tboffset += 28;\n\t\t}\n\n\t\treturn buffer;\n\t}\n\t\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../utils.js\";\nimport {Points} from \"../Points.js\";\nimport {CSVExporter} from \"../exporter/CSVExporter.js\";\nimport {LASExporter} from \"../exporter/LASExporter.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\nimport {PointCloudTree} from \"../PointCloudTree.js\";\nimport {Renderer} from \"../PotreeRenderer.js\";\nimport {PointCloudMaterial} from \"../materials/PointCloudMaterial.js\";\nimport {PointSizeType} from \"../defines.js\";\n\n\nfunction copyMaterial(source, target){\n\n\tfor(let name of Object.keys(target.uniforms)){\n\t\ttarget.uniforms[name].value = source.uniforms[name].value;\n\t}\n\n\ttarget.gradientTexture = source.gradientTexture;\n\ttarget.visibleNodesTexture = source.visibleNodesTexture;\n\ttarget.classificationTexture = source.classificationTexture;\n\ttarget.matcapTexture = source.matcapTexture;\n\n\ttarget.activeAttributeName = source.activeAttributeName;\n\ttarget.ranges = source.ranges;\n\n\t//target.updateShaderSource();\n}\n\n\nclass Batch{\n\n\tconstructor(geometry, material){\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.sceneNode = new THREE.Points(geometry, material);\n\n\t\tthis.geometryNode = {\n\t\t\testimatedSpacing: 1.0,\n\t\t\tgeometry: geometry,\n\t\t};\n\t}\n\n\tgetLevel(){\n\t\treturn 0;\n\t}\n\n}\n\nclass ProfileFakeOctree extends PointCloudTree{\n\n\tconstructor(octree){\n\t\tsuper();\n\n\t\tthis.trueOctree = octree;\n\t\tthis.pcoGeometry = octree.pcoGeometry;\n\t\tthis.points = [];\n\t\tthis.visibleNodes = [];\n\t\t\n\t\t//this.material = this.trueOctree.material;\n\t\tthis.material = new PointCloudMaterial();\n\t\t//this.material.copy(this.trueOctree.material);\n\t\tcopyMaterial(this.trueOctree.material, this.material);\n\t\tthis.material.pointSizeType = PointSizeType.FIXED;\n\n\t\tthis.batchSize = 100 * 1000;\n\t\tthis.currentBatch = null\n\t}\n\n\tgetAttribute(name){\n\t\treturn this.trueOctree.getAttribute(name);\n\t}\n\n\tdispose(){\n\t\tfor(let node of this.visibleNodes){\n\t\t\tnode.geometry.dispose();\n\t\t}\n\n\t\tthis.visibleNodes = [];\n\t\tthis.currentBatch = null;\n\t\tthis.points = [];\n\t}\n\n\taddPoints(data){\n\t\t// since each call to addPoints can deliver very very few points,\n\t\t// we're going to batch them into larger buffers for efficiency.\n\n\t\tif(this.currentBatch === null){\n\t\t\tthis.currentBatch = this.createNewBatch(data);\n\t\t}\n\n\t\tthis.points.push(data);\n\n\n\t\tlet updateRange = {\n\t\t\tstart: this.currentBatch.geometry.drawRange.count,\n\t\t\tcount: 0\n\t\t};\n\t\tlet projectedBox = new THREE.Box3();\n\n\t\tlet truePos = new THREE.Vector3();\n\n\t\tfor(let i = 0; i < data.numPoints; i++){\n\n\t\t\tif(updateRange.start + updateRange.count >= this.batchSize){\n\t\t\t\t// current batch full, start new batch\n\n\t\t\t\tfor(let key of Object.keys(this.currentBatch.geometry.attributes)){\n\t\t\t\t\tlet attribute = this.currentBatch.geometry.attributes[key];\n\t\t\t\t\tattribute.updateRange.offset = updateRange.start;\n\t\t\t\t\tattribute.updateRange.count = updateRange.count;\n\t\t\t\t\tattribute.needsUpdate = true;\n\t\t\t\t}\n\n\t\t\t\tthis.currentBatch.geometry.computeBoundingBox();\n\t\t\t\tthis.currentBatch.geometry.computeBoundingSphere();\n\n\t\t\t\tthis.currentBatch = this.createNewBatch(data);\n\t\t\t\tupdateRange = {\n\t\t\t\t\tstart: 0,\n\t\t\t\t\tcount: 0\n\t\t\t\t};\n\t\t\t}\n\n\t\t\ttruePos.set(\n\t\t\t\tdata.data.position[3 * i + 0] + this.trueOctree.position.x,\n\t\t\t\tdata.data.position[3 * i + 1] + this.trueOctree.position.y,\n\t\t\t\tdata.data.position[3 * i + 2] + this.trueOctree.position.z,\n\t\t\t);\n\n\t\t\tlet x = data.data.mileage[i];\n\t\t\tlet y = 0;\n\t\t\tlet z = truePos.z;\n\n\t\t\tprojectedBox.expandByPoint(new THREE.Vector3(x, y, z));\n\n\t\t\tlet index = updateRange.start + updateRange.count;\n\t\t\tlet geometry = this.currentBatch.geometry;\n\n\t\t\tfor(let attributeName of Object.keys(data.data)){\n\t\t\t\tlet source = data.data[attributeName];\n\t\t\t\tlet target = geometry.attributes[attributeName];\n\t\t\t\tlet numElements = target.itemSize;\n\t\t\t\t\n\t\t\t\tfor(let item = 0; item < numElements; item++){\n\t\t\t\t\ttarget.array[numElements * index + item] = source[numElements * i + item];\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{\n\t\t\t\tlet position = geometry.attributes.position;\n\n\t\t\t\tposition.array[3 * index + 0] = x;\n\t\t\t\tposition.array[3 * index + 1] = y;\n\t\t\t\tposition.array[3 * index + 2] = z;\n\t\t\t}\n\n\t\t\tupdateRange.count++;\n\t\t\tthis.currentBatch.geometry.drawRange.count++;\n\t\t}\n\n\t\tfor(let key of Object.keys(this.currentBatch.geometry.attributes)){\n\t\t\tlet attribute = this.currentBatch.geometry.attributes[key];\n\t\t\tattribute.updateRange.offset = updateRange.start;\n\t\t\tattribute.updateRange.count = updateRange.count;\n\t\t\tattribute.needsUpdate = true;\n\t\t}\n\n\t\tdata.projectedBox = projectedBox;\n\n\t\tthis.projectedBox = this.points.reduce( (a, i) => a.union(i.projectedBox), new THREE.Box3());\n\t}\n\n\tcreateNewBatch(data){\n\t\tlet geometry = new THREE.BufferGeometry();\n\n\t\t// create new batches with batch_size elements of the same type as the attribute\n\t\tfor(let attributeName of Object.keys(data.data)){\n\t\t\tlet buffer = data.data[attributeName];\n\t\t\tlet numElements = buffer.length / data.numPoints; // 3 for pos, 4 for col, 1 for scalars\n\t\t\tlet constructor = buffer.constructor;\n\t\t\tlet normalized = false;\n\t\t\t\n\t\t\tif(this.trueOctree.root.sceneNode){\n\t\t\t\tif(this.trueOctree.root.sceneNode.geometry.attributes[attributeName]){\n\t\t\t\t\tnormalized = this.trueOctree.root.sceneNode.geometry.attributes[attributeName].normalized;\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\n\t\t\tlet batchBuffer = new constructor(numElements * this.batchSize);\n\n\t\t\tlet bufferAttribute = new THREE.BufferAttribute(batchBuffer, numElements, normalized);\n\t\t\tbufferAttribute.potree = {\n\t\t\t\trange: [0, 1],\n\t\t\t};\n\n\t\t\tgeometry.setAttribute(attributeName, bufferAttribute);\n\t\t}\n\n\t\tgeometry.drawRange.start = 0;\n\t\tgeometry.drawRange.count = 0;\n\n\t\tlet batch = new Batch(geometry, this.material);\n\n\t\tthis.visibleNodes.push(batch);\n\n\t\treturn batch;\n\t}\n\t\n\tcomputeVisibilityTextureData(){\n\t\tlet data = new Uint8Array(this.visibleNodes.length * 4);\n\t\tlet offsets = new Map();\n\n\t\tfor(let i = 0; i < this.visibleNodes.length; i++){\n\t\t\tlet node = this.visibleNodes[i];\n\n\t\t\toffsets[node] = i;\n\t\t}\n\n\n\t\treturn {\n\t\t\tdata: data,\n\t\t\toffsets: offsets,\n\t\t};\n\t}\n\n}\n\nexport class ProfileWindow extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.elRoot = $('#profile_window');\n\t\tthis.renderArea = this.elRoot.find('#profileCanvasContainer');\n\t\tthis.svg = d3.select('svg#profileSVG');\n\t\tthis.mouseIsDown = false;\n\n\t\tthis.projectedBox = new THREE.Box3();\n\t\tthis.pointclouds = new Map();\n\t\tthis.numPoints = 0;\n\t\tthis.lastAddPointsTimestamp = undefined;\n\n\t\tthis.mouse = new THREE.Vector2(0, 0);\n\t\tthis.scale = new THREE.Vector3(1, 1, 1);\n\n\t\tthis.autoFitEnabled = true; // completely disable/enable\n\t\tthis.autoFit = false; // internal\n\n\t\tlet cwIcon = `${exports.resourcePath}/icons/arrow_cw.svg`;\n\t\t$('#potree_profile_rotate_cw').attr('src', cwIcon);\n\n\t\tlet ccwIcon = `${exports.resourcePath}/icons/arrow_ccw.svg`;\n\t\t$('#potree_profile_rotate_ccw').attr('src', ccwIcon);\n\t\t\n\t\tlet forwardIcon = `${exports.resourcePath}/icons/arrow_up.svg`;\n\t\t$('#potree_profile_move_forward').attr('src', forwardIcon);\n\n\t\tlet backwardIcon = `${exports.resourcePath}/icons/arrow_down.svg`;\n\t\t$('#potree_profile_move_backward').attr('src', backwardIcon);\n\n\t\tlet csvIcon = `${exports.resourcePath}/icons/file_csv_2d.svg`;\n\t\t$('#potree_download_csv_icon').attr('src', csvIcon);\n\n\t\tlet lasIcon = `${exports.resourcePath}/icons/file_las_3d.svg`;\n\t\t$('#potree_download_las_icon').attr('src', lasIcon);\n\n\t\tlet closeIcon = `${exports.resourcePath}/icons/close.svg`;\n\t\t$('#closeProfileContainer').attr(\"src\", closeIcon);\n\n\t\tthis.initTHREE();\n\t\tthis.initSVG();\n\t\tthis.initListeners();\n\n\t\tthis.pRenderer = new Renderer(this.renderer);\n\n\t\tthis.elRoot.i18n();\n\t}\n\n\tinitListeners () {\n\t\t$(window).resize(() => {\n\t\t\tif (this.enabled) {\n\t\t\tthis.render();\n\t\t\t}\n\t\t});\n\n\t\tthis.renderArea.mousedown(e => {\n\t\t\tthis.mouseIsDown = true;\n\t\t});\n\n\t\tthis.renderArea.mouseup(e => {\n\t\t\tthis.mouseIsDown = false;\n\t\t});\n\n\t\tlet viewerPickSphereSizeHandler = () => {\n\t\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\t\t\tlet distance = this.viewerPickSphere.position.distanceTo(camera.position);\n\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, domElement.clientWidth, domElement.clientHeight);\n\t\t\tlet scale = (10 / pr);\n\t\t\tthis.viewerPickSphere.scale.set(scale, scale, scale);\n\t\t};\n\n\t\tthis.renderArea.mousemove(e => {\n\t\t\tif (this.pointclouds.size === 0) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tlet rect = this.renderArea[0].getBoundingClientRect();\n\t\t\tlet x = e.clientX - rect.left;\n\t\t\tlet y = e.clientY - rect.top;\n\n\t\t\tlet newMouse = new THREE.Vector2(x, y);\n\n\t\t\tif (this.mouseIsDown) {\n\t\t\t\t// DRAG\n\t\t\t\tthis.autoFit = false;\n\t\t\t\tthis.lastDrag = new Date().getTime();\n\n\t\t\t\tlet cPos = [this.scaleX.invert(this.mouse.x), this.scaleY.invert(this.mouse.y)];\n\t\t\t\tlet ncPos = [this.scaleX.invert(newMouse.x), this.scaleY.invert(newMouse.y)];\n\n\t\t\t\tthis.camera.position.x -= ncPos[0] - cPos[0];\n\t\t\t\tthis.camera.position.z -= ncPos[1] - cPos[1];\n\n\t\t\t\tthis.render();\n\t\t\t} else if (this.pointclouds.size > 0) {\n\t\t\t\t// FIND HOVERED POINT\n\t\t\t\tlet radius = Math.abs(this.scaleX.invert(0) - this.scaleX.invert(40));\n\t\t\t\tlet mileage = this.scaleX.invert(newMouse.x);\n\t\t\t\tlet elevation = this.scaleY.invert(newMouse.y);\n\n\t\t\t\tlet closest = this.selectPoint(mileage, elevation, radius);\n\n\t\t\t\tif (closest) {\n\t\t\t\t\tlet point = closest.point;\n\n\t\t\t\t\tlet position = new Float64Array([\n\t\t\t\t\t\tpoint.position[0] + closest.pointcloud.position.x,\n\t\t\t\t\t\tpoint.position[1] + closest.pointcloud.position.y,\n\t\t\t\t\t\tpoint.position[2] + closest.pointcloud.position.z\n\t\t\t\t\t]);\n\n\t\t\t\t\tthis.elRoot.find('#profileSelectionProperties').fadeIn(200);\n\t\t\t\t\tthis.pickSphere.visible = true;\n\t\t\t\t\tthis.pickSphere.scale.set(0.5 * radius, 0.5 * radius, 0.5 * radius);\n\t\t\t\t\tthis.pickSphere.position.set(point.mileage, 0, position[2]);\n\n\t\t\t\t\tthis.viewerPickSphere.position.set(...position);\n\t\t\t\t\t\n\t\t\t\t\tif(!this.viewer.scene.scene.children.includes(this.viewerPickSphere)){\n\t\t\t\t\t\tthis.viewer.scene.scene.add(this.viewerPickSphere);\n\t\t\t\t\t\tif(!this.viewer.hasEventListener(\"update\", viewerPickSphereSizeHandler)){\n\t\t\t\t\t\t\tthis.viewer.addEventListener(\"update\", viewerPickSphereSizeHandler);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t\n\n\t\t\t\t\tlet info = this.elRoot.find('#profileSelectionProperties');\n\t\t\t\t\tlet html = '';\n\n\t\t\t\t\tfor (let attributeName of Object.keys(point)) {\n\n\t\t\t\t\t\tlet value = point[attributeName];\n\t\t\t\t\t\tlet attribute = closest.pointcloud.getAttribute(attributeName);\n\n\t\t\t\t\t\tlet transform = value => value;\n\t\t\t\t\t\tif(attribute && attribute.type.size > 4){\n\t\t\t\t\t\t\tlet range = attribute.initialRange;\n\t\t\t\t\t\t\tlet scale = 1 / (range[1] - range[0]);\n\t\t\t\t\t\t\tlet offset = range[0];\n\t\t\t\t\t\t\ttransform = value => value / scale + offset;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\n\n\t\t\t\t\t\t\n\n\t\t\t\t\t\tif (attributeName === 'position') {\n\t\t\t\t\t\t\tlet values = [...position].map(v => Utils.addCommas(v.toFixed(3)));\n\t\t\t\t\t\t\thtml += `\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t`;\n\t\t\t\t\t\t} else if (attributeName === 'rgba') {\n\t\t\t\t\t\t\thtml += `\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t`;\n\t\t\t\t\t\t} else if (attributeName === 'normal') {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (attributeName === 'mileage') {\n\t\t\t\t\t\t\thtml += `\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t`;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\thtml += `\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t`;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\thtml += '
x${values[0]}
y${values[1]}
z${values[2]}
${attributeName}${value.join(', ')}
${attributeName}${value.toFixed(3)}
${attributeName}${transform(value)}
';\n\t\t\t\t\tinfo.html(html);\n\n\t\t\t\t\tthis.selectedPoint = point;\n\t\t\t\t} else {\n\t\t\t\t\t// this.pickSphere.visible = false;\n\t\t\t\t\t// this.selectedPoint = null;\n\n\t\t\t\t\tthis.viewer.scene.scene.add(this.viewerPickSphere);\n\n\t\t\t\t\tlet index = this.viewer.scene.scene.children.indexOf(this.viewerPickSphere);\n\t\t\t\t\tif(index >= 0){\n\t\t\t\t\t\tthis.viewer.scene.scene.children.splice(index, 1);\n\t\t\t\t\t}\n\t\t\t\t\tthis.viewer.removeEventListener(\"update\", viewerPickSphereSizeHandler);\n\t\t\t\t\t\n\n\t\t\t\t}\n\t\t\t\tthis.render();\n\t\t\t}\n\n\t\t\tthis.mouse.copy(newMouse);\n\t\t});\n\n\t\tlet onWheel = e => {\n\t\t\tthis.autoFit = false;\n\n\t\t\tlet delta = 0;\n\t\t\tif (e.wheelDelta !== undefined) { // WebKit / Opera / Explorer 9\n\t\t\t\tdelta = e.wheelDelta;\n\t\t\t} else if (e.detail !== undefined) { // Firefox\n\t\t\t\tdelta = -e.detail;\n\t\t\t}\n\n\t\t\tlet ndelta = Math.sign(delta);\n\n\t\t\tlet cPos = [this.scaleX.invert(this.mouse.x), this.scaleY.invert(this.mouse.y)];\n\n\t\t\tif (ndelta > 0) {\n\t\t\t\t// + 10%\n\t\t\t\tthis.scale.multiplyScalar(1.1);\n\t\t\t} else {\n\t\t\t\t// - 10%\n\t\t\t\tthis.scale.multiplyScalar(100 / 110);\n\t\t\t}\n\n\t\t\tthis.updateScales();\n\t\t\tlet ncPos = [this.scaleX.invert(this.mouse.x), this.scaleY.invert(this.mouse.y)];\n\n\t\t\tthis.camera.position.x -= ncPos[0] - cPos[0];\n\t\t\tthis.camera.position.z -= ncPos[1] - cPos[1];\n\n\t\t\tthis.render();\n\t\t\tthis.updateScales();\n\t\t};\n\t\t$(this.renderArea)[0].addEventListener('mousewheel', onWheel, false);\n\t\t$(this.renderArea)[0].addEventListener('DOMMouseScroll', onWheel, false); // Firefox\n\n\t\t$('#closeProfileContainer').click(() => {\n\t\t\tthis.hide();\n\t\t});\n\n\t\tlet getProfilePoints = () => {\n\t\t\tlet points = new Points();\n\t\t\t\n\t\t\tfor(let [pointcloud, entry] of this.pointclouds){\n\t\t\t\tfor(let pointSet of entry.points){\n\n\t\t\t\t\tlet originPos = pointSet.data.position;\n\t\t\t\t\tlet trueElevationPosition = new Float32Array(originPos);\n\t\t\t\t\tfor(let i = 0; i < pointSet.numPoints; i++){\n\t\t\t\t\t\ttrueElevationPosition[3 * i + 2] += pointcloud.position.z;\n\t\t\t\t\t}\n\n\t\t\t\t\tpointSet.data.position = trueElevationPosition;\n\t\t\t\t\tpoints.add(pointSet);\n\t\t\t\t\tpointSet.data.position = originPos;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn points;\n\t\t};\n\n\t\t$('#potree_download_csv_icon').click(() => {\n\t\t\t\n\t\t\tlet points = getProfilePoints();\n\n\t\t\tlet string = CSVExporter.toString(points);\n\n\t\t\tlet blob = new Blob([string], {type: \"text/string\"});\n\t\t\t$('#potree_download_profile_ortho_link').attr('href', URL.createObjectURL(blob));\n\t\t});\n\n\t\t$('#potree_download_las_icon').click(() => {\n\n\t\t\tlet points = getProfilePoints();\n\n\t\t\tlet buffer = LASExporter.toLAS(points);\n\n\t\t\tlet blob = new Blob([buffer], {type: \"application/octet-binary\"});\n\t\t\t$('#potree_download_profile_link').attr('href', URL.createObjectURL(blob));\n\t\t});\n\t}\n\n\tselectPoint (mileage, elevation, radius) {\n\t\tlet closest = {\n\t\t\tdistance: Infinity,\n\t\t\tpointcloud: null,\n\t\t\tpoints: null,\n\t\t\tindex: null\n\t\t};\n\n\t\tlet pointBox = new THREE.Box2(\n\t\t\tnew THREE.Vector2(mileage - radius, elevation - radius),\n\t\t\tnew THREE.Vector2(mileage + radius, elevation + radius));\n\n\t\tlet numTested = 0;\n\t\tlet numSkipped = 0;\n\t\tlet numTestedPoints = 0;\n\t\tlet numSkippedPoints = 0;\n\n\t\tfor (let [pointcloud, entry] of this.pointclouds) {\n\t\t\tfor(let points of entry.points){\n\n\t\t\t\tlet collisionBox = new THREE.Box2(\n\t\t\t\t\tnew THREE.Vector2(points.projectedBox.min.x, points.projectedBox.min.z),\n\t\t\t\t\tnew THREE.Vector2(points.projectedBox.max.x, points.projectedBox.max.z)\n\t\t\t\t);\n\n\t\t\t\tlet intersects = collisionBox.intersectsBox(pointBox);\n\n\t\t\t\tif(!intersects){\n\t\t\t\t\tnumSkipped++;\n\t\t\t\t\tnumSkippedPoints += points.numPoints;\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tnumTested++;\n\t\t\t\tnumTestedPoints += points.numPoints\n\n\t\t\t\tfor (let i = 0; i < points.numPoints; i++) {\n\n\t\t\t\t\tlet m = points.data.mileage[i] - mileage;\n\t\t\t\t\tlet e = points.data.position[3 * i + 2] - elevation + pointcloud.position.z;\n\t\t\t\t\tlet r = Math.sqrt(m * m + e * e);\n\n\t\t\t\t\tconst withinDistance = r < radius && r < closest.distance;\n\t\t\t\t\tlet unfilteredClass = true;\n\n\t\t\t\t\tif(points.data.classification){\n\t\t\t\t\t\tconst classification = pointcloud.material.classification;\n\n\t\t\t\t\t\tconst pointClassID = points.data.classification[i];\n\t\t\t\t\t\tconst pointClassValue = classification[pointClassID];\n\n\t\t\t\t\t\tif(pointClassValue && (!pointClassValue.visible || pointClassValue.color.w === 0)){\n\t\t\t\t\t\t\tunfilteredClass = false;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (withinDistance && unfilteredClass) {\n\t\t\t\t\t\tclosest = {\n\t\t\t\t\t\t\tdistance: r,\n\t\t\t\t\t\t\tpointcloud: pointcloud,\n\t\t\t\t\t\t\tpoints: points,\n\t\t\t\t\t\t\tindex: i\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\t\t//console.log(`nodes: ${numTested}, ${numSkipped} || points: ${numTestedPoints}, ${numSkippedPoints}`);\n\n\t\tif (closest.distance < Infinity) {\n\t\t\tlet points = closest.points;\n\n\t\t\tlet point = {};\n\n\t\t\tlet attributes = Object.keys(points.data);\n\t\t\tfor (let attribute of attributes) {\n\t\t\t\tlet attributeData = points.data[attribute];\n\t\t\t\tlet itemSize = attributeData.length / points.numPoints;\n\t\t\t\tlet value = attributeData.subarray(itemSize * closest.index, itemSize * closest.index + itemSize);\n\n\t\t\t\tif (value.length === 1) {\n\t\t\t\t\tpoint[attribute] = value[0];\n\t\t\t\t} else {\n\t\t\t\t\tpoint[attribute] = value;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tclosest.point = point;\n\n\t\t\treturn closest;\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tinitTHREE () {\n\t\tthis.renderer = new THREE.WebGLRenderer({alpha: true, premultipliedAlpha: false});\n\t\tthis.renderer.setClearColor(0x000000, 0);\n\t\tthis.renderer.setSize(10, 10);\n\t\tthis.renderer.autoClear = false;\n\t\tthis.renderArea.append($(this.renderer.domElement));\n\t\tthis.renderer.domElement.tabIndex = '2222';\n\t\t$(this.renderer.domElement).css('width', '100%');\n\t\t$(this.renderer.domElement).css('height', '100%');\n\n\n\t\t{\n\t\t\tlet gl = this.renderer.getContext();\n\n\t\t\tif(gl.createVertexArray == null){\n\t\t\t\tlet extVAO = gl.getExtension('OES_vertex_array_object');\n\n\t\t\t\tif(!extVAO){\n\t\t\t\t\tthrow new Error(\"OES_vertex_array_object extension not supported\");\n\t\t\t\t}\n\n\t\t\t\tgl.createVertexArray = extVAO.createVertexArrayOES.bind(extVAO);\n\t\t\t\tgl.bindVertexArray = extVAO.bindVertexArrayOES.bind(extVAO);\n\t\t\t}\n\t\t\t\n\t\t}\n\n\t\tthis.camera = new THREE.OrthographicCamera(-1000, 1000, 1000, -1000, -1000, 1000);\n\t\tthis.camera.up.set(0, 0, 1);\n\t\tthis.camera.rotation.order = \"ZXY\";\n\t\tthis.camera.rotation.x = Math.PI / 2.0;\n\t\n\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.profileScene = new THREE.Scene();\n\n\t\tlet sg = new THREE.SphereGeometry(1, 16, 16);\n\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\tthis.pickSphere = new THREE.Mesh(sg, sm);\n\t\tthis.scene.add(this.pickSphere);\n\n\t\tthis.viewerPickSphere = new THREE.Mesh(sg, sm);\n\t}\n\n\tinitSVG () {\n\t\tlet width = this.renderArea[0].clientWidth;\n\t\tlet height = this.renderArea[0].clientHeight;\n\t\tlet marginLeft = this.renderArea[0].offsetLeft;\n\n\t\tthis.svg.selectAll('*').remove();\n\n\t\tthis.scaleX = d3.scale.linear()\n\t\t\t.domain([this.camera.left + this.camera.position.x, this.camera.right + this.camera.position.x])\n\t\t\t.range([0, width]);\n\t\tthis.scaleY = d3.scale.linear()\n\t\t\t.domain([this.camera.bottom + this.camera.position.z, this.camera.top + this.camera.position.z])\n\t\t\t.range([height, 0]);\n\n\t\tthis.xAxis = d3.svg.axis()\n\t\t\t.scale(this.scaleX)\n\t\t\t.orient('bottom')\n\t\t\t.innerTickSize(-height)\n\t\t\t.outerTickSize(1)\n\t\t\t.tickPadding(10)\n\t\t\t.ticks(width / 50);\n\n\t\tthis.yAxis = d3.svg.axis()\n\t\t\t.scale(this.scaleY)\n\t\t\t.orient('left')\n\t\t\t.innerTickSize(-width)\n\t\t\t.outerTickSize(1)\n\t\t\t.tickPadding(10)\n\t\t\t.ticks(height / 20);\n\n\t\tthis.elXAxis = this.svg.append('g')\n\t\t\t.attr('class', 'x axis')\n\t\t\t.attr('transform', `translate(${marginLeft}, ${height})`)\n\t\t\t.call(this.xAxis);\n\n\t\tthis.elYAxis = this.svg.append('g')\n\t\t\t.attr('class', 'y axis')\n\t\t\t.attr('transform', `translate(${marginLeft}, 0)`)\n\t\t\t.call(this.yAxis);\n\t}\n\n\taddPoints (pointcloud, points) {\n\n\t\tif(points.numPoints === 0){\n\t\t\treturn;\n\t\t}\n\n\t\tlet entry = this.pointclouds.get(pointcloud);\n\t\tif(!entry){\n\t\t\tentry = new ProfileFakeOctree(pointcloud);\n\t\t\tthis.pointclouds.set(pointcloud, entry);\n\t\t\tthis.profileScene.add(entry);\n\n\t\t\tlet materialChanged = () => {\n\t\t\t\tthis.render();\n\t\t\t};\n\n\t\t\tmaterialChanged();\n\n\t\t\tpointcloud.material.addEventListener('material_property_changed', materialChanged);\n\t\t\tthis.addEventListener(\"on_reset_once\", () => {\n\t\t\t\tpointcloud.material.removeEventListener('material_property_changed', materialChanged);\n\t\t\t});\n\t\t}\n\n\t\tentry.addPoints(points);\n\t\tthis.projectedBox.union(entry.projectedBox);\n\n\t\tif (this.autoFit && this.autoFitEnabled) { \n\t\t\tlet width = this.renderArea[0].clientWidth;\n\t\t\tlet height = this.renderArea[0].clientHeight;\n\n\t\t\tlet size = this.projectedBox.getSize(new THREE.Vector3());\n\n\t\t\tlet sx = width / size.x;\n\t\t\tlet sy = height / size.z;\n\t\t\tlet scale = Math.min(sx, sy);\n\n\t\t\tlet center = this.projectedBox.getCenter(new THREE.Vector3());\n\t\t\tthis.scale.set(scale, scale, 1);\n\t\t\tthis.camera.position.copy(center);\n\n\t\t\t//console.log(\"camera: \", this.camera.position.toArray().join(\", \"));\n\t\t}\n\n\t\t//console.log(entry);\n\n\t\tthis.render();\n\n\t\tlet numPoints = 0;\n\t\tfor (let [key, value] of this.pointclouds.entries()) {\n\t\t\tnumPoints += value.points.reduce( (a, i) => a + i.numPoints, 0);\n\t\t}\n\t\t$(`#profile_num_points`).html(Utils.addCommas(numPoints));\n\n\t}\n\n\treset () {\n\t\tthis.lastReset = new Date().getTime();\n\n\t\tthis.dispatchEvent({type: \"on_reset_once\"});\n\t\tthis.removeEventListeners(\"on_reset_once\");\n\n\t\tthis.autoFit = true;\n\t\tthis.projectedBox = new THREE.Box3();\n\n\t\tfor(let [key, entry] of this.pointclouds){\n\t\t\tentry.dispose();\n\t\t}\n\n\t\tthis.pointclouds.clear();\n\t\tthis.mouseIsDown = false;\n\t\tthis.mouse.set(0, 0);\n\n\t\tif(this.autoFitEnabled){\n\t\t\tthis.scale.set(1, 1, 1);\n\t\t}\n\t\tthis.pickSphere.visible = false;\n\n\t\tthis.elRoot.find('#profileSelectionProperties').hide();\n\n\t\tthis.render();\n\t}\n\n\tshow () {\n\t\tthis.elRoot.fadeIn();\n\t\tthis.enabled = true;\n\t}\n\n\thide () {\n\t\tthis.elRoot.fadeOut();\n\t\tthis.enabled = false;\n\t}\n\n\tupdateScales () {\n\n\t\tlet width = this.renderArea[0].clientWidth;\n\t\tlet height = this.renderArea[0].clientHeight;\n\n\t\tlet left = (-width / 2) / this.scale.x;\n\t\tlet right = (+width / 2) / this.scale.x;\n\t\tlet top = (+height / 2) / this.scale.y;\n\t\tlet bottom = (-height / 2) / this.scale.y;\n\n\t\tthis.camera.left = left;\n\t\tthis.camera.right = right;\n\t\tthis.camera.top = top;\n\t\tthis.camera.bottom = bottom;\n\t\tthis.camera.updateProjectionMatrix();\n\n\t\tthis.scaleX.domain([this.camera.left + this.camera.position.x, this.camera.right + this.camera.position.x])\n\t\t\t.range([0, width]);\n\t\tthis.scaleY.domain([this.camera.bottom + this.camera.position.z, this.camera.top + this.camera.position.z])\n\t\t\t.range([height, 0]);\n\n\t\tlet marginLeft = this.renderArea[0].offsetLeft;\n\n\t\tthis.xAxis.scale(this.scaleX)\n\t\t\t.orient('bottom')\n\t\t\t.innerTickSize(-height)\n\t\t\t.outerTickSize(1)\n\t\t\t.tickPadding(10)\n\t\t\t.ticks(width / 50);\n\t\tthis.yAxis.scale(this.scaleY)\n\t\t\t.orient('left')\n\t\t\t.innerTickSize(-width)\n\t\t\t.outerTickSize(1)\n\t\t\t.tickPadding(10)\n\t\t\t.ticks(height / 20);\n\n\n\t\tthis.elXAxis\n\t\t\t.attr('transform', `translate(${marginLeft}, ${height})`)\n\t\t\t.call(this.xAxis);\n\t\tthis.elYAxis\n\t\t\t.attr('transform', `translate(${marginLeft}, 0)`)\n\t\t\t.call(this.yAxis);\n\t}\n\n\trequestScaleUpdate(){\n\n\t\tlet threshold = 100;\n\t\tlet allowUpdate = ((this.lastReset === undefined) || (this.lastScaleUpdate === undefined)) \n\t\t\t|| ((new Date().getTime() - this.lastReset) > threshold && (new Date().getTime() - this.lastScaleUpdate) > threshold);\n\n\t\tif(allowUpdate){\n\n\t\t\tthis.updateScales();\n\n\t\t\tthis.lastScaleUpdate = new Date().getTime();\n\n\t\t\t\n\n\t\t\tthis.scaleUpdatePending = false;\n\t\t}else if(!this.scaleUpdatePending) {\n\t\t\tsetTimeout(this.requestScaleUpdate.bind(this), 100);\n\t\t\tthis.scaleUpdatePending = true;\n\t\t}\n\t\t\n\t}\n\n\trender () {\n\t\tlet width = this.renderArea[0].clientWidth;\n\t\tlet height = this.renderArea[0].clientHeight;\n\n\t\tlet {renderer, pRenderer, camera, profileScene, scene} = this;\n\t\tlet {scaleX, pickSphere} = this;\n\n\t\trenderer.setSize(width, height);\n\n\t\trenderer.setClearColor(0x000000, 0);\n\t\trenderer.clear(true, true, false);\n\n\t\tfor(let pointcloud of this.pointclouds.keys()){\n\t\t\tlet source = pointcloud.material;\n\t\t\tlet target = this.pointclouds.get(pointcloud).material;\n\t\t\t\n\t\t\tcopyMaterial(source, target);\n\t\t\ttarget.size = 2;\n\t\t}\n\t\t\n\t\tpRenderer.render(profileScene, camera, null);\n\n\t\tlet radius = Math.abs(scaleX.invert(0) - scaleX.invert(5));\n\n\t\tif (radius === 0) {\n\t\t\tpickSphere.visible = false;\n\t\t} else {\n\t\t\tpickSphere.scale.set(radius, radius, radius);\n\t\t\tpickSphere.visible = true;\n\t\t}\n\t\t\n\t\trenderer.render(scene, camera);\n\n\t\tthis.requestScaleUpdate();\n\t}\n};\n\nexport class ProfileWindowController {\n\tconstructor (viewer) {\n\t\tthis.viewer = viewer;\n\t\tthis.profileWindow = viewer.profileWindow;\n\t\tthis.profile = null;\n\t\tthis.numPoints = 0;\n\t\tthis.threshold = 60 * 1000;\n\t\tthis.rotateAmount = 10;\n\n\t\tthis.scheduledRecomputeTime = null;\n\n\t\tthis.enabled = true;\n\n\t\tthis.requests = [];\n\n\t\tthis._recompute = () => { this.recompute(); };\n\n\t\tthis.viewer.addEventListener(\"scene_changed\", e => {\n\t\t\te.oldScene.removeEventListener(\"pointcloud_added\", this._recompute);\n\t\t\te.scene.addEventListener(\"pointcloud_added\", this._recompute);\n\t\t});\n\t\tthis.viewer.scene.addEventListener(\"pointcloud_added\", this._recompute);\n\n\t\t$(\"#potree_profile_rotate_amount\").val(parseInt(this.rotateAmount));\n\t\t$(\"#potree_profile_rotate_amount\").on(\"input\", (e) => {\n\t\t\tconst str = $(\"#potree_profile_rotate_amount\").val();\n\n\t\t\tif(!isNaN(str)){\n\t\t\t\tconst value = parseFloat(str);\n\t\t\t\tthis.rotateAmount = value;\n\t\t\t\t$(\"#potree_profile_rotate_amount\").css(\"background-color\", \"\")\n\t\t\t}else{\n\t\t\t\t$(\"#potree_profile_rotate_amount\").css(\"background-color\", \"#ff9999\")\n\t\t\t}\n\n\t\t});\n\n\t\tconst rotate = (radians) => {\n\t\t\tconst profile = this.profile;\n\t\t\tconst points = profile.points;\n\t\t\tconst start = points[0];\n\t\t\tconst end = points[points.length - 1];\n\t\t\tconst center = start.clone().add(end).multiplyScalar(0.5);\n\n\t\t\tconst mMoveOrigin = new THREE.Matrix4().makeTranslation(-center.x, -center.y, -center.z);\n\t\t\tconst mRotate = new THREE.Matrix4().makeRotationZ(radians);\n\t\t\tconst mMoveBack = new THREE.Matrix4().makeTranslation(center.x, center.y, center.z);\n\t\t\t//const transform = mMoveOrigin.multiply(mRotate).multiply(mMoveBack);\n\t\t\tconst transform = mMoveBack.multiply(mRotate).multiply(mMoveOrigin);\n\n\t\t\tconst rotatedPoints = points.map( point => point.clone().applyMatrix4(transform) );\n\n\t\t\tthis.profileWindow.autoFitEnabled = false;\n\n\t\t\tfor(let i = 0; i < points.length; i++){\n\t\t\t\tprofile.setPosition(i, rotatedPoints[i]);\n\t\t\t}\n\t\t}\n\n\t\t$(\"#potree_profile_rotate_cw\").click( () => {\n\t\t\tconst radians = THREE.Math.degToRad(this.rotateAmount);\n\t\t\trotate(-radians);\n\t\t});\n\n\t\t$(\"#potree_profile_rotate_ccw\").click( () => {\n\t\t\tconst radians = THREE.Math.degToRad(this.rotateAmount);\n\t\t\trotate(radians);\n\t\t});\n\n\t\t$(\"#potree_profile_move_forward\").click( () => {\n\t\t\tconst profile = this.profile;\n\t\t\tconst points = profile.points;\n\t\t\tconst start = points[0];\n\t\t\tconst end = points[points.length - 1];\n\n\t\t\tconst dir = end.clone().sub(start).normalize();\n\t\t\tconst up = new THREE.Vector3(0, 0, 1);\n\t\t\tconst forward = up.cross(dir);\n\t\t\tconst move = forward.clone().multiplyScalar(profile.width / 2);\n\n\t\t\tthis.profileWindow.autoFitEnabled = false;\n\n\t\t\tfor(let i = 0; i < points.length; i++){\n\t\t\t\tprofile.setPosition(i, points[i].clone().add(move));\n\t\t\t}\n\t\t});\n\n\t\t$(\"#potree_profile_move_backward\").click( () => {\n\t\t\tconst profile = this.profile;\n\t\t\tconst points = profile.points;\n\t\t\tconst start = points[0];\n\t\t\tconst end = points[points.length - 1];\n\n\t\t\tconst dir = end.clone().sub(start).normalize();\n\t\t\tconst up = new THREE.Vector3(0, 0, 1);\n\t\t\tconst forward = up.cross(dir);\n\t\t\tconst move = forward.clone().multiplyScalar(-profile.width / 2);\n\n\t\t\tthis.profileWindow.autoFitEnabled = false;\n\n\t\t\tfor(let i = 0; i < points.length; i++){\n\t\t\t\tprofile.setPosition(i, points[i].clone().add(move));\n\t\t\t}\n\t\t});\n\t}\n\n\tsetProfile (profile) {\n\t\tif (this.profile !== null && this.profile !== profile) {\n\t\t\tthis.profile.removeEventListener('marker_moved', this._recompute);\n\t\t\tthis.profile.removeEventListener('marker_added', this._recompute);\n\t\t\tthis.profile.removeEventListener('marker_removed', this._recompute);\n\t\t\tthis.profile.removeEventListener('width_changed', this._recompute);\n\t\t}\n\n\t\tthis.profile = profile;\n\n\t\t{\n\t\t\tthis.profile.addEventListener('marker_moved', this._recompute);\n\t\t\tthis.profile.addEventListener('marker_added', this._recompute);\n\t\t\tthis.profile.addEventListener('marker_removed', this._recompute);\n\t\t\tthis.profile.addEventListener('width_changed', this._recompute);\n\t\t}\n\n\t\tthis.recompute();\n\t}\n\n\treset () {\n\t\tthis.profileWindow.reset();\n\n\t\tthis.numPoints = 0;\n\n\t\tif (this.profile) {\n\t\t\tfor (let request of this.requests) {\n\t\t\t\trequest.cancel();\n\t\t\t}\n\t\t}\n\t}\n\n\tprogressHandler (pointcloud, progress) {\n\t\tfor (let segment of progress.segments) {\n\t\t\tthis.profileWindow.addPoints(pointcloud, segment.points);\n\t\t\tthis.numPoints += segment.points.numPoints;\n\t\t}\n\t}\n\n\tcancel () {\n\t\tfor (let request of this.requests) {\n\t\t\trequest.cancel();\n\t\t\t// request.finishLevelThenCancel();\n\t\t}\n\n\t\tthis.requests = [];\n\t};\n\n\tfinishLevelThenCancel(){\n\t\tfor (let request of this.requests) {\n\t\t\trequest.finishLevelThenCancel();\n\t\t}\n\n\t\tthis.requests = [];\n\t}\n\n\trecompute () {\n\t\tif (!this.profile) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (this.scheduledRecomputeTime !== null && this.scheduledRecomputeTime > new Date().getTime()) {\n\t\t\treturn;\n\t\t} else {\n\t\t\tthis.scheduledRecomputeTime = new Date().getTime() + 100;\n\t\t}\n\t\tthis.scheduledRecomputeTime = null;\n\n\t\tthis.reset();\n\n\t\tfor (let pointcloud of this.viewer.scene.pointclouds.filter(p => p.visible)) {\n\t\t\tlet request = pointcloud.getPointsInProfile(this.profile, null, {\n\t\t\t\t'onProgress': (event) => {\n\t\t\t\t\tif (!this.enabled) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.progressHandler(pointcloud, event.points);\n\n\t\t\t\t\tif (this.numPoints > this.threshold) {\n\t\t\t\t\t\tthis.finishLevelThenCancel();\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t'onFinish': (event) => {\n\t\t\t\t\tif (!this.enabled) {\n\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t'onCancel': () => {\n\t\t\t\t\tif (!this.enabled) {\n\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tthis.requests.push(request);\n\t\t}\n\t}\n};\n","/**\n *\n * @author sigeom sa / http://sigeom.ch\n * @author Ioda-Net Sàrl / https://www.ioda-net.ch/\n * @author Markus Schütz / http://potree.org\n *\n */\n\nimport {Measure} from \"../utils/Measure.js\";\n\nexport class GeoJSONExporter{\n\n\tstatic measurementToFeatures (measurement) {\n\t\tlet coords = measurement.points.map(e => e.position.toArray());\n\n\t\tlet features = [];\n\n\t\tif (coords.length === 1) {\n\t\t\tlet feature = {\n\t\t\t\ttype: 'Feature',\n\t\t\t\tgeometry: {\n\t\t\t\t\ttype: 'Point',\n\t\t\t\t\tcoordinates: coords[0]\n\t\t\t\t},\n\t\t\t\tproperties: {\n\t\t\t\t\tname: measurement.name\n\t\t\t\t}\n\t\t\t};\n\t\t\tfeatures.push(feature);\n\t\t} else if (coords.length > 1 && !measurement.closed) {\n\t\t\tlet object = {\n\t\t\t\t'type': 'Feature',\n\t\t\t\t'geometry': {\n\t\t\t\t\t'type': 'LineString',\n\t\t\t\t\t'coordinates': coords\n\t\t\t\t},\n\t\t\t\t'properties': {\n\t\t\t\t\tname: measurement.name\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tfeatures.push(object);\n\t\t} else if (coords.length > 1 && measurement.closed) {\n\t\t\tlet object = {\n\t\t\t\t'type': 'Feature',\n\t\t\t\t'geometry': {\n\t\t\t\t\t'type': 'Polygon',\n\t\t\t\t\t'coordinates': [[...coords, coords[0]]]\n\t\t\t\t},\n\t\t\t\t'properties': {\n\t\t\t\t\tname: measurement.name\n\t\t\t\t}\n\t\t\t};\n\t\t\tfeatures.push(object);\n\t\t}\n\n\t\tif (measurement.showDistances) {\n\t\t\tmeasurement.edgeLabels.forEach((label) => {\n\t\t\t\tlet labelPoint = {\n\t\t\t\t\ttype: 'Feature',\n\t\t\t\t\tgeometry: {\n\t\t\t\t\t\ttype: 'Point',\n\t\t\t\t\t\tcoordinates: label.position.toArray()\n\t\t\t\t\t},\n\t\t\t\t\tproperties: {\n\t\t\t\t\t\tdistance: label.text\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tfeatures.push(labelPoint);\n\t\t\t});\n\t\t}\n\n\t\tif (measurement.showArea) {\n\t\t\tlet point = measurement.areaLabel.position;\n\t\t\tlet labelArea = {\n\t\t\t\ttype: 'Feature',\n\t\t\t\tgeometry: {\n\t\t\t\t\ttype: 'Point',\n\t\t\t\t\tcoordinates: point.toArray()\n\t\t\t\t},\n\t\t\t\tproperties: {\n\t\t\t\t\tarea: measurement.areaLabel.text\n\t\t\t\t}\n\t\t\t};\n\t\t\tfeatures.push(labelArea);\n\t\t}\n\n\t\treturn features;\n\t}\n\n\tstatic toString (measurements) {\n\t\tif (!(measurements instanceof Array)) {\n\t\t\tmeasurements = [measurements];\n\t\t}\n\n\t\tmeasurements = measurements.filter(m => m instanceof Measure);\n\n\t\tlet features = [];\n\t\tfor (let measure of measurements) {\n\t\t\tlet f = GeoJSONExporter.measurementToFeatures(measure);\n\n\t\t\tfeatures = features.concat(f);\n\t\t}\n\n\t\tlet geojson = {\n\t\t\t'type': 'FeatureCollection',\n\t\t\t'features': features\n\t\t};\n\n\t\treturn JSON.stringify(geojson, null, '\\t');\n\t}\n\n}\n","/**\n *\n * @author sigeom sa / http://sigeom.ch\n * @author Ioda-Net Sàrl / https://www.ioda-net.ch/\n * @author Markus Schuetz / http://potree.org\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Measure} from \"../utils/Measure.js\";\n\nexport class DXFExporter {\n\n\tstatic measurementPointSection (measurement) {\n\t\tlet position = measurement.points[0].position;\n\n\t\tif (!position) {\n\t\t\treturn '';\n\t\t}\n\n\t\tlet dxfSection = `0\nCIRCLE\n8\nlayer_point\n10\n${position.x}\n20\n${position.y}\n30\n${position.z}\n40\n1.0\n`;\n\n\t\treturn dxfSection;\n\t}\n\n\tstatic measurementPolylineSection (measurement) {\n\t\t// bit code for polygons/polylines:\n\t\t// https://www.autodesk.com/techpubs/autocad/acad2000/dxf/polyline_dxf_06.htm\n\t\tlet geomCode = 8;\n\t\tif (measurement.closed) {\n\t\t\tgeomCode += 1;\n\t\t}\n\n\t\tlet dxfSection = `0\nPOLYLINE\n8\nlayer_polyline\n62\n1\n66\n1\n10\n0.0\n20\n0.0\n30\n0.0\n70\n${geomCode}\n`;\n\n\t\tlet xMax = 0.0;\n\t\tlet yMax = 0.0;\n\t\tlet zMax = 0.0;\n\t\tfor (let point of measurement.points) {\n\t\t\tpoint = point.position;\n\t\t\txMax = Math.max(xMax, point.x);\n\t\t\tyMax = Math.max(yMax, point.y);\n\t\t\tzMax = Math.max(zMax, point.z);\n\n\t\t\tdxfSection += `0\nVERTEX\n8\n0\n10\n${point.x}\n20\n${point.y}\n30\n${point.z}\n70\n32\n`;\n\t\t}\n\t\tdxfSection += `0\nSEQEND\n`;\n\n\t\treturn dxfSection;\n\t}\n\n\tstatic measurementSection (measurement) {\n\t\t// if(measurement.points.length <= 1){\n\t\t//\treturn \"\";\n\t\t// }\n\n\t\tif (measurement.points.length === 0) {\n\t\t\treturn '';\n\t\t} else if (measurement.points.length === 1) {\n\t\t\treturn DXFExporter.measurementPointSection(measurement);\n\t\t} else if (measurement.points.length >= 2) {\n\t\t\treturn DXFExporter.measurementPolylineSection(measurement);\n\t\t}\n\t}\n\n\tstatic toString(measurements){\n\t\tif (!(measurements instanceof Array)) {\n\t\t\tmeasurements = [measurements];\n\t\t}\n\t\tmeasurements = measurements.filter(m => m instanceof Measure);\n\n\t\tlet points = measurements.filter(m => (m instanceof Measure))\n\t\t\t.map(m => m.points)\n\t\t\t.reduce((a, v) => a.concat(v))\n\t\t\t.map(p => p.position);\n\n\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\tlet max = new THREE.Vector3(-Infinity, -Infinity, -Infinity);\n\t\tfor (let point of points) {\n\t\t\tmin.min(point);\n\t\t\tmax.max(point);\n\t\t}\n\n\t\tlet dxfHeader = `999\nDXF created from potree\n0\nSECTION\n2\nHEADER\n9\n$ACADVER\n1\nAC1006\n9\n$INSBASE\n10\n0.0\n20\n0.0\n30\n0.0\n9\n$EXTMIN\n10\n${min.x}\n20\n${min.y}\n30\n${min.z}\n9\n$EXTMAX\n10\n${max.x}\n20\n${max.y}\n30\n${max.z}\n0\nENDSEC\n`;\n\n\t\tlet dxfBody = `0\nSECTION\n2\nENTITIES\n`;\n\n\t\tfor (let measurement of measurements) {\n\t\t\tdxfBody += DXFExporter.measurementSection(measurement);\n\t\t}\n\n\t\tdxfBody += `0\nENDSEC\n`;\n\n\t\tlet dxf = dxfHeader + dxfBody + '0\\nEOF';\n\n\t\treturn dxf;\n\t}\n\n}\n","\n\nimport {Utils} from \"../../utils.js\";\n\nexport class MeasurePanel{\n\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tthis.viewer = viewer;\n\t\tthis.measurement = measurement;\n\t\tthis.propertiesPanel = propertiesPanel;\n\n\t\tthis._update = () => { this.update(); };\n\t}\n\n\tcreateCoordinatesTable(points){\n\t\tlet table = $(`\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t
xyz
\n\t\t`);\n\n\t\tlet copyIconPath = Potree.resourcePath + '/icons/copy.svg';\n\n\t\tfor (let point of points) {\n\t\t\tlet x = Utils.addCommas(point.x.toFixed(3));\n\t\t\tlet y = Utils.addCommas(point.y.toFixed(3));\n\t\t\tlet z = Utils.addCommas(point.z.toFixed(3));\n\n\t\t\tlet row = $(`\n\t\t\t\t\n\t\t\t\t\t${x}\n\t\t\t\t\t${y}\n\t\t\t\t\t${z}\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t`);\n\n\t\t\tthis.elCopy = row.find(\"img[name=copy]\");\n\t\t\tthis.elCopy.click( () => {\n\t\t\t\tlet msg = point.toArray().map(c => c.toFixed(3)).join(\", \");\n\t\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
'${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t\t});\n\n\t\t\ttable.append(row);\n\t\t}\n\n\t\treturn table;\n\t};\n\n\tcreateAttributesTable(){\n\t\tlet elTable = $('
');\n\n\t\tlet point = this.measurement.points[0];\n\t\t\n\t\tfor(let attributeName of Object.keys(point)){\n\t\t\tif(attributeName === \"position\"){\n\t\t\t\n\t\t\t}else if(attributeName === \"rgba\"){\n\t\t\t\tlet color = point.rgba;\n\t\t\t\tlet text = color.join(', ');\n\n\t\t\t\telTable.append($(`\n\t\t\t\t\t\n\t\t\t\t\t\trgb\n\t\t\t\t\t\t${text}\n\t\t\t\t\t\n\t\t\t\t`));\n\t\t\t}else{\n\t\t\t\tlet value = point[attributeName];\n\t\t\t\tlet text = value.join(', ');\n\n\t\t\t\telTable.append($(`\n\t\t\t\t\t\n\t\t\t\t\t\t${attributeName}\n\t\t\t\t\t\t${text}\n\t\t\t\t\t\n\t\t\t\t`));\n\t\t\t}\n\t\t}\n\n\t\treturn elTable;\n\t}\n\n\tupdate(){\n\n\t}\n};","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\nimport {Profile} from \"./../../utils/Profile.js\";\n\nexport class DistancePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t
\n\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\t\t\n\t\tthis.elMakeProfile = this.elContent.find(\"input[name=make_profile]\");\n\t\tthis.elMakeProfile.click( () => {\n\t\t\t//measurement.points;\n\t\t\tconst profile = new Profile();\n\n\t\t\tprofile.name = measurement.name;\n\t\t\tprofile.width = measurement.getTotalDistance() / 50;\n\n\t\t\tfor(const point of measurement.points){\n\t\t\t\tprofile.addMarker(point.position.clone());\n\t\t\t}\n\n\t\t\tthis.viewer.scene.addProfile(profile);\n\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tlet positions = this.measurement.points.map(p => p.position);\n\t\tlet distances = [];\n\t\tfor (let i = 0; i < positions.length - 1; i++) {\n\t\t\tlet d = positions[i].distanceTo(positions[i + 1]);\n\t\t\tdistances.push(d.toFixed(3));\n\t\t}\n\n\t\tlet totalDistance = this.measurement.getTotalDistance().toFixed(3);\n\t\tlet elDistanceTable = this.elContent.find(`#distances_table`);\n\t\telDistanceTable.empty();\n\n\t\tfor (let i = 0; i < distances.length; i++) {\n\t\t\tlet label = (i === 0) ? 'Distances: ' : '';\n\t\t\tlet distance = distances[i];\n\t\t\tlet elDistance = $(`\n\t\t\t\t\n\t\t\t\t\t${label}\n\t\t\t\t\t${distance}\n\t\t\t\t`);\n\t\t\telDistanceTable.append(elDistance);\n\t\t}\n\n\t\tlet elTotal = $(`\n\t\t\t\n\t\t\t\tTotal: ${totalDistance}\n\t\t\t`);\n\t\telDistanceTable.append(elTotal);\n\t}\n};\n","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class PointPanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tlet elAttributesContainer = this.elContent.find('.attributes_table_container');\n\t\telAttributesContainer.empty();\n\t\telAttributesContainer.append(this.createAttributesTable());\n\t}\n};","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class AreaPanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\tArea: \n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tlet elArea = this.elContent.find(`#measurement_area`);\n\t\telArea.html(this.measurement.getArea().toFixed(3));\n\t}\n};","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class AnglePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
\\u03b1\\u03b2\\u03b3
\n\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tlet angles = [];\n\t\tfor(let i = 0; i < this.measurement.points.length; i++){\n\t\t\tangles.push(this.measurement.getAngle(i) * (180.0 / Math.PI));\n\t\t}\n\t\tangles = angles.map(a => a.toFixed(1) + '\\u00B0');\n\n\t\tlet elAlpha = this.elContent.find(`#angle_cell_alpha`);\n\t\tlet elBetta = this.elContent.find(`#angle_cell_betta`);\n\t\tlet elGamma = this.elContent.find(`#angle_cell_gamma`);\n\n\t\telAlpha.html(angles[0]);\n\t\telBetta.html(angles[1]);\n\t\telGamma.html(angles[2]);\n\t}\n};","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class CirclePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t
\n\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tconst elInfos = this.elContent.find(`#infos_table`);\n\n\t\tif(this.measurement.points.length !== 3){\n\t\t\telInfos.empty();\n\t\t\t\n\t\t\treturn;\n\t\t}\n\n\t\tconst A = this.measurement.points[0].position;\n\t\tconst B = this.measurement.points[1].position;\n\t\tconst C = this.measurement.points[2].position;\n\n\t\tconst center = Potree.Utils.computeCircleCenter(A, B, C);\n\t\tconst radius = center.distanceTo(A);\n\t\tconst circumference = 2 * Math.PI * radius;\n\t\t\n\t\tconst format = (number) => {\n\t\t\treturn Potree.Utils.addCommas(number.toFixed(3));\n\t\t};\n\n\t\t\n\t\tconst txtCenter = `${format(center.x)} ${format(center.y)} ${format(center.z)}`;\n\t\tconst txtRadius = format(radius);\n\t\tconst txtCircumference = format(circumference);\n\n\t\tconst thStyle = `style=\"text-align: left\"`;\n\t\tconst tdStyle = `style=\"width: 100%; padding: 5px;\"`;\n\t\t\n\t\telInfos.html(`\n\t\t\t\n\t\t\t\tCenter: \n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t${txtCenter}\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\tRadius: \n\t\t\t\t${txtRadius}\n\t\t\t\n\t\t\t\n\t\t\t\tCircumference: \n\t\t\t\t${txtCircumference}\n\t\t\t\n\t\t`);\n\t}\n};\n","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class HeightPanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\tHeight:
\n\n\t\t\t\t\n\t\t\t\t
\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
\n\t\t\t
\n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\t{\n\t\t\tlet points = this.measurement.points;\n\n\t\t\tlet sorted = points.slice().sort((a, b) => a.position.z - b.position.z);\n\t\t\tlet lowPoint = sorted[0].position.clone();\n\t\t\tlet highPoint = sorted[sorted.length - 1].position.clone();\n\t\t\tlet min = lowPoint.z;\n\t\t\tlet max = highPoint.z;\n\t\t\tlet height = max - min;\n\t\t\theight = height.toFixed(3);\n\n\t\t\tthis.elHeightLabel = this.elContent.find(`#height_label`);\n\t\t\tthis.elHeightLabel.html(`Height: ${height}`);\n\t\t}\n\t}\n};","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../../utils.js\";\nimport {Volume, BoxVolume, SphereVolume} from \"../../utils/Volume.js\";\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class VolumePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet copyIconPath = Potree.resourcePath + '/icons/copy.svg';\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\n\t\tlet lblLengthText = new Map([\n\t\t\t[BoxVolume, \"length\"],\n\t\t\t[SphereVolume, \"rx\"],\n\t\t]).get(measurement.constructor);\n\n\t\tlet lblWidthText = new Map([\n\t\t\t[BoxVolume, \"width\"],\n\t\t\t[SphereVolume, \"ry\"],\n\t\t]).get(measurement.constructor);\n\n\t\tlet lblHeightText = new Map([\n\t\t\t[BoxVolume, \"height\"],\n\t\t\t[SphereVolume, \"rz\"],\n\t\t]).get(measurement.constructor);\n\n\t\tthis.elContent = $(`\n\t\t\t
\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
\\u03b1\\u03b2\\u03b3
\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t
\n\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
${lblLengthText}${lblWidthText}${lblHeightText}
\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t
\n\n\t\t\t\t
\n\t\t\t\tVolume: \n\t\t\t\t\n\n\t\t\t\t\n\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t
  • \n\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t\t\t
  • \n\n\n\t\t\t\t\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
  • \n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\t{ // download\n\t\t\tthis.elDownloadButton = this.elContent.find(\"input[name=download_volume]\");\n\n\t\t\tif(this.propertiesPanel.viewer.server){\n\t\t\t\tthis.elDownloadButton.click(() => this.download());\n\t\t\t} else {\n\t\t\t\tthis.elDownloadButton.hide();\n\t\t\t}\n\t\t}\n\n\t\tthis.elCopyRotation = this.elContent.find(\"img[name=copyRotation]\");\n\t\tthis.elCopyRotation.click( () => {\n\t\t\tlet rotation = this.measurement.rotation.toArray().slice(0, 3);\n\t\t\tlet msg = rotation.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.elCopyScale = this.elContent.find(\"img[name=copyScale]\");\n\t\tthis.elCopyScale.click( () => {\n\t\t\tlet scale = this.measurement.scale.toArray();\n\t\t\tlet msg = scale.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeVolume(measurement);\n\t\t});\n\n\t\tthis.elContent.find(\"#volume_reset_orientation\").click(() => {\n\t\t\tmeasurement.rotation.set(0, 0, 0);\n\t\t});\n\n\t\tthis.elContent.find(\"#volume_make_uniform\").click(() => {\n\t\t\tlet mean = (measurement.scale.x + measurement.scale.y + measurement.scale.z) / 3;\n\t\t\tmeasurement.scale.set(mean, mean, mean);\n\t\t});\n\n\t\tthis.elCheckClip = this.elContent.find('#volume_clip');\n\t\tthis.elCheckClip.click(event => {\n\t\t\tthis.measurement.clip = event.target.checked;\n\t\t});\n\n\t\tthis.elCheckShow = this.elContent.find('#volume_show');\n\t\tthis.elCheckShow.click(event => {\n\t\t\tthis.measurement.visible = event.target.checked;\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"position_changed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"orientation_changed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"scale_changed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"clip_changed\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tasync download(){\n\n\t\tlet clipBox = this.measurement;\n\n\t\tlet regions = [];\n\t\t//for(let clipBox of boxes){\n\t\t{\n\t\t\tlet toClip = clipBox.matrixWorld;\n\n\t\t\tlet px = new THREE.Vector3(+0.5, 0, 0).applyMatrix4(toClip);\n\t\t\tlet nx = new THREE.Vector3(-0.5, 0, 0).applyMatrix4(toClip);\n\t\t\tlet py = new THREE.Vector3(0, +0.5, 0).applyMatrix4(toClip);\n\t\t\tlet ny = new THREE.Vector3(0, -0.5, 0).applyMatrix4(toClip);\n\t\t\tlet pz = new THREE.Vector3(0, 0, +0.5).applyMatrix4(toClip);\n\t\t\tlet nz = new THREE.Vector3(0, 0, -0.5).applyMatrix4(toClip);\n\n\t\t\tlet pxN = new THREE.Vector3().subVectors(nx, px).normalize();\n\t\t\tlet nxN = pxN.clone().multiplyScalar(-1);\n\t\t\tlet pyN = new THREE.Vector3().subVectors(ny, py).normalize();\n\t\t\tlet nyN = pyN.clone().multiplyScalar(-1);\n\t\t\tlet pzN = new THREE.Vector3().subVectors(nz, pz).normalize();\n\t\t\tlet nzN = pzN.clone().multiplyScalar(-1);\n\n\t\t\tlet planes = [\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(pxN, px),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(nxN, nx),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(pyN, py),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(nyN, ny),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(pzN, pz),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(nzN, nz),\n\t\t\t];\n\n\t\t\tlet planeQueryParts = [];\n\t\t\tfor(let plane of planes){\n\t\t\t\tlet part = [plane.normal.toArray(), plane.constant].join(\",\");\n\t\t\t\tpart = `[${part}]`;\n\t\t\t\tplaneQueryParts.push(part);\n\t\t\t}\n\t\t\tlet region = \"[\" + planeQueryParts.join(\",\") + \"]\";\n\t\t\tregions.push(region);\n\t\t}\n\n\t\tlet regionsArg = regions.join(\",\");\n\n\t\tlet pointcloudArgs = [];\n\t\tfor(let pointcloud of this.viewer.scene.pointclouds){\n\t\t\tif(!pointcloud.visible){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet offset = pointcloud.pcoGeometry.offset.clone();\n\t\t\tlet negateOffset = new THREE.Matrix4().makeTranslation(...offset.multiplyScalar(-1).toArray());\n\t\t\tlet matrixWorld = pointcloud.matrixWorld;\n\n\t\t\tlet transform = new THREE.Matrix4().multiplyMatrices(matrixWorld, negateOffset);\n\n\t\t\tlet path = `${window.location.pathname}/../${pointcloud.pcoGeometry.url}`;\n\n\t\t\tlet arg = {\n\t\t\t\tpath: path,\n\t\t\t\ttransform: transform.elements,\n\t\t\t};\n\t\t\tlet argString = JSON.stringify(arg);\n\n\t\t\tpointcloudArgs.push(argString);\n\t\t}\n\t\tlet pointcloudsArg = pointcloudArgs.join(\",\");\n\n\t\tlet elMessage = this.elContent.find(\"div[name=download_message]\");\n\n\t\tlet error = (message) => {\n\t\t\telMessage.html(`
    ERROR: ${message}
    `);\n\t\t};\n\n\t\tlet info = (message) => {\n\t\t\telMessage.html(`${message}`);\n\t\t};\n\n\t\tlet handle = null;\n\t\t{ // START FILTER\n\t\t\tlet url = `${viewer.server}/create_regions_filter?pointclouds=[${pointcloudsArg}]®ions=[${regionsArg}]`;\n\t\t\t\n\t\t\t//console.log(url);\n\n\t\t\tinfo(\"estimating results ...\");\n\n\t\t\tlet response = await fetch(url);\n\t\t\tlet jsResponse = await response.json();\n\t\t\t//console.log(jsResponse);\n\n\t\t\tif(!jsResponse.handle){\n\t\t\t\terror(jsResponse.message);\n\t\t\t\treturn;\n\t\t\t}else{\n\t\t\t\thandle = jsResponse.handle;\n\t\t\t}\n\t\t}\n\n\t\t{ // WAIT, CHECK PROGRESS, HANDLE FINISH\n\t\t\tlet url = `${viewer.server}/check_regions_filter?handle=${handle}`;\n\n\t\t\tlet sleep = (function(duration){\n\t\t\t\treturn new Promise( (res, rej) => {\n\t\t\t\t\tsetTimeout(() => {\n\t\t\t\t\t\tres();\n\t\t\t\t\t}, duration);\n\t\t\t\t});\n\t\t\t});\n\n\t\t\tlet handleFiltering = (jsResponse) => {\n\t\t\t\tlet {progress, estimate} = jsResponse;\n\n\t\t\t\tlet progressFract = progress[\"processed points\"] / estimate.points;\n\t\t\t\tlet progressPercents = parseInt(progressFract * 100);\n\n\t\t\t\tinfo(`progress: ${progressPercents}%`);\n\t\t\t};\n\n\t\t\tlet handleFinish = (jsResponse) => {\n\t\t\t\tlet message = \"downloads ready:
    \";\n\t\t\t\tmessage += \"
      \";\n\n\t\t\t\tfor(let i = 0; i < jsResponse.pointclouds.length; i++){\n\t\t\t\t\tlet url = `${viewer.server}/download_regions_filter_result?handle=${handle}&index=${i}`;\n\n\t\t\t\t\tmessage += `
    • result_${i}.las
    • \\n`;\n\t\t\t\t}\n\n\t\t\t\tlet reportURL = `${viewer.server}/download_regions_filter_report?handle=${handle}`;\n\t\t\t\tmessage += `
    • report.json
    • \\n`;\n\t\t\t\tmessage += \"
    \";\n\n\t\t\t\tinfo(message);\n\t\t\t};\n\n\t\t\tlet handleUnexpected = (jsResponse) => {\n\t\t\t\tlet message = `Unexpected Response.
    status: ${jsResponse.status}
    message: ${jsResponse.message}`;\n\t\t\t\tinfo(message);\n\t\t\t};\n\n\t\t\tlet handleError = (jsResponse) => {\n\t\t\t\tlet message = `ERROR: ${jsResponse.message}`;\n\t\t\t\terror(message);\n\n\t\t\t\tthrow new Error(message);\n\t\t\t};\n\n\t\t\tlet start = Date.now();\n\n\t\t\twhile(true){\n\t\t\t\tlet response = await fetch(url);\n\t\t\t\tlet jsResponse = await response.json();\n\n\t\t\t\tif(jsResponse.status === \"ERROR\"){\n\t\t\t\t\thandleError(jsResponse);\n\t\t\t\t}else if(jsResponse.status === \"FILTERING\"){\n\t\t\t\t\thandleFiltering(jsResponse);\n\t\t\t\t}else if(jsResponse.status === \"FINISHED\"){\n\t\t\t\t\thandleFinish(jsResponse);\n\n\t\t\t\t\tbreak;\n\t\t\t\t}else{\n\t\t\t\t\thandleUnexpected(jsResponse);\n\t\t\t\t}\n\n\t\t\t\tlet durationS = (Date.now() - start) / 1000;\n\t\t\t\tlet sleepAmountMS = durationS < 10 ? 100 : 1000;\n\n\t\t\t\tawait sleep(sleepAmountMS);\n\t\t\t}\n\t\t}\n\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable([this.measurement.position]));\n\n\t\t{\n\t\t\tlet angles = this.measurement.rotation.toVector3();\n\t\t\tangles = angles.toArray();\n\t\t\t//angles = [angles.z, angles.x, angles.y];\n\t\t\tangles = angles.map(v => 180 * v / Math.PI);\n\t\t\tangles = angles.map(a => a.toFixed(1) + '\\u00B0');\n\n\t\t\tlet elAlpha = this.elContent.find(`#angle_cell_alpha`);\n\t\t\tlet elBetta = this.elContent.find(`#angle_cell_betta`);\n\t\t\tlet elGamma = this.elContent.find(`#angle_cell_gamma`);\n\n\t\t\telAlpha.html(angles[0]);\n\t\t\telBetta.html(angles[1]);\n\t\t\telGamma.html(angles[2]);\n\t\t}\n\n\t\t{\n\t\t\tlet dimensions = this.measurement.scale.toArray();\n\t\t\tdimensions = dimensions.map(v => Utils.addCommas(v.toFixed(2)));\n\n\t\t\tlet elLength = this.elContent.find(`#cell_length`);\n\t\t\tlet elWidth = this.elContent.find(`#cell_width`);\n\t\t\tlet elHeight = this.elContent.find(`#cell_height`);\n\n\t\t\telLength.html(dimensions[0]);\n\t\t\telWidth.html(dimensions[1]);\n\t\t\telHeight.html(dimensions[2]);\n\t\t}\n\n\t\t{\n\t\t\tlet elVolume = this.elContent.find(`#measurement_volume`);\n\t\t\tlet volume = this.measurement.getVolume();\n\t\t\telVolume.html(Utils.addCommas(volume.toFixed(2)));\n\t\t}\n\n\t\tthis.elCheckClip.prop(\"checked\", this.measurement.clip);\n\t\tthis.elCheckShow.prop(\"checked\", this.measurement.visible);\n\n\t}\n};","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class ProfilePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\n\t\t\t\t\tWidth: \n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t
    \n\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t\t\t
  • \n\n\t\t\t\t
    \n\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeProfile(measurement);\n\t\t});\n\n\t\t{ // download\n\t\t\tthis.elDownloadButton = this.elContent.find(`input[name=download_profile]`);\n\n\t\t\tif(this.propertiesPanel.viewer.server){\n\t\t\t\tthis.elDownloadButton.click(() => this.download());\n\t\t\t} else {\n\t\t\t\tthis.elDownloadButton.hide();\n\t\t\t}\n\t\t}\n\n\t\t{ // width spinner\n\t\t\tlet elWidthSlider = this.elContent.find(`#sldProfileWidth`);\n\n\t\t\telWidthSlider.spinner({\n\t\t\t\tmin: 0, max: 10 * 1000 * 1000, step: 0.01,\n\t\t\t\tnumberFormat: 'n',\n\t\t\t\tstart: () => {},\n\t\t\t\tspin: (event, ui) => {\n\t\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\t\tmeasurement.setWidth(value);\n\t\t\t\t},\n\t\t\t\tchange: (event, ui) => {\n\t\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\t\tmeasurement.setWidth(value);\n\t\t\t\t},\n\t\t\t\tstop: (event, ui) => {\n\t\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\t\tmeasurement.setWidth(value);\n\t\t\t\t},\n\t\t\t\tincremental: (count) => {\n\t\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\t\tlet step = elWidthSlider.spinner('option', 'step');\n\n\t\t\t\t\tlet delta = value * 0.05;\n\t\t\t\t\tlet increments = Math.max(1, parseInt(delta / step));\n\n\t\t\t\t\treturn increments;\n\t\t\t\t}\n\t\t\t});\n\t\t\telWidthSlider.spinner('value', measurement.getWidth());\n\t\t\telWidthSlider.spinner('widget').css('width', '100%');\n\n\t\t\tlet widthListener = (event) => {\n\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\tif (value !== measurement.getWidth()) {\n\t\t\t\t\telWidthSlider.spinner('value', measurement.getWidth());\n\t\t\t\t}\n\t\t\t};\n\t\t\tthis.propertiesPanel.addVolatileListener(measurement, \"width_changed\", widthListener);\n\t\t}\n\n\t\tlet elShow2DProfile = this.elContent.find(`#show_2d_profile`);\n\t\telShow2DProfile.click(() => {\n\t\t\tthis.propertiesPanel.viewer.profileWindow.show();\n\t\t\tthis.propertiesPanel.viewer.profileWindowController.setProfile(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points));\n\t}\n\n\tasync download(){\n\n\t\tlet profile = this.measurement;\n\n\t\tlet regions = [];\n\t\t{\n\t\t\tlet segments = profile.getSegments();\n\t\t\tlet width = profile.width;\n\t\t\t\n\t\t\tfor(let segment of segments){\n\t\t\t\tlet start = segment.start.clone().multiply(new THREE.Vector3(1, 1, 0));\n\t\t\t\tlet end = segment.end.clone().multiply(new THREE.Vector3(1, 1, 0));\n\t\t\t\tlet center = new THREE.Vector3().addVectors(start, end).multiplyScalar(0.5);\n\t\t\t\t\n\t\t\t\tlet startEndDir = new THREE.Vector3().subVectors(end, start).normalize();\n\t\t\t\tlet endStartDir = new THREE.Vector3().subVectors(start, end).normalize();\n\t\t\t\tlet upDir = new THREE.Vector3(0, 0, 1);\n\t\t\t\tlet rightDir = new THREE.Vector3().crossVectors(startEndDir, upDir);\n\t\t\t\tlet leftDir = new THREE.Vector3().crossVectors(endStartDir, upDir);\n\t\t\t\t\n\t\t\t\tconsole.log(leftDir);\n\t\t\t\t\n\t\t\t\tlet right = rightDir.clone().multiplyScalar(width * 0.5).add(center);\n\t\t\t\tlet left = leftDir.clone().multiplyScalar(width * 0.5).add(center);\n\t\t\t\t\n\t\t\t\tlet planes = [\n\t\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(startEndDir, start),\n\t\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(endStartDir, end),\n\t\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(leftDir, right),\n\t\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(rightDir, left),\n\t\t\t\t];\n\t\t\t\t\n\t\t\t\tlet planeQueryParts = [];\n\t\t\t\tfor(let plane of planes){\n\t\t\t\t\tlet part = [plane.normal.toArray(), plane.constant].join(\",\");\n\t\t\t\t\tpart = `[${part}]`;\n\t\t\t\t\tplaneQueryParts.push(part);\n\t\t\t\t}\n\t\t\t\tlet region = \"[\" + planeQueryParts.join(\",\") + \"]\";\n\t\t\t\tregions.push(region);\n\t\t\t}\n\t\t}\n\n\t\tlet regionsArg = regions.join(\",\");\n\n\t\tlet pointcloudArgs = [];\n\t\tfor(let pointcloud of this.viewer.scene.pointclouds){\n\t\t\tif(!pointcloud.visible){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet offset = pointcloud.pcoGeometry.offset.clone();\n\t\t\tlet negateOffset = new THREE.Matrix4().makeTranslation(...offset.multiplyScalar(-1).toArray());\n\t\t\tlet matrixWorld = pointcloud.matrixWorld;\n\n\t\t\tlet transform = new THREE.Matrix4().multiplyMatrices(matrixWorld, negateOffset);\n\n\t\t\tlet path = `${window.location.pathname}/../${pointcloud.pcoGeometry.url}`;\n\n\t\t\tlet arg = {\n\t\t\t\tpath: path,\n\t\t\t\ttransform: transform.elements,\n\t\t\t};\n\t\t\tlet argString = JSON.stringify(arg);\n\n\t\t\tpointcloudArgs.push(argString);\n\t\t}\n\t\tlet pointcloudsArg = pointcloudArgs.join(\",\");\n\n\t\tlet elMessage = this.elContent.find(\"div[name=download_message]\");\n\n\t\tlet error = (message) => {\n\t\t\telMessage.html(`
    ERROR: ${message}
    `);\n\t\t};\n\n\t\tlet info = (message) => {\n\t\t\telMessage.html(`${message}`);\n\t\t};\n\n\t\tlet handle = null;\n\t\t{ // START FILTER\n\t\t\tlet url = `${viewer.server}/create_regions_filter?pointclouds=[${pointcloudsArg}]®ions=[${regionsArg}]`;\n\t\t\t\n\t\t\t//console.log(url);\n\n\t\t\tinfo(\"estimating results ...\");\n\n\t\t\tlet response = await fetch(url);\n\t\t\tlet jsResponse = await response.json();\n\t\t\t//console.log(jsResponse);\n\n\t\t\tif(!jsResponse.handle){\n\t\t\t\terror(jsResponse.message);\n\t\t\t\treturn;\n\t\t\t}else{\n\t\t\t\thandle = jsResponse.handle;\n\t\t\t}\n\t\t}\n\n\t\t{ // WAIT, CHECK PROGRESS, HANDLE FINISH\n\t\t\tlet url = `${viewer.server}/check_regions_filter?handle=${handle}`;\n\n\t\t\tlet sleep = (function(duration){\n\t\t\t\treturn new Promise( (res, rej) => {\n\t\t\t\t\tsetTimeout(() => {\n\t\t\t\t\t\tres();\n\t\t\t\t\t}, duration);\n\t\t\t\t});\n\t\t\t});\n\n\t\t\tlet handleFiltering = (jsResponse) => {\n\t\t\t\tlet {progress, estimate} = jsResponse;\n\n\t\t\t\tlet progressFract = progress[\"processed points\"] / estimate.points;\n\t\t\t\tlet progressPercents = parseInt(progressFract * 100);\n\n\t\t\t\tinfo(`progress: ${progressPercents}%`);\n\t\t\t};\n\n\t\t\tlet handleFinish = (jsResponse) => {\n\t\t\t\tlet message = \"downloads ready:
    \";\n\t\t\t\tmessage += \"
      \";\n\n\t\t\t\tfor(let i = 0; i < jsResponse.pointclouds.length; i++){\n\t\t\t\t\tlet url = `${viewer.server}/download_regions_filter_result?handle=${handle}&index=${i}`;\n\n\t\t\t\t\tmessage += `
    • result_${i}.las
    • \\n`;\n\t\t\t\t}\n\n\t\t\t\tlet reportURL = `${viewer.server}/download_regions_filter_report?handle=${handle}`;\n\t\t\t\tmessage += `
    • report.json
    • \\n`;\n\t\t\t\tmessage += \"
    \";\n\n\t\t\t\tinfo(message);\n\t\t\t};\n\n\t\t\tlet handleUnexpected = (jsResponse) => {\n\t\t\t\tlet message = `Unexpected Response.
    status: ${jsResponse.status}
    message: ${jsResponse.message}`;\n\t\t\t\tinfo(message);\n\t\t\t};\n\n\t\t\tlet handleError = (jsResponse) => {\n\t\t\t\tlet message = `ERROR: ${jsResponse.message}`;\n\t\t\t\terror(message);\n\n\t\t\t\tthrow new Error(message);\n\t\t\t};\n\n\t\t\tlet start = Date.now();\n\n\t\t\twhile(true){\n\t\t\t\tlet response = await fetch(url);\n\t\t\t\tlet jsResponse = await response.json();\n\n\t\t\t\tif(jsResponse.status === \"ERROR\"){\n\t\t\t\t\thandleError(jsResponse);\n\t\t\t\t}else if(jsResponse.status === \"FILTERING\"){\n\t\t\t\t\thandleFiltering(jsResponse);\n\t\t\t\t}else if(jsResponse.status === \"FINISHED\"){\n\t\t\t\t\thandleFinish(jsResponse);\n\n\t\t\t\t\tbreak;\n\t\t\t\t}else{\n\t\t\t\t\thandleUnexpected(jsResponse);\n\t\t\t\t}\n\n\t\t\t\tlet durationS = (Date.now() - start) / 1000;\n\t\t\t\tlet sleepAmountMS = durationS < 10 ? 100 : 1000;\n\n\t\t\t\tawait sleep(sleepAmountMS);\n\t\t\t}\n\t\t}\n\n\t}\n};","\nimport {Utils} from \"../../utils.js\";\n\nexport class CameraPanel{\n\tconstructor(viewer, propertiesPanel){\n\t\tthis.viewer = viewer;\n\t\tthis.propertiesPanel = propertiesPanel;\n\n\t\tthis._update = () => { this.update(); };\n\n\t\tlet copyIconPath = Potree.resourcePath + '/icons/copy.svg';\n\t\tthis.elContent = $(`\n\t\t
    \n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t
    position
    \n\t\t\t\t\t\t\n\t\t\t\t\t
    target
    \n\t\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t
    \n\t\t`);\n\n\t\tthis.elCopyPosition = this.elContent.find(\"img[name=copyPosition]\");\n\t\tthis.elCopyPosition.click( () => {\n\t\t\tlet pos = this.viewer.scene.getActiveCamera().position.toArray();\n\t\t\tlet msg = pos.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.elCopyTarget = this.elContent.find(\"img[name=copyTarget]\");\n\t\tthis.elCopyTarget.click( () => {\n\t\t\tlet pos = this.viewer.scene.view.getPivot().toArray();\n\t\t\tlet msg = pos.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(viewer, \"camera_changed\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\t//console.log(\"updating camera panel\");\n\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\tlet view = this.viewer.scene.view;\n\n\t\tlet pos = camera.position.toArray().map(c => Utils.addCommas(c.toFixed(3)));\n\t\tthis.elContent.find(\"#camera_position_x\").html(pos[0]);\n\t\tthis.elContent.find(\"#camera_position_y\").html(pos[1]);\n\t\tthis.elContent.find(\"#camera_position_z\").html(pos[2]);\n\n\t\tlet target = view.getPivot().toArray().map(c => Utils.addCommas(c.toFixed(3)));\n\t\tthis.elContent.find(\"#camera_target_x\").html(target[0]);\n\t\tthis.elContent.find(\"#camera_target_y\").html(target[1]);\n\t\tthis.elContent.find(\"#camera_target_z\").html(target[2]);\n\t}\n};","\nimport {Utils} from \"../../utils.js\";\n\nexport class AnnotationPanel{\n\tconstructor(viewer, propertiesPanel, annotation){\n\t\tthis.viewer = viewer;\n\t\tthis.propertiesPanel = propertiesPanel;\n\t\tthis.annotation = annotation;\n\n\t\tthis._update = () => { this.update(); };\n\n\t\tlet copyIconPath = `${Potree.resourcePath}/icons/copy.svg`;\n\t\tthis.elContent = $(`\n\t\t
    \n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\n\t\t\t
    position
    \n\t\t\t\t\t\t\n\t\t\t\t\t
    \n\n\t\t\t
    \n\n\t\t\t\t
    Title
    \n\t\t\t\t
    \n\t\t\t\t\tAnnotation Title\n\t\t\t\t
    \n\n\t\t\t\t
    Description
    \n\t\t\t\t
    \n\t\t\t\t\tA longer description of this annotation. \n\t\t\t\t\t\tCan be multiple lines long. TODO: the user should be able\n\t\t\t\t\t\tto modify title and description. \n\t\t\t\t
    \n\n\t\t\t
    \n\n\t\t
    \n\t\t`);\n\n\t\tthis.elCopyPosition = this.elContent.find(\"img[name=copyPosition]\");\n\t\tthis.elCopyPosition.click( () => {\n\t\t\tlet pos = this.annotation.position.toArray();\n\t\t\tlet msg = pos.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.elTitle = this.elContent.find(\"#annotation_title\").html(annotation.title);\n\t\tthis.elDescription = this.elContent.find(\"#annotation_description\").html(annotation.description);\n\n\t\tthis.elTitle[0].addEventListener(\"input\", () => {\n\t\t\tconst title = this.elTitle.html();\n\t\t\tannotation.title = title;\n\n\t\t}, false);\n\n\t\tthis.elDescription[0].addEventListener(\"input\", () => {\n\t\t\tconst description = this.elDescription.html();\n\t\t\tannotation.description = description;\n\t\t}, false);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tconst {annotation, elContent, elTitle, elDescription} = this;\n\n\t\tlet pos = annotation.position.toArray().map(c => Utils.addCommas(c.toFixed(3)));\n\t\telContent.find(\"#annotation_position_x\").html(pos[0]);\n\t\telContent.find(\"#annotation_position_y\").html(pos[1]);\n\t\telContent.find(\"#annotation_position_z\").html(pos[2]);\n\n\t\telTitle.html(annotation.title);\n\t\telDescription.html(annotation.description);\n\n\n\t}\n};","\nimport {Utils} from \"../../utils.js\";\n\nexport class CameraAnimationPanel{\n\tconstructor(viewer, propertiesPanel, animation){\n\t\tthis.viewer = viewer;\n\t\tthis.propertiesPanel = propertiesPanel;\n\t\tthis.animation = animation;\n\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\n\t\t\t\t\n\n\t\t\t\t\t\n\t\t\t\t\t\tDuration: \n\t\t\t\t\t\t\n\t\t\t\t\t\n\n\t\t\t\t\tTime:
    \n\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tconst elPlay = this.elContent.find(\"input[name=play]\");\n\t\telPlay.click( () => {\n\t\t\tanimation.play();\n\t\t});\n\n\t\tconst elSlider = this.elContent.find('#sldTime');\n\t\telSlider.slider({\n\t\t\tvalue: 0,\n\t\t\tmin: 0,\n\t\t\tmax: 1,\n\t\t\tstep: 0.001,\n\t\t\tslide: (event, ui) => { \n\t\t\t\tanimation.set(ui.value);\n\t\t\t}\n\t\t});\n\n\t\tlet elDuration = this.elContent.find(`input[name=spnDuration]`);\n\t\telDuration.spinner({\n\t\t\tmin: 0, max: 300, step: 0.01,\n\t\t\tnumberFormat: 'n',\n\t\t\tstart: () => {},\n\t\t\tspin: (event, ui) => {\n\t\t\t\tlet value = elDuration.spinner('value');\n\t\t\t\tanimation.setDuration(value);\n\t\t\t},\n\t\t\tchange: (event, ui) => {\n\t\t\t\tlet value = elDuration.spinner('value');\n\t\t\t\tanimation.setDuration(value);\n\t\t\t},\n\t\t\tstop: (event, ui) => {\n\t\t\t\tlet value = elDuration.spinner('value');\n\t\t\t\tanimation.setDuration(value);\n\t\t\t},\n\t\t\tincremental: (count) => {\n\t\t\t\tlet value = elDuration.spinner('value');\n\t\t\t\tlet step = elDuration.spinner('option', 'step');\n\n\t\t\t\tlet delta = value * 0.05;\n\t\t\t\tlet increments = Math.max(1, parseInt(delta / step));\n\n\t\t\t\treturn increments;\n\t\t\t}\n\t\t});\n\t\telDuration.spinner('value', animation.getDuration());\n\t\telDuration.spinner('widget').css('width', '100%');\n\n\t\tconst elKeyframes = this.elContent.find(\"#animation_keyframes\");\n\n\t\tconst updateKeyframes = () => {\n\t\t\telKeyframes.empty();\n\n\t\t\t//let index = 0;\n\n\t\t\t// \n\t\t\t// \t\t\t\t\n\t\t\t// \t\t\t\n\n\t\t\tconst addNewKeyframeItem = (index) => {\n\t\t\t\tlet elNewKeyframe = $(`\n\t\t\t\t\t
    \n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t\t\t`);\n\n\t\t\t\tconst elAdd = elNewKeyframe.find(\"input[name=add]\");\n\t\t\t\telAdd.click( () => {\n\t\t\t\t\tanimation.createControlPoint(index);\n\t\t\t\t});\n\n\t\t\t\telKeyframes.append(elNewKeyframe);\n\t\t\t};\n\n\t\t\tconst addKeyframeItem = (index) => {\n\t\t\t\tlet elKeyframe = $(`\n\t\t\t\t\t
    \n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tkeyframe\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t\t\t`);\n\n\t\t\t\tconst elAssign = elKeyframe.find(\"img[name=assign]\");\n\t\t\t\tconst elMove = elKeyframe.find(\"img[name=move]\");\n\t\t\t\tconst elDelete = elKeyframe.find(\"img[name=delete]\");\n\n\t\t\t\telAssign.click( () => {\n\t\t\t\t\tconst cp = animation.controlPoints[index];\n\n\t\t\t\t\tcp.position.copy(viewer.scene.view.position);\n\t\t\t\t\tcp.target.copy(viewer.scene.view.getPivot());\n\t\t\t\t});\n\n\t\t\t\telMove.click( () => {\n\t\t\t\t\tconst cp = animation.controlPoints[index];\n\n\t\t\t\t\tviewer.scene.view.position.copy(cp.position);\n\t\t\t\t\tviewer.scene.view.lookAt(cp.target);\n\t\t\t\t});\n\n\t\t\t\telDelete.click( () => {\n\t\t\t\t\tconst cp = animation.controlPoints[index];\n\t\t\t\t\tanimation.removeControlPoint(cp);\n\t\t\t\t});\n\n\t\t\t\telKeyframes.append(elKeyframe);\n\t\t\t};\n\n\t\t\tlet index = 0;\n\n\t\t\taddNewKeyframeItem(index);\n\n\t\t\tfor(const cp of animation.controlPoints){\n\t\t\t\t\n\t\t\t\taddKeyframeItem(index);\n\t\t\t\tindex++;\n\t\t\t\taddNewKeyframeItem(index);\n\n\t\t\t}\n\t\t};\n\n\t\tupdateKeyframes();\n\n\t\tanimation.addEventListener(\"controlpoint_added\", updateKeyframes);\n\t\tanimation.addEventListener(\"controlpoint_removed\", updateKeyframes);\n\n\n\n\n\t\t// this._update = () => { this.update(); };\n\n\t\t// this.update();\n\t}\n\n\tupdate(){\n\t\t\n\t}\n};","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../../utils.js\";\nimport {PointCloudTree} from \"../../PointCloudTree.js\";\nimport {Annotation} from \"../../Annotation.js\";\nimport {Measure} from \"../../utils/Measure.js\";\nimport {Profile} from \"../../utils/Profile.js\";\nimport {Volume, BoxVolume, SphereVolume} from \"../../utils/Volume.js\";\nimport {CameraAnimation} from \"../../modules/CameraAnimation/CameraAnimation.js\";\nimport {PointSizeType, PointShape, ElevationGradientRepeat} from \"../../defines.js\";\nimport {Gradients} from \"../../materials/Gradients.js\";\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\nimport {DistancePanel} from \"./DistancePanel.js\";\nimport {PointPanel} from \"./PointPanel.js\";\nimport {AreaPanel} from \"./AreaPanel.js\";\nimport {AnglePanel} from \"./AnglePanel.js\";\nimport {CirclePanel} from \"./CirclePanel.js\";\nimport {HeightPanel} from \"./HeightPanel.js\";\nimport {VolumePanel} from \"./VolumePanel.js\";\nimport {ProfilePanel} from \"./ProfilePanel.js\";\nimport {CameraPanel} from \"./CameraPanel.js\";\nimport {AnnotationPanel} from \"./AnnotationPanel.js\";\nimport { CameraAnimationPanel } from \"./CameraAnimationPanel.js\";\n\nexport class PropertiesPanel{\n\n\tconstructor(container, viewer){\n\t\tthis.container = container;\n\t\tthis.viewer = viewer;\n\t\tthis.object = null;\n\t\tthis.cleanupTasks = [];\n\t\tthis.scene = null;\n\t}\n\n\tsetScene(scene){\n\t\tthis.scene = scene;\n\t}\n\n\tset(object){\n\t\tif(this.object === object){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.object = object;\n\t\t\n\t\tfor(let task of this.cleanupTasks){\n\t\t\ttask();\n\t\t}\n\t\tthis.cleanupTasks = [];\n\t\tthis.container.empty();\n\n\t\tif(object instanceof PointCloudTree){\n\t\t\tthis.setPointCloud(object);\n\t\t}else if(object instanceof Measure || object instanceof Profile || object instanceof Volume){\n\t\t\tthis.setMeasurement(object);\n\t\t}else if(object instanceof THREE.Camera){\n\t\t\tthis.setCamera(object);\n\t\t}else if(object instanceof Annotation){\n\t\t\tthis.setAnnotation(object);\n\t\t}else if(object instanceof CameraAnimation){\n\t\t\tthis.setCameraAnimation(object);\n\t\t}\n\t\t\n\t}\n\n\t//\n\t// Used for events that should be removed when the property object changes.\n\t// This is for listening to materials, scene, point clouds, etc.\n\t// not required for DOM listeners, since they are automatically cleared by removing the DOM subtree.\n\t//\n\taddVolatileListener(target, type, callback){\n\t\ttarget.addEventListener(type, callback);\n\t\tthis.cleanupTasks.push(() => {\n\t\t\ttarget.removeEventListener(type, callback);\n\t\t});\n\t}\n\n\tsetPointCloud(pointcloud){\n\n\t\tlet material = pointcloud.material;\n\n\t\tlet panel = $(`\n\t\t\t
    \n\t\t\t\t
      \n\n\t\t\t\t
    • \n\t\t\t\t
      \n\t\t\t\t
    • \n\t\t\t\t
    • \n\t\t\t\t
      \n\t\t\t\t
    • \n\n\t\t\t\t\n\t\t\t\t
    • \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    • \n\n\t\t\t\t\n\t\t\t\t
    • \n\t\t\t\t\t
      \n\t\t\t\t\t\n\t\t\t\t
    • \n\n\t\t\t\t
    • \n\t\t\t\t\n\t\t\t\t
    • \n\t\t\t\t\n\t\t\t\t\n\t\t\t\t
    • :
    • \n\n\t\t\t\t
      \n\t\t\t\t\tAttribute\n\t\t\t\t
      \n\n\t\t\t\t
    • \n\t\t\t\t\t\n\t\t\t\t
    • \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tAttribute Weights\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • RGB:
      \t
    • \n\t\t\t\t\t
    • Intensity:
      \t
    • \n\t\t\t\t\t
    • Elevation:
      \t
    • \n\t\t\t\t\t
    • Classification:
      \t
    • \n\t\t\t\t\t
    • Return Number:
      \t
    • \n\t\t\t\t\t
    • Source ID:
      \t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tRGB\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • Gamma:
      \t
    • \n\t\t\t\t\t
    • Brightness:
      \t
    • \n\t\t\t\t\t
    • Contrast:
      \t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tExtra Attribute\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • :
    • \n\n\t\t\t\t\t
    • Gamma:
    • \n\t\t\t\t\t
    • Brightness:
    • \n\t\t\t\t\t
    • Contrast:
    • \n\t\t\t\t
      \n\t\t\t\t\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tMATCAP\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • \n\t\t\t\t\t\t
      \n\t\t\t\t\t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tColor\n\t\t\t\t\t
      \n\n\t\t\t\t\t\n\t\t\t\t
      \n\n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tElevation\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • :
      \t
    • \n\n\t\t\t\t\t
    • \n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t
    • \n\n\t\t\t\t\t
    • \n\t\t\t\t\t\tGradient Scheme:\n\t\t\t\t\t\t
      \n\t\t\t\t\t\t
      \n\t\t\t\t\t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tTransition\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • transition:
      \t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tIntensity\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • Range:
      \t
    • \n\t\t\t\t\t
    • Gamma:
      \t
    • \n\t\t\t\t\t
    • Brightness:
      \t
    • \n\t\t\t\t\t
    • Contrast:
      \t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tGPS Time\n\t\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tIndices\n\t\t\t\t\t
      \n\t\t\t\t
      \n\n\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tpanel.i18n();\n\t\tthis.container.append(panel);\n\n\t\t{ // POINT SIZE\n\t\t\tlet sldPointSize = panel.find(`#sldPointSize`);\n\t\t\tlet lblPointSize = panel.find(`#lblPointSize`);\n\n\t\t\tsldPointSize.slider({\n\t\t\t\tvalue: material.size,\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 3,\n\t\t\t\tstep: 0.01,\n\t\t\t\tslide: function (event, ui) { material.size = ui.value; }\n\t\t\t});\n\n\t\t\tlet update = (e) => {\n\t\t\t\tlblPointSize.html(material.size.toFixed(2));\n\t\t\t\tsldPointSize.slider({value: material.size});\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"point_size_changed\", update);\n\t\t\t\n\t\t\tupdate();\n\t\t}\n\n\t\t{ // MINIMUM POINT SIZE\n\t\t\tlet sldMinPointSize = panel.find(`#sldMinPointSize`);\n\t\t\tlet lblMinPointSize = panel.find(`#lblMinPointSize`);\n\n\t\t\tsldMinPointSize.slider({\n\t\t\t\tvalue: material.size,\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 3,\n\t\t\t\tstep: 0.01,\n\t\t\t\tslide: function (event, ui) { material.minSize = ui.value; }\n\t\t\t});\n\n\t\t\tlet update = (e) => {\n\t\t\t\tlblMinPointSize.html(material.minSize.toFixed(2));\n\t\t\t\tsldMinPointSize.slider({value: material.minSize});\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"point_size_changed\", update);\n\t\t\t\n\t\t\tupdate();\n\t\t}\n\n\t\t{ // POINT SIZING\n\t\t\tlet strSizeType = Object.keys(PointSizeType)[material.pointSizeType];\n\n\t\t\tlet opt = panel.find(`#optPointSizing`);\n\t\t\topt.selectmenu();\n\t\t\topt.val(strSizeType).selectmenu('refresh');\n\n\t\t\topt.selectmenu({\n\t\t\t\tchange: (event, ui) => {\n\t\t\t\t\tmaterial.pointSizeType = PointSizeType[ui.item.value];\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\n\t\t{ // SHAPE\n\t\t\tlet opt = panel.find(`#optShape`);\n\n\t\t\topt.selectmenu({\n\t\t\t\tchange: (event, ui) => {\n\t\t\t\t\tlet value = ui.item.value;\n\n\t\t\t\t\tmaterial.shape = PointShape[value];\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet update = () => {\n\t\t\t\tlet typename = Object.keys(PointShape)[material.shape];\n\n\t\t\t\topt.selectmenu().val(typename).selectmenu('refresh');\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"point_shape_changed\", update);\n\n\t\t\tupdate();\n\t\t}\n\n\t\t{ // BACKFACE CULLING\n\t\t\t\n\t\t\tlet opt = panel.find(`#set_backface_culling`);\n\t\t\topt.click(() => {\n\t\t\t\tmaterial.backfaceCulling = opt.prop(\"checked\");\n\t\t\t});\n\t\t\tlet update = () => {\n\t\t\t\tlet value = material.backfaceCulling;\n\t\t\t\topt.prop(\"checked\", value);\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"backface_changed\", update);\n\t\t\tupdate();\n\n\t\t\tlet blockBackface = $('#materials_backface_container');\n\t\t\tblockBackface.css('display', 'none');\n\n\t\t\tconst pointAttributes = pointcloud.pcoGeometry.pointAttributes;\n\t\t\tconst hasNormals = pointAttributes.hasNormals ? pointAttributes.hasNormals() : false;\n\t\t\tif(hasNormals) {\n\t\t\t\tblockBackface.css('display', 'block');\n\t\t\t}\n\t\t\t/*\n\t\t\topt.checkboxradio({\n\t\t\t\tclicked: (event, ui) => {\n\t\t\t\t\t// let value = ui.item.value;\n\t\t\t\t\tlet value = ui.item.checked;\n\t\t\t\t\tconsole.log(value);\n\t\t\t\t\tmaterial.backfaceCulling = value; // $('#set_freeze').prop(\"checked\");\n\t\t\t\t}\n\t\t\t});\n\t\t\t*/\n\t\t}\n\n\t\t{ // OPACITY\n\t\t\tlet sldOpacity = panel.find(`#sldOpacity`);\n\t\t\tlet lblOpacity = panel.find(`#lblOpacity`);\n\n\t\t\tsldOpacity.slider({\n\t\t\t\tvalue: material.opacity,\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 1,\n\t\t\t\tstep: 0.001,\n\t\t\t\tslide: function (event, ui) { \n\t\t\t\t\tmaterial.opacity = ui.value;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet update = (e) => {\n\t\t\t\tlblOpacity.html(material.opacity.toFixed(2));\n\t\t\t\tsldOpacity.slider({value: material.opacity});\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"opacity_changed\", update);\n\n\t\t\tupdate();\n\t\t}\n\n\t\t{\n\n\t\t\tconst attributes = pointcloud.pcoGeometry.pointAttributes.attributes;\n\n\t\t\tlet options = [];\n\n\t\t\toptions.push(...attributes.map(a => a.name));\n\n\t\t\tconst intensityIndex = options.indexOf(\"intensity\");\n\t\t\tif(intensityIndex >= 0){\n\t\t\t\toptions.splice(intensityIndex + 1, 0, \"intensity gradient\");\n\t\t\t}\n\n\t\t\toptions.push(\n\t\t\t\t\"elevation\",\n\t\t\t\t\"color\",\n\t\t\t\t'matcap',\n\t\t\t\t'indices',\n\t\t\t\t'level of detail',\n\t\t\t\t'composite'\n\t\t\t);\n\n\t\t\tconst blacklist = [\n\t\t\t\t\"POSITION_CARTESIAN\",\n\t\t\t\t\"position\",\n\t\t\t];\n\n\t\t\toptions = options.filter(o => !blacklist.includes(o));\n\n\t\t\tlet attributeSelection = panel.find('#optMaterial');\n\t\t\tfor(let option of options){\n\t\t\t\tlet elOption = $(``);\n\t\t\t\tattributeSelection.append(elOption);\n\t\t\t}\n\n\t\t\tlet updateMaterialPanel = (event, ui) => {\n\t\t\t\tlet selectedValue = attributeSelection.selectmenu().val();\n\t\t\t\tmaterial.activeAttributeName = selectedValue;\n\n\t\t\t\tlet attribute = pointcloud.getAttribute(selectedValue);\n\n\t\t\t\tif(selectedValue === \"intensity gradient\"){\n\t\t\t\t\tattribute = pointcloud.getAttribute(\"intensity\");\n\t\t\t\t}\n\n\t\t\t\tconst isIntensity = attribute ? [\"intensity\", \"intensity gradient\"].includes(attribute.name) : false;\n\n\t\t\t\tif(isIntensity){\n\t\t\t\t\tif(pointcloud.material.intensityRange[0] === Infinity){\n\t\t\t\t\t\tpointcloud.material.intensityRange = attribute.range;\n\t\t\t\t\t}\n\n\t\t\t\t\tconst [min, max] = attribute.range;\n\n\t\t\t\t\tpanel.find('#sldIntensityRange').slider({\n\t\t\t\t\t\trange: true,\n\t\t\t\t\t\tmin: min, max: max, step: 0.01,\n\t\t\t\t\t\tvalues: [min, max],\n\t\t\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\t\t\tlet min = ui.values[0];\n\t\t\t\t\t\t\tlet max = ui.values[1];\n\t\t\t\t\t\t\tmaterial.intensityRange = [min, max];\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t} else if(attribute){\n\t\t\t\t\tconst [min, max] = attribute.range;\n\n\t\t\t\t\tlet selectedRange = material.getRange(attribute.name);\n\n\t\t\t\t\tif(!selectedRange){\n\t\t\t\t\t\tselectedRange = [...attribute.range];\n\t\t\t\t\t}\n\n\t\t\t\t\tlet minMaxAreNumbers = typeof min === \"number\" && typeof max === \"number\";\n\n\t\t\t\t\tif(minMaxAreNumbers){\n\t\t\t\t\t\tpanel.find('#sldExtraRange').slider({\n\t\t\t\t\t\t\trange: true,\n\t\t\t\t\t\t\tmin: min, \n\t\t\t\t\t\t\tmax: max, \n\t\t\t\t\t\t\tstep: 0.01,\n\t\t\t\t\t\t\tvalues: selectedRange,\n\t\t\t\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\t\t\t\tlet [a, b] = ui.values;\n\n\t\t\t\t\t\t\t\tmaterial.setRange(attribute.name, [a, b]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tlet blockWeights = $('#materials\\\\.composite_weight_container');\n\t\t\t\tlet blockElevation = $('#materials\\\\.elevation_container');\n\t\t\t\tlet blockRGB = $('#materials\\\\.rgb_container');\n\t\t\t\tlet blockExtra = $('#materials\\\\.extra_container');\n\t\t\t\tlet blockColor = $('#materials\\\\.color_container');\n\t\t\t\tlet blockIntensity = $('#materials\\\\.intensity_container');\n\t\t\t\tlet blockIndex = $('#materials\\\\.index_container');\n\t\t\t\tlet blockTransition = $('#materials\\\\.transition_container');\n\t\t\t\tlet blockGps = $('#materials\\\\.gpstime_container');\n\t\t\t\tlet blockMatcap = $('#materials\\\\.matcap_container');\n\n\t\t\t\tblockIndex.css('display', 'none');\n\t\t\t\tblockIntensity.css('display', 'none');\n\t\t\t\tblockElevation.css('display', 'none');\n\t\t\t\tblockRGB.css('display', 'none');\n\t\t\t\tblockExtra.css('display', 'none');\n\t\t\t\tblockColor.css('display', 'none');\n\t\t\t\tblockWeights.css('display', 'none');\n\t\t\t\tblockTransition.css('display', 'none');\n\t\t\t\tblockMatcap.css('display', 'none');\n\t\t\t\tblockGps.css('display', 'none');\n\n\t\t\t\tif (selectedValue === 'composite') {\n\t\t\t\t\tblockWeights.css('display', 'block');\n\t\t\t\t\tblockElevation.css('display', 'block');\n\t\t\t\t\tblockRGB.css('display', 'block');\n\t\t\t\t\tblockIntensity.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'elevation') {\n\t\t\t\t\tblockElevation.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'RGB and Elevation') {\n\t\t\t\t\tblockRGB.css('display', 'block');\n\t\t\t\t\tblockElevation.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'rgba') {\n\t\t\t\t\tblockRGB.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'color') {\n\t\t\t\t\tblockColor.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'intensity') {\n\t\t\t\t\tblockIntensity.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'intensity gradient') {\n\t\t\t\t\tblockIntensity.css('display', 'block');\n\t\t\t\t} else if (selectedValue === \"indices\" ){\n\t\t\t\t\tblockIndex.css('display', 'block');\n\t\t\t\t} else if (selectedValue === \"matcap\" ){\n\t\t\t\t\tblockMatcap.css('display', 'block');\n\t\t\t\t} else if (selectedValue === \"classification\" ){\n\t\t\t\t\t// add classification color selctor?\n\t\t\t\t} else if (selectedValue === \"gps-time\" ){\n\t\t\t\t\tblockGps.css('display', 'block');\n\t\t\t\t} else if(selectedValue === \"number of returns\"){\n\t\t\t\t\t\n\t\t\t\t} else if(selectedValue === \"return number\"){\n\t\t\t\t\t\n\t\t\t\t} else if([\"source id\", \"point source id\"].includes(selectedValue)){\n\t\t\t\t\t\n\t\t\t\t} else{\n\t\t\t\t\tblockExtra.css('display', 'block');\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tattributeSelection.selectmenu({change: updateMaterialPanel});\n\n\t\t\tlet update = () => {\n\t\t\t\tattributeSelection.val(material.activeAttributeName).selectmenu('refresh');\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"point_color_type_changed\", update);\n\t\t\tthis.addVolatileListener(material, \"active_attribute_changed\", update);\n\n\t\t\tupdate();\n\t\t\tupdateMaterialPanel();\n\t\t}\n\n\t\t{\n\t\t\tconst schemes = Object.keys(Potree.Gradients).map(name => ({name: name, values: Gradients[name]}));\n\n\t\t\tlet elSchemeContainer = panel.find(\"#elevation_gradient_scheme_selection\");\n\n\t\t\tfor(let scheme of schemes){\n\t\t\t\tlet elScheme = $(`\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t`);\n\n\t\t\t\tconst svg = Potree.Utils.createSvgGradient(scheme.values);\n\t\t\t\tsvg.setAttributeNS(null, \"class\", `button-icon`);\n\n\t\t\t\telScheme.append($(svg));\n\n\t\t\t\telScheme.click( () => {\n\t\t\t\t\tmaterial.gradient = Gradients[scheme.name];\n\t\t\t\t});\n\n\t\t\t\telSchemeContainer.append(elScheme);\n\t\t\t}\n\t\t}\n\n\t\t{\n\t\t\tlet matcaps = [\n\t\t\t\t{name: \"Normals\", icon: `${Potree.resourcePath}/icons/matcap/check_normal+y.jpg`}, \n\t\t\t\t{name: \"Basic 1\", icon: `${Potree.resourcePath}/icons/matcap/basic_1.jpg`}, \n\t\t\t\t{name: \"Basic 2\", icon: `${Potree.resourcePath}/icons/matcap/basic_2.jpg`}, \n\t\t\t\t{name: \"Basic Dark\", icon: `${Potree.resourcePath}/icons/matcap/basic_dark.jpg`}, \n\t\t\t\t{name: \"Basic Side\", icon: `${Potree.resourcePath}/icons/matcap/basic_side.jpg`}, \n\t\t\t\t{name: \"Ceramic Dark\", icon: `${Potree.resourcePath}/icons/matcap/ceramic_dark.jpg`}, \n\t\t\t\t{name: \"Ceramic Lightbulb\", icon: `${Potree.resourcePath}/icons/matcap/ceramic_lightbulb.jpg`}, \n\t\t\t\t{name: \"Clay Brown\", icon: `${Potree.resourcePath}/icons/matcap/clay_brown.jpg`}, \n\t\t\t\t{name: \"Clay Muddy\", icon: `${Potree.resourcePath}/icons/matcap/clay_muddy.jpg`}, \n\t\t\t\t{name: \"Clay Studio\", icon: `${Potree.resourcePath}/icons/matcap/clay_studio.jpg`}, \n\t\t\t\t{name: \"Resin\", icon: `${Potree.resourcePath}/icons/matcap/resin.jpg`}, \n\t\t\t\t{name: \"Skin\", icon: `${Potree.resourcePath}/icons/matcap/skin.jpg`}, \n\t\t\t\t{name: \"Jade\", icon: `${Potree.resourcePath}/icons/matcap/jade.jpg`}, \n\t\t\t\t{name: \"Metal_ Anisotropic\", icon: `${Potree.resourcePath}/icons/matcap/metal_anisotropic.jpg`}, \n\t\t\t\t{name: \"Metal Carpaint\", icon: `${Potree.resourcePath}/icons/matcap/metal_carpaint.jpg`}, \n\t\t\t\t{name: \"Metal Lead\", icon: `${Potree.resourcePath}/icons/matcap/metal_lead.jpg`}, \n\t\t\t\t{name: \"Metal Shiny\", icon: `${Potree.resourcePath}/icons/matcap/metal_shiny.jpg`}, \n\t\t\t\t{name: \"Pearl\", icon: `${Potree.resourcePath}/icons/matcap/pearl.jpg`}, \n\t\t\t\t{name: \"Toon\", icon: `${Potree.resourcePath}/icons/matcap/toon.jpg`},\n\t\t\t\t{name: \"Check Rim Light\", icon: `${Potree.resourcePath}/icons/matcap/check_rim_light.jpg`}, \n\t\t\t\t{name: \"Check Rim Dark\", icon: `${Potree.resourcePath}/icons/matcap/check_rim_dark.jpg`}, \n\t\t\t\t{name: \"Contours 1\", icon: `${Potree.resourcePath}/icons/matcap/contours_1.jpg`}, \n\t\t\t\t{name: \"Contours 2\", icon: `${Potree.resourcePath}/icons/matcap/contours_2.jpg`}, \n\t\t\t\t{name: \"Contours 3\", icon: `${Potree.resourcePath}/icons/matcap/contours_3.jpg`}, \n\t\t\t\t{name: \"Reflection Check Horizontal\", icon: `${Potree.resourcePath}/icons/matcap/reflection_check_horizontal.jpg`}, \n\t\t\t\t{name: \"Reflection Check Vertical\", icon: `${Potree.resourcePath}/icons/matcap/reflection_check_vertical.jpg`}, \n\t\t\t];\n\n\t\t\tlet elMatcapContainer = panel.find(\"#matcap_scheme_selection\");\n\n\t\t\tfor(let matcap of matcaps){\n\t\t\t\tlet elMatcap = $(`\n\t\t\t\t\t\t\n\t\t\t\t`);\n\n\t\t\t\telMatcap.click( () => {\n\t\t\t\t\tmaterial.matcap = matcap.icon.substring(matcap.icon.lastIndexOf('/'));\n\t\t\t\t});\n\n\t\t\t\telMatcapContainer.append(elMatcap);\n\t\t\t}\n\t\t}\n\n\t\t{\n\t\t\tpanel.find('#sldRGBGamma').slider({\n\t\t\t\tvalue: material.rgbGamma,\n\t\t\t\tmin: 0, max: 4, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.rgbGamma = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldRGBContrast').slider({\n\t\t\t\tvalue: material.rgbContrast,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.rgbContrast = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldRGBBrightness').slider({\n\t\t\t\tvalue: material.rgbBrightness,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.rgbBrightness = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldExtraGamma').slider({\n\t\t\t\tvalue: material.extraGamma,\n\t\t\t\tmin: 0, max: 4, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.extraGamma = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldExtraBrightness').slider({\n\t\t\t\tvalue: material.extraBrightness,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.extraBrightness = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldExtraContrast').slider({\n\t\t\t\tvalue: material.extraContrast,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.extraContrast = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldHeightRange').slider({\n\t\t\t\trange: true,\n\t\t\t\tmin: 0, max: 1000, step: 0.01,\n\t\t\t\tvalues: [0, 1000],\n\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\tmaterial.heightMin = ui.values[0];\n\t\t\t\t\tmaterial.heightMax = ui.values[1];\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tpanel.find('#sldIntensityGamma').slider({\n\t\t\t\tvalue: material.intensityGamma,\n\t\t\t\tmin: 0, max: 4, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.intensityGamma = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldIntensityContrast').slider({\n\t\t\t\tvalue: material.intensityContrast,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.intensityContrast = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldIntensityBrightness').slider({\n\t\t\t\tvalue: material.intensityBrightness,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.intensityBrightness = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightRGB').slider({\n\t\t\t\tvalue: material.weightRGB,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightRGB = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightIntensity').slider({\n\t\t\t\tvalue: material.weightIntensity,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightIntensity = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightElevation').slider({\n\t\t\t\tvalue: material.weightElevation,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightElevation = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightClassification').slider({\n\t\t\t\tvalue: material.weightClassification,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightClassification = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightReturnNumber').slider({\n\t\t\t\tvalue: material.weightReturnNumber,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightReturnNumber = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightSourceID').slider({\n\t\t\t\tvalue: material.weightSourceID,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightSourceID = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find(`#materials\\\\.color\\\\.picker`).spectrum({\n\t\t\t\tflat: true,\n\t\t\t\tshowInput: true,\n\t\t\t\tpreferredFormat: 'rgb',\n\t\t\t\tcancelText: '',\n\t\t\t\tchooseText: 'Apply',\n\t\t\t\tcolor: `#${material.color.getHexString()}`,\n\t\t\t\tmove: color => {\n\t\t\t\t\tlet cRGB = color.toRgb();\n\t\t\t\t\tlet tc = new THREE.Color().setRGB(cRGB.r / 255, cRGB.g / 255, cRGB.b / 255);\n\t\t\t\t\tmaterial.color = tc;\n\t\t\t\t},\n\t\t\t\tchange: color => {\n\t\t\t\t\tlet cRGB = color.toRgb();\n\t\t\t\t\tlet tc = new THREE.Color().setRGB(cRGB.r / 255, cRGB.g / 255, cRGB.b / 255);\n\t\t\t\t\tmaterial.color = tc;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tthis.addVolatileListener(material, \"color_changed\", () => {\n\t\t\t\tpanel.find(`#materials\\\\.color\\\\.picker`)\n\t\t\t\t\t.spectrum('set', `#${material.color.getHexString()}`);\n\t\t\t});\n\n\t\t\tlet updateHeightRange = function () {\n\t\t\t\t\n\n\t\t\t\tlet aPosition = pointcloud.getAttribute(\"position\");\n\n\t\t\t\tlet bMin, bMax;\n\n\t\t\t\tif(aPosition){\n\t\t\t\t\t// for new format 2.0 and loader that contain precomputed min/max of attributes\n\t\t\t\t\tlet min = aPosition.range[0][2];\n\t\t\t\t\tlet max = aPosition.range[1][2];\n\t\t\t\t\tlet width = max - min;\n\n\t\t\t\t\tbMin = min - 0.2 * width;\n\t\t\t\t\tbMax = max + 0.2 * width;\n\t\t\t\t}else{\n\t\t\t\t\t// for format up until exlusive 2.0\n\t\t\t\t\tlet box = [pointcloud.pcoGeometry.tightBoundingBox, pointcloud.getBoundingBoxWorld()]\n\t\t\t\t\t\t.find(v => v !== undefined);\n\n\t\t\t\t\tpointcloud.updateMatrixWorld(true);\n\t\t\t\t\tbox = Utils.computeTransformedBoundingBox(box, pointcloud.matrixWorld);\n\n\t\t\t\t\tlet bWidth = box.max.z - box.min.z;\n\t\t\t\t\tbMin = box.min.z - 0.2 * bWidth;\n\t\t\t\t\tbMax = box.max.z + 0.2 * bWidth;\n\t\t\t\t}\n\n\t\t\t\tlet range = material.elevationRange;\n\n\t\t\t\tpanel.find('#lblHeightRange').html(`${range[0].toFixed(2)} to ${range[1].toFixed(2)}`);\n\t\t\t\tpanel.find('#sldHeightRange').slider({min: bMin, max: bMax, values: range});\n\t\t\t};\n\n\t\t\tlet updateExtraRange = function () {\n\n\t\t\t\tlet attributeName = material.activeAttributeName;\n\t\t\t\tlet attribute = pointcloud.getAttribute(attributeName);\n\n\t\t\t\tif(attribute == null){\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tlet range = material.getRange(attributeName);\n\n\t\t\t\tif(range == null){\n\t\t\t\t\trange = attribute.range;\n\t\t\t\t}\n\n\t\t\t\t// currently only supporting scalar ranges.\n\t\t\t\t// rgba, normals, positions, etc have vector ranges, however\n\t\t\t\tlet isValidRange = (typeof range[0] === \"number\") && (typeof range[1] === \"number\");\n\t\t\t\tif(!isValidRange){\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tif(range){\n\t\t\t\t\tlet msg = `${range[0].toFixed(2)} to ${range[1].toFixed(2)}`;\n\t\t\t\t\tpanel.find('#lblExtraRange').html(msg);\n\t\t\t\t}else{\n\t\t\t\t\tpanel.find(\"could not deduce range\");\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet updateIntensityRange = function () {\n\t\t\t\tlet range = material.intensityRange;\n\n\t\t\t\tpanel.find('#lblIntensityRange').html(`${parseInt(range[0])} to ${parseInt(range[1])}`);\n\t\t\t};\n\n\t\t\t{\n\t\t\t\tupdateHeightRange();\n\t\t\t\tpanel.find(`#sldHeightRange`).slider('option', 'min');\n\t\t\t\tpanel.find(`#sldHeightRange`).slider('option', 'max');\n\t\t\t}\n\n\t\t\t{\n\t\t\t\tlet elGradientRepeat = panel.find(\"#gradient_repeat_option\");\n\t\t\t\telGradientRepeat.selectgroup({title: \"Gradient\"});\n\n\t\t\t\telGradientRepeat.find(\"input\").click( (e) => {\n\t\t\t\t\tthis.viewer.setElevationGradientRepeat(ElevationGradientRepeat[e.target.value]);\n\t\t\t\t});\n\n\t\t\t\tlet current = Object.keys(ElevationGradientRepeat)\n\t\t\t\t\t.filter(key => ElevationGradientRepeat[key] === this.viewer.elevationGradientRepeat);\n\t\t\t\telGradientRepeat.find(`input[value=${current}]`).trigger(\"click\");\n\t\t\t}\n\n\t\t\tlet onIntensityChange = () => {\n\t\t\t\tlet gamma = material.intensityGamma;\n\t\t\t\tlet contrast = material.intensityContrast;\n\t\t\t\tlet brightness = material.intensityBrightness;\n\n\t\t\t\tupdateIntensityRange();\n\n\t\t\t\tpanel.find('#lblIntensityGamma').html(gamma.toFixed(2));\n\t\t\t\tpanel.find('#lblIntensityContrast').html(contrast.toFixed(2));\n\t\t\t\tpanel.find('#lblIntensityBrightness').html(brightness.toFixed(2));\n\n\t\t\t\tpanel.find('#sldIntensityGamma').slider({value: gamma});\n\t\t\t\tpanel.find('#sldIntensityContrast').slider({value: contrast});\n\t\t\t\tpanel.find('#sldIntensityBrightness').slider({value: brightness});\n\t\t\t};\n\n\t\t\tlet onRGBChange = () => {\n\t\t\t\tlet gamma = material.rgbGamma;\n\t\t\t\tlet contrast = material.rgbContrast;\n\t\t\t\tlet brightness = material.rgbBrightness;\n\n\t\t\t\tpanel.find('#lblRGBGamma').html(gamma.toFixed(2));\n\t\t\t\tpanel.find('#lblRGBContrast').html(contrast.toFixed(2));\n\t\t\t\tpanel.find('#lblRGBBrightness').html(brightness.toFixed(2));\n\n\t\t\t\tpanel.find('#sldRGBGamma').slider({value: gamma});\n\t\t\t\tpanel.find('#sldRGBContrast').slider({value: contrast});\n\t\t\t\tpanel.find('#sldRGBBrightness').slider({value: brightness});\n\t\t\t};\n\n\t\t\tthis.addVolatileListener(material, \"material_property_changed\", updateExtraRange);\n\t\t\tthis.addVolatileListener(material, \"material_property_changed\", updateHeightRange);\n\t\t\tthis.addVolatileListener(material, \"material_property_changed\", onIntensityChange);\n\t\t\tthis.addVolatileListener(material, \"material_property_changed\", onRGBChange);\n\n\t\t\tupdateExtraRange();\n\t\t\tupdateHeightRange();\n\t\t\tonIntensityChange();\n\t\t\tonRGBChange();\n\t\t}\n\n\t}\n\n\t\n\n\tsetMeasurement(object){\n\n\t\tlet TYPE = {\n\t\t\tDISTANCE: {panel: DistancePanel},\n\t\t\tAREA: {panel: AreaPanel},\n\t\t\tPOINT: {panel: PointPanel},\n\t\t\tANGLE: {panel: AnglePanel},\n\t\t\tHEIGHT: {panel: HeightPanel},\n\t\t\tPROFILE: {panel: ProfilePanel},\n\t\t\tVOLUME: {panel: VolumePanel},\n\t\t\tCIRCLE: {panel: CirclePanel},\n\t\t\tOTHER: {panel: PointPanel},\n\t\t};\n\n\t\tlet getType = (measurement) => {\n\t\t\tif (measurement instanceof Measure) {\n\t\t\t\tif (measurement.showDistances && !measurement.showArea && !measurement.showAngles) {\n\t\t\t\t\treturn TYPE.DISTANCE;\n\t\t\t\t} else if (measurement.showDistances && measurement.showArea && !measurement.showAngles) {\n\t\t\t\t\treturn TYPE.AREA;\n\t\t\t\t} else if (measurement.maxMarkers === 1) {\n\t\t\t\t\treturn TYPE.POINT;\n\t\t\t\t} else if (!measurement.showDistances && !measurement.showArea && measurement.showAngles) {\n\t\t\t\t\treturn TYPE.ANGLE;\n\t\t\t\t} else if (measurement.showHeight) {\n\t\t\t\t\treturn TYPE.HEIGHT;\n\t\t\t\t} else if (measurement.showCircle) {\n\t\t\t\t\treturn TYPE.CIRCLE;\n\t\t\t\t} else {\n\t\t\t\t\treturn TYPE.OTHER;\n\t\t\t\t}\n\t\t\t} else if (measurement instanceof Profile) {\n\t\t\t\treturn TYPE.PROFILE;\n\t\t\t} else if (measurement instanceof Volume) {\n\t\t\t\treturn TYPE.VOLUME;\n\t\t\t}\n\t\t};\n\n\t\t//this.container.html(\"measurement\");\n\n\t\tlet type = getType(object);\n\t\tlet Panel = type.panel;\n\n\t\tlet panel = new Panel(this.viewer, object, this);\n\t\tthis.container.append(panel.elContent);\n\t}\n\n\tsetCamera(camera){\n\t\tlet panel = new CameraPanel(this.viewer, this);\n\t\tthis.container.append(panel.elContent);\n\t}\n\n\tsetAnnotation(annotation){\n\t\tlet panel = new AnnotationPanel(this.viewer, this, annotation);\n\t\tthis.container.append(panel.elContent);\n\t}\n\n\tsetCameraAnimation(animation){\n\t\tlet panel = new CameraAnimationPanel(this.viewer, this, animation)\n\t\tthis.container.append(panel.elContent);\n\t}\n\n}\n","\r\nfunction addCommas(nStr){\r\n\tnStr += '';\r\n\tlet x = nStr.split('.');\r\n\tlet x1 = x[0];\r\n\tlet x2 = x.length > 1 ? '.' + x[1] : '';\r\n\tlet rgx = /(\\d+)(\\d{3})/;\r\n\twhile (rgx.test(x1)) {\r\n\t\tx1 = x1.replace(rgx, '$1' + ',' + '$2');\r\n\t}\r\n\treturn x1 + x2;\r\n};\r\n\r\nfunction format(value){\r\n\treturn addCommas(value.toFixed(3));\r\n};\r\n\r\nexport class HierarchicalSlider{\r\n\r\n\tconstructor(params = {}){\r\n\t\t\r\n\t\tthis.element = document.createElement(\"div\");\r\n\r\n\t\tthis.labels = [];\r\n\t\tthis.sliders = [];\r\n\t\tthis.range = params.range != null ? params.range : [0, 1];\r\n\t\tthis.slide = params.slide != null ? params.slide : null;\r\n\t\tthis.step = params.step != null ? params.step : 0.0001;\r\n\r\n\t\tlet levels = params.levels != null ? params.levels : 1;\r\n\r\n\t\tfor(let level = 0; level < levels; level++){\r\n\t\t\tthis.addLevel();\r\n\t\t}\r\n\r\n\t}\r\n\r\n\tsetRange(range){\r\n\t\tthis.range = [...range];\r\n\r\n\t\t{ // root slider\r\n\t\t\tlet slider = this.sliders[0];\r\n\r\n\t\t\t$(slider).slider({\r\n\t\t\t\tmin: range[0],\r\n\t\t\t\tmax: range[1],\r\n\t\t\t});\r\n\t\t}\r\n\r\n\t\tfor(let i = 1; i < this.sliders.length; i++){\r\n\t\t\tlet parentSlider = this.sliders[i - 1];\r\n\t\t\tlet slider = this.sliders[i];\r\n\r\n\t\t\tlet parentValues = $(parentSlider).slider(\"option\", \"values\");\r\n\t\t\tlet childRange = [...parentValues];\r\n\r\n\t\t\t$(slider).slider({\r\n\t\t\t\tmin: childRange[0],\r\n\t\t\t\tmax: childRange[1],\r\n\t\t\t});\r\n\t\t}\r\n\t\t\r\n\t\tthis.updateLabels();\r\n\t}\r\n\r\n\tsetValues(values){\r\n\t\tfor(let slider of this.sliders){\r\n\t\t\t$(slider).slider({\r\n\t\t\t\tvalues: [...values],\r\n\t\t\t});\r\n\t\t}\r\n\r\n\t\tthis.updateLabels();\r\n\t}\r\n\r\n\taddLevel(){\r\n\t\tconst elLevel = document.createElement(\"li\");\r\n\t\tconst elRange = document.createTextNode(\"Range: \");\r\n\t\tconst label = document.createElement(\"span\");\r\n\t\tconst slider = document.createElement(\"div\");\r\n\r\n\t\tlet level = this.sliders.length;\r\n\t\tlet [min, max] = [0, 0];\r\n\r\n\t\tif(this.sliders.length === 0){\r\n\t\t\t[min, max] = this.range;\r\n\t\t}else{\r\n\t\t\tlet parentSlider = this.sliders[this.sliders.length - 1];\r\n\t\t\t[min, max] = $(parentSlider).slider(\"option\", \"values\");\r\n\t\t}\r\n\t\t\r\n\t\t$(slider).slider({\r\n\t\t\trange: true, \r\n\t\t\tmin: min, \r\n\t\t\tmax: max,\r\n\t\t\tstep: this.step,\r\n\t\t\tvalues: [min, max],\r\n\t\t\tslide: (event, ui) => {\r\n\t\t\t\t\r\n\t\t\t\t// set all descendants to same range\r\n\t\t\t\tlet levels = this.sliders.length;\r\n\t\t\t\tfor(let i = level + 1; i < levels; i++){\r\n\t\t\t\t\tlet descendant = this.sliders[i];\r\n\r\n\t\t\t\t\t$(descendant).slider({\r\n\t\t\t\t\t\trange: true,\r\n\t\t\t\t\t\tmin: ui.values[0],\r\n\t\t\t\t\t\tmax: ui.values[1],\r\n\t\t\t\t\t\tvalues: [...ui.values],\r\n\t\t\t\t\t});\r\n\t\t\t\t}\r\n\r\n\t\t\t\tif(this.slide){\r\n\t\t\t\t\tlet values = [...ui.values];\r\n\r\n\t\t\t\t\tthis.slide({\r\n\t\t\t\t\t\ttarget: this, \r\n\t\t\t\t\t\trange: this.range,\r\n\t\t\t\t\t\tvalues: values,\r\n\t\t\t\t\t});\r\n\t\t\t\t}\r\n\r\n\t\t\t\tthis.updateLabels();\r\n\t\t\t},\r\n\t\t});\r\n\r\n\t\telLevel.append(elRange, label, slider);\r\n\r\n\t\tthis.sliders.push(slider);\r\n\t\tthis.labels.push(label);\r\n\t\tthis.element.append(elLevel);\r\n\r\n\t\tthis.updateLabels();\r\n\t}\r\n\r\n\tremoveLevel(){\r\n\r\n\t}\r\n\r\n\tupdateSliders(){\r\n\r\n\t}\r\n\r\n\tupdateLabels(){\r\n\r\n\t\tlet levels = this.sliders.length;\r\n\r\n\t\tfor(let i = 0; i < levels; i++){\r\n\r\n\t\t\tlet slider = this.sliders[i];\r\n\t\t\tlet label = this.labels[i];\r\n\r\n\t\t\tlet [min, max] = $(slider).slider(\"option\", \"values\");\r\n\t\t\tlet strMin = format(min);\r\n\t\t\tlet strMax = format(max);\r\n\t\t\tlet strLabel = `${strMin} to ${strMax}`;\r\n\r\n\t\t\tlabel.innerHTML = strLabel;\r\n\t\t}\r\n\r\n\t}\r\n\r\n\r\n}\r\n\r\n","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {EventDispatcher} from \"../../EventDispatcher.js\";\n\n \nexport class OrientedImageControls extends EventDispatcher{\n\t\n\tconstructor(viewer){\n\t\tsuper();\n\t\t\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.originalCam = viewer.scene.getActiveCamera();\n\t\tthis.shearCam = viewer.scene.getActiveCamera().clone();\n\t\tthis.shearCam.rotation.set(this.originalCam.rotation.toArray());\n\t\tthis.shearCam.updateProjectionMatrix();\n\t\tthis.shearCam.updateProjectionMatrix = () => {\n\t\t\treturn this.shearCam.projectionMatrix;\n\t\t};\n\n\t\tthis.image = null;\n\n\t\tthis.fadeFactor = 20;\n\t\tthis.fovDelta = 0;\n\n\t\tthis.fovMin = 0.1;\n\t\tthis.fovMax = 120;\n\n\t\tthis.shear = [0, 0];\n\n\t\t// const style = ``;\n\t\tthis.elUp = $(``);\n\t\tthis.elRight = $(``);\n\t\tthis.elDown = $(``);\n\t\tthis.elLeft = $(``);\n\t\tthis.elExit = $(``);\n\n\t\tthis.elExit.click( () => {\n\t\t\tthis.release();\n\t\t});\n\n\t\tthis.elUp.click(() => {\n\t\t\tconst fovY = viewer.getFOV();\n\t\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\t\tthis.shear[1] += 0.1 * top;\n\t\t});\n\n\t\tthis.elRight.click(() => {\n\t\t\tconst fovY = viewer.getFOV();\n\t\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\t\tthis.shear[0] += 0.1 * top;\n\t\t});\n\n\t\tthis.elDown.click(() => {\n\t\t\tconst fovY = viewer.getFOV();\n\t\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\t\tthis.shear[1] -= 0.1 * top;\n\t\t});\n\n\t\tthis.elLeft.click(() => {\n\t\t\tconst fovY = viewer.getFOV();\n\t\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\t\tthis.shear[0] -= 0.1 * top;\n\t\t});\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tlet scroll = (e) => {\n\t\t\tthis.fovDelta += -e.delta * 1.0;\n\t\t};\n\n\t\tthis.addEventListener('mousewheel', scroll);\n\t\t//this.addEventListener(\"mousemove\", onMove);\n\t}\n\n\thasSomethingCaptured(){\n\t\treturn this.image !== null;\n\t}\n\n\tcapture(image){\n\t\tif(this.hasSomethingCaptured()){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.image = image;\n\n\t\tthis.originalFOV = this.viewer.getFOV();\n\t\tthis.originalControls = this.viewer.getControls();\n\n\t\tthis.viewer.setControls(this);\n\t\tthis.viewer.scene.overrideCamera = this.shearCam;\n\n\t\tconst elCanvas = this.viewer.renderer.domElement;\n\t\tconst elRoot = $(elCanvas.parentElement);\n\n\t\tthis.shear = [0, 0];\n\n\n\t\telRoot.append(this.elUp);\n\t\telRoot.append(this.elRight);\n\t\telRoot.append(this.elDown);\n\t\telRoot.append(this.elLeft);\n\t\telRoot.append(this.elExit);\n\t}\n\n\trelease(){\n\t\tthis.image = null;\n\n\t\tthis.viewer.scene.overrideCamera = null;\n\n\t\tthis.elUp.detach();\n\t\tthis.elRight.detach();\n\t\tthis.elDown.detach();\n\t\tthis.elLeft.detach();\n\t\tthis.elExit.detach();\n\n\t\tthis.viewer.setFOV(this.originalFOV);\n\t\tthis.viewer.setControls(this.originalControls);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tupdate (delta) {\n\t\t// const view = this.scene.view;\n\n\t\t// let prevTotal = this.shearCam.projectionMatrix.elements.reduce( (a, i) => a + i, 0);\n\n\t\t//const progression = Math.min(1, this.fadeFactor * delta);\n\t\t//const attenuation = Math.max(0, 1 - this.fadeFactor * delta);\n\t\tconst progression = 1;\n\t\tconst attenuation = 0;\n\n\t\tconst oldFov = this.viewer.getFOV();\n\t\tlet fovProgression = progression * this.fovDelta;\n\t\tlet newFov = oldFov * ((1 + fovProgression / 10));\n\n\t\tnewFov = Math.max(this.fovMin, newFov);\n\t\tnewFov = Math.min(this.fovMax, newFov);\n\n\t\tlet diff = newFov / oldFov;\n\n\t\tconst mouse = this.viewer.inputHandler.mouse;\n\t\tconst canvasSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\tconst uv = [\n\t\t\t(mouse.x / canvasSize.x),\n\t\t\t((canvasSize.y - mouse.y) / canvasSize.y)\n\t\t];\n\n\t\tconst fovY = newFov;\n\t\tconst aspect = canvasSize.x / canvasSize.y;\n\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\tconst height = 2 * top;\n\t\tconst width = aspect * height;\n\n\t\tconst shearRangeX = [\n\t\t\tthis.shear[0] - 0.5 * width,\n\t\t\tthis.shear[0] + 0.5 * width,\n\t\t];\n\n\t\tconst shearRangeY = [\n\t\t\tthis.shear[1] - 0.5 * height,\n\t\t\tthis.shear[1] + 0.5 * height,\n\t\t];\n\n\t\tconst shx = (1 - uv[0]) * shearRangeX[0] + uv[0] * shearRangeX[1];\n\t\tconst shy = (1 - uv[1]) * shearRangeY[0] + uv[1] * shearRangeY[1];\n\n\t\tconst shu = (1 - diff);\n\n\t\tconst newShear = [\n\t\t\t(1 - shu) * this.shear[0] + shu * shx,\n\t\t\t(1 - shu) * this.shear[1] + shu * shy,\n\t\t];\n\t\t\n\t\tthis.shear = newShear;\n\t\tthis.viewer.setFOV(newFov);\n\t\t\n\t\tconst {originalCam, shearCam} = this;\n\n\t\toriginalCam.fov = newFov;\n\t\toriginalCam.updateMatrixWorld()\n\t\toriginalCam.updateProjectionMatrix();\n\t\tshearCam.copy(originalCam);\n\t\tshearCam.rotation.set(...originalCam.rotation.toArray());\n\n\t\tshearCam.updateMatrixWorld();\n\t\tshearCam.projectionMatrix.copy(originalCam.projectionMatrix);\n\n\t\tconst [sx, sy] = this.shear;\n\t\tconst mShear = new THREE.Matrix4().set(\n\t\t\t1, 0, sx, 0,\n\t\t\t0, 1, sy, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1,\n\t\t);\n\n\t\tconst proj = shearCam.projectionMatrix;\n\t\tproj.multiply(mShear);\n\t\tshearCam.projectionMatrixInverse.copy(proj).invert();\n\n\t\tlet total = shearCam.projectionMatrix.elements.reduce( (a, i) => a + i, 0);\n\n\t\tthis.fovDelta *= attenuation;\n\t}\n};\n","\r\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\r\nimport {OrientedImageControls} from \"./OrientedImageControls.js\";\r\nimport { EventDispatcher } from \"../../EventDispatcher.js\";\r\n\r\n// https://support.pix4d.com/hc/en-us/articles/205675256-How-are-yaw-pitch-roll-defined\r\n// https://support.pix4d.com/hc/en-us/articles/202558969-How-are-omega-phi-kappa-defined\r\n\r\nfunction createMaterial(){\r\n\r\n\tlet vertexShader = `\r\n\tuniform float uNear;\r\n\tvarying vec2 vUV;\r\n\tvarying vec4 vDebug;\r\n\t\r\n\tvoid main(){\r\n\t\tvDebug = vec4(0.0, 1.0, 0.0, 1.0);\r\n\t\tvec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);\r\n\t\t// make sure that this mesh is at least in front of the near plane\r\n\t\tmodelViewPosition.xyz += normalize(modelViewPosition.xyz) * uNear;\r\n\t\tgl_Position = projectionMatrix * modelViewPosition;\r\n\t\tvUV = uv;\r\n\t}\r\n\t`;\r\n\r\n\tlet fragmentShader = `\r\n\tuniform sampler2D tColor;\r\n\tuniform float uOpacity;\r\n\tvarying vec2 vUV;\r\n\tvarying vec4 vDebug;\r\n\tvoid main(){\r\n\t\tvec4 color = texture2D(tColor, vUV);\r\n\t\tgl_FragColor = color;\r\n\t\tgl_FragColor.a = uOpacity;\r\n\t}\r\n\t`;\r\n\tconst material = new THREE.ShaderMaterial( {\r\n\t\tuniforms: {\r\n\t\t\t// time: { value: 1.0 },\r\n\t\t\t// resolution: { value: new THREE.Vector2() }\r\n\t\t\ttColor: {value: new THREE.Texture() },\r\n\t\t\tuNear: {value: 0.0},\r\n\t\t\tuOpacity: {value: 1.0},\r\n\t\t},\r\n\t\tvertexShader: vertexShader,\r\n\t\tfragmentShader: fragmentShader,\r\n\t\tside: THREE.DoubleSide,\r\n\t} );\r\n\r\n\tmaterial.side = THREE.DoubleSide;\r\n\r\n\treturn material;\r\n}\r\n\r\nconst planeGeometry = new THREE.PlaneGeometry(1, 1);\r\nconst lineGeometry = new THREE.Geometry();\r\n\r\nlineGeometry.vertices.push(\r\n\tnew THREE.Vector3(-0.5, -0.5, 0),\r\n\tnew THREE.Vector3( 0.5, -0.5, 0),\r\n\tnew THREE.Vector3( 0.5, 0.5, 0),\r\n\tnew THREE.Vector3(-0.5, 0.5, 0),\r\n\tnew THREE.Vector3(-0.5, -0.5, 0),\r\n);\r\n\r\nexport class OrientedImage{\r\n\r\n\tconstructor(id){\r\n\r\n\t\tthis.id = id;\r\n\t\tthis.fov = 1.0;\r\n\t\tthis.position = new THREE.Vector3();\r\n\t\tthis.rotation = new THREE.Vector3();\r\n\t\tthis.width = 0;\r\n\t\tthis.height = 0;\r\n\t\tthis.fov = 1.0;\r\n\r\n\t\tconst material = createMaterial();\r\n\t\tconst lineMaterial = new THREE.LineBasicMaterial( { color: 0x00ff00 } );\r\n\t\tthis.mesh = new THREE.Mesh(planeGeometry, material);\r\n\t\tthis.line = new THREE.Line(lineGeometry, lineMaterial);\r\n\t\tthis.texture = null;\r\n\r\n\t\tthis.mesh.orientedImage = this;\r\n\t}\r\n\r\n\tset(position, rotation, dimension, fov){\r\n\r\n\t\tlet radians = rotation.map(THREE.Math.degToRad);\r\n\r\n\t\tthis.position.set(...position);\r\n\t\tthis.mesh.position.set(...position);\r\n\r\n\t\tthis.rotation.set(...radians);\r\n\t\tthis.mesh.rotation.set(...radians);\r\n\r\n\t\t[this.width, this.height] = dimension;\r\n\t\tthis.mesh.scale.set(this.width / this.height, 1, 1);\r\n\r\n\t\tthis.fov = fov;\r\n\r\n\t\tthis.updateTransform();\r\n\t}\r\n\r\n\tupdateTransform(){\r\n\t\tlet {mesh, line, fov} = this;\r\n\r\n\t\tmesh.updateMatrixWorld();\r\n\t\tconst dir = mesh.getWorldDirection();\r\n\t\tconst alpha = THREE.Math.degToRad(fov / 2);\r\n\t\tconst d = -0.5 / Math.tan(alpha);\r\n\t\tconst move = dir.clone().multiplyScalar(d);\r\n\t\tmesh.position.add(move);\r\n\r\n\t\tline.position.copy(mesh.position);\r\n\t\tline.scale.copy(mesh.scale);\r\n\t\tline.rotation.copy(mesh.rotation);\r\n\t}\r\n\r\n};\r\n\r\nexport class OrientedImages extends EventDispatcher{\r\n\r\n\tconstructor(){\r\n\t\tsuper();\r\n\r\n\t\tthis.node = null;\r\n\t\tthis.cameraParams = null;\r\n\t\tthis.imageParams = null;\r\n\t\tthis.images = null;\r\n\t\tthis._visible = true;\r\n\t}\r\n\r\n\tset visible(visible){\r\n\t\tif(this._visible === visible){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tfor(const image of this.images){\r\n\t\t\timage.mesh.visible = visible;\r\n\t\t\timage.line.visible = visible;\r\n\t\t}\r\n\r\n\t\tthis._visible = visible;\r\n\t\tthis.dispatchEvent({\r\n\t\t\ttype: \"visibility_changed\",\r\n\t\t\timages: this,\r\n\t\t});\r\n\t}\r\n\r\n\tget visible(){\r\n\t\treturn this._visible;\r\n\t}\r\n\r\n\r\n};\r\n\r\nexport class OrientedImageLoader{\r\n\r\n\tstatic async loadCameraParams(path){\r\n\t\tconst res = await fetch(path);\r\n\t\tconst text = await res.text();\r\n\r\n\t\tconst parser = new DOMParser();\r\n\t\tconst doc = parser.parseFromString(text, \"application/xml\");\r\n\r\n\t\tconst width = parseInt(doc.getElementsByTagName(\"width\")[0].textContent);\r\n\t\tconst height = parseInt(doc.getElementsByTagName(\"height\")[0].textContent);\r\n\t\tconst f = parseFloat(doc.getElementsByTagName(\"f\")[0].textContent);\r\n\r\n\t\tlet a = (height / 2) / f;\r\n\t\tlet fov = 2 * THREE.Math.radToDeg(Math.atan(a));\r\n\r\n\t\tconst params = {\r\n\t\t\tpath: path,\r\n\t\t\twidth: width,\r\n\t\t\theight: height,\r\n\t\t\tf: f,\r\n\t\t\tfov: fov,\r\n\t\t};\r\n\r\n\t\treturn params;\r\n\t}\r\n\r\n\tstatic async loadImageParams(path){\r\n\r\n\t\tconst response = await fetch(path);\r\n\t\tif(!response.ok){\r\n\t\t\tconsole.error(`failed to load ${path}`);\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tconst content = await response.text();\r\n\t\tconst lines = content.split(/\\r?\\n/);\r\n\t\tconst imageParams = [];\r\n\r\n\t\tfor(let i = 1; i < lines.length; i++){\r\n\t\t\tconst line = lines[i];\r\n\r\n\t\t\tif(line.startsWith(\"#\")){\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tconst tokens = line.split(/\\s+/);\r\n\r\n\t\t\tif(tokens.length < 6){\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tconst params = {\r\n\t\t\t\tid: tokens[0],\r\n\t\t\t\tx: Number.parseFloat(tokens[1]),\r\n\t\t\t\ty: Number.parseFloat(tokens[2]),\r\n\t\t\t\tz: Number.parseFloat(tokens[3]),\r\n\t\t\t\tomega: Number.parseFloat(tokens[4]),\r\n\t\t\t\tphi: Number.parseFloat(tokens[5]),\r\n\t\t\t\tkappa: Number.parseFloat(tokens[6]),\r\n\t\t\t};\r\n\r\n\t\t\t// const whitelist = [\"47518.jpg\"];\r\n\t\t\t// if(whitelist.includes(params.id)){\r\n\t\t\t// \timageParams.push(params);\r\n\t\t\t// }\r\n\t\t\timageParams.push(params);\r\n\t\t}\r\n\r\n\t\t// debug\r\n\t\t//return [imageParams[50]];\r\n\r\n\t\treturn imageParams;\r\n\t}\r\n\r\n\tstatic async load(cameraParamsPath, imageParamsPath, viewer){\r\n\r\n\t\tconst tStart = performance.now();\r\n\r\n\t\tconst [cameraParams, imageParams] = await Promise.all([\r\n\t\t\tOrientedImageLoader.loadCameraParams(cameraParamsPath),\r\n\t\t\tOrientedImageLoader.loadImageParams(imageParamsPath),\r\n\t\t]);\r\n\r\n\t\tconst orientedImageControls = new OrientedImageControls(viewer);\r\n\t\tconst raycaster = new THREE.Raycaster();\r\n\r\n\t\tconst tEnd = performance.now();\r\n\t\tconsole.log(tEnd - tStart);\r\n\r\n\t\t// const sp = new THREE.PlaneGeometry(1, 1);\r\n\t\t// const lg = new THREE.Geometry();\r\n\r\n\t\t// lg.vertices.push(\r\n\t\t// \tnew THREE.Vector3(-0.5, -0.5, 0),\r\n\t\t// \tnew THREE.Vector3( 0.5, -0.5, 0),\r\n\t\t// \tnew THREE.Vector3( 0.5, 0.5, 0),\r\n\t\t// \tnew THREE.Vector3(-0.5, 0.5, 0),\r\n\t\t// \tnew THREE.Vector3(-0.5, -0.5, 0),\r\n\t\t// );\r\n\r\n\t\tconst {width, height} = cameraParams;\r\n\t\tconst orientedImages = [];\r\n\t\tconst sceneNode = new THREE.Object3D();\r\n\t\tsceneNode.name = \"oriented_images\";\r\n\r\n\t\tfor(const params of imageParams){\r\n\r\n\t\t\t// const material = createMaterial();\r\n\t\t\t// const lm = new THREE.LineBasicMaterial( { color: 0x00ff00 } );\r\n\t\t\t// const mesh = new THREE.Mesh(sp, material);\r\n\r\n\t\t\tconst {x, y, z, omega, phi, kappa} = params;\r\n\t\t\t// const [rx, ry, rz] = [omega, phi, kappa]\r\n\t\t\t// \t.map(THREE.Math.degToRad);\r\n\t\t\t\r\n\t\t\t// mesh.position.set(x, y, z);\r\n\t\t\t// mesh.scale.set(width / height, 1, 1);\r\n\t\t\t// mesh.rotation.set(rx, ry, rz);\r\n\t\t\t// {\r\n\t\t\t// \tmesh.updateMatrixWorld();\r\n\t\t\t// \tconst dir = mesh.getWorldDirection();\r\n\t\t\t// \tconst alpha = THREE.Math.degToRad(cameraParams.fov / 2);\r\n\t\t\t// \tconst d = -0.5 / Math.tan(alpha);\r\n\t\t\t// \tconst move = dir.clone().multiplyScalar(d);\r\n\t\t\t// \tmesh.position.add(move);\r\n\t\t\t// }\r\n\t\t\t// sceneNode.add(mesh);\r\n\r\n\t\t\t// const line = new THREE.Line(lg, lm);\r\n\t\t\t// line.position.copy(mesh.position);\r\n\t\t\t// line.scale.copy(mesh.scale);\r\n\t\t\t// line.rotation.copy(mesh.rotation);\r\n\t\t\t// sceneNode.add(line);\r\n\r\n\t\t\tlet orientedImage = new OrientedImage(params.id);\r\n\t\t\t// orientedImage.setPosition(x, y, z);\r\n\t\t\t// orientedImage.setRotation(omega, phi, kappa);\r\n\t\t\t// orientedImage.setDimension(width, height);\r\n\t\t\tlet position = [x, y, z];\r\n\t\t\tlet rotation = [omega, phi, kappa];\r\n\t\t\tlet dimension = [width, height];\r\n\t\t\torientedImage.set(position, rotation, dimension, cameraParams.fov);\r\n\r\n\t\t\tsceneNode.add(orientedImage.mesh);\r\n\t\t\tsceneNode.add(orientedImage.line);\r\n\t\t\t\r\n\t\t\torientedImages.push(orientedImage);\r\n\t\t}\r\n\r\n\t\tlet hoveredElement = null;\r\n\t\tlet clipVolume = null;\r\n\r\n\t\tconst onMouseMove = (evt) => {\r\n\t\t\tconst tStart = performance.now();\r\n\t\t\tif(hoveredElement){\r\n\t\t\t\thoveredElement.line.material.color.setRGB(0, 1, 0);\r\n\t\t\t}\r\n\t\t\tevt.preventDefault();\r\n\r\n\t\t\t//var array = getMousePosition( container, evt.clientX, evt.clientY );\r\n\t\t\tconst rect = viewer.renderer.domElement.getBoundingClientRect();\r\n\t\t\tconst [x, y] = [evt.clientX, evt.clientY];\r\n\t\t\tconst array = [ \r\n\t\t\t\t( x - rect.left ) / rect.width, \r\n\t\t\t\t( y - rect.top ) / rect.height \r\n\t\t\t];\r\n\t\t\tconst onClickPosition = new THREE.Vector2(...array);\r\n\t\t\t//const intersects = getIntersects(onClickPosition, scene.children);\r\n\t\t\tconst camera = viewer.scene.getActiveCamera();\r\n\t\t\tconst mouse = new THREE.Vector3(\r\n\t\t\t\t+ ( onClickPosition.x * 2 ) - 1, \r\n\t\t\t\t- ( onClickPosition.y * 2 ) + 1 );\r\n\t\t\tconst objects = orientedImages.map(i => i.mesh);\r\n\t\t\traycaster.setFromCamera( mouse, camera );\r\n\t\t\tconst intersects = raycaster.intersectObjects( objects );\r\n\t\t\tlet selectionChanged = false;\r\n\r\n\t\t\tif ( intersects.length > 0){\r\n\t\t\t\t//console.log(intersects);\r\n\t\t\t\tconst intersection = intersects[0];\r\n\t\t\t\tconst orientedImage = intersection.object.orientedImage;\r\n\t\t\t\torientedImage.line.material.color.setRGB(1, 0, 0);\r\n\t\t\t\tselectionChanged = hoveredElement !== orientedImage;\r\n\t\t\t\thoveredElement = orientedImage;\r\n\t\t\t}else{\r\n\t\t\t\thoveredElement = null;\r\n\t\t\t}\r\n\r\n\t\t\tlet shouldRemoveClipVolume = clipVolume !== null && hoveredElement === null;\r\n\t\t\tlet shouldAddClipVolume = clipVolume === null && hoveredElement !== null;\r\n\r\n\t\t\tif(clipVolume !== null && (hoveredElement === null || selectionChanged)){\r\n\t\t\t\t// remove existing\r\n\t\t\t\tviewer.scene.removePolygonClipVolume(clipVolume);\r\n\t\t\t\tclipVolume = null;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tif(shouldAddClipVolume || selectionChanged){\r\n\t\t\t\tconst img = hoveredElement;\r\n\t\t\t\tconst fov = cameraParams.fov;\r\n\t\t\t\tconst aspect = cameraParams.width / cameraParams.height;\r\n\t\t\t\tconst near = 1.0;\r\n\t\t\t\tconst far = 1000 * 1000;\r\n\t\t\t\tconst camera = new THREE.PerspectiveCamera(fov, aspect, near, far);\r\n\t\t\t\tcamera.rotation.order = viewer.scene.getActiveCamera().rotation.order;\r\n\t\t\t\tcamera.rotation.copy(img.mesh.rotation);\r\n\t\t\t\t{\r\n\t\t\t\t\tconst mesh = img.mesh;\r\n\t\t\t\t\tconst dir = mesh.getWorldDirection();\r\n\t\t\t\t\tconst pos = mesh.position;\r\n\t\t\t\t\tconst alpha = THREE.Math.degToRad(fov / 2);\r\n\t\t\t\t\tconst d = 0.5 / Math.tan(alpha);\r\n\t\t\t\t\tconst newCamPos = pos.clone().add(dir.clone().multiplyScalar(d));\r\n\t\t\t\t\tconst newCamDir = pos.clone().sub(newCamPos);\r\n\t\t\t\t\tconst newCamTarget = new THREE.Vector3().addVectors(\r\n\t\t\t\t\t\tnewCamPos,\r\n\t\t\t\t\t\tnewCamDir.clone().multiplyScalar(viewer.getMoveSpeed()));\r\n\t\t\t\t\tcamera.position.copy(newCamPos);\r\n\t\t\t\t}\r\n\t\t\t\tlet volume = new Potree.PolygonClipVolume(camera);\r\n\t\t\t\tlet m0 = new THREE.Mesh();\r\n\t\t\t\tlet m1 = new THREE.Mesh();\r\n\t\t\t\tlet m2 = new THREE.Mesh();\r\n\t\t\t\tlet m3 = new THREE.Mesh();\r\n\t\t\t\tm0.position.set(-1, -1, 0);\r\n\t\t\t\tm1.position.set( 1, -1, 0);\r\n\t\t\t\tm2.position.set( 1, 1, 0);\r\n\t\t\t\tm3.position.set(-1, 1, 0);\r\n\t\t\t\tvolume.markers.push(m0, m1, m2, m3);\r\n\t\t\t\tvolume.initialized = true;\r\n\t\t\t\t\r\n\t\t\t\tviewer.scene.addPolygonClipVolume(volume);\r\n\t\t\t\tclipVolume = volume;\r\n\t\t\t}\r\n\t\t\tconst tEnd = performance.now();\r\n\t\t\t//console.log(tEnd - tStart);\r\n\t\t};\r\n\r\n\t\tconst moveToImage = (image) => {\r\n\t\t\tconsole.log(\"move to image \" + image.id);\r\n\r\n\t\t\tconst mesh = image.mesh;\r\n\t\t\tconst newCamPos = image.position.clone();\r\n\t\t\tconst newCamTarget = mesh.position.clone();\r\n\r\n\t\t\tviewer.scene.view.setView(newCamPos, newCamTarget, 500, () => {\r\n\t\t\t\torientedImageControls.capture(image);\r\n\t\t\t});\r\n\r\n\t\t\tif(image.texture === null){\r\n\r\n\t\t\t\tconst target = image;\r\n\r\n\t\t\t\tconst tmpImagePath = `${Potree.resourcePath}/images/loading.jpg`;\r\n\t\t\t\tnew THREE.TextureLoader().load(tmpImagePath,\r\n\t\t\t\t\t(texture) => {\r\n\t\t\t\t\t\tif(target.texture === null){\r\n\t\t\t\t\t\t\ttarget.texture = texture;\r\n\t\t\t\t\t\t\ttarget.mesh.material.uniforms.tColor.value = texture;\r\n\t\t\t\t\t\t\tmesh.material.needsUpdate = true;\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t);\r\n\r\n\t\t\t\tconst imagePath = `${imageParamsPath}/../${target.id}`;\r\n\t\t\t\tnew THREE.TextureLoader().load(imagePath,\r\n\t\t\t\t\t(texture) => {\r\n\t\t\t\t\t\ttarget.texture = texture;\r\n\t\t\t\t\t\ttarget.mesh.material.uniforms.tColor.value = texture;\r\n\t\t\t\t\t\tmesh.material.needsUpdate = true;\r\n\t\t\t\t\t}\r\n\t\t\t\t);\r\n\t\t\t\t\r\n\r\n\t\t\t}\r\n\t\t};\r\n\r\n\t\tconst onMouseClick = (evt) => {\r\n\r\n\t\t\tif(orientedImageControls.hasSomethingCaptured()){\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\r\n\t\t\tif(hoveredElement){\r\n\t\t\t\tmoveToImage(hoveredElement);\r\n\t\t\t}\r\n\t\t};\r\n\t\tviewer.renderer.domElement.addEventListener( 'mousemove', onMouseMove, false );\r\n\t\tviewer.renderer.domElement.addEventListener( 'mousedown', onMouseClick, false );\r\n\r\n\t\tviewer.addEventListener(\"update\", () => {\r\n\r\n\t\t\tfor(const image of orientedImages){\r\n\t\t\t\tconst world = image.mesh.matrixWorld;\r\n\t\t\t\tconst {width, height} = image;\r\n\t\t\t\tconst aspect = width / height;\r\n\r\n\t\t\t\tconst camera = viewer.scene.getActiveCamera();\r\n\r\n\t\t\t\tconst imgPos = image.mesh.getWorldPosition(new THREE.Vector3());\r\n\t\t\t\tconst camPos = camera.position;\r\n\t\t\t\tconst d = camPos.distanceTo(imgPos);\r\n\r\n\t\t\t\tconst minSize = 1; // in degrees of fov\r\n\t\t\t\tconst a = THREE.Math.degToRad(minSize);\r\n\t\t\t\tlet r = d * Math.tan(a);\r\n\t\t\t\tr = Math.max(r, 1);\r\n\r\n\r\n\t\t\t\timage.mesh.scale.set(r * aspect, r, 1);\r\n\t\t\t\timage.line.scale.set(r * aspect, r, 1);\r\n\r\n\t\t\t\timage.mesh.material.uniforms.uNear.value = camera.near;\r\n\r\n\t\t\t}\r\n\r\n\t\t});\r\n\r\n\t\tconst images = new OrientedImages();\r\n\t\timages.node = sceneNode;\r\n\t\timages.cameraParamsPath = cameraParamsPath;\r\n\t\timages.imageParamsPath = imageParamsPath;\r\n\t\timages.cameraParams = cameraParams;\r\n\t\timages.imageParams = imageParams;\r\n\t\timages.images = orientedImages;\r\n\r\n\t\tPotree.debug.moveToImage = moveToImage;\r\n\r\n\t\treturn images;\r\n\t}\r\n}\r\n\r\n","\r\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\r\nimport { EventDispatcher } from \"../../EventDispatcher.js\";\r\nimport {TextSprite} from \"../../TextSprite.js\";\r\n\r\nlet sg = new THREE.SphereGeometry(1, 8, 8);\r\nlet sgHigh = new THREE.SphereGeometry(1, 128, 128);\r\n\r\nlet sm = new THREE.MeshBasicMaterial({side: THREE.BackSide});\r\nlet smHovered = new THREE.MeshBasicMaterial({side: THREE.BackSide, color: 0xff0000});\r\n\r\nlet raycaster = new THREE.Raycaster();\r\nlet currentlyHovered = null;\r\n\r\nlet previousView = {\r\n\tcontrols: null,\r\n\tposition: null,\r\n\ttarget: null,\r\n};\r\n\r\nclass Image360{\r\n\r\n\tconstructor(file, time, longitude, latitude, altitude, course, pitch, roll){\r\n\t\tthis.file = file;\r\n\t\tthis.time = time;\r\n\t\tthis.longitude = longitude;\r\n\t\tthis.latitude = latitude;\r\n\t\tthis.altitude = altitude;\r\n\t\tthis.course = course;\r\n\t\tthis.pitch = pitch;\r\n\t\tthis.roll = roll;\r\n\t\tthis.mesh = null;\r\n\t}\r\n};\r\n\r\nexport class Images360 extends EventDispatcher{\r\n\r\n\tconstructor(viewer){\r\n\t\tsuper();\r\n\r\n\t\tthis.viewer = viewer;\r\n\r\n\t\tthis.selectingEnabled = true;\r\n\r\n\t\tthis.images = [];\r\n\t\tthis.node = new THREE.Object3D();\r\n\r\n\t\tthis.sphere = new THREE.Mesh(sgHigh, sm);\r\n\t\tthis.sphere.visible = false;\r\n\t\tthis.sphere.scale.set(1000, 1000, 1000);\r\n\t\tthis.node.add(this.sphere);\r\n\t\tthis._visible = true;\r\n\t\t// this.node.add(label);\r\n\r\n\t\tthis.focusedImage = null;\r\n\r\n\t\tlet elUnfocus = document.createElement(\"input\");\r\n\t\telUnfocus.type = \"button\";\r\n\t\telUnfocus.value = \"unfocus\";\r\n\t\telUnfocus.style.position = \"absolute\";\r\n\t\telUnfocus.style.right = \"10px\";\r\n\t\telUnfocus.style.bottom = \"10px\";\r\n\t\telUnfocus.style.zIndex = \"10000\";\r\n\t\telUnfocus.style.fontSize = \"2em\";\r\n\t\telUnfocus.addEventListener(\"click\", () => this.unfocus());\r\n\t\tthis.elUnfocus = elUnfocus;\r\n\r\n\t\tthis.domRoot = viewer.renderer.domElement.parentElement;\r\n\t\tthis.domRoot.appendChild(elUnfocus);\r\n\t\tthis.elUnfocus.style.display = \"none\";\r\n\r\n\t\tviewer.addEventListener(\"update\", () => {\r\n\t\t\tthis.update(viewer);\r\n\t\t});\r\n\t\tviewer.inputHandler.addInputListener(this);\r\n\r\n\t\tthis.addEventListener(\"mousedown\", () => {\r\n\t\t\tif(currentlyHovered && currentlyHovered.image360){\r\n\t\t\t\tthis.focus(currentlyHovered.image360);\r\n\t\t\t}\r\n\t\t});\r\n\t\t\r\n\t};\r\n\r\n\tset visible(visible){\r\n\t\tif(this._visible === visible){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\r\n\t\tfor(const image of this.images){\r\n\t\t\timage.mesh.visible = visible && (this.focusedImage == null);\r\n\t\t}\r\n\r\n\t\tthis.sphere.visible = visible && (this.focusedImage != null);\r\n\t\tthis._visible = visible;\r\n\t\tthis.dispatchEvent({\r\n\t\t\ttype: \"visibility_changed\",\r\n\t\t\timages: this,\r\n\t\t});\r\n\t}\r\n\r\n\tget visible(){\r\n\t\treturn this._visible;\r\n\t}\r\n\r\n\tfocus(image360){\r\n\t\tif(this.focusedImage !== null){\r\n\t\t\tthis.unfocus();\r\n\t\t}\r\n\r\n\t\tpreviousView = {\r\n\t\t\tcontrols: this.viewer.controls,\r\n\t\t\tposition: this.viewer.scene.view.position.clone(),\r\n\t\t\ttarget: viewer.scene.view.getPivot(),\r\n\t\t};\r\n\r\n\t\tthis.viewer.setControls(this.viewer.orbitControls);\r\n\t\tthis.viewer.orbitControls.doubleClockZoomEnabled = false;\r\n\r\n\t\tfor(let image of this.images){\r\n\t\t\timage.mesh.visible = false;\r\n\t\t}\r\n\r\n\t\tthis.selectingEnabled = false;\r\n\r\n\t\tthis.sphere.visible = false;\r\n\r\n\t\tthis.load(image360).then( () => {\r\n\t\t\tthis.sphere.visible = true;\r\n\t\t\tthis.sphere.material.map = image360.texture;\r\n\t\t\tthis.sphere.material.needsUpdate = true;\r\n\t\t});\r\n\r\n\t\t{ // orientation\r\n\t\t\tlet {course, pitch, roll} = image360;\r\n\t\t\tthis.sphere.rotation.set(\r\n\t\t\t\tTHREE.Math.degToRad(+roll + 90),\r\n\t\t\t\tTHREE.Math.degToRad(-pitch),\r\n\t\t\t\tTHREE.Math.degToRad(-course + 90),\r\n\t\t\t\t\"ZYX\"\r\n\t\t\t);\r\n\t\t}\r\n\r\n\t\tthis.sphere.position.set(...image360.position);\r\n\r\n\t\tlet target = new THREE.Vector3(...image360.position);\r\n\t\tlet dir = target.clone().sub(viewer.scene.view.position).normalize();\r\n\t\tlet move = dir.multiplyScalar(0.000001);\r\n\t\tlet newCamPos = target.clone().sub(move);\r\n\r\n\t\tviewer.scene.view.setView(\r\n\t\t\tnewCamPos, \r\n\t\t\ttarget,\r\n\t\t\t500\r\n\t\t);\r\n\r\n\t\tthis.focusedImage = image360;\r\n\r\n\t\tthis.elUnfocus.style.display = \"\";\r\n\t}\r\n\r\n\tunfocus(){\r\n\t\tthis.selectingEnabled = true;\r\n\r\n\t\tfor(let image of this.images){\r\n\t\t\timage.mesh.visible = true;\r\n\t\t}\r\n\r\n\t\tlet image = this.focusedImage;\r\n\r\n\t\tif(image === null){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\r\n\t\tthis.sphere.material.map = null;\r\n\t\tthis.sphere.material.needsUpdate = true;\r\n\t\tthis.sphere.visible = false;\r\n\r\n\t\tlet pos = viewer.scene.view.position;\r\n\t\tlet target = viewer.scene.view.getPivot();\r\n\t\tlet dir = target.clone().sub(pos).normalize();\r\n\t\tlet move = dir.multiplyScalar(10);\r\n\t\tlet newCamPos = target.clone().sub(move);\r\n\r\n\t\tviewer.orbitControls.doubleClockZoomEnabled = true;\r\n\t\tviewer.setControls(previousView.controls);\r\n\r\n\t\tviewer.scene.view.setView(\r\n\t\t\tpreviousView.position, \r\n\t\t\tpreviousView.target,\r\n\t\t\t500\r\n\t\t);\r\n\r\n\r\n\t\tthis.focusedImage = null;\r\n\r\n\t\tthis.elUnfocus.style.display = \"none\";\r\n\t}\r\n\r\n\tload(image360){\r\n\r\n\t\treturn new Promise(resolve => {\r\n\t\t\tlet texture = new THREE.TextureLoader().load(image360.file, resolve);\r\n\t\t\ttexture.wrapS = THREE.RepeatWrapping;\r\n\t\t\ttexture.repeat.x = -1;\r\n\r\n\t\t\timage360.texture = texture;\r\n\t\t});\r\n\r\n\t}\r\n\r\n\thandleHovering(){\r\n\t\tlet mouse = viewer.inputHandler.mouse;\r\n\t\tlet camera = viewer.scene.getActiveCamera();\r\n\t\tlet domElement = viewer.renderer.domElement;\r\n\r\n\t\tlet ray = Potree.Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\r\n\r\n\t\t// let tStart = performance.now();\r\n\t\traycaster.ray.copy(ray);\r\n\t\tlet intersections = raycaster.intersectObjects(this.node.children);\r\n\r\n\t\tif(intersections.length === 0){\r\n\t\t\t// label.visible = false;\r\n\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tlet intersection = intersections[0];\r\n\t\tcurrentlyHovered = intersection.object;\r\n\t\tcurrentlyHovered.material = smHovered;\r\n\r\n\t\t//label.visible = true;\r\n\t\t//label.setText(currentlyHovered.image360.file);\r\n\t\t//currentlyHovered.getWorldPosition(label.position);\r\n\t}\r\n\r\n\tupdate(){\r\n\r\n\t\tlet {viewer} = this;\r\n\r\n\t\tif(currentlyHovered){\r\n\t\t\tcurrentlyHovered.material = sm;\r\n\t\t\tcurrentlyHovered = null;\r\n\t\t}\r\n\r\n\t\tif(this.selectingEnabled){\r\n\t\t\tthis.handleHovering();\r\n\t\t}\r\n\r\n\t}\r\n\r\n};\r\n\r\n\r\nexport class Images360Loader{\r\n\r\n\tstatic async load(url, viewer, params = {}){\r\n\r\n\t\tif(!params.transform){\r\n\t\t\tparams.transform = {\r\n\t\t\t\tforward: a => a,\r\n\t\t\t};\r\n\t\t}\r\n\t\t\r\n\t\tlet response = await fetch(`${url}/coordinates.txt`);\r\n\t\tlet text = await response.text();\r\n\r\n\t\tlet lines = text.split(/\\r?\\n/);\r\n\t\tlet coordinateLines = lines.slice(1);\r\n\r\n\t\tlet images360 = new Images360(viewer);\r\n\r\n\t\tfor(let line of coordinateLines){\r\n\r\n\t\t\tif(line.trim().length === 0){\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tlet tokens = line.split(/\\t/);\r\n\r\n\t\t\tlet [filename, time, long, lat, alt, course, pitch, roll] = tokens;\r\n\t\t\ttime = parseFloat(time);\r\n\t\t\tlong = parseFloat(long);\r\n\t\t\tlat = parseFloat(lat);\r\n\t\t\talt = parseFloat(alt);\r\n\t\t\tcourse = parseFloat(course);\r\n\t\t\tpitch = parseFloat(pitch);\r\n\t\t\troll = parseFloat(roll);\r\n\r\n\t\t\tfilename = filename.replace(/\"/g, \"\");\r\n\t\t\tlet file = `${url}/${filename}`;\r\n\r\n\t\t\tlet image360 = new Image360(file, time, long, lat, alt, course, pitch, roll);\r\n\r\n\t\t\tlet xy = params.transform.forward([long, lat]);\r\n\t\t\tlet position = [...xy, alt];\r\n\t\t\timage360.position = position;\r\n\r\n\t\t\timages360.images.push(image360);\r\n\t\t}\r\n\r\n\t\tImages360Loader.createSceneNodes(images360, params.transform);\r\n\r\n\t\treturn images360;\r\n\r\n\t}\r\n\r\n\tstatic createSceneNodes(images360, transform){\r\n\r\n\t\tfor(let image360 of images360.images){\r\n\t\t\tlet {longitude, latitude, altitude} = image360;\r\n\t\t\tlet xy = transform.forward([longitude, latitude]);\r\n\r\n\t\t\tlet mesh = new THREE.Mesh(sg, sm);\r\n\t\t\tmesh.position.set(...xy, altitude);\r\n\t\t\tmesh.scale.set(1, 1, 1);\r\n\t\t\tmesh.material.transparent = true;\r\n\t\t\tmesh.material.opacity = 0.75;\r\n\t\t\tmesh.image360 = image360;\r\n\r\n\t\t\t{ // orientation\r\n\t\t\t\tvar {course, pitch, roll} = image360;\r\n\t\t\t\tmesh.rotation.set(\r\n\t\t\t\t\tTHREE.Math.degToRad(+roll + 90),\r\n\t\t\t\t\tTHREE.Math.degToRad(-pitch),\r\n\t\t\t\t\tTHREE.Math.degToRad(-course + 90),\r\n\t\t\t\t\t\"ZYX\"\r\n\t\t\t\t);\r\n\t\t\t}\r\n\r\n\t\t\timages360.node.add(mesh);\r\n\r\n\t\t\timage360.mesh = mesh;\r\n\t\t}\r\n\t}\r\n\r\n\t\r\n\r\n};\r\n\r\n\r\n","// This is a generated file. Do not edit.\nvar Space_Separator = /[\\u1680\\u2000-\\u200A\\u202F\\u205F\\u3000]/;\nvar ID_Start = 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unicode = {\n\tSpace_Separator: Space_Separator,\n\tID_Start: ID_Start,\n\tID_Continue: ID_Continue\n};\n\nvar util = {\n isSpaceSeparator (c) {\n return typeof c === 'string' && unicode.Space_Separator.test(c)\n },\n\n isIdStartChar (c) {\n return typeof c === 'string' && (\n (c >= 'a' && c <= 'z') ||\n (c >= 'A' && c <= 'Z') ||\n (c === '$') || (c === '_') ||\n unicode.ID_Start.test(c)\n )\n },\n\n isIdContinueChar (c) {\n return typeof c === 'string' && (\n (c >= 'a' && c <= 'z') ||\n (c >= 'A' && c <= 'Z') ||\n (c >= '0' && c <= '9') ||\n (c === '$') || (c === '_') ||\n (c === '\\u200C') || (c === '\\u200D') ||\n unicode.ID_Continue.test(c)\n )\n },\n\n isDigit (c) {\n return typeof c === 'string' && /[0-9]/.test(c)\n },\n\n isHexDigit (c) {\n return typeof c === 'string' && /[0-9A-Fa-f]/.test(c)\n },\n};\n\nlet source;\nlet parseState;\nlet stack;\nlet pos;\nlet line;\nlet column;\nlet token;\nlet key;\nlet root;\n\nvar parse = function parse (text, reviver) {\n source = String(text);\n parseState = 'start';\n stack = [];\n pos = 0;\n line = 1;\n column = 0;\n token = undefined;\n key = undefined;\n root = undefined;\n\n do {\n token = lex();\n\n // This code is unreachable.\n // if (!parseStates[parseState]) {\n // throw invalidParseState()\n // }\n\n parseStates[parseState]();\n } while (token.type !== 'eof')\n\n if (typeof reviver === 'function') {\n return internalize({'': root}, '', reviver)\n }\n\n return root\n};\n\nfunction internalize (holder, name, reviver) {\n const value = holder[name];\n if (value != null && typeof value === 'object') {\n for (const key in value) {\n const replacement = internalize(value, key, reviver);\n if (replacement === undefined) {\n delete value[key];\n } else {\n value[key] = replacement;\n }\n }\n }\n\n return reviver.call(holder, name, value)\n}\n\nlet lexState;\nlet buffer;\nlet doubleQuote;\nlet sign;\nlet c;\n\nfunction lex () {\n lexState = 'default';\n buffer = '';\n doubleQuote = false;\n sign = 1;\n\n for (;;) {\n c = peek();\n\n // This code is unreachable.\n // if (!lexStates[lexState]) {\n // throw invalidLexState(lexState)\n // }\n\n const token = lexStates[lexState]();\n if (token) {\n return token\n }\n }\n}\n\nfunction peek () {\n if (source[pos]) {\n return String.fromCodePoint(source.codePointAt(pos))\n }\n}\n\nfunction read () {\n const c = peek();\n\n if (c === '\\n') {\n line++;\n column = 0;\n } else if (c) {\n column += c.length;\n } else {\n column++;\n }\n\n if (c) {\n pos += c.length;\n }\n\n return c\n}\n\nconst lexStates = {\n default () {\n switch (c) {\n case '\\t':\n case '\\v':\n case '\\f':\n case ' ':\n case '\\u00A0':\n case '\\uFEFF':\n case '\\n':\n case '\\r':\n case '\\u2028':\n case '\\u2029':\n read();\n return\n\n case '/':\n read();\n lexState = 'comment';\n return\n\n case undefined:\n read();\n return newToken('eof')\n }\n\n if (util.isSpaceSeparator(c)) {\n read();\n return\n }\n\n // This code is unreachable.\n // if (!lexStates[parseState]) {\n // throw invalidLexState(parseState)\n // }\n\n return lexStates[parseState]()\n },\n\n comment () {\n switch (c) {\n case '*':\n read();\n lexState = 'multiLineComment';\n return\n\n case '/':\n read();\n lexState = 'singleLineComment';\n return\n }\n\n throw invalidChar(read())\n },\n\n multiLineComment () {\n switch (c) {\n case '*':\n read();\n lexState = 'multiLineCommentAsterisk';\n return\n\n case undefined:\n throw invalidChar(read())\n }\n\n read();\n },\n\n multiLineCommentAsterisk () {\n switch (c) {\n case '*':\n read();\n return\n\n case '/':\n read();\n lexState = 'default';\n return\n\n case undefined:\n throw invalidChar(read())\n }\n\n read();\n lexState = 'multiLineComment';\n },\n\n singleLineComment () {\n switch (c) {\n case '\\n':\n case '\\r':\n case '\\u2028':\n case '\\u2029':\n read();\n lexState = 'default';\n return\n\n case undefined:\n read();\n return newToken('eof')\n }\n\n read();\n },\n\n value () {\n switch (c) {\n case '{':\n case '[':\n return newToken('punctuator', read())\n\n case 'n':\n read();\n literal('ull');\n return newToken('null', null)\n\n case 't':\n read();\n literal('rue');\n return newToken('boolean', true)\n\n case 'f':\n read();\n literal('alse');\n return newToken('boolean', false)\n\n case '-':\n case '+':\n if (read() === '-') {\n sign = -1;\n }\n\n lexState = 'sign';\n return\n\n case '.':\n buffer = read();\n lexState = 'decimalPointLeading';\n return\n\n case '0':\n buffer = read();\n lexState = 'zero';\n return\n\n case '1':\n case '2':\n case '3':\n case '4':\n case '5':\n case '6':\n case '7':\n case '8':\n case '9':\n buffer = read();\n lexState = 'decimalInteger';\n return\n\n case 'I':\n read();\n literal('nfinity');\n return newToken('numeric', Infinity)\n\n case 'N':\n read();\n literal('aN');\n return newToken('numeric', NaN)\n\n case '\"':\n case \"'\":\n doubleQuote = (read() === '\"');\n buffer = '';\n lexState = 'string';\n return\n }\n\n throw invalidChar(read())\n },\n\n identifierNameStartEscape () {\n if (c !== 'u') {\n throw invalidChar(read())\n }\n\n read();\n const u = unicodeEscape();\n switch (u) {\n case '$':\n case '_':\n break\n\n default:\n if (!util.isIdStartChar(u)) {\n throw invalidIdentifier()\n }\n\n break\n }\n\n buffer += u;\n lexState = 'identifierName';\n },\n\n identifierName () {\n switch (c) {\n case '$':\n case '_':\n case '\\u200C':\n case '\\u200D':\n buffer += read();\n return\n\n case '\\\\':\n read();\n lexState = 'identifierNameEscape';\n return\n }\n\n if (util.isIdContinueChar(c)) {\n buffer += read();\n return\n }\n\n return newToken('identifier', buffer)\n },\n\n identifierNameEscape () {\n if (c !== 'u') {\n throw invalidChar(read())\n }\n\n read();\n const u = unicodeEscape();\n switch (u) {\n case '$':\n case '_':\n case '\\u200C':\n case '\\u200D':\n break\n\n default:\n if (!util.isIdContinueChar(u)) {\n throw invalidIdentifier()\n }\n\n break\n }\n\n buffer += u;\n lexState = 'identifierName';\n },\n\n sign () {\n switch (c) {\n case '.':\n buffer = read();\n lexState = 'decimalPointLeading';\n return\n\n case '0':\n buffer = read();\n lexState = 'zero';\n return\n\n case '1':\n case '2':\n case '3':\n case '4':\n case '5':\n case '6':\n case '7':\n case '8':\n case '9':\n buffer = read();\n lexState = 'decimalInteger';\n return\n\n case 'I':\n read();\n literal('nfinity');\n return newToken('numeric', sign * Infinity)\n\n case 'N':\n read();\n literal('aN');\n return newToken('numeric', NaN)\n }\n\n throw invalidChar(read())\n },\n\n zero () {\n switch (c) {\n case '.':\n buffer += read();\n lexState = 'decimalPoint';\n return\n\n case 'e':\n case 'E':\n buffer += read();\n lexState = 'decimalExponent';\n return\n\n case 'x':\n case 'X':\n buffer += read();\n lexState = 'hexadecimal';\n return\n }\n\n return newToken('numeric', sign * 0)\n },\n\n decimalInteger () {\n switch (c) {\n case '.':\n buffer += read();\n lexState = 'decimalPoint';\n return\n\n case 'e':\n case 'E':\n buffer += read();\n lexState = 'decimalExponent';\n return\n }\n\n if (util.isDigit(c)) {\n buffer += read();\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n decimalPointLeading () {\n if (util.isDigit(c)) {\n buffer += read();\n lexState = 'decimalFraction';\n return\n }\n\n throw invalidChar(read())\n },\n\n decimalPoint () {\n switch (c) {\n case 'e':\n case 'E':\n buffer += read();\n lexState = 'decimalExponent';\n return\n }\n\n if (util.isDigit(c)) {\n buffer += read();\n lexState = 'decimalFraction';\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n decimalFraction () {\n switch (c) {\n case 'e':\n case 'E':\n buffer += read();\n lexState = 'decimalExponent';\n return\n }\n\n if (util.isDigit(c)) {\n buffer += read();\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n decimalExponent () {\n switch (c) {\n case '+':\n case '-':\n buffer += read();\n lexState = 'decimalExponentSign';\n return\n }\n\n if (util.isDigit(c)) {\n buffer += read();\n lexState = 'decimalExponentInteger';\n return\n }\n\n throw invalidChar(read())\n },\n\n decimalExponentSign () {\n if (util.isDigit(c)) {\n buffer += read();\n lexState = 'decimalExponentInteger';\n return\n }\n\n throw invalidChar(read())\n },\n\n decimalExponentInteger () {\n if (util.isDigit(c)) {\n buffer += read();\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n hexadecimal () {\n if (util.isHexDigit(c)) {\n buffer += read();\n lexState = 'hexadecimalInteger';\n return\n }\n\n throw invalidChar(read())\n },\n\n hexadecimalInteger () {\n if (util.isHexDigit(c)) {\n buffer += read();\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n string () {\n switch (c) {\n case '\\\\':\n read();\n buffer += escape();\n return\n\n case '\"':\n if (doubleQuote) {\n read();\n return newToken('string', buffer)\n }\n\n buffer += read();\n return\n\n case \"'\":\n if (!doubleQuote) {\n read();\n return newToken('string', buffer)\n }\n\n buffer += read();\n return\n\n case '\\n':\n case '\\r':\n throw invalidChar(read())\n\n case '\\u2028':\n case '\\u2029':\n separatorChar(c);\n break\n\n case undefined:\n throw invalidChar(read())\n }\n\n buffer += read();\n },\n\n start () {\n switch (c) {\n case '{':\n case '[':\n return newToken('punctuator', read())\n\n // This code is unreachable since the default lexState handles eof.\n // case undefined:\n // return newToken('eof')\n }\n\n lexState = 'value';\n },\n\n beforePropertyName () {\n switch (c) {\n case '$':\n case '_':\n buffer = read();\n lexState = 'identifierName';\n return\n\n case '\\\\':\n read();\n lexState = 'identifierNameStartEscape';\n return\n\n case '}':\n return newToken('punctuator', read())\n\n case '\"':\n case \"'\":\n doubleQuote = (read() === '\"');\n lexState = 'string';\n return\n }\n\n if (util.isIdStartChar(c)) {\n buffer += read();\n lexState = 'identifierName';\n return\n }\n\n throw invalidChar(read())\n },\n\n afterPropertyName () {\n if (c === ':') {\n return newToken('punctuator', read())\n }\n\n throw invalidChar(read())\n },\n\n beforePropertyValue () {\n lexState = 'value';\n },\n\n afterPropertyValue () {\n switch (c) {\n case ',':\n case '}':\n return newToken('punctuator', read())\n }\n\n throw invalidChar(read())\n },\n\n beforeArrayValue () {\n if (c === ']') {\n return newToken('punctuator', read())\n }\n\n lexState = 'value';\n },\n\n afterArrayValue () {\n switch (c) {\n case ',':\n case ']':\n return newToken('punctuator', read())\n }\n\n throw invalidChar(read())\n },\n\n end () {\n // This code is unreachable since it's handled by the default lexState.\n // if (c === undefined) {\n // read()\n // return newToken('eof')\n // }\n\n throw invalidChar(read())\n },\n};\n\nfunction newToken (type, value) {\n return {\n type,\n value,\n line,\n column,\n }\n}\n\nfunction literal (s) {\n for (const c of s) {\n const p = peek();\n\n if (p !== c) {\n throw invalidChar(read())\n }\n\n read();\n }\n}\n\nfunction escape () {\n const c = peek();\n switch (c) {\n case 'b':\n read();\n return '\\b'\n\n case 'f':\n read();\n return '\\f'\n\n case 'n':\n read();\n return '\\n'\n\n case 'r':\n read();\n return '\\r'\n\n case 't':\n read();\n return '\\t'\n\n case 'v':\n read();\n return '\\v'\n\n case '0':\n read();\n if (util.isDigit(peek())) {\n throw invalidChar(read())\n }\n\n return '\\0'\n\n case 'x':\n read();\n return hexEscape()\n\n case 'u':\n read();\n return unicodeEscape()\n\n case '\\n':\n case '\\u2028':\n case '\\u2029':\n read();\n return ''\n\n case '\\r':\n read();\n if (peek() === '\\n') {\n read();\n }\n\n return ''\n\n case '1':\n case '2':\n case '3':\n case '4':\n case '5':\n case '6':\n case '7':\n case '8':\n case '9':\n throw invalidChar(read())\n\n case undefined:\n throw invalidChar(read())\n }\n\n return read()\n}\n\nfunction hexEscape () {\n let buffer = '';\n let c = peek();\n\n if (!util.isHexDigit(c)) {\n throw invalidChar(read())\n }\n\n buffer += read();\n\n c = peek();\n if (!util.isHexDigit(c)) {\n throw invalidChar(read())\n }\n\n buffer += read();\n\n return String.fromCodePoint(parseInt(buffer, 16))\n}\n\nfunction unicodeEscape () {\n let buffer = '';\n let count = 4;\n\n while (count-- > 0) {\n const c = peek();\n if (!util.isHexDigit(c)) {\n throw invalidChar(read())\n }\n\n buffer += read();\n }\n\n return String.fromCodePoint(parseInt(buffer, 16))\n}\n\nconst parseStates = {\n start () {\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n push();\n },\n\n beforePropertyName () {\n switch (token.type) {\n case 'identifier':\n case 'string':\n key = token.value;\n parseState = 'afterPropertyName';\n return\n\n case 'punctuator':\n // This code is unreachable since it's handled by the lexState.\n // if (token.value !== '}') {\n // throw invalidToken()\n // }\n\n pop();\n return\n\n case 'eof':\n throw invalidEOF()\n }\n\n // This code is unreachable since it's handled by the lexState.\n // throw invalidToken()\n },\n\n afterPropertyName () {\n // This code is unreachable since it's handled by the lexState.\n // if (token.type !== 'punctuator' || token.value !== ':') {\n // throw invalidToken()\n // }\n\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n parseState = 'beforePropertyValue';\n },\n\n beforePropertyValue () {\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n push();\n },\n\n beforeArrayValue () {\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n if (token.type === 'punctuator' && token.value === ']') {\n pop();\n return\n }\n\n push();\n },\n\n afterPropertyValue () {\n // This code is unreachable since it's handled by the lexState.\n // if (token.type !== 'punctuator') {\n // throw invalidToken()\n // }\n\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n switch (token.value) {\n case ',':\n parseState = 'beforePropertyName';\n return\n\n case '}':\n pop();\n }\n\n // This code is unreachable since it's handled by the lexState.\n // throw invalidToken()\n },\n\n afterArrayValue () {\n // This code is unreachable since it's handled by the lexState.\n // if (token.type !== 'punctuator') {\n // throw invalidToken()\n // }\n\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n switch (token.value) {\n case ',':\n parseState = 'beforeArrayValue';\n return\n\n case ']':\n pop();\n }\n\n // This code is unreachable since it's handled by the lexState.\n // throw invalidToken()\n },\n\n end () {\n // This code is unreachable since it's handled by the lexState.\n // if (token.type !== 'eof') {\n // throw invalidToken()\n // }\n },\n};\n\nfunction push () {\n let value;\n\n switch (token.type) {\n case 'punctuator':\n switch (token.value) {\n case '{':\n value = {};\n break\n\n case '[':\n value = [];\n break\n }\n\n break\n\n case 'null':\n case 'boolean':\n case 'numeric':\n case 'string':\n value = token.value;\n break\n\n // This code is unreachable.\n // default:\n // throw invalidToken()\n }\n\n if (root === undefined) {\n root = value;\n } else {\n const parent = stack[stack.length - 1];\n if (Array.isArray(parent)) {\n parent.push(value);\n } else {\n parent[key] = value;\n }\n }\n\n if (value !== null && typeof value === 'object') {\n stack.push(value);\n\n if (Array.isArray(value)) {\n parseState = 'beforeArrayValue';\n } else {\n parseState = 'beforePropertyName';\n }\n } else {\n const current = stack[stack.length - 1];\n if (current == null) {\n parseState = 'end';\n } else if (Array.isArray(current)) {\n parseState = 'afterArrayValue';\n } else {\n parseState = 'afterPropertyValue';\n }\n }\n}\n\nfunction pop () {\n stack.pop();\n\n const current = stack[stack.length - 1];\n if (current == null) {\n parseState = 'end';\n } else if (Array.isArray(current)) {\n parseState = 'afterArrayValue';\n } else {\n parseState = 'afterPropertyValue';\n }\n}\n\n// This code is unreachable.\n// function invalidParseState () {\n// return new Error(`JSON5: invalid parse state '${parseState}'`)\n// }\n\n// This code is unreachable.\n// function invalidLexState (state) {\n// return new Error(`JSON5: invalid lex state '${state}'`)\n// }\n\nfunction invalidChar (c) {\n if (c === undefined) {\n return syntaxError(`JSON5: invalid end of input at ${line}:${column}`)\n }\n\n return syntaxError(`JSON5: invalid character '${formatChar(c)}' at ${line}:${column}`)\n}\n\nfunction invalidEOF () {\n return syntaxError(`JSON5: invalid end of input at ${line}:${column}`)\n}\n\n// This code is unreachable.\n// function invalidToken () {\n// if (token.type === 'eof') {\n// return syntaxError(`JSON5: invalid end of input at ${line}:${column}`)\n// }\n\n// const c = String.fromCodePoint(token.value.codePointAt(0))\n// return syntaxError(`JSON5: invalid character '${formatChar(c)}' at ${line}:${column}`)\n// }\n\nfunction invalidIdentifier () {\n column -= 5;\n return syntaxError(`JSON5: invalid identifier character at ${line}:${column}`)\n}\n\nfunction separatorChar (c) {\n console.warn(`JSON5: '${formatChar(c)}' in strings is not valid ECMAScript; consider escaping`);\n}\n\nfunction formatChar (c) {\n const replacements = {\n \"'\": \"\\\\'\",\n '\"': '\\\\\"',\n '\\\\': '\\\\\\\\',\n '\\b': '\\\\b',\n '\\f': '\\\\f',\n '\\n': '\\\\n',\n '\\r': '\\\\r',\n '\\t': '\\\\t',\n '\\v': '\\\\v',\n '\\0': '\\\\0',\n '\\u2028': '\\\\u2028',\n '\\u2029': '\\\\u2029',\n };\n\n if (replacements[c]) {\n return replacements[c]\n }\n\n if (c < ' ') {\n const hexString = c.charCodeAt(0).toString(16);\n return '\\\\x' + ('00' + hexString).substring(hexString.length)\n }\n\n return c\n}\n\nfunction syntaxError (message) {\n const err = new SyntaxError(message);\n err.lineNumber = line;\n err.columnNumber = column;\n return err\n}\n\nvar stringify = function stringify (value, replacer, space) {\n const stack = [];\n let indent = '';\n let propertyList;\n let replacerFunc;\n let gap = '';\n let quote;\n\n if (\n replacer != null &&\n typeof replacer === 'object' &&\n !Array.isArray(replacer)\n ) {\n space = replacer.space;\n quote = replacer.quote;\n replacer = replacer.replacer;\n }\n\n if (typeof replacer === 'function') {\n replacerFunc = replacer;\n } else if (Array.isArray(replacer)) {\n propertyList = [];\n for (const v of replacer) {\n let item;\n\n if (typeof v === 'string') {\n item = v;\n } else if (\n typeof v === 'number' ||\n v instanceof String ||\n v instanceof Number\n ) {\n item = String(v);\n }\n\n if (item !== undefined && propertyList.indexOf(item) < 0) {\n propertyList.push(item);\n }\n }\n }\n\n if (space instanceof Number) {\n space = Number(space);\n } else if (space instanceof String) {\n space = String(space);\n }\n\n if (typeof space === 'number') {\n if (space > 0) {\n space = Math.min(10, Math.floor(space));\n gap = ' '.substr(0, space);\n }\n } else if (typeof space === 'string') {\n gap = space.substr(0, 10);\n }\n\n return serializeProperty('', {'': value})\n\n function serializeProperty (key, holder) {\n let value = holder[key];\n if (value != null) {\n if (typeof value.toJSON5 === 'function') {\n value = value.toJSON5(key);\n } else if (typeof value.toJSON === 'function') {\n value = value.toJSON(key);\n }\n }\n\n if (replacerFunc) {\n value = replacerFunc.call(holder, key, value);\n }\n\n if (value instanceof Number) {\n value = Number(value);\n } else if (value instanceof String) {\n value = String(value);\n } else if (value instanceof Boolean) {\n value = value.valueOf();\n }\n\n switch (value) {\n case null: return 'null'\n case true: return 'true'\n case false: return 'false'\n }\n\n if (typeof value === 'string') {\n return quoteString(value, false)\n }\n\n if (typeof value === 'number') {\n return String(value)\n }\n\n if (typeof value === 'object') {\n return Array.isArray(value) ? serializeArray(value) : serializeObject(value)\n }\n\n return undefined\n }\n\n function quoteString (value) {\n const quotes = {\n \"'\": 0.1,\n '\"': 0.2,\n };\n\n const replacements = {\n \"'\": \"\\\\'\",\n '\"': '\\\\\"',\n '\\\\': '\\\\\\\\',\n '\\b': '\\\\b',\n '\\f': '\\\\f',\n '\\n': '\\\\n',\n '\\r': '\\\\r',\n '\\t': '\\\\t',\n '\\v': '\\\\v',\n '\\0': '\\\\0',\n '\\u2028': '\\\\u2028',\n '\\u2029': '\\\\u2029',\n };\n\n let product = '';\n\n for (let i = 0; i < value.length; i++) {\n const c = value[i];\n switch (c) {\n case \"'\":\n case '\"':\n quotes[c]++;\n product += c;\n continue\n\n case '\\0':\n if (util.isDigit(value[i + 1])) {\n product += '\\\\x00';\n continue\n }\n }\n\n if (replacements[c]) {\n product += replacements[c];\n continue\n }\n\n if (c < ' ') {\n let hexString = c.charCodeAt(0).toString(16);\n product += '\\\\x' + ('00' + hexString).substring(hexString.length);\n continue\n }\n\n product += c;\n }\n\n const quoteChar = quote || Object.keys(quotes).reduce((a, b) => (quotes[a] < quotes[b]) ? a : b);\n\n product = product.replace(new RegExp(quoteChar, 'g'), replacements[quoteChar]);\n\n return quoteChar + product + quoteChar\n }\n\n function serializeObject (value) {\n if (stack.indexOf(value) >= 0) {\n throw TypeError('Converting circular structure to JSON5')\n }\n\n stack.push(value);\n\n let stepback = indent;\n indent = indent + gap;\n\n let keys = propertyList || Object.keys(value);\n let partial = [];\n for (const key of keys) {\n const propertyString = serializeProperty(key, value);\n if (propertyString !== undefined) {\n let member = serializeKey(key) + ':';\n if (gap !== '') {\n member += ' ';\n }\n member += propertyString;\n partial.push(member);\n }\n }\n\n let final;\n if (partial.length === 0) {\n final = '{}';\n } else {\n let properties;\n if (gap === '') {\n properties = partial.join(',');\n final = '{' + properties + '}';\n } else {\n let separator = ',\\n' + indent;\n properties = partial.join(separator);\n final = '{\\n' + indent + properties + ',\\n' + stepback + '}';\n }\n }\n\n stack.pop();\n indent = stepback;\n return final\n }\n\n function serializeKey (key) {\n if (key.length === 0) {\n return quoteString(key, true)\n }\n\n const firstChar = String.fromCodePoint(key.codePointAt(0));\n if (!util.isIdStartChar(firstChar)) {\n return quoteString(key, true)\n }\n\n for (let i = firstChar.length; i < key.length; i++) {\n if (!util.isIdContinueChar(String.fromCodePoint(key.codePointAt(i)))) {\n return quoteString(key, true)\n }\n }\n\n return key\n }\n\n function serializeArray (value) {\n if (stack.indexOf(value) >= 0) {\n throw TypeError('Converting circular structure to JSON5')\n }\n\n stack.push(value);\n\n let stepback = indent;\n indent = indent + gap;\n\n let partial = [];\n for (let i = 0; i < value.length; i++) {\n const propertyString = serializeProperty(String(i), value);\n partial.push((propertyString !== undefined) ? propertyString : 'null');\n }\n\n let final;\n if (partial.length === 0) {\n final = '[]';\n } else {\n if (gap === '') {\n let properties = partial.join(',');\n final = '[' + properties + ']';\n } else {\n let separator = ',\\n' + indent;\n let properties = partial.join(separator);\n final = '[\\n' + indent + properties + ',\\n' + stepback + ']';\n }\n }\n\n stack.pop();\n indent = stepback;\n return final\n }\n};\n\nconst JSON5 = {\n parse,\n stringify,\n};\n\nvar lib = JSON5;\n\nexport default lib;\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {GeoJSONExporter} from \"../exporter/GeoJSONExporter.js\"\nimport {DXFExporter} from \"../exporter/DXFExporter.js\"\nimport {Volume, SphereVolume} from \"../utils/Volume.js\"\nimport {PolygonClipVolume} from \"../utils/PolygonClipVolume.js\"\nimport {PropertiesPanel} from \"./PropertyPanels/PropertiesPanel.js\"\nimport {PointCloudTree} from \"../PointCloudTree.js\"\nimport {Profile} from \"../utils/Profile.js\"\nimport {Measure} from \"../utils/Measure.js\"\nimport {Annotation} from \"../Annotation.js\"\nimport {CameraMode, ClipTask, ClipMethod} from \"../defines.js\"\nimport {ScreenBoxSelectTool} from \"../utils/ScreenBoxSelectTool.js\"\nimport {Utils} from \"../utils.js\"\nimport {CameraAnimation} from \"../modules/CameraAnimation/CameraAnimation.js\"\nimport {HierarchicalSlider} from \"./HierarchicalSlider.js\"\nimport {OrientedImage} from \"../modules/OrientedImages/OrientedImages.js\";\nimport {Images360} from \"../modules/Images360/Images360.js\";\n\nimport JSON5 from \"../../libs/json5-2.1.3/json5.mjs\";\n\nexport class Sidebar{\n\n\tconstructor(viewer){\n\t\tthis.viewer = viewer;\n\n\t\tthis.measuringTool = viewer.measuringTool;\n\t\tthis.profileTool = viewer.profileTool;\n\t\tthis.volumeTool = viewer.volumeTool;\n\n\t\tthis.dom = $(\"#sidebar_root\");\n\t}\n\n\tcreateToolIcon(icon, title, callback){\n\t\tlet element = $(`\n\t\t\t\n\t\t`);\n\n\t\telement.click(callback);\n\n\t\treturn element;\n\t}\n\n\tinit(){\n\n\t\tthis.initAccordion();\n\t\tthis.initAppearance();\n\t\tthis.initToolbar();\n\t\tthis.initScene();\n\t\tthis.initNavigation();\n\t\tthis.initFilters();\n\t\tthis.initClippingTool();\n\t\tthis.initSettings();\n\t\t\n\t\t$('#potree_version_number').html(Potree.version.major + \".\" + Potree.version.minor + Potree.version.suffix);\n\t}\n\n\t\t\n\n\tinitToolbar(){\n\n\t\t// ANGLE\n\t\tlet elToolbar = $('#tools');\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/angle.png',\n\t\t\t'[title]tt.angle_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowAngles: true,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tclosed: true,\n\t\t\t\t\tmaxMarkers: 3,\n\t\t\t\t\tname: 'Angle'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// POINT\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/point.svg',\n\t\t\t'[title]tt.point_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowAngles: false,\n\t\t\t\t\tshowCoordinates: true,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tclosed: true,\n\t\t\t\t\tmaxMarkers: 1,\n\t\t\t\t\tname: 'Point'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// DISTANCE\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/distance.svg',\n\t\t\t'[title]tt.distance_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: true,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tclosed: false,\n\t\t\t\t\tname: 'Distance'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// HEIGHT\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/height.svg',\n\t\t\t'[title]tt.height_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowHeight: true,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tclosed: false,\n\t\t\t\t\tmaxMarkers: 2,\n\t\t\t\t\tname: 'Height'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// CIRCLE\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/circle.svg',\n\t\t\t'[title]tt.circle_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowHeight: false,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tshowCircle: true,\n\t\t\t\t\tshowEdges: false,\n\t\t\t\t\tclosed: false,\n\t\t\t\t\tmaxMarkers: 3,\n\t\t\t\t\tname: 'Circle'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// AZIMUTH\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/azimuth.svg',\n\t\t\t'Azimuth',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowHeight: false,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tshowCircle: false,\n\t\t\t\t\tshowEdges: false,\n\t\t\t\t\tshowAzimuth: true,\n\t\t\t\t\tclosed: false,\n\t\t\t\t\tmaxMarkers: 2,\n\t\t\t\t\tname: 'Azimuth'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// AREA\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/area.svg',\n\t\t\t'[title]tt.area_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: true,\n\t\t\t\t\tshowArea: true,\n\t\t\t\t\tclosed: true,\n\t\t\t\t\tname: 'Area'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// VOLUME\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/volume.svg',\n\t\t\t'[title]tt.volume_measurement',\n\t\t\t() => {\n\t\t\t\tlet volume = this.volumeTool.startInsertion(); \n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === volume.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// SPHERE VOLUME\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/sphere_distances.svg',\n\t\t\t'[title]tt.volume_measurement',\n\t\t\t() => { \n\t\t\t\tlet volume = this.volumeTool.startInsertion({type: SphereVolume}); \n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === volume.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// PROFILE\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/profile.svg',\n\t\t\t'[title]tt.height_profile',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown(); ;\n\t\t\t\tlet profile = this.profileTool.startInsertion();\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === profile.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// ANNOTATION\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/annotation.svg',\n\t\t\t'[title]tt.annotation',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown(); ;\n\t\t\t\tlet annotation = this.viewer.annotationTool.startInsertion();\n\n\t\t\t\tlet annotationsRoot = $(\"#jstree_scene\").jstree().get_json(\"annotations\");\n\t\t\t\tlet jsonNode = annotationsRoot.children.find(child => child.data.uuid === annotation.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// REMOVE ALL\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/reset_tools.svg',\n\t\t\t'[title]tt.remove_all_measurement',\n\t\t\t() => {\n\t\t\t\tthis.viewer.scene.removeAllMeasurements();\n\t\t\t}\n\t\t));\n\n\n\t\t{ // SHOW / HIDE Measurements\n\t\t\tlet elShow = $(\"#measurement_options_show\");\n\t\t\telShow.selectgroup({title: \"Show/Hide labels\"});\n\n\t\t\telShow.find(\"input\").click( (e) => {\n\t\t\t\tconst show = e.target.value === \"SHOW\";\n\t\t\t\tthis.measuringTool.showLabels = show;\n\t\t\t});\n\n\t\t\tlet currentShow = this.measuringTool.showLabels ? \"SHOW\" : \"HIDE\";\n\t\t\telShow.find(`input[value=${currentShow}]`).trigger(\"click\");\n\t\t}\n\t}\n\n\tinitScene(){\n\n\t\tlet elScene = $(\"#menu_scene\");\n\t\tlet elObjects = elScene.next().find(\"#scene_objects\");\n\t\tlet elProperties = elScene.next().find(\"#scene_object_properties\");\n\t\t\n\n\t\t{\n\t\t\tlet elExport = elScene.next().find(\"#scene_export\");\n\n\t\t\tlet geoJSONIcon = `${Potree.resourcePath}/icons/file_geojson.svg`;\n\t\t\tlet dxfIcon = `${Potree.resourcePath}/icons/file_dxf.svg`;\n\t\t\tlet potreeIcon = `${Potree.resourcePath}/icons/file_potree.svg`;\n\n\t\t\telExport.append(`\n\t\t\t\tExport:
    \n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t`);\n\n\t\t\tlet elDownloadJSON = elExport.find(\"img[name=geojson_export_button]\").parent();\n\t\t\telDownloadJSON.click( (event) => {\n\t\t\t\tlet scene = this.viewer.scene;\n\t\t\t\tlet measurements = [...scene.measurements, ...scene.profiles, ...scene.volumes];\n\n\t\t\t\tif(measurements.length > 0){\n\t\t\t\t\tlet geoJson = GeoJSONExporter.toString(measurements);\n\n\t\t\t\t\tlet url = window.URL.createObjectURL(new Blob([geoJson], {type: 'data:application/octet-stream'}));\n\t\t\t\t\telDownloadJSON.attr('href', url);\n\t\t\t\t}else{\n\t\t\t\t\tthis.viewer.postError(\"no measurements to export\");\n\t\t\t\t\tevent.preventDefault();\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet elDownloadDXF = elExport.find(\"img[name=dxf_export_button]\").parent();\n\t\t\telDownloadDXF.click( (event) => {\n\t\t\t\tlet scene = this.viewer.scene;\n\t\t\t\tlet measurements = [...scene.measurements, ...scene.profiles, ...scene.volumes];\n\n\t\t\t\tif(measurements.length > 0){\n\t\t\t\t\tlet dxf = DXFExporter.toString(measurements);\n\n\t\t\t\t\tlet url = window.URL.createObjectURL(new Blob([dxf], {type: 'data:application/octet-stream'}));\n\t\t\t\t\telDownloadDXF.attr('href', url);\n\t\t\t\t}else{\n\t\t\t\t\tthis.viewer.postError(\"no measurements to export\");\n\t\t\t\t\tevent.preventDefault();\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet elDownloadPotree = elExport.find(\"img[name=potree_export_button]\").parent();\n\t\t\telDownloadPotree.click( (event) => {\n\n\t\t\t\tlet data = Potree.saveProject(this.viewer);\n\t\t\t\tlet dataString = JSON5.stringify(data, null, \"\\t\")\n\n\t\t\t\tlet url = window.URL.createObjectURL(new Blob([dataString], {type: 'data:application/octet-stream'}));\n\t\t\t\telDownloadPotree.attr('href', url);\n\t\t\t});\n\t\t}\n\n\t\tlet propertiesPanel = new PropertiesPanel(elProperties, this.viewer);\n\t\tpropertiesPanel.setScene(this.viewer.scene);\n\t\t\n\t\tlocalStorage.removeItem('jstree');\n\n\t\tlet tree = $(`
    `);\n\t\telObjects.append(tree);\n\n\t\ttree.jstree({\n\t\t\t'plugins': [\"checkbox\", \"state\"],\n\t\t\t'core': {\n\t\t\t\t\"dblclick_toggle\": false,\n\t\t\t\t\"state\": {\n\t\t\t\t\t\"checked\" : true\n\t\t\t\t},\n\t\t\t\t'check_callback': true,\n\t\t\t\t\"expand_selected_onload\": true\n\t\t\t},\n\t\t\t\"checkbox\" : {\n\t\t\t\t\"keep_selected_style\": true,\n\t\t\t\t\"three_state\": false,\n\t\t\t\t\"whole_node\": false,\n\t\t\t\t\"tie_selection\": false,\n\t\t\t},\n\t\t});\n\n\t\tlet createNode = (parent, text, icon, object) => {\n\t\t\tlet nodeID = tree.jstree('create_node', parent, { \n\t\t\t\t\t\"text\": text, \n\t\t\t\t\t\"icon\": icon,\n\t\t\t\t\t\"data\": object\n\t\t\t\t}, \n\t\t\t\t\"last\", false, false);\n\t\t\t\n\t\t\tif(object.visible){\n\t\t\t\ttree.jstree('check_node', nodeID);\n\t\t\t}else{\n\t\t\t\ttree.jstree('uncheck_node', nodeID);\n\t\t\t}\n\n\t\t\treturn nodeID;\n\t\t}\n\n\t\tlet pcID = tree.jstree('create_node', \"#\", { \"text\": \"Point Clouds\", \"id\": \"pointclouds\"}, \"last\", false, false);\n\t\tlet measurementID = tree.jstree('create_node', \"#\", { \"text\": \"Measurements\", \"id\": \"measurements\" }, \"last\", false, false);\n\t\tlet annotationsID = tree.jstree('create_node', \"#\", { \"text\": \"Annotations\", \"id\": \"annotations\" }, \"last\", false, false);\n\t\tlet otherID = tree.jstree('create_node', \"#\", { \"text\": \"Other\", \"id\": \"other\" }, \"last\", false, false);\n\t\tlet vectorsID = tree.jstree('create_node', \"#\", { \"text\": \"Vectors\", \"id\": \"vectors\" }, \"last\", false, false);\n\t\tlet imagesID = tree.jstree('create_node', \"#\", { \"text\": \" Images\", \"id\": \"images\" }, \"last\", false, false);\n\n\t\ttree.jstree(\"check_node\", pcID);\n\t\ttree.jstree(\"check_node\", measurementID);\n\t\ttree.jstree(\"check_node\", annotationsID);\n\t\ttree.jstree(\"check_node\", otherID);\n\t\ttree.jstree(\"check_node\", vectorsID);\n\t\ttree.jstree(\"check_node\", imagesID);\n\n\t\ttree.on('create_node.jstree', (e, data) => {\n\t\t\ttree.jstree(\"open_all\");\n\t\t});\n\n\t\ttree.on(\"select_node.jstree\", (e, data) => {\n\t\t\tlet object = data.node.data;\n\t\t\tpropertiesPanel.set(object);\n\n\t\t\tthis.viewer.inputHandler.deselectAll();\n\n\t\t\tif(object instanceof Volume){\n\t\t\t\tthis.viewer.inputHandler.toggleSelection(object);\n\t\t\t}\n\n\t\t\t$(this.viewer.renderer.domElement).focus();\n\t\t});\n\n\t\ttree.on(\"deselect_node.jstree\", (e, data) => {\n\t\t\tpropertiesPanel.set(null);\n\t\t});\n\n\t\ttree.on(\"delete_node.jstree\", (e, data) => {\n\t\t\tpropertiesPanel.set(null);\n\t\t});\n\n\t\ttree.on('dblclick','.jstree-anchor', (e) => {\n\n\t\t\tlet instance = $.jstree.reference(e.target);\n\t\t\tlet node = instance.get_node(e.target);\n\t\t\tlet object = node.data;\n\n\t\t\t// ignore double click on checkbox\n\t\t\tif(e.target.classList.contains(\"jstree-checkbox\")){\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif(object instanceof PointCloudTree){\n\t\t\t\tlet box = this.viewer.getBoundingBox([object]);\n\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\tnode.boundingBox = box;\n\t\t\t\tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t}else if(object instanceof Measure){\n\t\t\t\tlet points = object.points.map(p => p.position);\n\t\t\t\tlet box = new THREE.Box3().setFromPoints(points);\n\t\t\t\tif(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.boundingBox = box;\n\t\t\t\t\tthis.viewer.zoomTo(node, 2, 500);\n\t\t\t\t}\n\t\t\t}else if(object instanceof Profile){\n\t\t\t\tlet points = object.points;\n\t\t\t\tlet box = new THREE.Box3().setFromPoints(points);\n\t\t\t\tif(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.boundingBox = box;\n\t\t\t\t\tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t\t}\n\t\t\t}else if(object instanceof Volume){\n\t\t\t\t\n\t\t\t\tlet box = object.boundingBox.clone().applyMatrix4(object.matrixWorld);\n\n\t\t\t\tif(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.boundingBox = box;\n\t\t\t\t\tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t\t}\n\t\t\t}else if(object instanceof Annotation){\n\t\t\t\tobject.moveHere(this.viewer.scene.getActiveCamera());\n\t\t\t}else if(object instanceof PolygonClipVolume){\n\t\t\t\tlet dir = object.camera.getWorldDirection(new THREE.Vector3());\n\t\t\t\tlet target;\n\n\t\t\t\tif(object.camera instanceof THREE.OrthographicCamera){\n\t\t\t\t\tdir.multiplyScalar(object.camera.right)\n\t\t\t\t\ttarget = new THREE.Vector3().addVectors(object.camera.position, dir);\n\t\t\t\t\tthis.viewer.setCameraMode(CameraMode.ORTHOGRAPHIC);\n\t\t\t\t}else if(object.camera instanceof THREE.PerspectiveCamera){\n\t\t\t\t\tdir.multiplyScalar(this.viewer.scene.view.radius);\n\t\t\t\t\ttarget = new THREE.Vector3().addVectors(object.camera.position, dir);\n\t\t\t\t\tthis.viewer.setCameraMode(CameraMode.PERSPECTIVE);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tthis.viewer.scene.view.position.copy(object.camera.position);\n\t\t\t\tthis.viewer.scene.view.lookAt(target);\n\t\t\t}else if(object.type === \"SpotLight\"){\n\t\t\t\tlet distance = (object.distance > 0) ? object.distance / 4 : 5 * 1000;\n\t\t\t\tlet position = object.position;\n\t\t\t\tlet target = new THREE.Vector3().addVectors(\n\t\t\t\t\tposition, \n\t\t\t\t\tobject.getWorldDirection(new THREE.Vector3()).multiplyScalar(distance));\n\n\t\t\t\tthis.viewer.scene.view.position.copy(object.position);\n\t\t\t\tthis.viewer.scene.view.lookAt(target);\n\t\t\t}else if(object instanceof THREE.Object3D){\n\t\t\t\tlet box = new THREE.Box3().setFromObject(object);\n\n\t\t\t\tif(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.boundingBox = box;\n\t\t\t\t\tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t\t}\n\t\t\t}else if(object instanceof OrientedImage){\n\t\t\t\t// TODO zoom to images\n\n\t\t\t\t// let box = new THREE.Box3().setFromObject(object);\n\n\t\t\t\t// if(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t// \tlet node = new THREE.Object3D();\n\t\t\t\t// \tnode.boundingBox = box;\n\t\t\t\t// \tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t\t// }\n\t\t\t}else if(object instanceof Images360){\n\t\t\t\t// TODO\n\t\t\t}else if(object instanceof Geopackage){\n\t\t\t\t// TODO\n\t\t\t}\n\t\t});\n\n\t\ttree.on(\"uncheck_node.jstree\", (e, data) => {\n\t\t\tlet object = data.node.data;\n\n\t\t\tif(object){\n\t\t\t\tobject.visible = false;\n\t\t\t}\n\t\t});\n\n\t\ttree.on(\"check_node.jstree\", (e, data) => {\n\t\t\tlet object = data.node.data;\n\n\t\t\tif(object){\n\t\t\t\tobject.visible = true;\n\t\t\t}\n\t\t});\n\n\n\t\tlet onPointCloudAdded = (e) => {\n\t\t\tlet pointcloud = e.pointcloud;\n\t\t\tlet cloudIcon = `${Potree.resourcePath}/icons/cloud.svg`;\n\t\t\tlet node = createNode(pcID, pointcloud.name, cloudIcon, pointcloud);\n\n\t\t\tpointcloud.addEventListener(\"visibility_changed\", () => {\n\t\t\t\tif(pointcloud.visible){\n\t\t\t\t\ttree.jstree('check_node', node);\n\t\t\t\t}else{\n\t\t\t\t\ttree.jstree('uncheck_node', node);\n\t\t\t\t}\n\t\t\t});\n\t\t};\n\n\t\tlet onMeasurementAdded = (e) => {\n\t\t\tlet measurement = e.measurement;\n\t\t\tlet icon = Utils.getMeasurementIcon(measurement);\n\t\t\tcreateNode(measurementID, measurement.name, icon, measurement);\n\t\t};\n\n\t\tlet onVolumeAdded = (e) => {\n\t\t\tlet volume = e.volume;\n\t\t\tlet icon = Utils.getMeasurementIcon(volume);\n\t\t\tlet node = createNode(measurementID, volume.name, icon, volume);\n\n\t\t\tvolume.addEventListener(\"visibility_changed\", () => {\n\t\t\t\tif(volume.visible){\n\t\t\t\t\ttree.jstree('check_node', node);\n\t\t\t\t}else{\n\t\t\t\t\ttree.jstree('uncheck_node', node);\n\t\t\t\t}\n\t\t\t});\n\t\t};\n\n\t\tlet onProfileAdded = (e) => {\n\t\t\tlet profile = e.profile;\n\t\t\tlet icon = Utils.getMeasurementIcon(profile);\n\t\t\tcreateNode(measurementID, profile.name, icon, profile);\n\t\t};\n\n\t\tlet onAnnotationAdded = (e) => {\n\t\t\tlet annotation = e.annotation;\n\n\t\t\tlet annotationIcon = `${Potree.resourcePath}/icons/annotation.svg`;\n\t\t\tlet parentID = this.annotationMapping.get(annotation.parent);\n\t\t\tlet annotationID = createNode(parentID, annotation.title, annotationIcon, annotation);\n\t\t\tthis.annotationMapping.set(annotation, annotationID);\n\n\t\t\tannotation.addEventListener(\"annotation_changed\", (e) => {\n\t\t\t\tlet annotationsRoot = $(\"#jstree_scene\").jstree().get_json(\"annotations\");\n\t\t\t\tlet jsonNode = annotationsRoot.children.find(child => child.data.uuid === annotation.uuid);\n\t\t\t\t\n\t\t\t\t$.jstree.reference(jsonNode.id).rename_node(jsonNode.id, annotation.title);\n\t\t\t});\n\t\t};\n\n\t\tlet onCameraAnimationAdded = (e) => {\n\t\t\tconst animation = e.animation;\n\n\t\t\tconst animationIcon = `${Potree.resourcePath}/icons/camera_animation.svg`;\n\t\t\tcreateNode(otherID, \"animation\", animationIcon, animation);\n\t\t};\n\n\t\tlet onOrientedImagesAdded = (e) => {\n\t\t\tconst images = e.images;\n\n\t\t\tconst imagesIcon = `${Potree.resourcePath}/icons/picture.svg`;\n\t\t\tconst node = createNode(imagesID, \"images\", imagesIcon, images);\n\n\t\t\timages.addEventListener(\"visibility_changed\", () => {\n\t\t\t\tif(images.visible){\n\t\t\t\t\ttree.jstree('check_node', node);\n\t\t\t\t}else{\n\t\t\t\t\ttree.jstree('uncheck_node', node);\n\t\t\t\t}\n\t\t\t});\n\t\t};\n\n\t\tlet onImages360Added = (e) => {\n\t\t\tconst images = e.images;\n\n\t\t\tconst imagesIcon = `${Potree.resourcePath}/icons/picture.svg`;\n\t\t\tconst node = createNode(imagesID, \"360° images\", imagesIcon, images);\n\n\t\t\timages.addEventListener(\"visibility_changed\", () => {\n\t\t\t\tif(images.visible){\n\t\t\t\t\ttree.jstree('check_node', node);\n\t\t\t\t}else{\n\t\t\t\t\ttree.jstree('uncheck_node', node);\n\t\t\t\t}\n\t\t\t});\n\t\t};\n\n\t\tconst onGeopackageAdded = (e) => {\n\t\t\tconst geopackage = e.geopackage;\n\n\t\t\tconst geopackageIcon = `${Potree.resourcePath}/icons/triangle.svg`;\n\t\t\tconst tree = $(`#jstree_scene`);\n\t\t\tconst parentNode = \"vectors\";\n\n\t\t\tfor(const layer of geopackage.node.children){\n\t\t\t\tconst name = layer.name;\n\n\t\t\t\tlet shpPointsID = tree.jstree('create_node', parentNode, { \n\t\t\t\t\t\t\"text\": name, \n\t\t\t\t\t\t\"icon\": geopackageIcon,\n\t\t\t\t\t\t\"object\": layer,\n\t\t\t\t\t\t\"data\": layer,\n\t\t\t\t\t}, \n\t\t\t\t\t\"last\", false, false);\n\t\t\t\ttree.jstree(layer.visible ? \"check_node\" : \"uncheck_node\", shpPointsID);\n\t\t\t}\n\n\t\t};\n\n\t\tthis.viewer.scene.addEventListener(\"pointcloud_added\", onPointCloudAdded);\n\t\tthis.viewer.scene.addEventListener(\"measurement_added\", onMeasurementAdded);\n\t\tthis.viewer.scene.addEventListener(\"profile_added\", onProfileAdded);\n\t\tthis.viewer.scene.addEventListener(\"volume_added\", onVolumeAdded);\n\t\tthis.viewer.scene.addEventListener(\"camera_animation_added\", onCameraAnimationAdded);\n\t\tthis.viewer.scene.addEventListener(\"oriented_images_added\", onOrientedImagesAdded);\n\t\tthis.viewer.scene.addEventListener(\"360_images_added\", onImages360Added);\n\t\tthis.viewer.scene.addEventListener(\"geopackage_added\", onGeopackageAdded);\n\t\tthis.viewer.scene.addEventListener(\"polygon_clip_volume_added\", onVolumeAdded);\n\t\tthis.viewer.scene.annotations.addEventListener(\"annotation_added\", onAnnotationAdded);\n\n\t\tlet onMeasurementRemoved = (e) => {\n\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === e.measurement.uuid);\n\t\t\t\n\t\t\ttree.jstree(\"delete_node\", jsonNode.id);\n\t\t};\n\n\t\tlet onVolumeRemoved = (e) => {\n\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === e.volume.uuid);\n\t\t\t\n\t\t\ttree.jstree(\"delete_node\", jsonNode.id);\n\t\t};\n\n\t\tlet onPolygonClipVolumeRemoved = (e) => {\n\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === e.volume.uuid);\n\t\t\t\n\t\t\ttree.jstree(\"delete_node\", jsonNode.id);\n\t\t};\n\n\t\tlet onProfileRemoved = (e) => {\n\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === e.profile.uuid);\n\t\t\t\n\t\t\ttree.jstree(\"delete_node\", jsonNode.id);\n\t\t};\n\n\t\tthis.viewer.scene.addEventListener(\"measurement_removed\", onMeasurementRemoved);\n\t\tthis.viewer.scene.addEventListener(\"volume_removed\", onVolumeRemoved);\n\t\tthis.viewer.scene.addEventListener(\"polygon_clip_volume_removed\", onPolygonClipVolumeRemoved);\n\t\tthis.viewer.scene.addEventListener(\"profile_removed\", onProfileRemoved);\n\n\t\t{\n\t\t\tlet annotationIcon = `${Potree.resourcePath}/icons/annotation.svg`;\n\t\t\tthis.annotationMapping = new Map(); \n\t\t\tthis.annotationMapping.set(this.viewer.scene.annotations, annotationsID);\n\t\t\tthis.viewer.scene.annotations.traverseDescendants(annotation => {\n\t\t\t\tlet parentID = this.annotationMapping.get(annotation.parent);\n\t\t\t\tlet annotationID = createNode(parentID, annotation.title, annotationIcon, annotation);\n\t\t\t\tthis.annotationMapping.set(annotation, annotationID);\n\t\t\t});\n\t\t}\n\n\t\tconst scene = this.viewer.scene;\n\t\tfor(let pointcloud of scene.pointclouds){\n\t\t\tonPointCloudAdded({pointcloud: pointcloud});\n\t\t}\n\n\t\tfor(let measurement of scene.measurements){\n\t\t\tonMeasurementAdded({measurement: measurement});\n\t\t}\n\n\t\tfor(let volume of [...scene.volumes, ...scene.polygonClipVolumes]){\n\t\t\tonVolumeAdded({volume: volume});\n\t\t}\n\n\t\tfor(let animation of scene.cameraAnimations){\n\t\t\tonCameraAnimationAdded({animation: animation});\n\t\t}\n\n\t\tfor(let images of scene.orientedImages){\n\t\t\tonOrientedImagesAdded({images: images});\n\t\t}\n\n\t\tfor(let images of scene.images360){\n\t\t\tonImages360Added({images: images});\n\t\t}\n\n\t\tfor(const geopackage of scene.geopackages){\n\t\t\tonGeopackageAdded({geopackage: geopackage});\n\t\t}\n\n\t\tfor(let profile of scene.profiles){\n\t\t\tonProfileAdded({profile: profile});\n\t\t}\n\n\t\t{\n\t\t\tcreateNode(otherID, \"Camera\", null, new THREE.Camera());\n\t\t}\n\n\t\tthis.viewer.addEventListener(\"scene_changed\", (e) => {\n\t\t\tpropertiesPanel.setScene(e.scene);\n\n\t\t\te.oldScene.removeEventListener(\"pointcloud_added\", onPointCloudAdded);\n\t\t\te.oldScene.removeEventListener(\"measurement_added\", onMeasurementAdded);\n\t\t\te.oldScene.removeEventListener(\"profile_added\", onProfileAdded);\n\t\t\te.oldScene.removeEventListener(\"volume_added\", onVolumeAdded);\n\t\t\te.oldScene.removeEventListener(\"polygon_clip_volume_added\", onVolumeAdded);\n\t\t\te.oldScene.removeEventListener(\"measurement_removed\", onMeasurementRemoved);\n\n\t\t\te.scene.addEventListener(\"pointcloud_added\", onPointCloudAdded);\n\t\t\te.scene.addEventListener(\"measurement_added\", onMeasurementAdded);\n\t\t\te.scene.addEventListener(\"profile_added\", onProfileAdded);\n\t\t\te.scene.addEventListener(\"volume_added\", onVolumeAdded);\n\t\t\te.scene.addEventListener(\"polygon_clip_volume_added\", onVolumeAdded);\n\t\t\te.scene.addEventListener(\"measurement_removed\", onMeasurementRemoved);\n\t\t});\n\n\t}\n\n\tinitClippingTool(){\n\n\n\t\tthis.viewer.addEventListener(\"cliptask_changed\", (event) => {\n\t\t\tconsole.log(\"TODO\");\n\t\t});\n\n\t\tthis.viewer.addEventListener(\"clipmethod_changed\", (event) => {\n\t\t\tconsole.log(\"TODO\");\n\t\t});\n\n\t\t{\n\t\t\tlet elClipTask = $(\"#cliptask_options\");\n\t\t\telClipTask.selectgroup({title: \"Clip Task\"});\n\n\t\t\telClipTask.find(\"input\").click( (e) => {\n\t\t\t\tthis.viewer.setClipTask(ClipTask[e.target.value]);\n\t\t\t});\n\n\t\t\tlet currentClipTask = Object.keys(ClipTask)\n\t\t\t\t.filter(key => ClipTask[key] === this.viewer.clipTask);\n\t\t\telClipTask.find(`input[value=${currentClipTask}]`).trigger(\"click\");\n\t\t}\n\n\t\t{\n\t\t\tlet elClipMethod = $(\"#clipmethod_options\");\n\t\t\telClipMethod.selectgroup({title: \"Clip Method\"});\n\n\t\t\telClipMethod.find(\"input\").click( (e) => {\n\t\t\t\tthis.viewer.setClipMethod(ClipMethod[e.target.value]);\n\t\t\t});\n\n\t\t\tlet currentClipMethod = Object.keys(ClipMethod)\n\t\t\t\t.filter(key => ClipMethod[key] === this.viewer.clipMethod);\n\t\t\telClipMethod.find(`input[value=${currentClipMethod}]`).trigger(\"click\");\n\t\t}\n\n\t\tlet clippingToolBar = $(\"#clipping_tools\");\n\n\t\t// CLIP VOLUME\n\t\tclippingToolBar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/clip_volume.svg',\n\t\t\t'[title]tt.clip_volume',\n\t\t\t() => {\n\t\t\t\tlet item = this.volumeTool.startInsertion({clip: true}); \n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === item.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// CLIP POLYGON\n\t\tclippingToolBar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/clip-polygon.svg\",\n\t\t\t\"[title]tt.clip_polygon\",\n\t\t\t() => {\n\t\t\t\tlet item = this.viewer.clippingTool.startInsertion({type: \"polygon\"});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === item.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t{// SCREEN BOX SELECT\n\t\t\tlet boxSelectTool = new ScreenBoxSelectTool(this.viewer);\n\n\t\t\tclippingToolBar.append(this.createToolIcon(\n\t\t\t\tPotree.resourcePath + \"/icons/clip-screen.svg\",\n\t\t\t\t\"[title]tt.screen_clip_box\",\n\t\t\t\t() => {\n\t\t\t\t\tif(!(this.viewer.scene.getActiveCamera() instanceof THREE.OrthographicCamera)){\n\t\t\t\t\t\tthis.viewer.postMessage(`Switch to Orthographic Camera Mode before using the Screen-Box-Select tool.`, \n\t\t\t\t\t\t\t{duration: 2000});\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tlet item = boxSelectTool.startInsertion();\n\n\t\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === item.uuid);\n\t\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t\t}\n\t\t\t));\n\t\t}\n\n\t\t{ // REMOVE CLIPPING TOOLS\n\t\t\tclippingToolBar.append(this.createToolIcon(\n\t\t\t\tPotree.resourcePath + \"/icons/remove.svg\",\n\t\t\t\t\"[title]tt.remove_all_clipping_volumes\",\n\t\t\t\t() => {\n\n\t\t\t\t\tthis.viewer.scene.removeAllClipVolumes();\n\t\t\t\t}\n\t\t\t));\n\t\t}\n\n\t}\n\n\tinitFilters(){\n\t\tthis.initClassificationList();\n\t\tthis.initReturnFilters();\n\t\tthis.initGPSTimeFilters();\n\t\tthis.initPointSourceIDFilters();\n\n\t}\n\n\tinitReturnFilters(){\n\t\tlet elReturnFilterPanel = $('#return_filter_panel');\n\n\t\t{ // RETURN NUMBER\n\t\t\tlet sldReturnNumber = elReturnFilterPanel.find('#sldReturnNumber');\n\t\t\tlet lblReturnNumber = elReturnFilterPanel.find('#lblReturnNumber');\n\n\t\t\tsldReturnNumber.slider({\n\t\t\t\trange: true,\n\t\t\t\tmin: 0, max: 7, step: 1,\n\t\t\t\tvalues: [0, 7],\n\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\tthis.viewer.setFilterReturnNumberRange(ui.values[0], ui.values[1])\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet onReturnNumberChanged = (event) => {\n\t\t\t\tlet [from, to] = this.viewer.filterReturnNumberRange;\n\n\t\t\t\tlblReturnNumber[0].innerHTML = `${from} to ${to}`;\n\t\t\t\tsldReturnNumber.slider({values: [from, to]});\n\t\t\t};\n\n\t\t\tthis.viewer.addEventListener('filter_return_number_range_changed', onReturnNumberChanged);\n\n\t\t\tonReturnNumberChanged();\n\t\t}\n\n\t\t{ // NUMBER OF RETURNS\n\t\t\tlet sldNumberOfReturns = elReturnFilterPanel.find('#sldNumberOfReturns');\n\t\t\tlet lblNumberOfReturns = elReturnFilterPanel.find('#lblNumberOfReturns');\n\n\t\t\tsldNumberOfReturns.slider({\n\t\t\t\trange: true,\n\t\t\t\tmin: 0, max: 7, step: 1,\n\t\t\t\tvalues: [0, 7],\n\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\tthis.viewer.setFilterNumberOfReturnsRange(ui.values[0], ui.values[1])\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet onNumberOfReturnsChanged = (event) => {\n\t\t\t\tlet [from, to] = this.viewer.filterNumberOfReturnsRange;\n\n\t\t\t\tlblNumberOfReturns[0].innerHTML = `${from} to ${to}`;\n\t\t\t\tsldNumberOfReturns.slider({values: [from, to]});\n\t\t\t};\n\n\t\t\tthis.viewer.addEventListener('filter_number_of_returns_range_changed', onNumberOfReturnsChanged);\n\n\t\t\tonNumberOfReturnsChanged();\n\t\t}\n\t}\n\n\tinitGPSTimeFilters(){\n\n\t\tlet elGPSTimeFilterPanel = $('#gpstime_filter_panel');\n\n\t\t{\n\t\t\tlet slider = new HierarchicalSlider({\n\t\t\t\tlevels: 4,\n\t\t\t\tslide: (event) => {\n\t\t\t\t\tthis.viewer.setFilterGPSTimeRange(...event.values);\n\t\t\t\t},\n\t\t\t});\n\n\t\t\tlet initialized = false;\n\n\t\t\tlet initialize = () => {\n\t\t\t\t\n\t\t\t\tlet elRangeContainer = $(\"#gpstime_multilevel_range_container\");\n\t\t\t\telRangeContainer[0].prepend(slider.element);\n\n\t\t\t\tlet extent = this.viewer.getGpsTimeExtent();\n\n\t\t\t\tslider.setRange(extent);\n\t\t\t\tslider.setValues(extent);\n\n\n\t\t\t\tinitialized = true;\n\t\t\t};\n\n\t\t\tthis.viewer.addEventListener(\"update\", (e) => {\n\t\t\t\tlet extent = this.viewer.getGpsTimeExtent();\n\t\t\t\tlet gpsTimeAvailable = extent[0] !== Infinity;\n\n\t\t\t\tif(!initialized && gpsTimeAvailable){\n\t\t\t\t\tinitialize();\n\t\t\t\t}\n\n\t\t\t\tslider.setRange(extent);\n\t\t\t});\n\t\t}\n\n\n\t\t{\n\t\t\t\n\t\t\tconst txtGpsTime = elGPSTimeFilterPanel.find(\"#txtGpsTime\");\n\t\t\tconst btnFindGpsTime = elGPSTimeFilterPanel.find(\"#btnFindGpsTime\");\n\n\t\t\tlet targetTime = null;\n\n\t\t\ttxtGpsTime.on(\"input\", (e) => {\n\t\t\t\tconst str = txtGpsTime.val();\n\n\t\t\t\tif(!isNaN(str)){\n\t\t\t\t\tconst value = parseFloat(str);\n\t\t\t\t\ttargetTime = value;\n\n\t\t\t\t\ttxtGpsTime.css(\"background-color\", \"\")\n\t\t\t\t}else{\n\t\t\t\t\ttargetTime = null;\n\n\t\t\t\t\ttxtGpsTime.css(\"background-color\", \"#ff9999\")\n\t\t\t\t}\n\n\t\t\t});\n\n\t\t\tbtnFindGpsTime.click( () => {\n\t\t\t\t\n\t\t\t\tif(targetTime !== null){\n\t\t\t\t\tviewer.moveToGpsTimeVicinity(targetTime);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\n\t}\n\n\tinitPointSourceIDFilters() {\n\t\tlet elPointSourceIDFilterPanel = $('#pointsourceid_filter_panel');\n\n\t\t{\n\t\t\tlet slider = new HierarchicalSlider({\n\t\t\t\tlevels: 4,\n\t\t\t\trange: [0, 65535],\n\t\t\t\tprecision: 1,\n\t\t\t\tslide: (event) => {\n\t\t\t\t\tlet values = event.values;\n\t\t\t\t\tthis.viewer.setFilterPointSourceIDRange(values[0], values[1]);\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet initialized = false;\n\n\t\t\tlet initialize = () => {\n\t\t\t\telPointSourceIDFilterPanel[0].prepend(slider.element);\n\n\t\t\t\tinitialized = true;\n\t\t\t};\n\n\t\t\tthis.viewer.addEventListener(\"update\", (e) => {\n\t\t\t\tlet extent = this.viewer.filterPointSourceIDRange;\n\n\t\t\t\tif(!initialized){\n\t\t\t\t\tinitialize();\n\n\t\t\t\t\tslider.setValues(extent);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t});\n\t\t}\n\n\t\t// let lblPointSourceID = elPointSourceIDFilterPanel.find(\"#lblPointSourceID\");\n\t\t// let elPointSourceID = elPointSourceIDFilterPanel.find(\"#spnPointSourceID\");\n\n\t\t// let slider = new ZoomableSlider();\n\t\t// elPointSourceID[0].appendChild(slider.element);\n\t\t// slider.update();\n\n\t\t// slider.change( () => {\n\t\t// \tlet range = slider.chosenRange;\n\t\t// \tthis.viewer.setFilterPointSourceIDRange(range[0], range[1]);\n\t\t// });\n\n\t\t// let onPointSourceIDExtentChanged = (event) => {\n\t\t// \tlet range = this.viewer.filterPointSourceIDExtent;\n\t\t// \tslider.setVisibleRange(range);\n\t\t// };\n\n\t\t// let onPointSourceIDChanged = (event) => {\n\t\t// \tlet range = this.viewer.filterPointSourceIDRange;\n\n\t\t// \tlet precision = 1;\n\t\t// \tlet from = `${Utils.addCommas(range[0].toFixed(precision))}`;\n\t\t// \tlet to = `${Utils.addCommas(range[1].toFixed(precision))}`;\n\t\t// \tlblPointSourceID[0].innerHTML = `${from} to ${to}`;\n\n\t\t// \tslider.setRange(range);\n\t\t// };\n\n\t\t// this.viewer.addEventListener('filter_point_source_id_range_changed', onPointSourceIDChanged);\n\t\t// this.viewer.addEventListener('filter_point_source_id_extent_changed', onPointSourceIDExtentChanged);\n\n\t}\n\n\tinitClassificationList(){\n\t\tlet elClassificationList = $('#classificationList');\n\n\t\tlet addClassificationItem = (code, name) => {\n\t\t\tconst classification = this.viewer.classifications[code];\n\t\t\tconst inputID = 'chkClassification_' + code;\n\t\t\tconst colorPickerID = 'colorPickerClassification_' + code;\n\n\t\t\tconst checked = classification.visible ? \"checked\" : \"\";\n\n\t\t\tlet element = $(`\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t
  • \n\t\t\t`);\n\n\t\t\tconst elInput = element.find('input');\n\t\t\tconst elColorPicker = element.find(`#${colorPickerID}`);\n\n\t\t\telInput.click(event => {\n\t\t\t\tthis.viewer.setClassificationVisibility(code, event.target.checked);\n\t\t\t});\n\n\t\t\tlet defaultColor = classification.color.map(c => c * 255).join(\", \");\n\t\t\tdefaultColor = `rgb(${defaultColor})`;\n\n\n\t\t\telColorPicker.spectrum({\n\t\t\t\t// flat: true,\n\t\t\t\tcolor: defaultColor,\n\t\t\t\tshowInput: true,\n\t\t\t\tpreferredFormat: 'rgb',\n\t\t\t\tcancelText: '',\n\t\t\t\tchooseText: 'Apply',\n\t\t\t\tmove: color => {\n\t\t\t\t\tlet rgb = color.toRgb();\n\t\t\t\t\tconst c = [rgb.r / 255, rgb.g / 255, rgb.b / 255, 1];\n\t\t\t\t\tclassification.color = c;\n\t\t\t\t},\n\t\t\t\tchange: color => {\n\t\t\t\t\tlet rgb = color.toRgb();\n\t\t\t\t\tconst c = [rgb.r / 255, rgb.g / 255, rgb.b / 255, 1];\n\t\t\t\t\tclassification.color = c;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\telClassificationList.append(element);\n\t\t};\n\n\t\tconst addToggleAllButton = () => { // toggle all button\n\t\t\tconst element = $(`\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t
  • \n\t\t\t`);\n\n\t\t\tlet elInput = element.find('input');\n\n\t\t\telInput.click(event => {\n\t\t\t\tthis.viewer.toggleAllClassificationsVisibility();\n\t\t\t});\n\n\t\t\telClassificationList.append(element);\n\t\t}\n\n\t\tconst addInvertButton = () => { \n\t\t\tconst element = $(`\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t
  • \n\t\t\t`);\n\n\t\t\tlet elInput = element.find('input');\n\n\t\t\telInput.click( () => {\n\t\t\t\tconst classifications = this.viewer.classifications;\n\t\n\t\t\t\tfor(let key of Object.keys(classifications)){\n\t\t\t\t\tlet value = classifications[key];\n\t\t\t\t\tthis.viewer.setClassificationVisibility(key, !value.visible);\n\t\t\t\t}\n\t\t\t});\n\n\t\t\telClassificationList.append(element);\n\t\t};\n\n\t\tconst populate = () => {\n\t\t\taddToggleAllButton();\n\t\t\tfor (let classID in this.viewer.classifications) {\n\t\t\t\taddClassificationItem(classID, this.viewer.classifications[classID].name);\n\t\t\t}\n\t\t\taddInvertButton();\n\t\t};\n\n\t\tpopulate();\n\n\t\tthis.viewer.addEventListener(\"classifications_changed\", () => {\n\t\t\telClassificationList.empty();\n\t\t\tpopulate();\n\t\t});\n\n\t\tthis.viewer.addEventListener(\"classification_visibility_changed\", () => {\n\n\t\t\t{ // set checked state of classification buttons\n\t\t\t\tfor(const classID of Object.keys(this.viewer.classifications)){\n\t\t\t\t\tconst classValue = this.viewer.classifications[classID];\n\n\t\t\t\t\tlet elItem = elClassificationList.find(`#chkClassification_${classID}`);\n\t\t\t\t\telItem.prop(\"checked\", classValue.visible);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{ // set checked state of toggle button based on state of all other buttons\n\t\t\t\tlet numVisible = 0;\n\t\t\t\tlet numItems = 0;\n\t\t\t\tfor(const key of Object.keys(this.viewer.classifications)){\n\t\t\t\t\tif(this.viewer.classifications[key].visible){\n\t\t\t\t\t\tnumVisible++;\n\t\t\t\t\t}\n\t\t\t\t\tnumItems++;\n\t\t\t\t}\n\t\t\t\tconst allVisible = numVisible === numItems;\n\n\t\t\t\tlet elToggle = elClassificationList.find(\"#toggleClassificationFilters\");\n\t\t\t\telToggle.prop(\"checked\", allVisible);\n\t\t\t}\n\t\t});\n\t}\n\n\tinitAccordion(){\n\t\t$('.accordion > h3').each(function(){\n\t\t\tlet header = $(this);\n\t\t\tlet content = $(this).next();\n\n\t\t\t//header.addClass('accordion-header ui-widget');\n\t\t\t//content.addClass('accordion-content ui-widget');\n\n\t\t\tcontent.hide();\n\n\t\t\theader.click(() => {\n\t\t\t\tcontent.slideToggle();\n\t\t\t});\n\t\t});\n\n\t\tlet languages = [\n\t\t\t[\"EN\", \"en\"],\n\t\t\t[\"FR\", \"fr\"],\n\t\t\t[\"DE\", \"de\"],\n\t\t\t[\"JP\", \"jp\"],\n\t\t\t[\"ES\", \"es\"],\n\t\t\t[\"SE\", \"se\"],\n\t\t\t[\"ZH\", \"zh\"]\n\t\t];\n\n\t\tlet elLanguages = $('#potree_languages');\n\t\tfor(let i = 0; i < languages.length; i++){\n\t\t\tlet [key, value] = languages[i];\n\t\t\tlet element = $(`${key}`);\n\t\t\telement.click(() => this.viewer.setLanguage(value));\n\n\t\t\tif(i === 0){\n\t\t\t\telement.css(\"margin-left\", \"30px\");\n\t\t\t}\n\t\t\t\n\t\t\telLanguages.append(element);\n\n\t\t\tif(i < languages.length - 1){\n\t\t\t\telLanguages.append($(document.createTextNode(' - ')));\t\n\t\t\t}\n\t\t}\n\n\n\t\t// to close all, call\n\t\t// $(\".accordion > div\").hide()\n\n\t\t// to open the, for example, tool menu, call:\n\t\t// $(\"#menu_tools\").next().show()\n\t}\n\n\tinitAppearance(){\n\n\t\tconst sldPointBudget = this.dom.find('#sldPointBudget');\n\n\t\tsldPointBudget.slider({\n\t\t\tvalue: this.viewer.getPointBudget(),\n\t\t\tmin: 100 * 1000,\n\t\t\tmax: 10 * 1000 * 1000,\n\t\t\tstep: 1000,\n\t\t\tslide: (event, ui) => { this.viewer.setPointBudget(ui.value); }\n\t\t});\n\n\t\tthis.dom.find('#sldFOV').slider({\n\t\t\tvalue: this.viewer.getFOV(),\n\t\t\tmin: 20,\n\t\t\tmax: 100,\n\t\t\tstep: 1,\n\t\t\tslide: (event, ui) => { this.viewer.setFOV(ui.value); }\n\t\t});\n\n\t\t$('#sldEDLRadius').slider({\n\t\t\tvalue: this.viewer.getEDLRadius(),\n\t\t\tmin: 1,\n\t\t\tmax: 4,\n\t\t\tstep: 0.01,\n\t\t\tslide: (event, ui) => { this.viewer.setEDLRadius(ui.value); }\n\t\t});\n\n\t\t$('#sldEDLStrength').slider({\n\t\t\tvalue: this.viewer.getEDLStrength(),\n\t\t\tmin: 0,\n\t\t\tmax: 5,\n\t\t\tstep: 0.01,\n\t\t\tslide: (event, ui) => { this.viewer.setEDLStrength(ui.value); }\n\t\t});\n\n\t\t$('#sldEDLOpacity').slider({\n\t\t\tvalue: this.viewer.getEDLOpacity(),\n\t\t\tmin: 0,\n\t\t\tmax: 1,\n\t\t\tstep: 0.01,\n\t\t\tslide: (event, ui) => { this.viewer.setEDLOpacity(ui.value); }\n\t\t});\n\n\t\tthis.viewer.addEventListener('point_budget_changed', (event) => {\n\t\t\t$('#lblPointBudget')[0].innerHTML = Utils.addCommas(this.viewer.getPointBudget());\n\t\t\tsldPointBudget.slider({value: this.viewer.getPointBudget()});\n\t\t});\n\n\t\tthis.viewer.addEventListener('fov_changed', (event) => {\n\t\t\t$('#lblFOV')[0].innerHTML = parseInt(this.viewer.getFOV());\n\t\t\t$('#sldFOV').slider({value: this.viewer.getFOV()});\n\t\t});\n\n\t\tthis.viewer.addEventListener('use_edl_changed', (event) => {\n\t\t\t$('#chkEDLEnabled')[0].checked = this.viewer.getEDLEnabled();\n\t\t});\n\n\t\tthis.viewer.addEventListener('edl_radius_changed', (event) => {\n\t\t\t$('#lblEDLRadius')[0].innerHTML = this.viewer.getEDLRadius().toFixed(1);\n\t\t\t$('#sldEDLRadius').slider({value: this.viewer.getEDLRadius()});\n\t\t});\n\n\t\tthis.viewer.addEventListener('edl_strength_changed', (event) => {\n\t\t\t$('#lblEDLStrength')[0].innerHTML = this.viewer.getEDLStrength().toFixed(1);\n\t\t\t$('#sldEDLStrength').slider({value: this.viewer.getEDLStrength()});\n\t\t});\n\n\t\tthis.viewer.addEventListener('background_changed', (event) => {\n\t\t\t$(\"input[name=background][value='\" + this.viewer.getBackground() + \"']\").prop('checked', true);\n\t\t});\n\n\t\t$('#lblPointBudget')[0].innerHTML = Utils.addCommas(this.viewer.getPointBudget());\n\t\t$('#lblFOV')[0].innerHTML = parseInt(this.viewer.getFOV());\n\t\t$('#lblEDLRadius')[0].innerHTML = this.viewer.getEDLRadius().toFixed(1);\n\t\t$('#lblEDLStrength')[0].innerHTML = this.viewer.getEDLStrength().toFixed(1);\n\t\t$('#chkEDLEnabled')[0].checked = this.viewer.getEDLEnabled();\n\t\t\n\t\t{\n\t\t\tlet elBackground = $(`#background_options`);\n\t\t\telBackground.selectgroup();\n\n\t\t\telBackground.find(\"input\").click( (e) => {\n\t\t\t\tthis.viewer.setBackground(e.target.value);\n\t\t\t});\n\n\t\t\tlet currentBackground = this.viewer.getBackground();\n\t\t\t$(`input[name=background_options][value=${currentBackground}]`).trigger(\"click\");\n\t\t}\n\n\t\t$('#chkEDLEnabled').click( () => {\n\t\t\tthis.viewer.setEDLEnabled($('#chkEDLEnabled').prop(\"checked\"));\n\t\t});\n\t}\n\n\tinitNavigation(){\n\t\tlet elNavigation = $('#navigation');\n\t\tlet sldMoveSpeed = $('#sldMoveSpeed');\n\t\tlet lblMoveSpeed = $('#lblMoveSpeed');\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/earth_controls_1.png',\n\t\t\t'[title]tt.earth_control',\n\t\t\t() => { this.viewer.setControls(this.viewer.earthControls); }\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/fps_controls.svg',\n\t\t\t'[title]tt.flight_control',\n\t\t\t() => {\n\t\t\t\tthis.viewer.setControls(this.viewer.fpControls);\n\t\t\t\tthis.viewer.fpControls.lockElevation = false;\n\t\t\t}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/helicopter_controls.svg',\n\t\t\t'[title]tt.heli_control',\n\t\t\t() => { \n\t\t\t\tthis.viewer.setControls(this.viewer.fpControls);\n\t\t\t\tthis.viewer.fpControls.lockElevation = true;\n\t\t\t}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/orbit_controls.svg',\n\t\t\t'[title]tt.orbit_control',\n\t\t\t() => { this.viewer.setControls(this.viewer.orbitControls); }\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/focus.svg',\n\t\t\t'[title]tt.focus_control',\n\t\t\t() => { this.viewer.fitToScreen(); }\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/navigation_cube.svg\",\n\t\t\t\"[title]tt.navigation_cube_control\",\n\t\t\t() => {this.viewer.toggleNavigationCube()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/images/compas.svg\",\n\t\t\t\"[title]tt.compass\",\n\t\t\t() => {\n\t\t\t\tconst visible = !this.viewer.compass.isVisible();\n\t\t\t\tthis.viewer.compass.setVisible(visible);\n\t\t\t}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/camera_animation.svg\",\n\t\t\t\"[title]tt.camera_animation\",\n\t\t\t() => {\n\t\t\t\tconst animation = CameraAnimation.defaultFromView(this.viewer);\n\n\t\t\t\tviewer.scene.addCameraAnimation(animation);\n\t\t\t}\n\t\t));\n\n\n\t\telNavigation.append(\"
    \");\n\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/left.svg\",\n\t\t\t\"[title]tt.left_view_control\",\n\t\t\t() => {this.viewer.setLeftView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/right.svg\",\n\t\t\t\"[title]tt.right_view_control\",\n\t\t\t() => {this.viewer.setRightView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/front.svg\",\n\t\t\t\"[title]tt.front_view_control\",\n\t\t\t() => {this.viewer.setFrontView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/back.svg\",\n\t\t\t\"[title]tt.back_view_control\",\n\t\t\t() => {this.viewer.setBackView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/top.svg\",\n\t\t\t\"[title]tt.top_view_control\",\n\t\t\t() => {this.viewer.setTopView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/bottom.svg\",\n\t\t\t\"[title]tt.bottom_view_control\",\n\t\t\t() => {this.viewer.setBottomView()}\n\t\t));\n\n\n\n\n\n\t\tlet elCameraProjection = $(`\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t`);\n\t\telNavigation.append(elCameraProjection);\n\t\telCameraProjection.selectgroup({title: \"Camera Projection\"});\n\t\telCameraProjection.find(\"input\").click( (e) => {\n\t\t\tthis.viewer.setCameraMode(CameraMode[e.target.value]);\n\t\t});\n\t\tlet cameraMode = Object.keys(CameraMode)\n\t\t\t.filter(key => CameraMode[key] === this.viewer.scene.cameraMode);\n\t\telCameraProjection.find(`input[value=${cameraMode}]`).trigger(\"click\");\n\n\t\tlet speedRange = new THREE.Vector2(1, 10 * 1000);\n\n\t\tlet toLinearSpeed = (value) => {\n\t\t\treturn Math.pow(value, 4) * speedRange.y + speedRange.x;\n\t\t};\n\n\t\tlet toExpSpeed = (value) => {\n\t\t\treturn Math.pow((value - speedRange.x) / speedRange.y, 1 / 4);\n\t\t};\n\n\t\tsldMoveSpeed.slider({\n\t\t\tvalue: toExpSpeed(this.viewer.getMoveSpeed()),\n\t\t\tmin: 0,\n\t\t\tmax: 1,\n\t\t\tstep: 0.01,\n\t\t\tslide: (event, ui) => { this.viewer.setMoveSpeed(toLinearSpeed(ui.value)); }\n\t\t});\n\n\t\tthis.viewer.addEventListener('move_speed_changed', (event) => {\n\t\t\tlblMoveSpeed.html(this.viewer.getMoveSpeed().toFixed(1));\n\t\t\tsldMoveSpeed.slider({value: toExpSpeed(this.viewer.getMoveSpeed())});\n\t\t});\n\n\t\tlblMoveSpeed.html(this.viewer.getMoveSpeed().toFixed(1));\n\t}\n\n\n\tinitSettings(){\n\n\t\t{\n\t\t\t$('#sldMinNodeSize').slider({\n\t\t\t\tvalue: this.viewer.getMinNodeSize(),\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 1000,\n\t\t\t\tstep: 0.01,\n\t\t\t\tslide: (event, ui) => { this.viewer.setMinNodeSize(ui.value); }\n\t\t\t});\n\n\t\t\tthis.viewer.addEventListener('minnodesize_changed', (event) => {\n\t\t\t\t$('#lblMinNodeSize').html(parseInt(this.viewer.getMinNodeSize()));\n\t\t\t\t$('#sldMinNodeSize').slider({value: this.viewer.getMinNodeSize()});\n\t\t\t});\n\t\t\t$('#lblMinNodeSize').html(parseInt(this.viewer.getMinNodeSize()));\n\t\t}\n\n\t\t{\n\t\t\tlet elSplatQuality = $(\"#splat_quality_options\");\n\t\t\telSplatQuality.selectgroup({title: \"Splat Quality\"});\n\n\t\t\telSplatQuality.find(\"input\").click( (e) => {\n\t\t\t\tif(e.target.value === \"standard\"){\n\t\t\t\t\tthis.viewer.useHQ = false;\n\t\t\t\t}else if(e.target.value === \"hq\"){\n\t\t\t\t\tthis.viewer.useHQ = true;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet currentQuality = this.viewer.useHQ ? \"hq\" : \"standard\";\n\t\t\telSplatQuality.find(`input[value=${currentQuality}]`).trigger(\"click\");\n\t\t}\n\n\t\t$('#show_bounding_box').click(() => {\n\t\t\tthis.viewer.setShowBoundingBox($('#show_bounding_box').prop(\"checked\"));\n\t\t});\n\n\t\t$('#set_freeze').click(() => {\n\t\t\tthis.viewer.setFreeze($('#set_freeze').prop(\"checked\"));\n\t\t});\n\t}\n\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Annotation} from \"../Annotation.js\";\nimport {Utils} from \"../utils.js\";\nimport {CameraMode} from \"../defines.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\nexport class AnnotationTool extends EventDispatcher{\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.sg = new THREE.SphereGeometry(0.1);\n\t\tthis.sm = new THREE.MeshNormalMaterial();\n\t\tthis.s = new THREE.Mesh(this.sg, this.sm);\n\t}\n\n\tstartInsertion (args = {}) {\n\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\tlet annotation = new Annotation({\n\t\t\tposition: [589748.270, 231444.540, 753.675],\n\t\t\ttitle: \"Annotation Title\",\n\t\t\tdescription: `Annotation Description`\n\t\t});\n\t\tthis.dispatchEvent({type: 'start_inserting_annotation', annotation: annotation});\n\n\t\tconst annotations = this.viewer.scene.annotations;\n\t\tannotations.add(annotation);\n\n\t\tlet callbacks = {\n\t\t\tcancel: null,\n\t\t\tfinish: null,\n\t\t};\n\n\t\tlet insertionCallback = (e) => {\n\t\t\tif (e.button === THREE.MOUSE.LEFT) {\n\t\t\t\tcallbacks.finish();\n\t\t\t} else if (e.button === THREE.MOUSE.RIGHT) {\n\t\t\t\tcallbacks.cancel();\n\t\t\t}\n\t\t};\n\n\t\tcallbacks.cancel = e => {\n\t\t\tannotations.remove(annotation);\n\n\t\t\tdomElement.removeEventListener('mouseup', insertionCallback, true);\n\t\t};\n\n\t\tcallbacks.finish = e => {\n\t\t\tdomElement.removeEventListener('mouseup', insertionCallback, true);\n\t\t};\n\n\t\tdomElement.addEventListener('mouseup', insertionCallback, true);\n\n\t\tlet drag = (e) => {\n\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\te.drag.end, \n\t\t\t\te.viewer.scene.getActiveCamera(), \n\t\t\t\te.viewer, \n\t\t\t\te.viewer.scene.pointclouds,\n\t\t\t\t{pickClipped: true});\n\n\t\t\tif (I) {\n\t\t\t\tthis.s.position.copy(I.location);\n\n\t\t\t\tannotation.position.copy(I.location);\n\t\t\t}\n\t\t};\n\n\t\tlet drop = (e) => {\n\t\t\tviewer.scene.scene.remove(this.s);\n\t\t\tthis.s.removeEventListener(\"drag\", drag);\n\t\t\tthis.s.removeEventListener(\"drop\", drop);\n\t\t};\n\n\t\tthis.s.addEventListener('drag', drag);\n\t\tthis.s.addEventListener('drop', drop);\n\n\t\tthis.viewer.scene.scene.add(this.s);\n\t\tthis.viewer.inputHandler.startDragging(this.s);\n\n\t\treturn annotation;\n\t}\n\t\n\tupdate(){\n\t\t// let camera = this.viewer.scene.getActiveCamera();\n\t\t// let domElement = this.renderer.domElement;\n\t\t// let measurements = this.viewer.scene.measurements;\n\n\t\t// const renderAreaSize = this.renderer.getSize(new THREE.Vector2());\n\t\t// let clientWidth = renderAreaSize.width;\n\t\t// let clientHeight = renderAreaSize.height;\n\n\t}\n\n\trender(){\n\t\t//this.viewer.renderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t}\n};\n","/**\n * @author mschuetz / http://mschuetz.at\n *\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {KeyCodes} from \"../KeyCodes.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\nexport class InputHandler extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\t\tthis.domElement = this.renderer.domElement;\n\t\tthis.enabled = true;\n\t\t\n\t\tthis.scene = null;\n\t\tthis.interactiveScenes = [];\n\t\tthis.interactiveObjects = new Set();\n\t\tthis.inputListeners = [];\n\t\tthis.blacklist = new Set();\n\n\t\tthis.drag = null;\n\t\tthis.mouse = new THREE.Vector2(0, 0);\n\n\t\tthis.selection = [];\n\n\t\tthis.hoveredElements = [];\n\t\tthis.pressedKeys = {};\n\n\t\tthis.wheelDelta = 0;\n\n\t\tthis.speed = 1;\n\n\t\tthis.logMessages = false;\n\n\t\tif (this.domElement.tabIndex === -1) {\n\t\t\tthis.domElement.tabIndex = 2222;\n\t\t}\n\n\t\tthis.domElement.addEventListener('contextmenu', (event) => { event.preventDefault(); }, false);\n\t\tthis.domElement.addEventListener('click', this.onMouseClick.bind(this), false);\n\t\tthis.domElement.addEventListener('mousedown', this.onMouseDown.bind(this), false);\n\t\tthis.domElement.addEventListener('mouseup', this.onMouseUp.bind(this), false);\n\t\tthis.domElement.addEventListener('mousemove', this.onMouseMove.bind(this), false);\n\t\tthis.domElement.addEventListener('mousewheel', this.onMouseWheel.bind(this), false);\n\t\tthis.domElement.addEventListener('DOMMouseScroll', this.onMouseWheel.bind(this), false); // Firefox\n\t\tthis.domElement.addEventListener('dblclick', this.onDoubleClick.bind(this));\n\t\tthis.domElement.addEventListener('keydown', this.onKeyDown.bind(this));\n\t\tthis.domElement.addEventListener('keyup', this.onKeyUp.bind(this));\n\t\tthis.domElement.addEventListener('touchstart', this.onTouchStart.bind(this));\n\t\tthis.domElement.addEventListener('touchend', this.onTouchEnd.bind(this));\n\t\tthis.domElement.addEventListener('touchmove', this.onTouchMove.bind(this));\n\t}\n\n\taddInputListener (listener) {\n\t\tthis.inputListeners.push(listener);\n\t}\n\n\tremoveInputListener (listener) {\n\t\tthis.inputListeners = this.inputListeners.filter(e => e !== listener);\n\t}\n\n\tgetSortedListeners(){\n\t\treturn this.inputListeners.sort( (a, b) => {\n\t\t\tlet ia = (a.importance !== undefined) ? a.importance : 0;\n\t\t\tlet ib = (b.importance !== undefined) ? b.importance : 0;\n\n\t\t\treturn ib - ia;\n\t\t});\n\t}\n\n\tonTouchStart (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onTouchStart');\n\n\t\te.preventDefault();\n\n\t\tif (e.touches.length === 1) {\n\t\t\tlet rect = this.domElement.getBoundingClientRect();\n\t\t\tlet x = e.touches[0].pageX - rect.left;\n\t\t\tlet y = e.touches[0].pageY - rect.top;\n\t\t\tthis.mouse.set(x, y);\n\n\t\t\tthis.startDragging(null);\n\t\t}\n\n\t\t\n\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\tinputListener.dispatchEvent({\n\t\t\t\ttype: e.type,\n\t\t\t\ttouches: e.touches,\n\t\t\t\tchangedTouches: e.changedTouches\n\t\t\t});\n\t\t}\n\t}\n\n\tonTouchEnd (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onTouchEnd');\n\n\t\te.preventDefault();\n\n\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\tinputListener.dispatchEvent({\n\t\t\t\ttype: 'drop',\n\t\t\t\tdrag: this.drag,\n\t\t\t\tviewer: this.viewer\n\t\t\t});\n\t\t}\n\n\t\tthis.drag = null;\n\n\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\tinputListener.dispatchEvent({\n\t\t\t\ttype: e.type,\n\t\t\t\ttouches: e.touches,\n\t\t\t\tchangedTouches: e.changedTouches\n\t\t\t});\n\t\t}\n\t}\n\n\tonTouchMove (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onTouchMove');\n\n\t\te.preventDefault();\n\n\t\tif (e.touches.length === 1) {\n\t\t\tlet rect = this.domElement.getBoundingClientRect();\n\t\t\tlet x = e.touches[0].pageX - rect.left;\n\t\t\tlet y = e.touches[0].pageY - rect.top;\n\t\t\tthis.mouse.set(x, y);\n\n\t\t\tif (this.drag) {\n\t\t\t\tthis.drag.mouse = 1;\n\n\t\t\t\tthis.drag.lastDrag.x = x - this.drag.end.x;\n\t\t\t\tthis.drag.lastDrag.y = y - this.drag.end.y;\n\n\t\t\t\tthis.drag.end.set(x, y);\n\n\t\t\t\tif (this.logMessages) console.log(this.constructor.name + ': drag: ');\n\t\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\t\ttype: 'drag',\n\t\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\t\tviewer: this.viewer\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\tinputListener.dispatchEvent({\n\t\t\t\ttype: e.type,\n\t\t\t\ttouches: e.touches,\n\t\t\t\tchangedTouches: e.changedTouches\n\t\t\t});\n\t\t}\n\n\t\t// DEBUG CODE\n\t\t// let debugTouches = [...e.touches, {\n\t\t//\tpageX: this.domElement.clientWidth / 2,\n\t\t//\tpageY: this.domElement.clientHeight / 2}];\n\t\t// for(let inputListener of this.getSortedListeners()){\n\t\t//\tinputListener.dispatchEvent({\n\t\t//\t\ttype: e.type,\n\t\t//\t\ttouches: debugTouches,\n\t\t//\t\tchangedTouches: e.changedTouches\n\t\t//\t});\n\t\t// }\n\t}\n\n\tonKeyDown (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onKeyDown');\n\n\t\t// DELETE\n\t\tif (e.keyCode === KeyCodes.DELETE && this.selection.length > 0) {\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'delete',\n\t\t\t\tselection: this.selection\n\t\t\t});\n\n\t\t\tthis.deselectAll();\n\t\t}\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'keydown',\n\t\t\tkeyCode: e.keyCode,\n\t\t\tevent: e\n\t\t});\n\n\t\t// for(let l of this.getSortedListeners()){\n\t\t//\tl.dispatchEvent({\n\t\t//\t\ttype: \"keydown\",\n\t\t//\t\tkeyCode: e.keyCode,\n\t\t//\t\tevent: e\n\t\t//\t});\n\t\t// }\n\n\t\tthis.pressedKeys[e.keyCode] = true;\n\n\t\t// e.preventDefault();\n\t}\n\n\tonKeyUp (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onKeyUp');\n\n\t\tdelete this.pressedKeys[e.keyCode];\n\n\t\te.preventDefault();\n\t}\n\n\tonDoubleClick (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onDoubleClick');\n\n\t\tlet consumed = false;\n\t\tfor (let hovered of this.hoveredElements) {\n\t\t\tif (hovered._listeners && hovered._listeners['dblclick']) {\n\t\t\t\thovered.object.dispatchEvent({\n\t\t\t\t\ttype: 'dblclick',\n\t\t\t\t\tmouse: this.mouse,\n\t\t\t\t\tobject: hovered.object\n\t\t\t\t});\n\t\t\t\tconsumed = true;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (!consumed) {\n\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\ttype: 'dblclick',\n\t\t\t\t\tmouse: this.mouse,\n\t\t\t\t\tobject: null\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\te.preventDefault();\n\t}\n\n\tonMouseClick (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onMouseClick');\n\n\t\te.preventDefault();\n\t}\n\n\tonMouseDown (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onMouseDown');\n\n\t\te.preventDefault();\n\n\t\tlet consumed = false;\n\t\tlet consume = () => { return consumed = true; };\n\t\tif (this.hoveredElements.length === 0) {\n\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\ttype: 'mousedown',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tmouse: this.mouse\n\t\t\t\t});\n\t\t\t}\n\t\t}else{\n\t\t\tfor(let hovered of this.hoveredElements){\n\t\t\t\tlet object = hovered.object;\n\t\t\t\tobject.dispatchEvent({\n\t\t\t\t\ttype: 'mousedown',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tconsume: consume\n\t\t\t\t});\n\n\t\t\t\tif(consumed){\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (!this.drag) {\n\t\t\tlet target = this.hoveredElements\n\t\t\t\t.find(el => (\n\t\t\t\t\tel.object._listeners &&\n\t\t\t\t\tel.object._listeners['drag'] &&\n\t\t\t\t\tel.object._listeners['drag'].length > 0));\n\n\t\t\tif (target) {\n\t\t\t\tthis.startDragging(target.object, {location: target.point});\n\t\t\t} else {\n\t\t\t\tthis.startDragging(null);\n\t\t\t}\n\t\t}\n\n\t\tif (this.scene) {\n\t\t\tthis.viewStart = this.scene.view.clone();\n\t\t}\n\t}\n\n\tonMouseUp (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onMouseUp');\n\n\t\te.preventDefault();\n\n\t\tlet noMovement = this.getNormalizedDrag().length() === 0;\n\n\t\t\n\t\tlet consumed = false;\n\t\tlet consume = () => { return consumed = true; };\n\t\tif (this.hoveredElements.length === 0) {\n\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\ttype: 'mouseup',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tmouse: this.mouse,\n\t\t\t\t\tconsume: consume\n\t\t\t\t});\n\n\t\t\t\tif(consumed){\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}else{\n\t\t\tlet hovered = this.hoveredElements\n\t\t\t\t.map(e => e.object)\n\t\t\t\t.find(e => (e._listeners && e._listeners['mouseup']));\n\t\t\tif(hovered){\n\t\t\t\thovered.dispatchEvent({\n\t\t\t\t\ttype: 'mouseup',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tconsume: consume\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\tif (this.drag) {\n\t\t\tif (this.drag.object) {\n\t\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: drop ${this.drag.object.name}`);\n\t\t\t\tthis.drag.object.dispatchEvent({\n\t\t\t\t\ttype: 'drop',\n\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\tviewer: this.viewer\n\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\t\ttype: 'drop',\n\t\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\t\tviewer: this.viewer\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// check for a click\n\t\t\tlet clicked = this.hoveredElements.map(h => h.object).find(v => v === this.drag.object) !== undefined;\n\t\t\tif(clicked){\n\t\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: click ${this.drag.object.name}`);\n\t\t\t\tthis.drag.object.dispatchEvent({\n\t\t\t\t\ttype: 'click',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tconsume: consume,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tthis.drag = null;\n\t\t}\n\n\t\tif(!consumed){\n\t\t\tif (e.button === THREE.MOUSE.LEFT) {\n\t\t\t\tif (noMovement) {\n\t\t\t\t\tlet selectable = this.hoveredElements\n\t\t\t\t\t\t.find(el => el.object._listeners && el.object._listeners['select']);\n\n\t\t\t\t\tif (selectable) {\n\t\t\t\t\t\tselectable = selectable.object;\n\n\t\t\t\t\t\tif (this.isSelected(selectable)) {\n\t\t\t\t\t\t\tthis.selection\n\t\t\t\t\t\t\t\t.filter(e => e !== selectable)\n\t\t\t\t\t\t\t\t.forEach(e => this.toggleSelection(e));\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tthis.deselectAll();\n\t\t\t\t\t\t\tthis.toggleSelection(selectable);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.deselectAll();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if ((e.button === THREE.MOUSE.RIGHT) && noMovement) {\n\t\t\t\tthis.deselectAll();\n\t\t\t}\n\t\t}\n\t}\n\n\tonMouseMove (e) {\n\t\te.preventDefault();\n\n\t\tlet rect = this.domElement.getBoundingClientRect();\n\t\tlet x = e.clientX - rect.left;\n\t\tlet y = e.clientY - rect.top;\n\t\tthis.mouse.set(x, y);\n\n\t\tlet hoveredElements = this.getHoveredElements();\n\t\tif(hoveredElements.length > 0){\n\t\t\tlet names = hoveredElements.map(h => h.object.name).join(\", \");\n\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: onMouseMove; hovered: '${names}'`);\n\t\t}\n\n\t\tif (this.drag) {\n\t\t\tthis.drag.mouse = e.buttons;\n\n\t\t\tthis.drag.lastDrag.x = x - this.drag.end.x;\n\t\t\tthis.drag.lastDrag.y = y - this.drag.end.y;\n\n\t\t\tthis.drag.end.set(x, y);\n\n\t\t\tif (this.drag.object) {\n\t\t\t\tif (this.logMessages) console.log(this.constructor.name + ': drag: ' + this.drag.object.name);\n\t\t\t\tthis.drag.object.dispatchEvent({\n\t\t\t\t\ttype: 'drag',\n\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\tviewer: this.viewer\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tif (this.logMessages) console.log(this.constructor.name + ': drag: ');\n\n\t\t\t\tlet dragConsumed = false;\n\t\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\t\ttype: 'drag',\n\t\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\t\tconsume: () => {dragConsumed = true;}\n\t\t\t\t\t});\n\n\t\t\t\t\tif(dragConsumed){\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}else{\n\t\t\tlet curr = hoveredElements.map(a => a.object).find(a => true);\n\t\t\tlet prev = this.hoveredElements.map(a => a.object).find(a => true);\n\n\t\t\tif(curr !== prev){\n\t\t\t\tif(curr){\n\t\t\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: mouseover: ${curr.name}`);\n\t\t\t\t\tcurr.dispatchEvent({\n\t\t\t\t\t\ttype: 'mouseover',\n\t\t\t\t\t\tobject: curr,\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\tif(prev){\n\t\t\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: mouseleave: ${prev.name}`);\n\t\t\t\t\tprev.dispatchEvent({\n\t\t\t\t\t\ttype: 'mouseleave',\n\t\t\t\t\t\tobject: prev,\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(hoveredElements.length > 0){\n\t\t\t\tlet object = hoveredElements\n\t\t\t\t\t.map(e => e.object)\n\t\t\t\t\t.find(e => (e._listeners && e._listeners['mousemove']));\n\t\t\t\t\n\t\t\t\tif(object){\n\t\t\t\t\tobject.dispatchEvent({\n\t\t\t\t\t\ttype: 'mousemove',\n\t\t\t\t\t\tobject: object\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t}\n\t\t\n\t\t// for (let inputListener of this.getSortedListeners()) {\n\t\t// \tinputListener.dispatchEvent({\n\t\t// \t\ttype: 'mousemove',\n\t\t// \t\tobject: null\n\t\t// \t});\n\t\t// }\n\t\t\n\n\t\tthis.hoveredElements = hoveredElements;\n\t}\n\t\n\tonMouseWheel(e){\n\t\tif(!this.enabled) return;\n\n\t\tif(this.logMessages) console.log(this.constructor.name + \": onMouseWheel\");\n\t\t\n\t\te.preventDefault();\n\n\t\tlet delta = 0;\n\t\tif (e.wheelDelta !== undefined) { // WebKit / Opera / Explorer 9\n\t\t\tdelta = e.wheelDelta;\n\t\t} else if (e.detail !== undefined) { // Firefox\n\t\t\tdelta = -e.detail;\n\t\t}\n\n\t\tlet ndelta = Math.sign(delta);\n\n\t\t// this.wheelDelta += Math.sign(delta);\n\n\t\tif (this.hoveredElement) {\n\t\t\tthis.hoveredElement.object.dispatchEvent({\n\t\t\t\ttype: 'mousewheel',\n\t\t\t\tdelta: ndelta,\n\t\t\t\tobject: this.hoveredElement.object\n\t\t\t});\n\t\t} else {\n\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\ttype: 'mousewheel',\n\t\t\t\t\tdelta: ndelta,\n\t\t\t\t\tobject: null\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\t}\n\n\tstartDragging (object, args = null) {\n\n\t\tlet name = object ? object.name : \"no name\";\n\t\tif (this.logMessages) console.log(`${this.constructor.name}: startDragging: '${name}'`);\n\n\t\tthis.drag = {\n\t\t\tstart: this.mouse.clone(),\n\t\t\tend: this.mouse.clone(),\n\t\t\tlastDrag: new THREE.Vector2(0, 0),\n\t\t\tstartView: this.scene.view.clone(),\n\t\t\tobject: object\n\t\t};\n\n\t\tif (args) {\n\t\t\tfor (let key of Object.keys(args)) {\n\t\t\t\tthis.drag[key] = args[key];\n\t\t\t}\n\t\t}\n\t}\n\n\tgetMousePointCloudIntersection (mouse) {\n\t\treturn Utils.getMousePointCloudIntersection(\n\t\t\tthis.mouse, \n\t\t\tthis.scene.getActiveCamera(), \n\t\t\tthis.viewer, \n\t\t\tthis.scene.pointclouds);\n\t}\n\n\ttoggleSelection (object) {\n\t\tlet oldSelection = this.selection;\n\n\t\tlet index = this.selection.indexOf(object);\n\n\t\tif (index === -1) {\n\t\t\tthis.selection.push(object);\n\t\t\tobject.dispatchEvent({\n\t\t\t\ttype: 'select'\n\t\t\t});\n\t\t} else {\n\t\t\tthis.selection.splice(index, 1);\n\t\t\tobject.dispatchEvent({\n\t\t\t\ttype: 'deselect'\n\t\t\t});\n\t\t}\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'selection_changed',\n\t\t\toldSelection: oldSelection,\n\t\t\tselection: this.selection\n\t\t});\n\t}\n\n\tdeselect(object){\n\n\t\tlet oldSelection = this.selection;\n\n\t\tlet index = this.selection.indexOf(object);\n\n\t\tif(index >= 0){\n\t\t\tthis.selection.splice(index, 1);\n\t\t\tobject.dispatchEvent({\n\t\t\t\ttype: 'deselect'\n\t\t\t});\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'selection_changed',\n\t\t\t\toldSelection: oldSelection,\n\t\t\t\tselection: this.selection\n\t\t\t});\n\t\t}\n\t}\n\n\tdeselectAll () {\n\t\tfor (let object of this.selection) {\n\t\t\tobject.dispatchEvent({\n\t\t\t\ttype: 'deselect'\n\t\t\t});\n\t\t}\n\n\t\tlet oldSelection = this.selection;\n\n\t\tif (this.selection.length > 0) {\n\t\t\tthis.selection = [];\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'selection_changed',\n\t\t\t\toldSelection: oldSelection,\n\t\t\t\tselection: this.selection\n\t\t\t});\n\t\t}\n\t}\n\n\tisSelected (object) {\n\t\tlet index = this.selection.indexOf(object);\n\n\t\treturn index !== -1;\n\t}\n\n\tregisterInteractiveObject(object){\n\t\tthis.interactiveObjects.add(object);\n\t}\n\n\tremoveInteractiveObject(object){\n\t\tthis.interactiveObjects.delete(object);\n\t}\n\n\tregisterInteractiveScene (scene) {\n\t\tlet index = this.interactiveScenes.indexOf(scene);\n\t\tif (index === -1) {\n\t\t\tthis.interactiveScenes.push(scene);\n\t\t}\n\t}\n\n\tunregisterInteractiveScene (scene) {\n\t\tlet index = this.interactiveScenes.indexOf(scene);\n\t\tif (index > -1) {\n\t\t\tthis.interactiveScenes.splice(index, 1);\n\t\t}\n\t}\n\n\tgetHoveredElement () {\n\t\tlet hoveredElements = this.getHoveredElements();\n\t\tif (hoveredElements.length > 0) {\n\t\t\treturn hoveredElements[0];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tgetHoveredElements () {\n\t\tlet scenes = this.interactiveScenes.concat(this.scene.scene);\n\n\t\tlet interactableListeners = ['mouseup', 'mousemove', 'mouseover', 'mouseleave', 'drag', 'drop', 'click', 'select', 'deselect'];\n\t\tlet interactables = [];\n\t\tfor (let scene of scenes) {\n\t\t\tscene.traverseVisible(node => {\n\t\t\t\tif (node._listeners && node.visible && !this.blacklist.has(node)) {\n\t\t\t\t\tlet hasInteractableListener = interactableListeners.filter((e) => {\n\t\t\t\t\t\treturn node._listeners[e] !== undefined;\n\t\t\t\t\t}).length > 0;\n\n\t\t\t\t\tif (hasInteractableListener) {\n\t\t\t\t\t\tinteractables.push(node);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t\t\n\t\tlet camera = this.scene.getActiveCamera();\n\t\tlet ray = Utils.mouseToRay(this.mouse, camera, this.domElement.clientWidth, this.domElement.clientHeight);\n\t\t\n\t\tlet raycaster = new THREE.Raycaster();\n\t\traycaster.ray.set(ray.origin, ray.direction);\n\t\traycaster.params.Line.threshold = 0.2;\n\n\t\tlet intersections = raycaster.intersectObjects(interactables.filter(o => o.visible), false);\n\n\t\treturn intersections;\n\t}\n\n\tsetScene (scene) {\n\t\tthis.deselectAll();\n\n\t\tthis.scene = scene;\n\t}\n\n\tupdate (delta) {\n\n\t}\n\n\tgetNormalizedDrag () {\n\t\tif (!this.drag) {\n\t\t\treturn new THREE.Vector2(0, 0);\n\t\t}\n\n\t\tlet diff = new THREE.Vector2().subVectors(this.drag.end, this.drag.start);\n\n\t\tdiff.x = diff.x / this.domElement.clientWidth;\n\t\tdiff.y = diff.y / this.domElement.clientHeight;\n\n\t\treturn diff;\n\t}\n\n\tgetNormalizedLastDrag () {\n\t\tif (!this.drag) {\n\t\t\treturn new THREE.Vector2(0, 0);\n\t\t}\n\n\t\tlet lastDrag = this.drag.lastDrag.clone();\n\n\t\tlastDrag.x = lastDrag.x / this.domElement.clientWidth;\n\t\tlastDrag.y = lastDrag.y / this.domElement.clientHeight;\n\n\t\treturn lastDrag;\n\t}\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class NavigationCube extends THREE.Object3D {\n\n\tconstructor(viewer){\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\n\t\tlet createPlaneMaterial = (img) => {\n\t\t\tlet material = new THREE.MeshBasicMaterial( {\n\t\t\t\tdepthTest: true, \n\t\t\t\tdepthWrite: true,\n\t\t\t\tside: THREE.DoubleSide\n\t\t\t});\n\t\t\tnew THREE.TextureLoader().load(\n\t\t\t\texports.resourcePath + '/textures/navigation/' + img,\n\t\t\t\tfunction(texture) {\n\t\t\t\t\ttexture.anisotropy = viewer.renderer.capabilities.getMaxAnisotropy();\n\t\t\t\t\tmaterial.map = texture;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t});\n\t\t\treturn material;\n\t\t};\n\n\t\tlet planeGeometry = new THREE.PlaneGeometry(1, 1);\n\n\t\tthis.front = new THREE.Mesh(planeGeometry, createPlaneMaterial('F.png'));\n\t\tthis.front.position.y = -0.5;\n\t\tthis.front.rotation.x = Math.PI / 2.0;\n\t\tthis.front.updateMatrixWorld();\n\t\tthis.front.name = \"F\";\n\t\tthis.add(this.front);\n\n\t\tthis.back = new THREE.Mesh(planeGeometry, createPlaneMaterial('B.png'));\n\t\tthis.back.position.y = 0.5;\n\t\tthis.back.rotation.x = Math.PI / 2.0;\n\t\tthis.back.updateMatrixWorld();\n\t\tthis.back.name = \"B\";\n\t\tthis.add(this.back);\n\n\t\tthis.left = new THREE.Mesh(planeGeometry, createPlaneMaterial('L.png'));\n\t\tthis.left.position.x = -0.5;\n\t\tthis.left.rotation.y = Math.PI / 2.0;\n\t\tthis.left.updateMatrixWorld();\n\t\tthis.left.name = \"L\";\n\t\tthis.add(this.left);\n\n\t\tthis.right = new THREE.Mesh(planeGeometry, createPlaneMaterial('R.png'));\n\t\tthis.right.position.x = 0.5;\n\t\tthis.right.rotation.y = Math.PI / 2.0;\n\t\tthis.right.updateMatrixWorld();\n\t\tthis.right.name = \"R\";\n\t\tthis.add(this.right);\n\n\t\tthis.bottom = new THREE.Mesh(planeGeometry, createPlaneMaterial('D.png'));\n\t\tthis.bottom.position.z = -0.5;\n\t\tthis.bottom.updateMatrixWorld();\n\t\tthis.bottom.name = \"D\";\n\t\tthis.add(this.bottom);\n\n\t\tthis.top = new THREE.Mesh(planeGeometry, createPlaneMaterial('U.png'));\n\t\tthis.top.position.z = 0.5;\n\t\tthis.top.updateMatrixWorld();\n\t\tthis.top.name = \"U\";\n\t\tthis.add(this.top);\n\n\t\tthis.width = 150; // in px\n\n\t\tthis.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);\n\t\tthis.camera.position.copy(new THREE.Vector3(0, 0, 0));\n\t\tthis.camera.lookAt(new THREE.Vector3(0, 1, 0));\n\t\tthis.camera.updateMatrixWorld();\n\t\tthis.camera.rotation.order = \"ZXY\";\n\n\t\tlet onMouseDown = (event) => {\n\t\t\tif (!this.visible) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t\n\t\t\tthis.pickedFace = null;\n\t\t\tlet mouse = new THREE.Vector2();\n\t\t\tmouse.x = event.clientX - (window.innerWidth - this.width);\n\t\t\tmouse.y = event.clientY;\n\n\t\t\tif(mouse.x < 0 || mouse.y > this.width) return;\n\n\t\t\tmouse.x = (mouse.x / this.width) * 2 - 1;\n\t\t\tmouse.y = -(mouse.y / this.width) * 2 + 1;\n\n\t\t\tlet raycaster = new THREE.Raycaster();\n\t\t\traycaster.setFromCamera(mouse, this.camera);\n\t\t\traycaster.ray.origin.sub(this.camera.getWorldDirection(new THREE.Vector3()));\n\n\t\t\tlet intersects = raycaster.intersectObjects(this.children);\n\n\t\t\tlet minDistance = 1000;\n\t\t\tfor (let i = 0; i < intersects.length; i++) {\n\t\t\t\tif(intersects[i].distance < minDistance) {\n\t\t\t\t\tthis.pickedFace = intersects[i].object.name;\n\t\t\t\t\tminDistance = intersects[i].distance;\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tif(this.pickedFace) {\n\t\t\t\tthis.viewer.setView(this.pickedFace);\n\t\t\t}\n\t\t};\n\n\t\tthis.viewer.renderer.domElement.addEventListener('mousedown', onMouseDown, false);\n\t}\n\n\tupdate(rotation) {\n\t\tthis.camera.rotation.copy(rotation);\n\t\tthis.camera.updateMatrixWorld();\n\t}\n\n}\n","/**\n * @author mschuetz / http://mschuetz.at\n *\n * adapted from THREE.OrbitControls by\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 *\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {MOUSE} from \"../defines.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\n \nexport class OrbitControls extends EventDispatcher{\n\t\n\tconstructor(viewer){\n\t\tsuper();\n\t\t\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tthis.rotationSpeed = 5;\n\n\t\tthis.fadeFactor = 20;\n\t\tthis.yawDelta = 0;\n\t\tthis.pitchDelta = 0;\n\t\tthis.panDelta = new THREE.Vector2(0, 0);\n\t\tthis.radiusDelta = 0;\n\n\t\tthis.doubleClockZoomEnabled = true;\n\n\t\tthis.tweens = [];\n\n\t\tlet drag = (e) => {\n\t\t\tif (e.drag.object !== null) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (e.drag.startHandled === undefined) {\n\t\t\t\te.drag.startHandled = true;\n\n\t\t\t\tthis.dispatchEvent({type: 'start'});\n\t\t\t}\n\n\t\t\tlet ndrag = {\n\t\t\t\tx: e.drag.lastDrag.x / this.renderer.domElement.clientWidth,\n\t\t\t\ty: e.drag.lastDrag.y / this.renderer.domElement.clientHeight\n\t\t\t};\n\n\t\t\tif (e.drag.mouse === MOUSE.LEFT) {\n\t\t\t\tthis.yawDelta += ndrag.x * this.rotationSpeed;\n\t\t\t\tthis.pitchDelta += ndrag.y * this.rotationSpeed;\n\n\t\t\t\tthis.stopTweens();\n\t\t\t} else if (e.drag.mouse === MOUSE.RIGHT) {\n\t\t\t\tthis.panDelta.x += ndrag.x;\n\t\t\t\tthis.panDelta.y += ndrag.y;\n\n\t\t\t\tthis.stopTweens();\n\t\t\t}\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tthis.dispatchEvent({type: 'end'});\n\t\t};\n\n\t\tlet scroll = (e) => {\n\t\t\tlet resolvedRadius = this.scene.view.radius + this.radiusDelta;\n\n\t\t\tthis.radiusDelta += -e.delta * resolvedRadius * 0.1;\n\n\t\t\tthis.stopTweens();\n\t\t};\n\n\t\tlet dblclick = (e) => {\n\t\t\tif(this.doubleClockZoomEnabled){\n\t\t\t\tthis.zoomToLocation(e.mouse);\n\t\t\t}\n\t\t};\n\n\t\tlet previousTouch = null;\n\t\tlet touchStart = e => {\n\t\t\tpreviousTouch = e;\n\t\t};\n\n\t\tlet touchEnd = e => {\n\t\t\tpreviousTouch = e;\n\t\t};\n\n\t\tlet touchMove = e => {\n\t\t\tif (e.touches.length === 2 && previousTouch.touches.length === 2){\n\t\t\t\tlet prev = previousTouch;\n\t\t\t\tlet curr = e;\n\n\t\t\t\tlet prevDX = prev.touches[0].pageX - prev.touches[1].pageX;\n\t\t\t\tlet prevDY = prev.touches[0].pageY - prev.touches[1].pageY;\n\t\t\t\tlet prevDist = Math.sqrt(prevDX * prevDX + prevDY * prevDY);\n\n\t\t\t\tlet currDX = curr.touches[0].pageX - curr.touches[1].pageX;\n\t\t\t\tlet currDY = curr.touches[0].pageY - curr.touches[1].pageY;\n\t\t\t\tlet currDist = Math.sqrt(currDX * currDX + currDY * currDY);\n\n\t\t\t\tlet delta = currDist / prevDist;\n\t\t\t\tlet resolvedRadius = this.scene.view.radius + this.radiusDelta;\n\t\t\t\tlet newRadius = resolvedRadius / delta;\n\t\t\t\tthis.radiusDelta = newRadius - resolvedRadius;\n\n\t\t\t\tthis.stopTweens();\n\t\t\t}else if(e.touches.length === 3 && previousTouch.touches.length === 3){\n\t\t\t\tlet prev = previousTouch;\n\t\t\t\tlet curr = e;\n\n\t\t\t\tlet prevMeanX = (prev.touches[0].pageX + prev.touches[1].pageX + prev.touches[2].pageX) / 3;\n\t\t\t\tlet prevMeanY = (prev.touches[0].pageY + prev.touches[1].pageY + prev.touches[2].pageY) / 3;\n\n\t\t\t\tlet currMeanX = (curr.touches[0].pageX + curr.touches[1].pageX + curr.touches[2].pageX) / 3;\n\t\t\t\tlet currMeanY = (curr.touches[0].pageY + curr.touches[1].pageY + curr.touches[2].pageY) / 3;\n\n\t\t\t\tlet delta = {\n\t\t\t\t\tx: (currMeanX - prevMeanX) / this.renderer.domElement.clientWidth,\n\t\t\t\t\ty: (currMeanY - prevMeanY) / this.renderer.domElement.clientHeight\n\t\t\t\t};\n\n\t\t\t\tthis.panDelta.x += delta.x;\n\t\t\t\tthis.panDelta.y += delta.y;\n\n\t\t\t\tthis.stopTweens();\n\t\t\t}\n\n\t\t\tpreviousTouch = e;\n\t\t};\n\n\t\tthis.addEventListener('touchstart', touchStart);\n\t\tthis.addEventListener('touchend', touchEnd);\n\t\tthis.addEventListener('touchmove', touchMove);\n\t\tthis.addEventListener('drag', drag);\n\t\tthis.addEventListener('drop', drop);\n\t\tthis.addEventListener('mousewheel', scroll);\n\t\tthis.addEventListener('dblclick', dblclick);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tstop(){\n\t\tthis.yawDelta = 0;\n\t\tthis.pitchDelta = 0;\n\t\tthis.radiusDelta = 0;\n\t\tthis.panDelta.set(0, 0);\n\t}\n\t\n\tzoomToLocation(mouse){\n\t\tlet camera = this.scene.getActiveCamera();\n\t\t\n\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\tmouse,\n\t\t\tcamera,\n\t\t\tthis.viewer,\n\t\t\tthis.scene.pointclouds,\n\t\t\t{pickClipped: true});\n\n\t\tif (I === null) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet targetRadius = 0;\n\t\t{\n\t\t\tlet minimumJumpDistance = 0.2;\n\n\t\t\tlet domElement = this.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\n\t\t\tlet nodes = I.pointcloud.nodesOnRay(I.pointcloud.visibleNodes, ray);\n\t\t\tlet lastNode = nodes[nodes.length - 1];\n\t\t\tlet radius = lastNode.getBoundingSphere(new THREE.Sphere()).radius;\n\t\t\ttargetRadius = Math.min(this.scene.view.radius, radius);\n\t\t\ttargetRadius = Math.max(minimumJumpDistance, targetRadius);\n\t\t}\n\n\t\tlet d = this.scene.view.direction.multiplyScalar(-1);\n\t\tlet cameraTargetPosition = new THREE.Vector3().addVectors(I.location, d.multiplyScalar(targetRadius));\n\t\t// TODO Unused: let controlsTargetPosition = I.location;\n\n\t\tlet animationDuration = 600;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate\n\t\t\tlet value = {x: 0};\n\t\t\tlet tween = new TWEEN.Tween(value).to({x: 1}, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\tthis.tweens.push(tween);\n\n\t\t\tlet startPos = this.scene.view.position.clone();\n\t\t\tlet targetPos = cameraTargetPosition.clone();\n\t\t\tlet startRadius = this.scene.view.radius;\n\t\t\tlet targetRadius = cameraTargetPosition.distanceTo(I.location);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tlet t = value.x;\n\t\t\t\tthis.scene.view.position.x = (1 - t) * startPos.x + t * targetPos.x;\n\t\t\t\tthis.scene.view.position.y = (1 - t) * startPos.y + t * targetPos.y;\n\t\t\t\tthis.scene.view.position.z = (1 - t) * startPos.z + t * targetPos.z;\n\n\t\t\t\tthis.scene.view.radius = (1 - t) * startRadius + t * targetRadius;\n\t\t\t\tthis.viewer.setMoveSpeed(this.scene.view.radius);\n\t\t\t});\n\n\t\t\ttween.onComplete(() => {\n\t\t\t\tthis.tweens = this.tweens.filter(e => e !== tween);\n\t\t\t});\n\n\t\t\ttween.start();\n\t\t}\n\t}\n\n\tstopTweens () {\n\t\tthis.tweens.forEach(e => e.stop());\n\t\tthis.tweens = [];\n\t}\n\n\tupdate (delta) {\n\t\tlet view = this.scene.view;\n\n\t\t{ // apply rotation\n\t\t\tlet progression = Math.min(1, this.fadeFactor * delta);\n\n\t\t\tlet yaw = view.yaw;\n\t\t\tlet pitch = view.pitch;\n\t\t\tlet pivot = view.getPivot();\n\n\t\t\tyaw -= progression * this.yawDelta;\n\t\t\tpitch -= progression * this.pitchDelta;\n\n\t\t\tview.yaw = yaw;\n\t\t\tview.pitch = pitch;\n\n\t\t\tlet V = this.scene.view.direction.multiplyScalar(-view.radius);\n\t\t\tlet position = new THREE.Vector3().addVectors(pivot, V);\n\n\t\t\tview.position.copy(position);\n\t\t}\n\n\t\t{ // apply pan\n\t\t\tlet progression = Math.min(1, this.fadeFactor * delta);\n\t\t\tlet panDistance = progression * view.radius * 3;\n\n\t\t\tlet px = -this.panDelta.x * panDistance;\n\t\t\tlet py = this.panDelta.y * panDistance;\n\n\t\t\tview.pan(px, py);\n\t\t}\n\n\t\t{ // apply zoom\n\t\t\tlet progression = Math.min(1, this.fadeFactor * delta);\n\n\t\t\t// let radius = view.radius + progression * this.radiusDelta * view.radius * 0.1;\n\t\t\tlet radius = view.radius + progression * this.radiusDelta;\n\n\t\t\tlet V = view.direction.multiplyScalar(-radius);\n\t\t\tlet position = new THREE.Vector3().addVectors(view.getPivot(), V);\n\t\t\tview.radius = radius;\n\n\t\t\tview.position.copy(position);\n\t\t}\n\n\t\t{\n\t\t\tlet speed = view.radius;\n\t\t\tthis.viewer.setMoveSpeed(speed);\n\t\t}\n\n\t\t{ // decelerate over time\n\t\t\tlet progression = Math.min(1, this.fadeFactor * delta);\n\t\t\tlet attenuation = Math.max(0, 1 - this.fadeFactor * delta);\n\n\t\t\tthis.yawDelta *= attenuation;\n\t\t\tthis.pitchDelta *= attenuation;\n\t\t\tthis.panDelta.multiplyScalar(attenuation);\n\t\t\t// this.radiusDelta *= attenuation;\n\t\t\tthis.radiusDelta -= progression * this.radiusDelta;\n\t\t}\n\t}\n};\n","/**\n * @author mschuetz / http://mschuetz.at\n *\n * adapted from THREE.OrbitControls by\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 *\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {MOUSE} from \"../defines.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\n\nexport class FirstPersonControls extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tthis.rotationSpeed = 200;\n\t\tthis.moveSpeed = 10;\n\t\tthis.lockElevation = false;\n\n\t\tthis.keys = {\n\t\t\tFORWARD: ['W'.charCodeAt(0), 38],\n\t\t\tBACKWARD: ['S'.charCodeAt(0), 40],\n\t\t\tLEFT: ['A'.charCodeAt(0), 37],\n\t\t\tRIGHT: ['D'.charCodeAt(0), 39],\n\t\t\tUP: ['R'.charCodeAt(0), 33],\n\t\t\tDOWN: ['F'.charCodeAt(0), 34]\n\t\t};\n\n\t\tthis.fadeFactor = 50;\n\t\tthis.yawDelta = 0;\n\t\tthis.pitchDelta = 0;\n\t\tthis.translationDelta = new THREE.Vector3(0, 0, 0);\n\t\tthis.translationWorldDelta = new THREE.Vector3(0, 0, 0);\n\n\t\tthis.tweens = [];\n\n\t\tlet drag = (e) => {\n\t\t\tif (e.drag.object !== null) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (e.drag.startHandled === undefined) {\n\t\t\t\te.drag.startHandled = true;\n\n\t\t\t\tthis.dispatchEvent({type: 'start'});\n\t\t\t}\n\n\t\t\tlet moveSpeed = this.viewer.getMoveSpeed();\n\n\t\t\tlet ndrag = {\n\t\t\t\tx: e.drag.lastDrag.x / this.renderer.domElement.clientWidth,\n\t\t\t\ty: e.drag.lastDrag.y / this.renderer.domElement.clientHeight\n\t\t\t};\n\n\t\t\tif (e.drag.mouse === MOUSE.LEFT) {\n\t\t\t\tthis.yawDelta += ndrag.x * this.rotationSpeed;\n\t\t\t\tthis.pitchDelta += ndrag.y * this.rotationSpeed;\n\t\t\t} else if (e.drag.mouse === MOUSE.RIGHT) {\n\t\t\t\tthis.translationDelta.x -= ndrag.x * moveSpeed * 100;\n\t\t\t\tthis.translationDelta.z += ndrag.y * moveSpeed * 100;\n\t\t\t}\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tthis.dispatchEvent({type: 'end'});\n\t\t};\n\n\t\tlet scroll = (e) => {\n\t\t\tlet speed = this.viewer.getMoveSpeed();\n\n\t\t\tif (e.delta < 0) {\n\t\t\t\tspeed = speed * 0.9;\n\t\t\t} else if (e.delta > 0) {\n\t\t\t\tspeed = speed / 0.9;\n\t\t\t}\n\n\t\t\tspeed = Math.max(speed, 0.1);\n\n\t\t\tthis.viewer.setMoveSpeed(speed);\n\t\t};\n\n\t\tlet dblclick = (e) => {\n\t\t\tthis.zoomToLocation(e.mouse);\n\t\t};\n\n\t\tthis.addEventListener('drag', drag);\n\t\tthis.addEventListener('drop', drop);\n\t\tthis.addEventListener('mousewheel', scroll);\n\t\tthis.addEventListener('dblclick', dblclick);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tstop(){\n\t\tthis.yawDelta = 0;\n\t\tthis.pitchDelta = 0;\n\t\tthis.translationDelta.set(0, 0, 0);\n\t}\n\t\n\tzoomToLocation(mouse){\n\t\tlet camera = this.scene.getActiveCamera();\n\t\t\n\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\tmouse,\n\t\t\tcamera,\n\t\t\tthis.viewer,\n\t\t\tthis.scene.pointclouds);\n\n\t\tif (I === null) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet targetRadius = 0;\n\t\t{\n\t\t\tlet minimumJumpDistance = 0.2;\n\n\t\t\tlet domElement = this.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\n\t\t\tlet nodes = I.pointcloud.nodesOnRay(I.pointcloud.visibleNodes, ray);\n\t\t\tlet lastNode = nodes[nodes.length - 1];\n\t\t\tlet radius = lastNode.getBoundingSphere(new THREE.Sphere()).radius;\n\t\t\ttargetRadius = Math.min(this.scene.view.radius, radius);\n\t\t\ttargetRadius = Math.max(minimumJumpDistance, targetRadius);\n\t\t}\n\n\t\tlet d = this.scene.view.direction.multiplyScalar(-1);\n\t\tlet cameraTargetPosition = new THREE.Vector3().addVectors(I.location, d.multiplyScalar(targetRadius));\n\t\t// TODO Unused: let controlsTargetPosition = I.location;\n\n\t\tlet animationDuration = 600;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate\n\t\t\tlet value = {x: 0};\n\t\t\tlet tween = new TWEEN.Tween(value).to({x: 1}, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\tthis.tweens.push(tween);\n\n\t\t\tlet startPos = this.scene.view.position.clone();\n\t\t\tlet targetPos = cameraTargetPosition.clone();\n\t\t\tlet startRadius = this.scene.view.radius;\n\t\t\tlet targetRadius = cameraTargetPosition.distanceTo(I.location);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tlet t = value.x;\n\t\t\t\tthis.scene.view.position.x = (1 - t) * startPos.x + t * targetPos.x;\n\t\t\t\tthis.scene.view.position.y = (1 - t) * startPos.y + t * targetPos.y;\n\t\t\t\tthis.scene.view.position.z = (1 - t) * startPos.z + t * targetPos.z;\n\n\t\t\t\tthis.scene.view.radius = (1 - t) * startRadius + t * targetRadius;\n\t\t\t\tthis.viewer.setMoveSpeed(this.scene.view.radius / 2.5);\n\t\t\t});\n\n\t\t\ttween.onComplete(() => {\n\t\t\t\tthis.tweens = this.tweens.filter(e => e !== tween);\n\t\t\t});\n\n\t\t\ttween.start();\n\t\t}\n\t}\n\n\tupdate (delta) {\n\t\tlet view = this.scene.view;\n\n\t\t{ // cancel move animations on user input\n\t\t\tlet changes = [ this.yawDelta,\n\t\t\t\tthis.pitchDelta,\n\t\t\t\tthis.translationDelta.length(),\n\t\t\t\tthis.translationWorldDelta.length() ];\n\t\t\tlet changeHappens = changes.some(e => Math.abs(e) > 0.001);\n\t\t\tif (changeHappens && this.tweens.length > 0) {\n\t\t\t\tthis.tweens.forEach(e => e.stop());\n\t\t\t\tthis.tweens = [];\n\t\t\t}\n\t\t}\n\n\t\t{ // accelerate while input is given\n\t\t\tlet ih = this.viewer.inputHandler;\n\n\t\t\tlet moveForward = this.keys.FORWARD.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveBackward = this.keys.BACKWARD.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveLeft = this.keys.LEFT.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveRight = this.keys.RIGHT.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveUp = this.keys.UP.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveDown = this.keys.DOWN.some(e => ih.pressedKeys[e]);\n\n\t\t\tif(this.lockElevation){\n\t\t\t\tlet dir = view.direction;\n\t\t\t\tdir.z = 0;\n\t\t\t\tdir.normalize();\n\n\t\t\t\tif (moveForward && moveBackward) {\n\t\t\t\t\tthis.translationWorldDelta.set(0, 0, 0);\n\t\t\t\t} else if (moveForward) {\n\t\t\t\t\tthis.translationWorldDelta.copy(dir.multiplyScalar(this.viewer.getMoveSpeed()));\n\t\t\t\t} else if (moveBackward) {\n\t\t\t\t\tthis.translationWorldDelta.copy(dir.multiplyScalar(-this.viewer.getMoveSpeed()));\n\t\t\t\t}\n\t\t\t}else{\n\t\t\t\tif (moveForward && moveBackward) {\n\t\t\t\t\tthis.translationDelta.y = 0;\n\t\t\t\t} else if (moveForward) {\n\t\t\t\t\tthis.translationDelta.y = this.viewer.getMoveSpeed();\n\t\t\t\t} else if (moveBackward) {\n\t\t\t\t\tthis.translationDelta.y = -this.viewer.getMoveSpeed();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (moveLeft && moveRight) {\n\t\t\t\tthis.translationDelta.x = 0;\n\t\t\t} else if (moveLeft) {\n\t\t\t\tthis.translationDelta.x = -this.viewer.getMoveSpeed();\n\t\t\t} else if (moveRight) {\n\t\t\t\tthis.translationDelta.x = this.viewer.getMoveSpeed();\n\t\t\t}\n\n\t\t\tif (moveUp && moveDown) {\n\t\t\t\tthis.translationWorldDelta.z = 0;\n\t\t\t} else if (moveUp) {\n\t\t\t\tthis.translationWorldDelta.z = this.viewer.getMoveSpeed();\n\t\t\t} else if (moveDown) {\n\t\t\t\tthis.translationWorldDelta.z = -this.viewer.getMoveSpeed();\n\t\t\t}\n\t\t}\n\n\t\t{ // apply rotation\n\t\t\tlet yaw = view.yaw;\n\t\t\tlet pitch = view.pitch;\n\n\t\t\tyaw -= this.yawDelta * delta;\n\t\t\tpitch -= this.pitchDelta * delta;\n\n\t\t\tview.yaw = yaw;\n\t\t\tview.pitch = pitch;\n\t\t}\n\n\t\t{ // apply translation\n\t\t\tview.translate(\n\t\t\t\tthis.translationDelta.x * delta,\n\t\t\t\tthis.translationDelta.y * delta,\n\t\t\t\tthis.translationDelta.z * delta\n\t\t\t);\n\n\t\t\tview.translateWorld(\n\t\t\t\tthis.translationWorldDelta.x * delta,\n\t\t\t\tthis.translationWorldDelta.y * delta,\n\t\t\t\tthis.translationWorldDelta.z * delta\n\t\t\t);\n\t\t}\n\n\t\t{ // set view target according to speed\n\t\t\tview.radius = 3 * this.viewer.getMoveSpeed();\n\t\t}\n\n\t\t{ // decelerate over time\n\t\t\tlet attenuation = Math.max(0, 1 - this.fadeFactor * delta);\n\t\t\tthis.yawDelta *= attenuation;\n\t\t\tthis.pitchDelta *= attenuation;\n\t\t\tthis.translationDelta.multiplyScalar(attenuation);\n\t\t\tthis.translationWorldDelta.multiplyScalar(attenuation);\n\t\t}\n\t}\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {MOUSE} from \"../defines.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\nexport class EarthControls extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper(viewer);\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tthis.rotationSpeed = 10;\n\n\t\tthis.fadeFactor = 20;\n\t\tthis.wheelDelta = 0;\n\t\tthis.zoomDelta = new THREE.Vector3();\n\t\tthis.camStart = null;\n\n\t\tthis.tweens = [];\n\n\t\t{\n\t\t\tlet sg = new THREE.SphereGeometry(1, 16, 16);\n\t\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\t\tthis.pivotIndicator = new THREE.Mesh(sg, sm);\n\t\t\tthis.pivotIndicator.visible = false;\n\t\t\tthis.sceneControls.add(this.pivotIndicator);\n\t\t}\n\n\t\tlet drag = (e) => {\n\t\t\tif (e.drag.object !== null) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (!this.pivot) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (e.drag.startHandled === undefined) {\n\t\t\t\te.drag.startHandled = true;\n\n\t\t\t\tthis.dispatchEvent({type: 'start'});\n\t\t\t}\n\n\t\t\tlet camStart = this.camStart;\n\t\t\tlet camera = this.scene.getActiveCamera();\n\t\t\tlet view = this.viewer.scene.view;\n\n\t\t\t// let camera = this.viewer.scene.camera;\n\t\t\tlet mouse = e.drag.end;\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\t\tif (e.drag.mouse === MOUSE.LEFT) {\n\n\t\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\t\tlet plane = new THREE.Plane().setFromNormalAndCoplanarPoint(\n\t\t\t\t\tnew THREE.Vector3(0, 0, 1),\n\t\t\t\t\tthis.pivot);\n\n\t\t\t\tlet distanceToPlane = ray.distanceToPlane(plane);\n\n\t\t\t\tif (distanceToPlane > 0) {\n\t\t\t\t\tlet I = new THREE.Vector3().addVectors(\n\t\t\t\t\t\tcamStart.position,\n\t\t\t\t\t\tray.direction.clone().multiplyScalar(distanceToPlane));\n\n\t\t\t\t\tlet movedBy = new THREE.Vector3().subVectors(\n\t\t\t\t\t\tI, this.pivot);\n\n\t\t\t\t\tlet newCamPos = camStart.position.clone().sub(movedBy);\n\n\t\t\t\t\tview.position.copy(newCamPos);\n\n\t\t\t\t\t{\n\t\t\t\t\t\tlet distance = newCamPos.distanceTo(this.pivot);\n\t\t\t\t\t\tview.radius = distance;\n\t\t\t\t\t\tlet speed = view.radius / 2.5;\n\t\t\t\t\t\tthis.viewer.setMoveSpeed(speed);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (e.drag.mouse === MOUSE.RIGHT) {\n\t\t\t\tlet ndrag = {\n\t\t\t\t\tx: e.drag.lastDrag.x / this.renderer.domElement.clientWidth,\n\t\t\t\t\ty: e.drag.lastDrag.y / this.renderer.domElement.clientHeight\n\t\t\t\t};\n\n\t\t\t\tlet yawDelta = -ndrag.x * this.rotationSpeed * 0.5;\n\t\t\t\tlet pitchDelta = -ndrag.y * this.rotationSpeed * 0.2;\n\n\t\t\t\tlet originalPitch = view.pitch;\n\t\t\t\tlet tmpView = view.clone();\n\t\t\t\ttmpView.pitch = tmpView.pitch + pitchDelta;\n\t\t\t\tpitchDelta = tmpView.pitch - originalPitch;\n\n\t\t\t\tlet pivotToCam = new THREE.Vector3().subVectors(view.position, this.pivot);\n\t\t\t\tlet pivotToCamTarget = new THREE.Vector3().subVectors(view.getPivot(), this.pivot);\n\t\t\t\tlet side = view.getSide();\n\n\t\t\t\tpivotToCam.applyAxisAngle(side, pitchDelta);\n\t\t\t\tpivotToCamTarget.applyAxisAngle(side, pitchDelta);\n\n\t\t\t\tpivotToCam.applyAxisAngle(new THREE.Vector3(0, 0, 1), yawDelta);\n\t\t\t\tpivotToCamTarget.applyAxisAngle(new THREE.Vector3(0, 0, 1), yawDelta);\n\n\t\t\t\tlet newCam = new THREE.Vector3().addVectors(this.pivot, pivotToCam);\n\t\t\t\t// TODO: Unused: let newCamTarget = new THREE.Vector3().addVectors(this.pivot, pivotToCamTarget);\n\n\t\t\t\tview.position.copy(newCam);\n\t\t\t\tview.yaw += yawDelta;\n\t\t\t\tview.pitch += pitchDelta;\n\t\t\t}\n\t\t};\n\n\t\tlet onMouseDown = e => {\n\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\te.mouse, \n\t\t\t\tthis.scene.getActiveCamera(), \n\t\t\t\tthis.viewer, \n\t\t\t\tthis.scene.pointclouds, \n\t\t\t\t{pickClipped: false});\n\n\t\t\tif (I) {\n\t\t\t\tthis.pivot = I.location;\n\t\t\t\tthis.camStart = this.scene.getActiveCamera().clone();\n\t\t\t\tthis.pivotIndicator.visible = true;\n\t\t\t\tthis.pivotIndicator.position.copy(I.location);\n\t\t\t}\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tthis.dispatchEvent({type: 'end'});\n\t\t};\n\n\t\tlet onMouseUp = e => {\n\t\t\tthis.camStart = null;\n\t\t\tthis.pivot = null;\n\t\t\tthis.pivotIndicator.visible = false;\n\t\t};\n\n\t\tlet scroll = (e) => {\n\t\t\tthis.wheelDelta += e.delta;\n\t\t};\n\n\t\tlet dblclick = (e) => {\n\t\t\tthis.zoomToLocation(e.mouse);\n\t\t};\n\n\t\tthis.addEventListener('drag', drag);\n\t\tthis.addEventListener('drop', drop);\n\t\tthis.addEventListener('mousewheel', scroll);\n\t\tthis.addEventListener('mousedown', onMouseDown);\n\t\tthis.addEventListener('mouseup', onMouseUp);\n\t\tthis.addEventListener('dblclick', dblclick);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tstop(){\n\t\tthis.wheelDelta = 0;\n\t\tthis.zoomDelta.set(0, 0, 0);\n\t}\n\t\n\tzoomToLocation(mouse){\n\t\tlet camera = this.scene.getActiveCamera();\n\t\t\n\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\tmouse,\n\t\t\tcamera,\n\t\t\tthis.viewer,\n\t\t\tthis.scene.pointclouds);\n\n\t\tif (I === null) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet targetRadius = 0;\n\t\t{\n\t\t\tlet minimumJumpDistance = 0.2;\n\n\t\t\tlet domElement = this.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\n\t\t\tlet nodes = I.pointcloud.nodesOnRay(I.pointcloud.visibleNodes, ray);\n\t\t\tlet lastNode = nodes[nodes.length - 1];\n\t\t\tlet radius = lastNode.getBoundingSphere(new THREE.Sphere()).radius;\n\t\t\ttargetRadius = Math.min(this.scene.view.radius, radius);\n\t\t\ttargetRadius = Math.max(minimumJumpDistance, targetRadius);\n\t\t}\n\n\t\tlet d = this.scene.view.direction.multiplyScalar(-1);\n\t\tlet cameraTargetPosition = new THREE.Vector3().addVectors(I.location, d.multiplyScalar(targetRadius));\n\t\t// TODO Unused: let controlsTargetPosition = I.location;\n\n\t\tlet animationDuration = 600;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate\n\t\t\tlet value = {x: 0};\n\t\t\tlet tween = new TWEEN.Tween(value).to({x: 1}, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\tthis.tweens.push(tween);\n\n\t\t\tlet startPos = this.scene.view.position.clone();\n\t\t\tlet targetPos = cameraTargetPosition.clone();\n\t\t\tlet startRadius = this.scene.view.radius;\n\t\t\tlet targetRadius = cameraTargetPosition.distanceTo(I.location);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tlet t = value.x;\n\t\t\t\tthis.scene.view.position.x = (1 - t) * startPos.x + t * targetPos.x;\n\t\t\t\tthis.scene.view.position.y = (1 - t) * startPos.y + t * targetPos.y;\n\t\t\t\tthis.scene.view.position.z = (1 - t) * startPos.z + t * targetPos.z;\n\n\t\t\t\tthis.scene.view.radius = (1 - t) * startRadius + t * targetRadius;\n\t\t\t\tthis.viewer.setMoveSpeed(this.scene.view.radius / 2.5);\n\t\t\t});\n\n\t\t\ttween.onComplete(() => {\n\t\t\t\tthis.tweens = this.tweens.filter(e => e !== tween);\n\t\t\t});\n\n\t\t\ttween.start();\n\t\t}\n\t}\n\n\tupdate (delta) {\n\t\tlet view = this.scene.view;\n\t\tlet fade = Math.pow(0.5, this.fadeFactor * delta);\n\t\tlet progression = 1 - fade;\n\t\tlet camera = this.scene.getActiveCamera();\n\t\t\n\t\t// compute zoom\n\t\tif (this.wheelDelta !== 0) {\n\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\tthis.viewer.inputHandler.mouse, \n\t\t\t\tthis.scene.getActiveCamera(), \n\t\t\t\tthis.viewer, \n\t\t\t\tthis.scene.pointclouds);\n\n\t\t\tif (I) {\n\t\t\t\tlet resolvedPos = new THREE.Vector3().addVectors(view.position, this.zoomDelta);\n\t\t\t\tlet distance = I.location.distanceTo(resolvedPos);\n\t\t\t\tlet jumpDistance = distance * 0.2 * this.wheelDelta;\n\t\t\t\tlet targetDir = new THREE.Vector3().subVectors(I.location, view.position);\n\t\t\t\ttargetDir.normalize();\n\n\t\t\t\tresolvedPos.add(targetDir.multiplyScalar(jumpDistance));\n\t\t\t\tthis.zoomDelta.subVectors(resolvedPos, view.position);\n\n\t\t\t\t{\n\t\t\t\t\tlet distance = resolvedPos.distanceTo(I.location);\n\t\t\t\t\tview.radius = distance;\n\t\t\t\t\tlet speed = view.radius / 2.5;\n\t\t\t\t\tthis.viewer.setMoveSpeed(speed);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// apply zoom\n\t\tif (this.zoomDelta.length() !== 0) {\n\t\t\tlet p = this.zoomDelta.clone().multiplyScalar(progression);\n\n\t\t\tlet newPos = new THREE.Vector3().addVectors(view.position, p);\n\t\t\tview.position.copy(newPos);\n\t\t}\n\n\t\tif (this.pivotIndicator.visible) {\n\t\t\tlet distance = this.pivotIndicator.position.distanceTo(view.position);\n\t\t\tlet pixelwidth = this.renderer.domElement.clientwidth;\n\t\t\tlet pixelHeight = this.renderer.domElement.clientHeight;\n\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, pixelwidth, pixelHeight);\n\t\t\tlet scale = (10 / pr);\n\t\t\tthis.pivotIndicator.scale.set(scale, scale, scale);\n\t\t}\n\n\t\t// decelerate over time\n\t\t{\n\t\t\tthis.zoomDelta.multiplyScalar(fade);\n\t\t\tthis.wheelDelta = 0;\n\t\t}\n\t}\n};\n","/**\n * @author chrisl / Geodan\n *\n * adapted from Potree.FirstPersonControls by\n *\n * @author mschuetz / http://mschuetz.at\n *\n * and THREE.DeviceOrientationControls by\n *\n * @author richt / http://richt.me\n * @author WestLangley / http://github.com/WestLangley\n *\n *\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\nexport class DeviceOrientationControls extends EventDispatcher{\n\tconstructor(viewer){\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tthis.screenOrientation = window.orientation || 0;\n\n\t\tlet deviceOrientationChange = e => {\n\t\t\tthis.deviceOrientation = e;\n\t\t};\n\n\t\tlet screenOrientationChange = e => {\n\t\t\tthis.screenOrientation = window.orientation || 0;\n\t\t};\n\n\t\tif ('ondeviceorientationabsolute' in window) {\n\t\t\twindow.addEventListener('deviceorientationabsolute', deviceOrientationChange);\n\t\t} else if ('ondeviceorientation' in window) {\n\t\t\twindow.addEventListener('deviceorientation', deviceOrientationChange);\n\t\t} else {\n\t\t\tconsole.warn(\"No device orientation found.\");\n\t\t}\n\t\t// window.addEventListener('deviceorientation', deviceOrientationChange);\n\t\twindow.addEventListener('orientationchange', screenOrientationChange);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tupdate (delta) {\n\t\tlet computeQuaternion = function (alpha, beta, gamma, orient) {\n\t\t\tlet quaternion = new THREE.Quaternion();\n\n\t\t\tlet zee = new THREE.Vector3(0, 0, 1);\n\t\t\tlet euler = new THREE.Euler();\n\t\t\tlet q0 = new THREE.Quaternion();\n\n\t\t\teuler.set(beta, gamma, alpha, 'ZXY');\n\t\t\tquaternion.setFromEuler(euler);\n\t\t\tquaternion.multiply(q0.setFromAxisAngle(zee, -orient));\n\n\t\t\treturn quaternion;\n\t\t};\n\n\t\tif (typeof this.deviceOrientation !== 'undefined') {\n\t\t\tlet alpha = this.deviceOrientation.alpha ? THREE.Math.degToRad(this.deviceOrientation.alpha) : 0;\n\t\t\tlet beta = this.deviceOrientation.beta ? THREE.Math.degToRad(this.deviceOrientation.beta) : 0;\n\t\t\tlet gamma = this.deviceOrientation.gamma ? THREE.Math.degToRad(this.deviceOrientation.gamma) : 0;\n\t\t\tlet orient = this.screenOrientation ? THREE.Math.degToRad(this.screenOrientation) : 0;\n\n\t\t\tlet quaternion = computeQuaternion(alpha, beta, gamma, orient);\n\t\t\tviewer.scene.cameraP.quaternion.set(quaternion.x, quaternion.y, quaternion.z, quaternion.w);\n\t\t}\n\t}\n};\n","import {\n\tAnimationClip,\n\tBone,\n\tBox3,\n\tBufferAttribute,\n\tBufferGeometry,\n\tCanvasTexture,\n\tClampToEdgeWrapping,\n\tColor,\n\tDirectionalLight,\n\tDoubleSide,\n\tFileLoader,\n\tFrontSide,\n\tGroup,\n\tImageBitmapLoader,\n\tInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tInterpolant,\n\tInterpolateDiscrete,\n\tInterpolateLinear,\n\tLine,\n\tLineBasicMaterial,\n\tLineLoop,\n\tLineSegments,\n\tLinearFilter,\n\tLinearMipmapLinearFilter,\n\tLinearMipmapNearestFilter,\n\tLoader,\n\tLoaderUtils,\n\tMaterial,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshPhysicalMaterial,\n\tMeshStandardMaterial,\n\tMirroredRepeatWrapping,\n\tNearestFilter,\n\tNearestMipmapLinearFilter,\n\tNearestMipmapNearestFilter,\n\tNumberKeyframeTrack,\n\tObject3D,\n\tOrthographicCamera,\n\tPerspectiveCamera,\n\tPointLight,\n\tPoints,\n\tPointsMaterial,\n\tPropertyBinding,\n\tQuaternionKeyframeTrack,\n\tRGBFormat,\n\tRepeatWrapping,\n\tSkeleton,\n\tSkinnedMesh,\n\tSphere,\n\tSpotLight,\n\tTangentSpaceNormalMap,\n\tTextureLoader,\n\tTriangleFanDrawMode,\n\tTriangleStripDrawMode,\n\tVector2,\n\tVector3,\n\tVectorKeyframeTrack,\n\tsRGBEncoding\n} from '../build/three.module.js';\n\nvar GLTFLoader = ( function () {\n\n\tfunction GLTFLoader( manager ) {\n\n\t\tLoader.call( this, manager );\n\n\t\tthis.dracoLoader = null;\n\t\tthis.ddsLoader = null;\n\t\tthis.ktx2Loader = null;\n\t\tthis.meshoptDecoder = null;\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsClearcoatExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureBasisUExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureWebPExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsTransmissionExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFLightsExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshoptCompression( parser );\n\n\t\t} );\n\n\t}\n\n\tGLTFLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\t\tconstructor: GLTFLoader,\n\n\t\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\t\tvar scope = this;\n\n\t\t\tvar resourcePath;\n\n\t\t\tif ( this.resourcePath !== '' ) {\n\n\t\t\t\tresourcePath = this.resourcePath;\n\n\t\t\t} else if ( this.path !== '' ) {\n\n\t\t\t\tresourcePath = this.path;\n\n\t\t\t} else {\n\n\t\t\t\tresourcePath = LoaderUtils.extractUrlBase( url );\n\n\t\t\t}\n\n\t\t\t// Tells the LoadingManager to track an extra item, which resolves after\n\t\t\t// the model is fully loaded. This means the count of items loaded will\n\t\t\t// be incorrect, but ensures manager.onLoad() does not fire early.\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tvar _onError = function ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t};\n\n\t\t\tvar loader = new FileLoader( this.manager );\n\n\t\t\tloader.setPath( this.path );\n\t\t\tloader.setResponseType( 'arraybuffer' );\n\t\t\tloader.setRequestHeader( this.requestHeader );\n\t\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\t\tloader.load( url, function ( data ) {\n\n\t\t\t\ttry {\n\n\t\t\t\t\tscope.parse( data, resourcePath, function ( gltf ) {\n\n\t\t\t\t\t\tonLoad( gltf );\n\n\t\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t\t}, _onError );\n\n\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t_onError( e );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, _onError );\n\n\t\t},\n\n\t\tsetDRACOLoader: function ( dracoLoader ) {\n\n\t\t\tthis.dracoLoader = dracoLoader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetDDSLoader: function ( ddsLoader ) {\n\n\t\t\tthis.ddsLoader = ddsLoader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetKTX2Loader: function ( ktx2Loader ) {\n\n\t\t\tthis.ktx2Loader = ktx2Loader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetMeshoptDecoder: function ( meshoptDecoder ) {\n\n\t\t\tthis.meshoptDecoder = meshoptDecoder;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tregister: function ( callback ) {\n\n\t\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t},\n\n\t\tunregister: function ( callback ) {\n\n\t\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t},\n\n\t\tparse: function ( data, path, onLoad, onError ) {\n\n\t\t\tvar content;\n\t\t\tvar extensions = {};\n\t\t\tvar plugins = {};\n\n\t\t\tif ( typeof data === 'string' ) {\n\n\t\t\t\tcontent = data;\n\n\t\t\t} else {\n\n\t\t\t\tvar magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );\n\n\t\t\t\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tif ( onError ) onError( error );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontent = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcontent = LoaderUtils.decodeText( new Uint8Array( data ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar json = JSON.parse( content );\n\n\t\t\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\n\n\t\t\t\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tvar parser = new GLTFParser( json, {\n\n\t\t\t\tpath: path || this.resourcePath || '',\n\t\t\t\tcrossOrigin: this.crossOrigin,\n\t\t\t\tmanager: this.manager,\n\t\t\t\tktx2Loader: this.ktx2Loader,\n\t\t\t\tmeshoptDecoder: this.meshoptDecoder\n\n\t\t\t} );\n\n\t\t\tparser.fileLoader.setRequestHeader( this.requestHeader );\n\n\t\t\tfor ( var i = 0; i < this.pluginCallbacks.length; i ++ ) {\n\n\t\t\t\tvar plugin = this.pluginCallbacks[ i ]( parser );\n\t\t\t\tplugins[ plugin.name ] = plugin;\n\n\t\t\t\t// Workaround to avoid determining as unknown extension\n\t\t\t\t// in addUnknownExtensionsToUserData().\n\t\t\t\t// Remove this workaround if we move all the existing\n\t\t\t\t// extension handlers to plugin system\n\t\t\t\textensions[ plugin.name ] = true;\n\n\t\t\t}\n\n\t\t\tif ( json.extensionsUsed ) {\n\n\t\t\t\tfor ( var i = 0; i < json.extensionsUsed.length; ++ i ) {\n\n\t\t\t\t\tvar extensionName = json.extensionsUsed[ i ];\n\t\t\t\t\tvar extensionsRequired = json.extensionsRequired || [];\n\n\t\t\t\t\tswitch ( extensionName ) {\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.MSFT_TEXTURE_DDS:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureDDSExtension( this.ddsLoader );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureTransformExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tif ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \"' + extensionName + '\".' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tparser.setExtensions( extensions );\n\t\t\tparser.setPlugins( plugins );\n\t\t\tparser.parse( onLoad, onError );\n\n\t\t}\n\n\t} );\n\n\t/* GLTFREGISTRY */\n\n\tfunction GLTFRegistry() {\n\n\t\tvar objects = {};\n\n\t\treturn\t{\n\n\t\t\tget: function ( key ) {\n\n\t\t\t\treturn objects[ key ];\n\n\t\t\t},\n\n\t\t\tadd: function ( key, object ) {\n\n\t\t\t\tobjects[ key ] = object;\n\n\t\t\t},\n\n\t\t\tremove: function ( key ) {\n\n\t\t\t\tdelete objects[ key ];\n\n\t\t\t},\n\n\t\t\tremoveAll: function () {\n\n\t\t\t\tobjects = {};\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t/*********************************/\n\t/********** EXTENSIONS ***********/\n\t/*********************************/\n\n\tvar EXTENSIONS = {\n\t\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\n\t\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\n\t\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\n\t\tKHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',\n\t\tKHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',\n\t\tKHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',\n\t\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\n\t\tKHR_TEXTURE_BASISU: 'KHR_texture_basisu',\n\t\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\n\t\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\n\t\tEXT_TEXTURE_WEBP: 'EXT_texture_webp',\n\t\tEXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression',\n\t\tMSFT_TEXTURE_DDS: 'MSFT_texture_dds'\n\t};\n\n\t/**\n\t * DDS Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_texture_dds\n\t *\n\t */\n\tfunction GLTFTextureDDSExtension( ddsLoader ) {\n\n\t\tif ( ! ddsLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Attempting to load .dds texture without importing DDSLoader' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.MSFT_TEXTURE_DDS;\n\t\tthis.ddsLoader = ddsLoader;\n\n\t}\n\n\t/**\n\t * Punctual Lights Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n\t */\n\tfunction GLTFLightsExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\n\n\t\t// Object3D instance caches\n\t\tthis.cache = { refs: {}, uses: {} };\n\n\t}\n\n\tGLTFLightsExtension.prototype._markDefs = function () {\n\n\t\tvar parser = this.parser;\n\t\tvar nodeDefs = this.parser.json.nodes || [];\n\n\t\tfor ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tvar nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.extensions\n\t\t\t\t&& nodeDef.extensions[ this.name ]\n\t\t\t\t&& nodeDef.extensions[ this.name ].light !== undefined ) {\n\n\t\t\t\tparser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tGLTFLightsExtension.prototype._loadLight = function ( lightIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar cacheKey = 'light:' + lightIndex;\n\t\tvar dependency = parser.cache.get( cacheKey );\n\n\t\tif ( dependency ) return dependency;\n\n\t\tvar json = parser.json;\n\t\tvar extensions = ( json.extensions && json.extensions[ this.name ] ) || {};\n\t\tvar lightDefs = extensions.lights || [];\n\t\tvar lightDef = lightDefs[ lightIndex ];\n\t\tvar lightNode;\n\n\t\tvar color = new Color( 0xffffff );\n\n\t\tif ( lightDef.color !== undefined ) color.fromArray( lightDef.color );\n\n\t\tvar range = lightDef.range !== undefined ? lightDef.range : 0;\n\n\t\tswitch ( lightDef.type ) {\n\n\t\t\tcase 'directional':\n\t\t\t\tlightNode = new DirectionalLight( color );\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tcase 'point':\n\t\t\t\tlightNode = new PointLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\tbreak;\n\n\t\t\tcase 'spot':\n\t\t\t\tlightNode = new SpotLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\t// Handle spotlight properties.\n\t\t\t\tlightDef.spot = lightDef.spot || {};\n\t\t\t\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\n\t\t\t\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\n\t\t\t\tlightNode.angle = lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );\n\n\t\t}\n\n\t\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\n\t\t// here, because node-level parsing will only override position if explicitly specified.\n\t\tlightNode.position.set( 0, 0, 0 );\n\n\t\tlightNode.decay = 2;\n\n\t\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\n\n\t\tlightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );\n\n\t\tdependency = Promise.resolve( lightNode );\n\n\t\tparser.cache.add( cacheKey, dependency );\n\n\t\treturn dependency;\n\n\t};\n\n\tGLTFLightsExtension.prototype.createNodeAttachment = function ( nodeIndex ) {\n\n\t\tvar self = this;\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\t\tvar nodeDef = json.nodes[ nodeIndex ];\n\t\tvar lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};\n\t\tvar lightIndex = lightDef.light;\n\n\t\tif ( lightIndex === undefined ) return null;\n\n\t\treturn this._loadLight( lightIndex ).then( function ( light ) {\n\n\t\t\treturn parser._getNodeRef( self.cache, lightIndex, light );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Unlit Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n\t */\n\tfunction GLTFMaterialsUnlitExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\n\n\t}\n\n\tGLTFMaterialsUnlitExtension.prototype.getMaterialType = function () {\n\n\t\treturn MeshBasicMaterial;\n\n\t};\n\n\tGLTFMaterialsUnlitExtension.prototype.extendParams = function ( materialParams, materialDef, parser ) {\n\n\t\tvar pending = [];\n\n\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tvar metallicRoughness = materialDef.pbrMetallicRoughness;\n\n\t\tif ( metallicRoughness ) {\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tvar array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Clearcoat Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\n\t */\n\tfunction GLTFMaterialsClearcoatExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;\n\n\t}\n\n\tGLTFMaterialsClearcoatExtension.prototype.getMaterialType = function ( materialIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t};\n\n\tGLTFMaterialsClearcoatExtension.prototype.extendMaterialParams = function ( materialIndex, materialParams ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tvar extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.clearcoatFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoat = extension.clearcoatFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatNormalTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );\n\n\t\t\tif ( extension.clearcoatNormalTexture.scale !== undefined ) {\n\n\t\t\t\tvar scale = extension.clearcoatNormalTexture.scale;\n\n\t\t\t\tmaterialParams.clearcoatNormalScale = new Vector2( scale, scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Transmission Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\n\t * Draft: https://github.com/KhronosGroup/glTF/pull/1698\n\t */\n\tfunction GLTFMaterialsTransmissionExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;\n\n\t}\n\n\tGLTFMaterialsTransmissionExtension.prototype.getMaterialType = function ( materialIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t};\n\n\tGLTFMaterialsTransmissionExtension.prototype.extendMaterialParams = function ( materialIndex, materialParams ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tvar extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.transmissionFactor !== undefined ) {\n\n\t\t\tmaterialParams.transmission = extension.transmissionFactor;\n\n\t\t}\n\n\t\tif ( extension.transmissionTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * BasisU Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu\n\t */\n\tfunction GLTFTextureBasisUExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_BASISU;\n\n\t}\n\n\tGLTFTextureBasisUExtension.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar extension = textureDef.extensions[ this.name ];\n\t\tvar source = json.images[ extension.source ];\n\t\tvar loader = parser.options.ktx2Loader;\n\n\t\tif ( ! loader ) {\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );\n\n\t\t\t} else {\n\n\t\t\t\t// Assumes that the extension is optional and that a fallback texture is present\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.loadTextureImage( textureIndex, source, loader );\n\n\t};\n\n\t/**\n\t * WebP Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp\n\t */\n\tfunction GLTFTextureWebPExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_WEBP;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tGLTFTextureWebPExtension.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar name = this.name;\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar extension = textureDef.extensions[ name ];\n\t\tvar source = json.images[ extension.source ];\n\t\tvar loader = source.uri ? parser.options.manager.getHandler( source.uri ) : parser.textureLoader;\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t};\n\n\tGLTFTextureWebPExtension.prototype.detectSupport = function () {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tvar image = new Image();\n\n\t\t\t\t// Lossy test image. Support for lossy images doesn't guarantee support for all\n\t\t\t\t// WebP images, unfortunately.\n\t\t\t\timage.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';\n\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t};\n\n\t/**\n\t* meshopt BufferView Compression Extension\n\t*\n\t* Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression\n\t*/\n\tfunction GLTFMeshoptCompression( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;\n\t\tthis.parser = parser;\n\n\t}\n\n\tGLTFMeshoptCompression.prototype.loadBufferView = function ( index ) {\n\n\t\tvar json = this.parser.json;\n\t\tvar bufferView = json.bufferViews[ index ];\n\n\t\tif ( bufferView.extensions && bufferView.extensions[ this.name ] ) {\n\n\t\t\tvar extensionDef = bufferView.extensions[ this.name ];\n\n\t\t\tvar buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );\n\t\t\tvar decoder = this.parser.options.meshoptDecoder;\n\n\t\t\tif ( ! decoder || ! decoder.supported ) {\n\n\t\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Assumes that the extension is optional and that fallback buffer data is present\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn Promise.all( [ buffer, decoder.ready ] ).then( function ( res ) {\n\n\t\t\t\tvar byteOffset = extensionDef.byteOffset || 0;\n\t\t\t\tvar byteLength = extensionDef.byteLength || 0;\n\n\t\t\t\tvar count = extensionDef.count;\n\t\t\t\tvar stride = extensionDef.byteStride;\n\n\t\t\t\tvar result = new ArrayBuffer( count * stride );\n\t\t\t\tvar source = new Uint8Array( res[ 0 ], byteOffset, byteLength );\n\n\t\t\t\tdecoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );\n\t\t\t\treturn result;\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t};\n\n\t/* BINARY EXTENSION */\n\tvar BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\n\tvar BINARY_EXTENSION_HEADER_LENGTH = 12;\n\tvar BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\n\n\tfunction GLTFBinaryExtension( data ) {\n\n\t\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\n\t\tthis.content = null;\n\t\tthis.body = null;\n\n\t\tvar headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\n\n\t\tthis.header = {\n\t\t\tmagic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),\n\t\t\tversion: headerView.getUint32( 4, true ),\n\t\t\tlength: headerView.getUint32( 8, true )\n\t\t};\n\n\t\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\n\n\t\t} else if ( this.header.version < 2.0 ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\n\n\t\t}\n\n\t\tvar chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tvar chunkIndex = 0;\n\n\t\twhile ( chunkIndex < chunkView.byteLength ) {\n\n\t\t\tvar chunkLength = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tvar chunkType = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\n\n\t\t\t\tvar contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\n\t\t\t\tthis.content = LoaderUtils.decodeText( contentArray );\n\n\t\t\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\n\n\t\t\t\tvar byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\n\t\t\t\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\n\n\t\t\t}\n\n\t\t\t// Clients must ignore chunks with unknown types.\n\n\t\t\tchunkIndex += chunkLength;\n\n\t\t}\n\n\t\tif ( this.content === null ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * DRACO Mesh Compression Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\n\t */\n\tfunction GLTFDracoMeshCompressionExtension( json, dracoLoader ) {\n\n\t\tif ( ! dracoLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\n\t\tthis.json = json;\n\t\tthis.dracoLoader = dracoLoader;\n\t\tthis.dracoLoader.preload();\n\n\t}\n\n\tGLTFDracoMeshCompressionExtension.prototype.decodePrimitive = function ( primitive, parser ) {\n\n\t\tvar json = this.json;\n\t\tvar dracoLoader = this.dracoLoader;\n\t\tvar bufferViewIndex = primitive.extensions[ this.name ].bufferView;\n\t\tvar gltfAttributeMap = primitive.extensions[ this.name ].attributes;\n\t\tvar threeAttributeMap = {};\n\t\tvar attributeNormalizedMap = {};\n\t\tvar attributeTypeMap = {};\n\n\t\tfor ( var attributeName in gltfAttributeMap ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\n\n\t\t}\n\n\t\tfor ( attributeName in primitive.attributes ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\n\n\t\t\t\tvar accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\n\t\t\t\tvar componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t\tattributeTypeMap[ threeAttributeName ] = componentType;\n\t\t\t\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\n\n\t\t\treturn new Promise( function ( resolve ) {\n\n\t\t\t\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\n\n\t\t\t\t\tfor ( var attributeName in geometry.attributes ) {\n\n\t\t\t\t\t\tvar attribute = geometry.attributes[ attributeName ];\n\t\t\t\t\t\tvar normalized = attributeNormalizedMap[ attributeName ];\n\n\t\t\t\t\t\tif ( normalized !== undefined ) attribute.normalized = normalized;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tresolve( geometry );\n\n\t\t\t\t}, threeAttributeMap, attributeTypeMap );\n\n\t\t\t} );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Texture Transform Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\n\t */\n\tfunction GLTFTextureTransformExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\n\n\t}\n\n\tGLTFTextureTransformExtension.prototype.extendTexture = function ( texture, transform ) {\n\n\t\ttexture = texture.clone();\n\n\t\tif ( transform.offset !== undefined ) {\n\n\t\t\ttexture.offset.fromArray( transform.offset );\n\n\t\t}\n\n\t\tif ( transform.rotation !== undefined ) {\n\n\t\t\ttexture.rotation = transform.rotation;\n\n\t\t}\n\n\t\tif ( transform.scale !== undefined ) {\n\n\t\t\ttexture.repeat.fromArray( transform.scale );\n\n\t\t}\n\n\t\tif ( transform.texCoord !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV sets in \"' + this.name + '\" extension not yet supported.' );\n\n\t\t}\n\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\n\t};\n\n\t/**\n\t * Specular-Glossiness Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness\n\t */\n\n\t/**\n\t * A sub class of StandardMaterial with some of the functionality\n\t * changed via the `onBeforeCompile` callback\n\t * @pailhead\n\t */\n\n\tfunction GLTFMeshStandardSGMaterial( params ) {\n\n\t\tMeshStandardMaterial.call( this );\n\n\t\tthis.isGLTFSpecularGlossinessMaterial = true;\n\n\t\t//various chunks that need replacing\n\t\tvar specularMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tuniform sampler2D specularMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar glossinessMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tuniform sampler2D glossinessMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar specularMapFragmentChunk = [\n\t\t\t'vec3 specularFactor = specular;',\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tvec4 texelSpecular = texture2D( specularMap, vUv );',\n\t\t\t'\ttexelSpecular = sRGBToLinear( texelSpecular );',\n\t\t\t'\t// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tspecularFactor *= texelSpecular.rgb;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar glossinessMapFragmentChunk = [\n\t\t\t'float glossinessFactor = glossiness;',\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tvec4 texelGlossiness = texture2D( glossinessMap, vUv );',\n\t\t\t'\t// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tglossinessFactor *= texelGlossiness.a;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar lightPhysicalFragmentChunk = [\n\t\t\t'PhysicalMaterial material;',\n\t\t\t'material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );',\n\t\t\t'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );',\n\t\t\t'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );',\n\t\t\t'material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.',\n\t\t\t'material.specularRoughness += geometryRoughness;',\n\t\t\t'material.specularRoughness = min( material.specularRoughness, 1.0 );',\n\t\t\t'material.specularColor = specularFactor;',\n\t\t].join( '\\n' );\n\n\t\tvar uniforms = {\n\t\t\tspecular: { value: new Color().setHex( 0xffffff ) },\n\t\t\tglossiness: { value: 1 },\n\t\t\tspecularMap: { value: null },\n\t\t\tglossinessMap: { value: null }\n\t\t};\n\n\t\tthis._extraUniforms = uniforms;\n\n\t\tthis.onBeforeCompile = function ( shader ) {\n\n\t\t\tfor ( var uniformName in uniforms ) {\n\n\t\t\t\tshader.uniforms[ uniformName ] = uniforms[ uniformName ];\n\n\t\t\t}\n\n\t\t\tshader.fragmentShader = shader.fragmentShader\n\t\t\t\t.replace( 'uniform float roughness;', 'uniform vec3 specular;' )\n\t\t\t\t.replace( 'uniform float metalness;', 'uniform float glossiness;' )\n\t\t\t\t.replace( '#include ', specularMapParsFragmentChunk )\n\t\t\t\t.replace( '#include ', glossinessMapParsFragmentChunk )\n\t\t\t\t.replace( '#include ', specularMapFragmentChunk )\n\t\t\t\t.replace( '#include ', glossinessMapFragmentChunk )\n\t\t\t\t.replace( '#include ', lightPhysicalFragmentChunk );\n\n\t\t};\n\n\t\tObject.defineProperties( this, {\n\n\t\t\tspecular: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.specular.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.specular.value = v;\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tspecularMap: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.specularMap.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.specularMap.value = v;\n\n\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\tthis.defines.USE_SPECULARMAP = ''; // USE_UV is set by the renderer for specular maps\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdelete this.defines.USE_SPECULARMAP;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tglossiness: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.glossiness.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.glossiness.value = v;\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tglossinessMap: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.glossinessMap.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.glossinessMap.value = v;\n\n\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\tthis.defines.USE_GLOSSINESSMAP = '';\n\t\t\t\t\t\tthis.defines.USE_UV = '';\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdelete this.defines.USE_GLOSSINESSMAP;\n\t\t\t\t\t\tdelete this.defines.USE_UV;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t} );\n\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\n\t\tthis.setValues( params );\n\n\t}\n\n\tGLTFMeshStandardSGMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\n\tGLTFMeshStandardSGMaterial.prototype.constructor = GLTFMeshStandardSGMaterial;\n\n\tGLTFMeshStandardSGMaterial.prototype.copy = function ( source ) {\n\n\t\tMeshStandardMaterial.prototype.copy.call( this, source );\n\t\tthis.specularMap = source.specularMap;\n\t\tthis.specular.copy( source.specular );\n\t\tthis.glossinessMap = source.glossinessMap;\n\t\tthis.glossiness = source.glossiness;\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\t\treturn this;\n\n\t};\n\n\tfunction GLTFMaterialsPbrSpecularGlossinessExtension() {\n\n\t\treturn {\n\n\t\t\tname: EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS,\n\n\t\t\tspecularGlossinessParams: [\n\t\t\t\t'color',\n\t\t\t\t'map',\n\t\t\t\t'lightMap',\n\t\t\t\t'lightMapIntensity',\n\t\t\t\t'aoMap',\n\t\t\t\t'aoMapIntensity',\n\t\t\t\t'emissive',\n\t\t\t\t'emissiveIntensity',\n\t\t\t\t'emissiveMap',\n\t\t\t\t'bumpMap',\n\t\t\t\t'bumpScale',\n\t\t\t\t'normalMap',\n\t\t\t\t'normalMapType',\n\t\t\t\t'displacementMap',\n\t\t\t\t'displacementScale',\n\t\t\t\t'displacementBias',\n\t\t\t\t'specularMap',\n\t\t\t\t'specular',\n\t\t\t\t'glossinessMap',\n\t\t\t\t'glossiness',\n\t\t\t\t'alphaMap',\n\t\t\t\t'envMap',\n\t\t\t\t'envMapIntensity',\n\t\t\t\t'refractionRatio',\n\t\t\t],\n\n\t\t\tgetMaterialType: function () {\n\n\t\t\t\treturn GLTFMeshStandardSGMaterial;\n\n\t\t\t},\n\n\t\t\textendParams: function ( materialParams, materialDef, parser ) {\n\n\t\t\t\tvar pbrSpecularGlossiness = materialDef.extensions[ this.name ];\n\n\t\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\t\tvar pending = [];\n\n\t\t\t\tif ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {\n\n\t\t\t\t\tvar array = pbrSpecularGlossiness.diffuseFactor;\n\n\t\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t\t}\n\n\t\t\t\tif ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {\n\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );\n\n\t\t\t\t}\n\n\t\t\t\tmaterialParams.emissive = new Color( 0.0, 0.0, 0.0 );\n\t\t\t\tmaterialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;\n\t\t\t\tmaterialParams.specular = new Color( 1.0, 1.0, 1.0 );\n\n\t\t\t\tif ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {\n\n\t\t\t\t\tmaterialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );\n\n\t\t\t\t}\n\n\t\t\t\tif ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {\n\n\t\t\t\t\tvar specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );\n\n\t\t\t\t}\n\n\t\t\t\treturn Promise.all( pending );\n\n\t\t\t},\n\n\t\t\tcreateMaterial: function ( materialParams ) {\n\n\t\t\t\tvar material = new GLTFMeshStandardSGMaterial( materialParams );\n\t\t\t\tmaterial.fog = true;\n\n\t\t\t\tmaterial.color = materialParams.color;\n\n\t\t\t\tmaterial.map = materialParams.map === undefined ? null : materialParams.map;\n\n\t\t\t\tmaterial.lightMap = null;\n\t\t\t\tmaterial.lightMapIntensity = 1.0;\n\n\t\t\t\tmaterial.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;\n\t\t\t\tmaterial.aoMapIntensity = 1.0;\n\n\t\t\t\tmaterial.emissive = materialParams.emissive;\n\t\t\t\tmaterial.emissiveIntensity = 1.0;\n\t\t\t\tmaterial.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;\n\n\t\t\t\tmaterial.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;\n\t\t\t\tmaterial.bumpScale = 1;\n\n\t\t\t\tmaterial.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;\n\t\t\t\tmaterial.normalMapType = TangentSpaceNormalMap;\n\n\t\t\t\tif ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;\n\n\t\t\t\tmaterial.displacementMap = null;\n\t\t\t\tmaterial.displacementScale = 1;\n\t\t\t\tmaterial.displacementBias = 0;\n\n\t\t\t\tmaterial.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;\n\t\t\t\tmaterial.specular = materialParams.specular;\n\n\t\t\t\tmaterial.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;\n\t\t\t\tmaterial.glossiness = materialParams.glossiness;\n\n\t\t\t\tmaterial.alphaMap = null;\n\n\t\t\t\tmaterial.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;\n\t\t\t\tmaterial.envMapIntensity = 1.0;\n\n\t\t\t\tmaterial.refractionRatio = 0.98;\n\n\t\t\t\treturn material;\n\n\t\t\t},\n\n\t\t};\n\n\t}\n\n\t/**\n\t * Mesh Quantization Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\n\t */\n\tfunction GLTFMeshQuantizationExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\n\n\t}\n\n\t/*********************************/\n\t/********** INTERPOLATION ********/\n\t/*********************************/\n\n\t// Spline Interpolation\n\t// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\n\tfunction GLTFCubicSplineInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tGLTFCubicSplineInterpolant.prototype = Object.create( Interpolant.prototype );\n\tGLTFCubicSplineInterpolant.prototype.constructor = GLTFCubicSplineInterpolant;\n\n\tGLTFCubicSplineInterpolant.prototype.copySampleValue_ = function ( index ) {\n\n\t\t// Copies a sample value to the result buffer. See description of glTF\n\t\t// CUBICSPLINE values layout in interpolate_() function below.\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tvalueSize = this.valueSize,\n\t\t\toffset = index * valueSize * 3 + valueSize;\n\n\t\tfor ( var i = 0; i !== valueSize; i ++ ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t};\n\n\tGLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\n\tGLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\n\tGLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer;\n\t\tvar values = this.sampleValues;\n\t\tvar stride = this.valueSize;\n\n\t\tvar stride2 = stride * 2;\n\t\tvar stride3 = stride * 3;\n\n\t\tvar td = t1 - t0;\n\n\t\tvar p = ( t - t0 ) / td;\n\t\tvar pp = p * p;\n\t\tvar ppp = pp * p;\n\n\t\tvar offset1 = i1 * stride3;\n\t\tvar offset0 = offset1 - stride3;\n\n\t\tvar s2 = - 2 * ppp + 3 * pp;\n\t\tvar s3 = ppp - pp;\n\t\tvar s0 = 1 - s2;\n\t\tvar s1 = s3 - pp + p;\n\n\t\t// Layout of keyframe output values for CUBICSPLINE animations:\n\t\t// [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\n\t\tfor ( var i = 0; i !== stride; i ++ ) {\n\n\t\t\tvar p0 = values[ offset0 + i + stride ]; // splineVertex_k\n\t\t\tvar m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\n\t\t\tvar p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\n\t\t\tvar m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\n\n\t\t\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\n\n\t\t}\n\n\t\treturn result;\n\n\t};\n\n\t/*********************************/\n\t/********** INTERNALS ************/\n\t/*********************************/\n\n\t/* CONSTANTS */\n\n\tvar WEBGL_CONSTANTS = {\n\t\tFLOAT: 5126,\n\t\t//FLOAT_MAT2: 35674,\n\t\tFLOAT_MAT3: 35675,\n\t\tFLOAT_MAT4: 35676,\n\t\tFLOAT_VEC2: 35664,\n\t\tFLOAT_VEC3: 35665,\n\t\tFLOAT_VEC4: 35666,\n\t\tLINEAR: 9729,\n\t\tREPEAT: 10497,\n\t\tSAMPLER_2D: 35678,\n\t\tPOINTS: 0,\n\t\tLINES: 1,\n\t\tLINE_LOOP: 2,\n\t\tLINE_STRIP: 3,\n\t\tTRIANGLES: 4,\n\t\tTRIANGLE_STRIP: 5,\n\t\tTRIANGLE_FAN: 6,\n\t\tUNSIGNED_BYTE: 5121,\n\t\tUNSIGNED_SHORT: 5123\n\t};\n\n\tvar WEBGL_COMPONENT_TYPES = {\n\t\t5120: Int8Array,\n\t\t5121: Uint8Array,\n\t\t5122: Int16Array,\n\t\t5123: Uint16Array,\n\t\t5125: Uint32Array,\n\t\t5126: Float32Array\n\t};\n\n\tvar WEBGL_FILTERS = {\n\t\t9728: NearestFilter,\n\t\t9729: LinearFilter,\n\t\t9984: NearestMipmapNearestFilter,\n\t\t9985: LinearMipmapNearestFilter,\n\t\t9986: NearestMipmapLinearFilter,\n\t\t9987: LinearMipmapLinearFilter\n\t};\n\n\tvar WEBGL_WRAPPINGS = {\n\t\t33071: ClampToEdgeWrapping,\n\t\t33648: MirroredRepeatWrapping,\n\t\t10497: RepeatWrapping\n\t};\n\n\tvar WEBGL_TYPE_SIZES = {\n\t\t'SCALAR': 1,\n\t\t'VEC2': 2,\n\t\t'VEC3': 3,\n\t\t'VEC4': 4,\n\t\t'MAT2': 4,\n\t\t'MAT3': 9,\n\t\t'MAT4': 16\n\t};\n\n\tvar ATTRIBUTES = {\n\t\tPOSITION: 'position',\n\t\tNORMAL: 'normal',\n\t\tTANGENT: 'tangent',\n\t\tTEXCOORD_0: 'uv',\n\t\tTEXCOORD_1: 'uv2',\n\t\tCOLOR_0: 'color',\n\t\tWEIGHTS_0: 'skinWeight',\n\t\tJOINTS_0: 'skinIndex',\n\t};\n\n\tvar PATH_PROPERTIES = {\n\t\tscale: 'scale',\n\t\ttranslation: 'position',\n\t\trotation: 'quaternion',\n\t\tweights: 'morphTargetInfluences'\n\t};\n\n\tvar INTERPOLATION = {\n\t\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n\t\t // keyframe track will be initialized with a default interpolation type, then modified.\n\t\tLINEAR: InterpolateLinear,\n\t\tSTEP: InterpolateDiscrete\n\t};\n\n\tvar ALPHA_MODES = {\n\t\tOPAQUE: 'OPAQUE',\n\t\tMASK: 'MASK',\n\t\tBLEND: 'BLEND'\n\t};\n\n\t/* UTILITY FUNCTIONS */\n\n\tfunction resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\n\t */\n\tfunction createDefaultMaterial( cache ) {\n\n\t\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\n\n\t\t\tcache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {\n\t\t\t\tcolor: 0xFFFFFF,\n\t\t\t\temissive: 0x000000,\n\t\t\t\tmetalness: 1,\n\t\t\t\troughness: 1,\n\t\t\t\ttransparent: false,\n\t\t\t\tdepthTest: true,\n\t\t\t\tside: FrontSide\n\t\t\t} );\n\n\t\t}\n\n\t\treturn cache[ 'DefaultMaterial' ];\n\n\t}\n\n\tfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\n\n\t\t// Add unknown glTF extensions to an object's userData.\n\n\t\tfor ( var name in objectDef.extensions ) {\n\n\t\t\tif ( knownExtensions[ name ] === undefined ) {\n\n\t\t\t\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\n\t\t\t\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * @param {Object3D|Material|BufferGeometry} object\n\t * @param {GLTF.definition} gltfDef\n\t */\n\tfunction assignExtrasToUserData( object, gltfDef ) {\n\n\t\tif ( gltfDef.extras !== undefined ) {\n\n\t\t\tif ( typeof gltfDef.extras === 'object' ) {\n\n\t\t\t\tObject.assign( object.userData, gltfDef.extras );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\n\t *\n\t * @param {BufferGeometry} geometry\n\t * @param {Array} targets\n\t * @param {GLTFParser} parser\n\t * @return {Promise}\n\t */\n\tfunction addMorphTargets( geometry, targets, parser ) {\n\n\t\tvar hasMorphPosition = false;\n\t\tvar hasMorphNormal = false;\n\n\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tvar target = targets[ i ];\n\n\t\t\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\n\t\t\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\n\n\t\t\tif ( hasMorphPosition && hasMorphNormal ) break;\n\n\t\t}\n\n\t\tif ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );\n\n\t\tvar pendingPositionAccessors = [];\n\t\tvar pendingNormalAccessors = [];\n\n\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tvar target = targets[ i ];\n\n\t\t\tif ( hasMorphPosition ) {\n\n\t\t\t\tvar pendingAccessor = target.POSITION !== undefined\n\t\t\t\t\t? parser.getDependency( 'accessor', target.POSITION )\n\t\t\t\t\t: geometry.attributes.position;\n\n\t\t\t\tpendingPositionAccessors.push( pendingAccessor );\n\n\t\t\t}\n\n\t\t\tif ( hasMorphNormal ) {\n\n\t\t\t\tvar pendingAccessor = target.NORMAL !== undefined\n\t\t\t\t\t? parser.getDependency( 'accessor', target.NORMAL )\n\t\t\t\t\t: geometry.attributes.normal;\n\n\t\t\t\tpendingNormalAccessors.push( pendingAccessor );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( [\n\t\t\tPromise.all( pendingPositionAccessors ),\n\t\t\tPromise.all( pendingNormalAccessors )\n\t\t] ).then( function ( accessors ) {\n\n\t\t\tvar morphPositions = accessors[ 0 ];\n\t\t\tvar morphNormals = accessors[ 1 ];\n\n\t\t\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\n\t\t\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t\treturn geometry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * @param {Mesh} mesh\n\t * @param {GLTF.Mesh} meshDef\n\t */\n\tfunction updateMorphTargets( mesh, meshDef ) {\n\n\t\tmesh.updateMorphTargets();\n\n\t\tif ( meshDef.weights !== undefined ) {\n\n\t\t\tfor ( var i = 0, il = meshDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// .extras has user-defined data, so check that .extras.targetNames is an array.\n\t\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\n\n\t\t\tvar targetNames = meshDef.extras.targetNames;\n\n\t\t\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\n\n\t\t\t\tmesh.morphTargetDictionary = {};\n\n\t\t\t\tfor ( var i = 0, il = targetNames.length; i < il; i ++ ) {\n\n\t\t\t\t\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createPrimitiveKey( primitiveDef ) {\n\n\t\tvar dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\n\t\tvar geometryKey;\n\n\t\tif ( dracoExtension ) {\n\n\t\t\tgeometryKey = 'draco:' + dracoExtension.bufferView\n\t\t\t\t+ ':' + dracoExtension.indices\n\t\t\t\t+ ':' + createAttributesKey( dracoExtension.attributes );\n\n\t\t} else {\n\n\t\t\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\n\n\t\t}\n\n\t\treturn geometryKey;\n\n\t}\n\n\tfunction createAttributesKey( attributes ) {\n\n\t\tvar attributesKey = '';\n\n\t\tvar keys = Object.keys( attributes ).sort();\n\n\t\tfor ( var i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\t\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\n\n\t\t}\n\n\t\treturn attributesKey;\n\n\t}\n\n\t/* GLTF PARSER */\n\n\tfunction GLTFParser( json, options ) {\n\n\t\tthis.json = json || {};\n\t\tthis.extensions = {};\n\t\tthis.plugins = {};\n\t\tthis.options = options || {};\n\n\t\t// loader object cache\n\t\tthis.cache = new GLTFRegistry();\n\n\t\t// associations between Three.js objects and glTF elements\n\t\tthis.associations = new Map();\n\n\t\t// BufferGeometry caching\n\t\tthis.primitiveCache = {};\n\n\t\t// Object3D instance caches\n\t\tthis.meshCache = { refs: {}, uses: {} };\n\t\tthis.cameraCache = { refs: {}, uses: {} };\n\t\tthis.lightCache = { refs: {}, uses: {} };\n\n\t\t// Track node names, to ensure no duplicates\n\t\tthis.nodeNamesUsed = {};\n\n\t\t// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the\n\t\t// expensive work of uploading a texture to the GPU off the main thread.\n\t\tif ( typeof createImageBitmap !== 'undefined' && /Firefox/.test( navigator.userAgent ) === false ) {\n\n\t\t\tthis.textureLoader = new ImageBitmapLoader( this.options.manager );\n\n\t\t} else {\n\n\t\t\tthis.textureLoader = new TextureLoader( this.options.manager );\n\n\t\t}\n\n\t\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\n\n\t\tthis.fileLoader = new FileLoader( this.options.manager );\n\t\tthis.fileLoader.setResponseType( 'arraybuffer' );\n\n\t\tif ( this.options.crossOrigin === 'use-credentials' ) {\n\n\t\t\tthis.fileLoader.setWithCredentials( true );\n\n\t\t}\n\n\t}\n\n\tGLTFParser.prototype.setExtensions = function ( extensions ) {\n\n\t\tthis.extensions = extensions;\n\n\t};\n\n\tGLTFParser.prototype.setPlugins = function ( plugins ) {\n\n\t\tthis.plugins = plugins;\n\n\t};\n\n\tGLTFParser.prototype.parse = function ( onLoad, onError ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\n\t\t// Clear the loader cache\n\t\tthis.cache.removeAll();\n\n\t\t// Mark the special nodes/meshes in json for efficient parse\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\treturn ext._markDefs && ext._markDefs();\n\n\t\t} );\n\n\t\tPromise.all( [\n\n\t\t\tthis.getDependencies( 'scene' ),\n\t\t\tthis.getDependencies( 'animation' ),\n\t\t\tthis.getDependencies( 'camera' ),\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tvar result = {\n\t\t\t\tscene: dependencies[ 0 ][ json.scene || 0 ],\n\t\t\t\tscenes: dependencies[ 0 ],\n\t\t\t\tanimations: dependencies[ 1 ],\n\t\t\t\tcameras: dependencies[ 2 ],\n\t\t\t\tasset: json.asset,\n\t\t\t\tparser: parser,\n\t\t\t\tuserData: {}\n\t\t\t};\n\n\t\t\taddUnknownExtensionsToUserData( extensions, result, json );\n\n\t\t\tassignExtrasToUserData( result, json );\n\n\t\t\tonLoad( result );\n\n\t\t} ).catch( onError );\n\n\t};\n\n\t/**\n\t * Marks the special nodes/meshes in json for efficient parse.\n\t */\n\tGLTFParser.prototype._markDefs = function () {\n\n\t\tvar nodeDefs = this.json.nodes || [];\n\t\tvar skinDefs = this.json.skins || [];\n\t\tvar meshDefs = this.json.meshes || [];\n\n\t\t// Nothing in the node definition indicates whether it is a Bone or an\n\t\t// Object3D. Use the skins' joint references to mark bones.\n\t\tfor ( var skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\n\n\t\t\tvar joints = skinDefs[ skinIndex ].joints;\n\n\t\t\tfor ( var i = 0, il = joints.length; i < il; i ++ ) {\n\n\t\t\t\tnodeDefs[ joints[ i ] ].isBone = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Iterate over all nodes, marking references to shared resources,\n\t\t// as well as skeleton joints.\n\t\tfor ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tvar nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.meshCache, nodeDef.mesh );\n\n\t\t\t\t// Nothing in the mesh definition indicates whether it is\n\t\t\t\t// a SkinnedMesh or Mesh. Use the node's mesh reference\n\t\t\t\t// to mark SkinnedMesh if node has skin.\n\t\t\t\tif ( nodeDef.skin !== undefined ) {\n\n\t\t\t\t\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.cameraCache, nodeDef.camera );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\t/**\n\t * Counts references to shared node / Object3D resources. These resources\n\t * can be reused, or \"instantiated\", at multiple nodes in the scene\n\t * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n\t * be marked. Non-scenegraph resources (like Materials, Geometries, and\n\t * Textures) can be reused directly and are not marked here.\n\t *\n\t * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n\t */\n\tGLTFParser.prototype._addNodeRef = function ( cache, index ) {\n\n\t\tif ( index === undefined ) return;\n\n\t\tif ( cache.refs[ index ] === undefined ) {\n\n\t\t\tcache.refs[ index ] = cache.uses[ index ] = 0;\n\n\t\t}\n\n\t\tcache.refs[ index ] ++;\n\n\t};\n\n\t/** Returns a reference to a shared resource, cloning it if necessary. */\n\tGLTFParser.prototype._getNodeRef = function ( cache, index, object ) {\n\n\t\tif ( cache.refs[ index ] <= 1 ) return object;\n\n\t\tvar ref = object.clone();\n\n\t\tref.name += '_instance_' + ( cache.uses[ index ] ++ );\n\n\t\treturn ref;\n\n\t};\n\n\tGLTFParser.prototype._invokeOne = function ( func ) {\n\n\t\tvar extensions = Object.values( this.plugins );\n\t\textensions.push( this );\n\n\t\tfor ( var i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tvar result = func( extensions[ i ] );\n\n\t\t\tif ( result ) return result;\n\n\t\t}\n\n\t};\n\n\tGLTFParser.prototype._invokeAll = function ( func ) {\n\n\t\tvar extensions = Object.values( this.plugins );\n\t\textensions.unshift( this );\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tvar result = func( extensions[ i ] );\n\n\t\t\tif ( result ) pending.push( result );\n\n\t\t}\n\n\t\treturn pending;\n\n\t};\n\n\t/**\n\t * Requests the specified dependency asynchronously, with caching.\n\t * @param {string} type\n\t * @param {number} index\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.getDependency = function ( type, index ) {\n\n\t\tvar cacheKey = type + ':' + index;\n\t\tvar dependency = this.cache.get( cacheKey );\n\n\t\tif ( ! dependency ) {\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'scene':\n\t\t\t\t\tdependency = this.loadScene( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'node':\n\t\t\t\t\tdependency = this.loadNode( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'mesh':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMesh && ext.loadMesh( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'accessor':\n\t\t\t\t\tdependency = this.loadAccessor( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bufferView':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadBufferView && ext.loadBufferView( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'buffer':\n\t\t\t\t\tdependency = this.loadBuffer( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'material':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMaterial && ext.loadMaterial( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'texture':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadTexture && ext.loadTexture( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'skin':\n\t\t\t\t\tdependency = this.loadSkin( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'animation':\n\t\t\t\t\tdependency = this.loadAnimation( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'camera':\n\t\t\t\t\tdependency = this.loadCamera( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new Error( 'Unknown type: ' + type );\n\n\t\t\t}\n\n\t\t\tthis.cache.add( cacheKey, dependency );\n\n\t\t}\n\n\t\treturn dependency;\n\n\t};\n\n\t/**\n\t * Requests all dependencies of the specified type asynchronously, with caching.\n\t * @param {string} type\n\t * @return {Promise>}\n\t */\n\tGLTFParser.prototype.getDependencies = function ( type ) {\n\n\t\tvar dependencies = this.cache.get( type );\n\n\t\tif ( ! dependencies ) {\n\n\t\t\tvar parser = this;\n\t\t\tvar defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\n\n\t\t\tdependencies = Promise.all( defs.map( function ( def, index ) {\n\n\t\t\t\treturn parser.getDependency( type, index );\n\n\t\t\t} ) );\n\n\t\t\tthis.cache.add( type, dependencies );\n\n\t\t}\n\n\t\treturn dependencies;\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadBuffer = function ( bufferIndex ) {\n\n\t\tvar bufferDef = this.json.buffers[ bufferIndex ];\n\t\tvar loader = this.fileLoader;\n\n\t\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\n\n\t\t}\n\n\t\t// If present, GLB container is required to be the first buffer.\n\t\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\n\n\t\t\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\n\n\t\t}\n\n\t\tvar options = this.options;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tloader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\n\n\t\t\t\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \"' + bufferDef.uri + '\".' ) );\n\n\t\t\t} );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferViewIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadBufferView = function ( bufferViewIndex ) {\n\n\t\tvar bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\n\n\t\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\n\n\t\t\tvar byteLength = bufferViewDef.byteLength || 0;\n\t\t\tvar byteOffset = bufferViewDef.byteOffset || 0;\n\t\t\treturn buffer.slice( byteOffset, byteOffset + byteLength );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n\t * @param {number} accessorIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadAccessor = function ( accessorIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\n\t\tvar accessorDef = this.json.accessors[ accessorIndex ];\n\n\t\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\n\n\t\t\t// Ignore empty accessors, which may be used to declare runtime\n\t\t\t// information about attributes coming from another source (e.g. Draco\n\t\t\t// compression extension).\n\t\t\treturn Promise.resolve( null );\n\n\t\t}\n\n\t\tvar pendingBufferViews = [];\n\n\t\tif ( accessorDef.bufferView !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\n\n\t\t} else {\n\n\t\t\tpendingBufferViews.push( null );\n\n\t\t}\n\n\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\n\n\t\t}\n\n\t\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\n\n\t\t\tvar bufferView = bufferViews[ 0 ];\n\n\t\t\tvar itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tvar TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\n\t\t\tvar elementBytes = TypedArray.BYTES_PER_ELEMENT;\n\t\t\tvar itemBytes = elementBytes * itemSize;\n\t\t\tvar byteOffset = accessorDef.byteOffset || 0;\n\t\t\tvar byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\n\t\t\tvar normalized = accessorDef.normalized === true;\n\t\t\tvar array, bufferAttribute;\n\n\t\t\t// The buffer is not interleaved if the stride is the item size in bytes.\n\t\t\tif ( byteStride && byteStride !== itemBytes ) {\n\n\t\t\t\t// Each \"slice\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\n\t\t\t\t// This makes sure that IBA.count reflects accessor.count properly\n\t\t\t\tvar ibSlice = Math.floor( byteOffset / byteStride );\n\t\t\t\tvar ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\n\t\t\t\tvar ib = parser.cache.get( ibCacheKey );\n\n\t\t\t\tif ( ! ib ) {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\n\n\t\t\t\t\t// Integer parameters to IB/IBA are in array elements, not bytes.\n\t\t\t\t\tib = new InterleavedBuffer( array, byteStride / elementBytes );\n\n\t\t\t\t\tparser.cache.add( ibCacheKey, ib );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\n\n\t\t\t} else {\n\n\t\t\t\tif ( bufferView === null ) {\n\n\t\t\t\t\tarray = new TypedArray( accessorDef.count * itemSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new BufferAttribute( array, itemSize, normalized );\n\n\t\t\t}\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\n\t\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\t\tvar itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\n\t\t\t\tvar TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\n\n\t\t\t\tvar byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\n\t\t\t\tvar byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\n\n\t\t\t\tvar sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\n\t\t\t\tvar sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\n\n\t\t\t\tif ( bufferView !== null ) {\n\n\t\t\t\t\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\n\t\t\t\t\tbufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var i = 0, il = sparseIndices.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar index = sparseIndices[ i ];\n\n\t\t\t\t\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\n\t\t\t\t\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\n\t\t\t\t\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\n\t\t\t\t\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\n\t\t\t\t\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn bufferAttribute;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n\t * @param {number} textureIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar options = this.options;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tvar textureExtensions = textureDef.extensions || {};\n\n\t\tvar source;\n\n\t\tif ( textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ] ) {\n\n\t\t\tsource = json.images[ textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].source ];\n\n\t\t} else {\n\n\t\t\tsource = json.images[ textureDef.source ];\n\n\t\t}\n\n\t\tvar loader;\n\n\t\tif ( source.uri ) {\n\n\t\t\tloader = options.manager.getHandler( source.uri );\n\n\t\t}\n\n\t\tif ( ! loader ) {\n\n\t\t\tloader = textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ]\n\t\t\t\t? parser.extensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].ddsLoader\n\t\t\t\t: this.textureLoader;\n\n\t\t}\n\n\t\treturn this.loadTextureImage( textureIndex, source, loader );\n\n\t};\n\n\tGLTFParser.prototype.loadTextureImage = function ( textureIndex, source, loader ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar options = this.options;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tvar URL = self.URL || self.webkitURL;\n\n\t\tvar sourceURI = source.uri;\n\t\tvar isObjectURL = false;\n\t\tvar hasAlpha = true;\n\n\t\tif ( source.mimeType === 'image/jpeg' ) hasAlpha = false;\n\n\t\tif ( source.bufferView !== undefined ) {\n\n\t\t\t// Load binary image data from bufferView, if provided.\n\n\t\t\tsourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {\n\n\t\t\t\tif ( source.mimeType === 'image/png' ) {\n\n\t\t\t\t\t// Inspect the PNG 'IHDR' chunk to determine whether the image could have an\n\t\t\t\t\t// alpha channel. This check is conservative — the image could have an alpha\n\t\t\t\t\t// channel with all values == 1, and the indexed type (colorType == 3) only\n\t\t\t\t\t// sometimes contains alpha.\n\t\t\t\t\t//\n\t\t\t\t\t// https://en.wikipedia.org/wiki/Portable_Network_Graphics#File_header\n\t\t\t\t\tvar colorType = new DataView( bufferView, 25, 1 ).getUint8( 0, false );\n\t\t\t\t\thasAlpha = colorType === 6 || colorType === 4 || colorType === 3;\n\n\t\t\t\t}\n\n\t\t\t\tisObjectURL = true;\n\t\t\t\tvar blob = new Blob( [ bufferView ], { type: source.mimeType } );\n\t\t\t\tsourceURI = URL.createObjectURL( blob );\n\t\t\t\treturn sourceURI;\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn Promise.resolve( sourceURI ).then( function ( sourceURI ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tvar onLoad = resolve;\n\n\t\t\t\tif ( loader.isImageBitmapLoader === true ) {\n\n\t\t\t\t\tonLoad = function ( imageBitmap ) {\n\n\t\t\t\t\t\tresolve( new CanvasTexture( imageBitmap ) );\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tloader.load( resolveURL( sourceURI, options.path ), onLoad, undefined, reject );\n\n\t\t\t} );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\t// Clean up resources and configure Texture.\n\n\t\t\tif ( isObjectURL === true ) {\n\n\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t}\n\n\t\t\ttexture.flipY = false;\n\n\t\t\tif ( textureDef.name ) texture.name = textureDef.name;\n\n\t\t\t// When there is definitely no alpha channel in the texture, set RGBFormat to save space.\n\t\t\tif ( ! hasAlpha ) texture.format = RGBFormat;\n\n\t\t\tvar samplers = json.samplers || {};\n\t\t\tvar sampler = samplers[ textureDef.sampler ] || {};\n\n\t\t\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;\n\t\t\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;\n\t\t\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;\n\t\t\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;\n\n\t\t\tparser.associations.set( texture, {\n\t\t\t\ttype: 'textures',\n\t\t\t\tindex: textureIndex\n\t\t\t} );\n\n\t\t\treturn texture;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Asynchronously assigns a texture to the given material parameters.\n\t * @param {Object} materialParams\n\t * @param {string} mapName\n\t * @param {Object} mapDef\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.assignTexture = function ( materialParams, mapName, mapDef ) {\n\n\t\tvar parser = this;\n\n\t\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\n\n\t\t\t// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured\n\t\t\t// However, we will copy UV set 0 to UV set 1 on demand for aoMap\n\t\t\tif ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );\n\n\t\t\t}\n\n\t\t\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\n\n\t\t\t\tvar transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tvar gltfReference = parser.associations.get( texture );\n\t\t\t\t\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\n\t\t\t\t\tparser.associations.set( texture, gltfReference );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmaterialParams[ mapName ] = texture;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Assigns final material to a Mesh, Line, or Points instance. The instance\n\t * already has a material (generated from the glTF material options alone)\n\t * but reuse of the same glTF material may require multiple threejs materials\n\t * to accomodate different primitive types, defines, etc. New materials will\n\t * be created if necessary, and reused from a cache.\n\t * @param {Object3D} mesh Mesh, Line, or Points instance.\n\t */\n\tGLTFParser.prototype.assignFinalMaterial = function ( mesh ) {\n\n\t\tvar geometry = mesh.geometry;\n\t\tvar material = mesh.material;\n\n\t\tvar useVertexTangents = geometry.attributes.tangent !== undefined;\n\t\tvar useVertexColors = geometry.attributes.color !== undefined;\n\t\tvar useFlatShading = geometry.attributes.normal === undefined;\n\t\tvar useSkinning = mesh.isSkinnedMesh === true;\n\t\tvar useMorphTargets = Object.keys( geometry.morphAttributes ).length > 0;\n\t\tvar useMorphNormals = useMorphTargets && geometry.morphAttributes.normal !== undefined;\n\n\t\tif ( mesh.isPoints ) {\n\n\t\t\tvar cacheKey = 'PointsMaterial:' + material.uuid;\n\n\t\t\tvar pointsMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! pointsMaterial ) {\n\n\t\t\t\tpointsMaterial = new PointsMaterial();\n\t\t\t\tMaterial.prototype.copy.call( pointsMaterial, material );\n\t\t\t\tpointsMaterial.color.copy( material.color );\n\t\t\t\tpointsMaterial.map = material.map;\n\t\t\t\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\n\n\t\t\t\tthis.cache.add( cacheKey, pointsMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = pointsMaterial;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tvar cacheKey = 'LineBasicMaterial:' + material.uuid;\n\n\t\t\tvar lineMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! lineMaterial ) {\n\n\t\t\t\tlineMaterial = new LineBasicMaterial();\n\t\t\t\tMaterial.prototype.copy.call( lineMaterial, material );\n\t\t\t\tlineMaterial.color.copy( material.color );\n\n\t\t\t\tthis.cache.add( cacheKey, lineMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = lineMaterial;\n\n\t\t}\n\n\t\t// Clone the material if it will be modified\n\t\tif ( useVertexTangents || useVertexColors || useFlatShading || useSkinning || useMorphTargets ) {\n\n\t\t\tvar cacheKey = 'ClonedMaterial:' + material.uuid + ':';\n\n\t\t\tif ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';\n\t\t\tif ( useSkinning ) cacheKey += 'skinning:';\n\t\t\tif ( useVertexTangents ) cacheKey += 'vertex-tangents:';\n\t\t\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\n\t\t\tif ( useFlatShading ) cacheKey += 'flat-shading:';\n\t\t\tif ( useMorphTargets ) cacheKey += 'morph-targets:';\n\t\t\tif ( useMorphNormals ) cacheKey += 'morph-normals:';\n\n\t\t\tvar cachedMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! cachedMaterial ) {\n\n\t\t\t\tcachedMaterial = material.clone();\n\n\t\t\t\tif ( useSkinning ) cachedMaterial.skinning = true;\n\t\t\t\tif ( useVertexTangents ) cachedMaterial.vertexTangents = true;\n\t\t\t\tif ( useVertexColors ) cachedMaterial.vertexColors = true;\n\t\t\t\tif ( useFlatShading ) cachedMaterial.flatShading = true;\n\t\t\t\tif ( useMorphTargets ) cachedMaterial.morphTargets = true;\n\t\t\t\tif ( useMorphNormals ) cachedMaterial.morphNormals = true;\n\n\t\t\t\tthis.cache.add( cacheKey, cachedMaterial );\n\n\t\t\t\tthis.associations.set( cachedMaterial, this.associations.get( material ) );\n\n\t\t\t}\n\n\t\t\tmaterial = cachedMaterial;\n\n\t\t}\n\n\t\t// workarounds for mesh and geometry\n\n\t\tif ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {\n\n\t\t\tgeometry.setAttribute( 'uv2', geometry.attributes.uv );\n\n\t\t}\n\n\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\tif ( material.normalScale && ! useVertexTangents ) {\n\n\t\t\tmaterial.normalScale.y = - material.normalScale.y;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalScale && ! useVertexTangents ) {\n\n\t\t\tmaterial.clearcoatNormalScale.y = - material.clearcoatNormalScale.y;\n\n\t\t}\n\n\t\tmesh.material = material;\n\n\t};\n\n\tGLTFParser.prototype.getMaterialType = function ( /* materialIndex */ ) {\n\n\t\treturn MeshStandardMaterial;\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n\t * @param {number} materialIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadMaterial = function ( materialIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\t\tvar materialDef = json.materials[ materialIndex ];\n\n\t\tvar materialType;\n\t\tvar materialParams = {};\n\t\tvar materialExtensions = materialDef.extensions || {};\n\n\t\tvar pending = [];\n\n\t\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {\n\n\t\t\tvar sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];\n\t\t\tmaterialType = sgExtension.getMaterialType();\n\t\t\tpending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\n\n\t\t\tvar kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\n\t\t\tmaterialType = kmuExtension.getMaterialType();\n\t\t\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else {\n\n\t\t\t// Specification:\n\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\n\n\t\t\tvar metallicRoughness = materialDef.pbrMetallicRoughness || {};\n\n\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tvar array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\n\t\t\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\n\n\t\t\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialType = this._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.getMaterialType && ext.getMaterialType( materialIndex );\n\n\t\t\t} );\n\n\t\t\tpending.push( Promise.all( this._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );\n\n\t\t\t} ) ) );\n\n\t\t}\n\n\t\tif ( materialDef.doubleSided === true ) {\n\n\t\t\tmaterialParams.side = DoubleSide;\n\n\t\t}\n\n\t\tvar alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\n\n\t\tif ( alphaMode === ALPHA_MODES.BLEND ) {\n\n\t\t\tmaterialParams.transparent = true;\n\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/17706\n\t\t\tmaterialParams.depthWrite = false;\n\n\t\t} else {\n\n\t\t\tmaterialParams.transparent = false;\n\n\t\t\tif ( alphaMode === ALPHA_MODES.MASK ) {\n\n\t\t\t\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\n\n\t\t\tmaterialParams.normalScale = new Vector2( 1, 1 );\n\n\t\t\tif ( materialDef.normalTexture.scale !== undefined ) {\n\n\t\t\t\tmaterialParams.normalScale.set( materialDef.normalTexture.scale, materialDef.normalTexture.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\n\n\t\t\tif ( materialDef.occlusionTexture.strength !== undefined ) {\n\n\t\t\t\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tmaterialParams.emissive = new Color().fromArray( materialDef.emissiveFactor );\n\n\t\t}\n\n\t\tif ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\tvar material;\n\n\t\t\tif ( materialType === GLTFMeshStandardSGMaterial ) {\n\n\t\t\t\tmaterial = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );\n\n\t\t\t} else {\n\n\t\t\t\tmaterial = new materialType( materialParams );\n\n\t\t\t}\n\n\t\t\tif ( materialDef.name ) material.name = materialDef.name;\n\n\t\t\t// baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.\n\t\t\tif ( material.map ) material.map.encoding = sRGBEncoding;\n\t\t\tif ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding;\n\n\t\t\tassignExtrasToUserData( material, materialDef );\n\n\t\t\tparser.associations.set( material, { type: 'materials', index: materialIndex } );\n\n\t\t\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\n\n\t\t\treturn material;\n\n\t\t} );\n\n\t};\n\n\t/** When Object3D instances are targeted by animation, they need unique names. */\n\tGLTFParser.prototype.createUniqueName = function ( originalName ) {\n\n\t\tvar sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' );\n\n\t\tvar name = sanitizedName;\n\n\t\tfor ( var i = 1; this.nodeNamesUsed[ name ]; ++ i ) {\n\n\t\t\tname = sanitizedName + '_' + i;\n\n\t\t}\n\n\t\tthis.nodeNamesUsed[ name ] = true;\n\n\t\treturn name;\n\n\t};\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {GLTF.Primitive} primitiveDef\n\t * @param {GLTFParser} parser\n\t */\n\tfunction computeBounds( geometry, primitiveDef, parser ) {\n\n\t\tvar attributes = primitiveDef.attributes;\n\n\t\tvar box = new Box3();\n\n\t\tif ( attributes.POSITION !== undefined ) {\n\n\t\t\tvar accessor = parser.json.accessors[ attributes.POSITION ];\n\n\t\t\tvar min = accessor.min;\n\t\t\tvar max = accessor.max;\n\n\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\tbox.set(\n\t\t\t\t\tnew Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\n\t\t\t\t\tnew Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar targets = primitiveDef.targets;\n\n\t\tif ( targets !== undefined ) {\n\n\t\t\tvar maxDisplacement = new Vector3();\n\t\t\tvar vector = new Vector3();\n\n\t\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\t\tvar target = targets[ i ];\n\n\t\t\t\tif ( target.POSITION !== undefined ) {\n\n\t\t\t\t\tvar accessor = parser.json.accessors[ target.POSITION ];\n\t\t\t\t\tvar min = accessor.min;\n\t\t\t\t\tvar max = accessor.max;\n\n\t\t\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\t\t\t// we need to get max of absolute components because target weight is [-1,1]\n\t\t\t\t\t\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\n\t\t\t\t\t\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\n\t\t\t\t\t\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\n\n\t\t\t\t\t\t// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative\n\t\t\t\t\t\t// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets\n\t\t\t\t\t\t// are used to implement key-frame animations and as such only two are active at a time - this results in very large\n\t\t\t\t\t\t// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.\n\t\t\t\t\t\tmaxDisplacement.max( vector );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.\n\t\t\tbox.expandByVector( maxDisplacement );\n\n\t\t}\n\n\t\tgeometry.boundingBox = box;\n\n\t\tvar sphere = new Sphere();\n\n\t\tbox.getCenter( sphere.center );\n\t\tsphere.radius = box.min.distanceTo( box.max ) / 2;\n\n\t\tgeometry.boundingSphere = sphere;\n\n\t}\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {GLTF.Primitive} primitiveDef\n\t * @param {GLTFParser} parser\n\t * @return {Promise}\n\t */\n\tfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\n\n\t\tvar attributes = primitiveDef.attributes;\n\n\t\tvar pending = [];\n\n\t\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\n\n\t\t\treturn parser.getDependency( 'accessor', accessorIndex )\n\t\t\t\t.then( function ( accessor ) {\n\n\t\t\t\t\tgeometry.setAttribute( attributeName, accessor );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tfor ( var gltfAttributeName in attributes ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\n\n\t\t\t// Skip attributes already provided by e.g. Draco extension.\n\t\t\tif ( threeAttributeName in geometry.attributes ) continue;\n\n\t\t\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\n\n\t\t}\n\n\t\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\n\n\t\t\tvar accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\n\n\t\t\t\tgeometry.setIndex( accessor );\n\n\t\t\t} );\n\n\t\t\tpending.push( accessor );\n\n\t\t}\n\n\t\tassignExtrasToUserData( geometry, primitiveDef );\n\n\t\tcomputeBounds( geometry, primitiveDef, parser );\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\treturn primitiveDef.targets !== undefined\n\t\t\t\t? addMorphTargets( geometry, primitiveDef.targets, parser )\n\t\t\t\t: geometry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {Number} drawMode\n\t * @return {BufferGeometry}\n\t */\n\tfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\t\tvar index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tvar indices = [];\n\n\t\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( var i = 0; i < position.count; i ++ ) {\n\n\t\t\t\t\tindices.push( i );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setIndex( indices );\n\t\t\t\tindex = geometry.getIndex();\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\t\treturn geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar numberOfTriangles = index.count - 2;\n\t\tvar newIndices = [];\n\n\t\tif ( drawMode === TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( var i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// gl.TRIANGLE_STRIP\n\n\t\t\tfor ( var i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tvar newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\n\t\treturn newGeometry;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n\t *\n\t * Creates BufferGeometries from primitives.\n\t *\n\t * @param {Array} primitives\n\t * @return {Promise>}\n\t */\n\tGLTFParser.prototype.loadGeometries = function ( primitives ) {\n\n\t\tvar parser = this;\n\t\tvar extensions = this.extensions;\n\t\tvar cache = this.primitiveCache;\n\n\t\tfunction createDracoPrimitive( primitive ) {\n\n\t\t\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\n\t\t\t\t.decodePrimitive( primitive, parser )\n\t\t\t\t.then( function ( geometry ) {\n\n\t\t\t\t\treturn addPrimitiveAttributes( geometry, primitive, parser );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tvar primitive = primitives[ i ];\n\t\t\tvar cacheKey = createPrimitiveKey( primitive );\n\n\t\t\t// See if we've already created this geometry\n\t\t\tvar cached = cache[ cacheKey ];\n\n\t\t\tif ( cached ) {\n\n\t\t\t\t// Use the cached geometry if it exists\n\t\t\t\tpending.push( cached.promise );\n\n\t\t\t} else {\n\n\t\t\t\tvar geometryPromise;\n\n\t\t\t\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\n\n\t\t\t\t\t// Use DRACO geometry if available\n\t\t\t\t\tgeometryPromise = createDracoPrimitive( primitive );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise create a new geometry\n\t\t\t\t\tgeometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );\n\n\t\t\t\t}\n\n\t\t\t\t// Cache this geometry\n\t\t\t\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\n\n\t\t\t\tpending.push( geometryPromise );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n\t * @param {number} meshIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadMesh = function ( meshIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\n\t\tvar meshDef = json.meshes[ meshIndex ];\n\t\tvar primitives = meshDef.primitives;\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tvar material = primitives[ i ].material === undefined\n\t\t\t\t? createDefaultMaterial( this.cache )\n\t\t\t\t: this.getDependency( 'material', primitives[ i ].material );\n\n\t\t\tpending.push( material );\n\n\t\t}\n\n\t\tpending.push( parser.loadGeometries( primitives ) );\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tvar materials = results.slice( 0, results.length - 1 );\n\t\t\tvar geometries = results[ results.length - 1 ];\n\n\t\t\tvar meshes = [];\n\n\t\t\tfor ( var i = 0, il = geometries.length; i < il; i ++ ) {\n\n\t\t\t\tvar geometry = geometries[ i ];\n\t\t\t\tvar primitive = primitives[ i ];\n\n\t\t\t\t// 1. create Mesh\n\n\t\t\t\tvar mesh;\n\n\t\t\t\tvar material = materials[ i ];\n\n\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||\n\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||\n\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||\n\t\t\t\t\tprimitive.mode === undefined ) {\n\n\t\t\t\t\t// .isSkinnedMesh isn't in glTF spec. See ._markDefs()\n\t\t\t\t\tmesh = meshDef.isSkinnedMesh === true\n\t\t\t\t\t\t? new SkinnedMesh( geometry, material )\n\t\t\t\t\t\t: new Mesh( geometry, material );\n\n\t\t\t\t\tif ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {\n\n\t\t\t\t\t\t// we normalize floating point skin weight array to fix malformed assets (see #15319)\n\t\t\t\t\t\t// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs\n\t\t\t\t\t\tmesh.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );\n\n\t\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {\n\n\t\t\t\t\tmesh = new LineSegments( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {\n\n\t\t\t\t\tmesh = new Line( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {\n\n\t\t\t\t\tmesh = new LineLoop( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {\n\n\t\t\t\t\tmesh = new Points( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\n\n\t\t\t\t\tupdateMorphTargets( mesh, meshDef );\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );\n\n\t\t\t\tassignExtrasToUserData( mesh, meshDef );\n\n\t\t\t\tif ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );\n\n\t\t\t\tparser.assignFinalMaterial( mesh );\n\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\tif ( meshes.length === 1 ) {\n\n\t\t\t\treturn meshes[ 0 ];\n\n\t\t\t}\n\n\t\t\tvar group = new Group();\n\n\t\t\tfor ( var i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n\t * @param {number} cameraIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadCamera = function ( cameraIndex ) {\n\n\t\tvar camera;\n\t\tvar cameraDef = this.json.cameras[ cameraIndex ];\n\t\tvar params = cameraDef[ cameraDef.type ];\n\n\t\tif ( ! params ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( cameraDef.type === 'perspective' ) {\n\n\t\t\tcamera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\n\n\t\t} else if ( cameraDef.type === 'orthographic' ) {\n\n\t\t\tcamera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );\n\n\t\t}\n\n\t\tif ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );\n\n\t\tassignExtrasToUserData( camera, cameraDef );\n\n\t\treturn Promise.resolve( camera );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n\t * @param {number} skinIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadSkin = function ( skinIndex ) {\n\n\t\tvar skinDef = this.json.skins[ skinIndex ];\n\n\t\tvar skinEntry = { joints: skinDef.joints };\n\n\t\tif ( skinDef.inverseBindMatrices === undefined ) {\n\n\t\t\treturn Promise.resolve( skinEntry );\n\n\t\t}\n\n\t\treturn this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {\n\n\t\t\tskinEntry.inverseBindMatrices = accessor;\n\n\t\t\treturn skinEntry;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n\t * @param {number} animationIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadAnimation = function ( animationIndex ) {\n\n\t\tvar json = this.json;\n\n\t\tvar animationDef = json.animations[ animationIndex ];\n\n\t\tvar pendingNodes = [];\n\t\tvar pendingInputAccessors = [];\n\t\tvar pendingOutputAccessors = [];\n\t\tvar pendingSamplers = [];\n\t\tvar pendingTargets = [];\n\n\t\tfor ( var i = 0, il = animationDef.channels.length; i < il; i ++ ) {\n\n\t\t\tvar channel = animationDef.channels[ i ];\n\t\t\tvar sampler = animationDef.samplers[ channel.sampler ];\n\t\t\tvar target = channel.target;\n\t\t\tvar name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.\n\t\t\tvar input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\n\t\t\tvar output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\n\n\t\t\tpendingNodes.push( this.getDependency( 'node', name ) );\n\t\t\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\n\t\t\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\n\t\t\tpendingSamplers.push( sampler );\n\t\t\tpendingTargets.push( target );\n\n\t\t}\n\n\t\treturn Promise.all( [\n\n\t\t\tPromise.all( pendingNodes ),\n\t\t\tPromise.all( pendingInputAccessors ),\n\t\t\tPromise.all( pendingOutputAccessors ),\n\t\t\tPromise.all( pendingSamplers ),\n\t\t\tPromise.all( pendingTargets )\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tvar nodes = dependencies[ 0 ];\n\t\t\tvar inputAccessors = dependencies[ 1 ];\n\t\t\tvar outputAccessors = dependencies[ 2 ];\n\t\t\tvar samplers = dependencies[ 3 ];\n\t\t\tvar targets = dependencies[ 4 ];\n\n\t\t\tvar tracks = [];\n\n\t\t\tfor ( var i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tvar node = nodes[ i ];\n\t\t\t\tvar inputAccessor = inputAccessors[ i ];\n\t\t\t\tvar outputAccessor = outputAccessors[ i ];\n\t\t\t\tvar sampler = samplers[ i ];\n\t\t\t\tvar target = targets[ i ];\n\n\t\t\t\tif ( node === undefined ) continue;\n\n\t\t\t\tnode.updateMatrix();\n\t\t\t\tnode.matrixAutoUpdate = true;\n\n\t\t\t\tvar TypedKeyframeTrack;\n\n\t\t\t\tswitch ( PATH_PROPERTIES[ target.path ] ) {\n\n\t\t\t\t\tcase PATH_PROPERTIES.weights:\n\n\t\t\t\t\t\tTypedKeyframeTrack = NumberKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.rotation:\n\n\t\t\t\t\t\tTypedKeyframeTrack = QuaternionKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.position:\n\t\t\t\t\tcase PATH_PROPERTIES.scale:\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tTypedKeyframeTrack = VectorKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tvar targetName = node.name ? node.name : node.uuid;\n\n\t\t\t\tvar interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;\n\n\t\t\t\tvar targetNames = [];\n\n\t\t\t\tif ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {\n\n\t\t\t\t\t// Node may be a Group (glTF mesh with several primitives) or a Mesh.\n\t\t\t\t\tnode.traverse( function ( object ) {\n\n\t\t\t\t\t\tif ( object.isMesh === true && object.morphTargetInfluences ) {\n\n\t\t\t\t\t\t\ttargetNames.push( object.name ? object.name : object.uuid );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttargetNames.push( targetName );\n\n\t\t\t\t}\n\n\t\t\t\tvar outputArray = outputAccessor.array;\n\n\t\t\t\tif ( outputAccessor.normalized ) {\n\n\t\t\t\t\tvar scale;\n\n\t\t\t\t\tif ( outputArray.constructor === Int8Array ) {\n\n\t\t\t\t\t\tscale = 1 / 127;\n\n\t\t\t\t\t} else if ( outputArray.constructor === Uint8Array ) {\n\n\t\t\t\t\t\tscale = 1 / 255;\n\n\t\t\t\t\t} else if ( outputArray.constructor == Int16Array ) {\n\n\t\t\t\t\t\tscale = 1 / 32767;\n\n\t\t\t\t\t} else if ( outputArray.constructor === Uint16Array ) {\n\n\t\t\t\t\t\tscale = 1 / 65535;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported output accessor component type.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar scaled = new Float32Array( outputArray.length );\n\n\t\t\t\t\tfor ( var j = 0, jl = outputArray.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tscaled[ j ] = outputArray[ j ] * scale;\n\n\t\t\t\t\t}\n\n\t\t\t\t\toutputArray = scaled;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var j = 0, jl = targetNames.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar track = new TypedKeyframeTrack(\n\t\t\t\t\t\ttargetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],\n\t\t\t\t\t\tinputAccessor.array,\n\t\t\t\t\t\toutputArray,\n\t\t\t\t\t\tinterpolation\n\t\t\t\t\t);\n\n\t\t\t\t\t// Override interpolation with custom factory method.\n\t\t\t\t\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\n\n\t\t\t\t\t\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\n\n\t\t\t\t\t\t\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\n\t\t\t\t\t\t\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\n\t\t\t\t\t\t\t// must be divided by three to get the interpolant's sampleSize argument.\n\n\t\t\t\t\t\t\treturn new GLTFCubicSplineInterpolant( this.times, this.values, this.getValueSize() / 3, result );\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\n\t\t\t\t\t\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( track );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;\n\n\t\t\treturn new AnimationClip( name, undefined, tracks );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n\t * @param {number} nodeIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadNode = function ( nodeIndex ) {\n\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\t\tvar parser = this;\n\n\t\tvar nodeDef = json.nodes[ nodeIndex ];\n\n\t\t// reserve node's name before its dependencies, so the root has the intended name.\n\t\tvar nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';\n\n\t\treturn ( function () {\n\n\t\t\tvar pending = [];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\n\n\t\t\t\t\tvar node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );\n\n\t\t\t\t\t// if weights are provided on the node, override weights on the mesh.\n\t\t\t\t\tif ( nodeDef.weights !== undefined ) {\n\n\t\t\t\t\t\tnode.traverse( function ( o ) {\n\n\t\t\t\t\t\t\tif ( ! o.isMesh ) return;\n\n\t\t\t\t\t\t\tfor ( var i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn node;\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {\n\n\t\t\t\t\treturn parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tparser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );\n\n\t\t\t} ).forEach( function ( promise ) {\n\n\t\t\t\tpending.push( promise );\n\n\t\t\t} );\n\n\t\t\treturn Promise.all( pending );\n\n\t\t}() ).then( function ( objects ) {\n\n\t\t\tvar node;\n\n\t\t\t// .isBone isn't in glTF spec. See ._markDefs\n\t\t\tif ( nodeDef.isBone === true ) {\n\n\t\t\t\tnode = new Bone();\n\n\t\t\t} else if ( objects.length > 1 ) {\n\n\t\t\t\tnode = new Group();\n\n\t\t\t} else if ( objects.length === 1 ) {\n\n\t\t\t\tnode = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tnode = new Object3D();\n\n\t\t\t}\n\n\t\t\tif ( node !== objects[ 0 ] ) {\n\n\t\t\t\tfor ( var i = 0, il = objects.length; i < il; i ++ ) {\n\n\t\t\t\t\tnode.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.name ) {\n\n\t\t\t\tnode.userData.name = nodeDef.name;\n\t\t\t\tnode.name = nodeName;\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( node, nodeDef );\n\n\t\t\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\n\n\t\t\tif ( nodeDef.matrix !== undefined ) {\n\n\t\t\t\tvar matrix = new Matrix4();\n\t\t\t\tmatrix.fromArray( nodeDef.matrix );\n\t\t\t\tnode.applyMatrix4( matrix );\n\n\t\t\t} else {\n\n\t\t\t\tif ( nodeDef.translation !== undefined ) {\n\n\t\t\t\t\tnode.position.fromArray( nodeDef.translation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.rotation !== undefined ) {\n\n\t\t\t\t\tnode.quaternion.fromArray( nodeDef.rotation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.scale !== undefined ) {\n\n\t\t\t\t\tnode.scale.fromArray( nodeDef.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tparser.associations.set( node, { type: 'nodes', index: nodeIndex } );\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n\t * @param {number} sceneIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadScene = function () {\n\n\t\t// scene node hierachy builder\n\n\t\tfunction buildNodeHierachy( nodeId, parentObject, json, parser ) {\n\n\t\t\tvar nodeDef = json.nodes[ nodeId ];\n\n\t\t\treturn parser.getDependency( 'node', nodeId ).then( function ( node ) {\n\n\t\t\t\tif ( nodeDef.skin === undefined ) return node;\n\n\t\t\t\t// build skeleton here as well\n\n\t\t\t\tvar skinEntry;\n\n\t\t\t\treturn parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {\n\n\t\t\t\t\tskinEntry = skin;\n\n\t\t\t\t\tvar pendingJoints = [];\n\n\t\t\t\t\tfor ( var i = 0, il = skinEntry.joints.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tpendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn Promise.all( pendingJoints );\n\n\t\t\t\t} ).then( function ( jointNodes ) {\n\n\t\t\t\t\tnode.traverse( function ( mesh ) {\n\n\t\t\t\t\t\tif ( ! mesh.isMesh ) return;\n\n\t\t\t\t\t\tvar bones = [];\n\t\t\t\t\t\tvar boneInverses = [];\n\n\t\t\t\t\t\tfor ( var j = 0, jl = jointNodes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tvar jointNode = jointNodes[ j ];\n\n\t\t\t\t\t\t\tif ( jointNode ) {\n\n\t\t\t\t\t\t\t\tbones.push( jointNode );\n\n\t\t\t\t\t\t\t\tvar mat = new Matrix4();\n\n\t\t\t\t\t\t\t\tif ( skinEntry.inverseBindMatrices !== undefined ) {\n\n\t\t\t\t\t\t\t\t\tmat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tboneInverses.push( mat );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Joint \"%s\" could not be found.', skinEntry.joints[ j ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn node;\n\n\t\t\t\t} );\n\n\t\t\t} ).then( function ( node ) {\n\n\t\t\t\t// build node hierachy\n\n\t\t\t\tparentObject.add( node );\n\n\t\t\t\tvar pending = [];\n\n\t\t\t\tif ( nodeDef.children ) {\n\n\t\t\t\t\tvar children = nodeDef.children;\n\n\t\t\t\t\tfor ( var i = 0, il = children.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar child = children[ i ];\n\t\t\t\t\t\tpending.push( buildNodeHierachy( child, node, json, parser ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn Promise.all( pending );\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn function loadScene( sceneIndex ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar extensions = this.extensions;\n\t\t\tvar sceneDef = this.json.scenes[ sceneIndex ];\n\t\t\tvar parser = this;\n\n\t\t\t// Loader returns Group, not Scene.\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172\n\t\t\tvar scene = new Group();\n\t\t\tif ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );\n\n\t\t\tassignExtrasToUserData( scene, sceneDef );\n\n\t\t\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\n\n\t\t\tvar nodeIds = sceneDef.nodes || [];\n\n\t\t\tvar pending = [];\n\n\t\t\tfor ( var i = 0, il = nodeIds.length; i < il; i ++ ) {\n\n\t\t\t\tpending.push( buildNodeHierachy( nodeIds[ i ], scene, json, parser ) );\n\n\t\t\t}\n\n\t\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\t\treturn scene;\n\n\t\t\t} );\n\n\t\t};\n\n\t}();\n\n\treturn GLTFLoader;\n\n} )();\n\nexport { GLTFLoader };\n","/**\n * @webxr-input-profiles/motion-controllers 1.0.0 https://github.com/immersive-web/webxr-input-profiles\n */\n\nconst Constants = {\n Handedness: Object.freeze({\n NONE: 'none',\n LEFT: 'left',\n RIGHT: 'right'\n }),\n\n ComponentState: Object.freeze({\n DEFAULT: 'default',\n TOUCHED: 'touched',\n PRESSED: 'pressed'\n }),\n\n ComponentProperty: Object.freeze({\n BUTTON: 'button',\n X_AXIS: 'xAxis',\n Y_AXIS: 'yAxis',\n STATE: 'state'\n }),\n\n ComponentType: Object.freeze({\n TRIGGER: 'trigger',\n SQUEEZE: 'squeeze',\n TOUCHPAD: 'touchpad',\n THUMBSTICK: 'thumbstick',\n BUTTON: 'button'\n }),\n\n ButtonTouchThreshold: 0.05,\n\n AxisTouchThreshold: 0.1,\n\n VisualResponseProperty: Object.freeze({\n TRANSFORM: 'transform',\n VISIBILITY: 'visibility'\n })\n};\n\n/**\n * @description Static helper function to fetch a JSON file and turn it into a JS object\n * @param {string} path - Path to JSON file to be fetched\n */\nasync function fetchJsonFile(path) {\n const response = await fetch(path);\n if (!response.ok) {\n throw new Error(response.statusText);\n } else {\n return response.json();\n }\n}\n\nasync function fetchProfilesList(basePath) {\n if (!basePath) {\n throw new Error('No basePath supplied');\n }\n\n const profileListFileName = 'profilesList.json';\n const profilesList = await fetchJsonFile(`${basePath}/${profileListFileName}`);\n return profilesList;\n}\n\nasync function fetchProfile(xrInputSource, basePath, defaultProfile = null, getAssetPath = true) {\n if (!xrInputSource) {\n throw new Error('No xrInputSource supplied');\n }\n\n if (!basePath) {\n throw new Error('No basePath supplied');\n }\n\n // Get the list of profiles\n const supportedProfilesList = await fetchProfilesList(basePath);\n\n // Find the relative path to the first requested profile that is recognized\n let match;\n xrInputSource.profiles.some((profileId) => {\n const supportedProfile = supportedProfilesList[profileId];\n if (supportedProfile) {\n match = {\n profileId,\n profilePath: `${basePath}/${supportedProfile.path}`,\n deprecated: !!supportedProfile.deprecated\n };\n }\n return !!match;\n });\n\n if (!match) {\n if (!defaultProfile) {\n throw new Error('No matching profile name found');\n }\n\n const supportedProfile = supportedProfilesList[defaultProfile];\n if (!supportedProfile) {\n throw new Error(`No matching profile name found and default profile \"${defaultProfile}\" missing.`);\n }\n\n match = {\n profileId: defaultProfile,\n profilePath: `${basePath}/${supportedProfile.path}`,\n deprecated: !!supportedProfile.deprecated\n };\n }\n\n const profile = await fetchJsonFile(match.profilePath);\n\n let assetPath;\n if (getAssetPath) {\n let layout;\n if (xrInputSource.handedness === 'any') {\n layout = profile.layouts[Object.keys(profile.layouts)[0]];\n } else {\n layout = profile.layouts[xrInputSource.handedness];\n }\n if (!layout) {\n throw new Error(\n `No matching handedness, ${xrInputSource.handedness}, in profile ${match.profileId}`\n );\n }\n\n if (layout.assetPath) {\n assetPath = match.profilePath.replace('profile.json', layout.assetPath);\n }\n }\n\n return { profile, assetPath };\n}\n\n/** @constant {Object} */\nconst defaultComponentValues = {\n xAxis: 0,\n yAxis: 0,\n button: 0,\n state: Constants.ComponentState.DEFAULT\n};\n\n/**\n * @description Converts an X, Y coordinate from the range -1 to 1 (as reported by the Gamepad\n * API) to the range 0 to 1 (for interpolation). Also caps the X, Y values to be bounded within\n * a circle. This ensures that thumbsticks are not animated outside the bounds of their physical\n * range of motion and touchpads do not report touch locations off their physical bounds.\n * @param {number} x The original x coordinate in the range -1 to 1\n * @param {number} y The original y coordinate in the range -1 to 1\n */\nfunction normalizeAxes(x = 0, y = 0) {\n let xAxis = x;\n let yAxis = y;\n\n // Determine if the point is outside the bounds of the circle\n // and, if so, place it on the edge of the circle\n const hypotenuse = Math.sqrt((x * x) + (y * y));\n if (hypotenuse > 1) {\n const theta = Math.atan2(y, x);\n xAxis = Math.cos(theta);\n yAxis = Math.sin(theta);\n }\n\n // Scale and move the circle so values are in the interpolation range. The circle's origin moves\n // from (0, 0) to (0.5, 0.5). The circle's radius scales from 1 to be 0.5.\n const result = {\n normalizedXAxis: (xAxis * 0.5) + 0.5,\n normalizedYAxis: (yAxis * 0.5) + 0.5\n };\n return result;\n}\n\n/**\n * Contains the description of how the 3D model should visually respond to a specific user input.\n * This is accomplished by initializing the object with the name of a node in the 3D model and\n * property that need to be modified in response to user input, the name of the nodes representing\n * the allowable range of motion, and the name of the input which triggers the change. In response\n * to the named input changing, this object computes the appropriate weighting to use for\n * interpolating between the range of motion nodes.\n */\nclass VisualResponse {\n constructor(visualResponseDescription) {\n this.componentProperty = visualResponseDescription.componentProperty;\n this.states = visualResponseDescription.states;\n this.valueNodeName = visualResponseDescription.valueNodeName;\n this.valueNodeProperty = visualResponseDescription.valueNodeProperty;\n\n if (this.valueNodeProperty === Constants.VisualResponseProperty.TRANSFORM) {\n this.minNodeName = visualResponseDescription.minNodeName;\n this.maxNodeName = visualResponseDescription.maxNodeName;\n }\n\n // Initializes the response's current value based on default data\n this.value = 0;\n this.updateFromComponent(defaultComponentValues);\n }\n\n /**\n * Computes the visual response's interpolation weight based on component state\n * @param {Object} componentValues - The component from which to update\n * @param {number} xAxis - The reported X axis value of the component\n * @param {number} yAxis - The reported Y axis value of the component\n * @param {number} button - The reported value of the component's button\n * @param {string} state - The component's active state\n */\n updateFromComponent({\n xAxis, yAxis, button, state\n }) {\n const { normalizedXAxis, normalizedYAxis } = normalizeAxes(xAxis, yAxis);\n switch (this.componentProperty) {\n case Constants.ComponentProperty.X_AXIS:\n this.value = (this.states.includes(state)) ? normalizedXAxis : 0.5;\n break;\n case Constants.ComponentProperty.Y_AXIS:\n this.value = (this.states.includes(state)) ? normalizedYAxis : 0.5;\n break;\n case Constants.ComponentProperty.BUTTON:\n this.value = (this.states.includes(state)) ? button : 0;\n break;\n case Constants.ComponentProperty.STATE:\n if (this.valueNodeProperty === Constants.VisualResponseProperty.VISIBILITY) {\n this.value = (this.states.includes(state));\n } else {\n this.value = this.states.includes(state) ? 1.0 : 0.0;\n }\n break;\n default:\n throw new Error(`Unexpected visualResponse componentProperty ${this.componentProperty}`);\n }\n }\n}\n\nclass Component {\n /**\n * @param {Object} componentId - Id of the component\n * @param {Object} componentDescription - Description of the component to be created\n */\n constructor(componentId, componentDescription) {\n if (!componentId\n || !componentDescription\n || !componentDescription.visualResponses\n || !componentDescription.gamepadIndices\n || Object.keys(componentDescription.gamepadIndices).length === 0) {\n throw new Error('Invalid arguments supplied');\n }\n\n this.id = componentId;\n this.type = componentDescription.type;\n this.rootNodeName = componentDescription.rootNodeName;\n this.touchPointNodeName = componentDescription.touchPointNodeName;\n\n // Build all the visual responses for this component\n this.visualResponses = {};\n Object.keys(componentDescription.visualResponses).forEach((responseName) => {\n const visualResponse = new VisualResponse(componentDescription.visualResponses[responseName]);\n this.visualResponses[responseName] = visualResponse;\n });\n\n // Set default values\n this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices);\n\n this.values = {\n state: Constants.ComponentState.DEFAULT,\n button: (this.gamepadIndices.button !== undefined) ? 0 : undefined,\n xAxis: (this.gamepadIndices.xAxis !== undefined) ? 0 : undefined,\n yAxis: (this.gamepadIndices.yAxis !== undefined) ? 0 : undefined\n };\n }\n\n get data() {\n const data = { id: this.id, ...this.values };\n return data;\n }\n\n /**\n * @description Poll for updated data based on current gamepad state\n * @param {Object} gamepad - The gamepad object from which the component data should be polled\n */\n updateFromGamepad(gamepad) {\n // Set the state to default before processing other data sources\n this.values.state = Constants.ComponentState.DEFAULT;\n\n // Get and normalize button\n if (this.gamepadIndices.button !== undefined\n && gamepad.buttons.length > this.gamepadIndices.button) {\n const gamepadButton = gamepad.buttons[this.gamepadIndices.button];\n this.values.button = gamepadButton.value;\n this.values.button = (this.values.button < 0) ? 0 : this.values.button;\n this.values.button = (this.values.button > 1) ? 1 : this.values.button;\n\n // Set the state based on the button\n if (gamepadButton.pressed || this.values.button === 1) {\n this.values.state = Constants.ComponentState.PRESSED;\n } else if (gamepadButton.touched || this.values.button > Constants.ButtonTouchThreshold) {\n this.values.state = Constants.ComponentState.TOUCHED;\n }\n }\n\n // Get and normalize x axis value\n if (this.gamepadIndices.xAxis !== undefined\n && gamepad.axes.length > this.gamepadIndices.xAxis) {\n this.values.xAxis = gamepad.axes[this.gamepadIndices.xAxis];\n this.values.xAxis = (this.values.xAxis < -1) ? -1 : this.values.xAxis;\n this.values.xAxis = (this.values.xAxis > 1) ? 1 : this.values.xAxis;\n\n // If the state is still default, check if the xAxis makes it touched\n if (this.values.state === Constants.ComponentState.DEFAULT\n && Math.abs(this.values.xAxis) > Constants.AxisTouchThreshold) {\n this.values.state = Constants.ComponentState.TOUCHED;\n }\n }\n\n // Get and normalize Y axis value\n if (this.gamepadIndices.yAxis !== undefined\n && gamepad.axes.length > this.gamepadIndices.yAxis) {\n this.values.yAxis = gamepad.axes[this.gamepadIndices.yAxis];\n this.values.yAxis = (this.values.yAxis < -1) ? -1 : this.values.yAxis;\n this.values.yAxis = (this.values.yAxis > 1) ? 1 : this.values.yAxis;\n\n // If the state is still default, check if the yAxis makes it touched\n if (this.values.state === Constants.ComponentState.DEFAULT\n && Math.abs(this.values.yAxis) > Constants.AxisTouchThreshold) {\n this.values.state = Constants.ComponentState.TOUCHED;\n }\n }\n\n // Update the visual response weights based on the current component data\n Object.values(this.visualResponses).forEach((visualResponse) => {\n visualResponse.updateFromComponent(this.values);\n });\n }\n}\n\n/**\n * @description Builds a motion controller with components and visual responses based on the\n * supplied profile description. Data is polled from the xrInputSource's gamepad.\n * @author Nell Waliczek / https://github.com/NellWaliczek\n*/\nclass MotionController {\n /**\n * @param {Object} xrInputSource - The XRInputSource to build the MotionController around\n * @param {Object} profile - The best matched profile description for the supplied xrInputSource\n * @param {Object} assetUrl\n */\n constructor(xrInputSource, profile, assetUrl) {\n if (!xrInputSource) {\n throw new Error('No xrInputSource supplied');\n }\n\n if (!profile) {\n throw new Error('No profile supplied');\n }\n\n this.xrInputSource = xrInputSource;\n this.assetUrl = assetUrl;\n this.id = profile.profileId;\n\n // Build child components as described in the profile description\n this.layoutDescription = profile.layouts[xrInputSource.handedness];\n this.components = {};\n Object.keys(this.layoutDescription.components).forEach((componentId) => {\n const componentDescription = this.layoutDescription.components[componentId];\n this.components[componentId] = new Component(componentId, componentDescription);\n });\n\n // Initialize components based on current gamepad state\n this.updateFromGamepad();\n }\n\n get gripSpace() {\n return this.xrInputSource.gripSpace;\n }\n\n get targetRaySpace() {\n return this.xrInputSource.targetRaySpace;\n }\n\n /**\n * @description Returns a subset of component data for simplified debugging\n */\n get data() {\n const data = [];\n Object.values(this.components).forEach((component) => {\n data.push(component.data);\n });\n return data;\n }\n\n /**\n * @description Poll for updated data based on current gamepad state\n */\n updateFromGamepad() {\n Object.values(this.components).forEach((component) => {\n component.updateFromGamepad(this.xrInputSource.gamepad);\n });\n }\n}\n\nexport { Constants, MotionController, fetchProfile, fetchProfilesList };\n","import {\n\tMesh,\n\tMeshBasicMaterial,\n\tObject3D,\n\tQuaternion,\n\tSphereBufferGeometry,\n} from '../build/three.module.js';\n\nimport { GLTFLoader } from '../loaders/GLTFLoader.js';\n\nimport {\n\tConstants as MotionControllerConstants,\n\tfetchProfile,\n\tMotionController\n} from '../libs/motion-controllers.module.js';\n\nconst DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';\nconst DEFAULT_PROFILE = 'generic-trigger';\n\nfunction XRControllerModel( ) {\n\n\tObject3D.call( this );\n\n\tthis.motionController = null;\n\tthis.envMap = null;\n\n}\n\nXRControllerModel.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: XRControllerModel,\n\n\tsetEnvironmentMap: function ( envMap ) {\n\n\t\tif ( this.envMap == envMap ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.envMap = envMap;\n\t\tthis.traverse( ( child ) => {\n\n\t\t\tif ( child.isMesh ) {\n\n\t\t\t\tchild.material.envMap = this.envMap;\n\t\t\t\tchild.material.needsUpdate = true;\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Polls data from the XRInputSource and updates the model's components to match\n\t * the real world data\n\t */\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( ! this.motionController ) return;\n\n\t\t// Cause the MotionController to poll the Gamepad for data\n\t\tthis.motionController.updateFromGamepad();\n\n\t\t// Update the 3D model to reflect the button, thumbstick, and touchpad state\n\t\tObject.values( this.motionController.components ).forEach( ( component ) => {\n\n\t\t\t// Update node data based on the visual responses' current states\n\t\t\tObject.values( component.visualResponses ).forEach( ( visualResponse ) => {\n\n\t\t\t\tconst { valueNode, minNode, maxNode, value, valueNodeProperty } = visualResponse;\n\n\t\t\t\t// Skip if the visual response node is not found. No error is needed,\n\t\t\t\t// because it will have been reported at load time.\n\t\t\t\tif ( ! valueNode ) return;\n\n\t\t\t\t// Calculate the new properties based on the weight supplied\n\t\t\t\tif ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.VISIBILITY ) {\n\n\t\t\t\t\tvalueNode.visible = value;\n\n\t\t\t\t} else if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {\n\n\t\t\t\t\tQuaternion.slerp(\n\t\t\t\t\t\tminNode.quaternion,\n\t\t\t\t\t\tmaxNode.quaternion,\n\t\t\t\t\t\tvalueNode.quaternion,\n\t\t\t\t\t\tvalue\n\t\t\t\t\t);\n\n\t\t\t\t\tvalueNode.position.lerpVectors(\n\t\t\t\t\t\tminNode.position,\n\t\t\t\t\t\tmaxNode.position,\n\t\t\t\t\t\tvalue\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n} );\n\n/**\n * Walks the model's tree to find the nodes needed to animate the components and\n * saves them to the motionContoller components for use in the frame loop. When\n * touchpads are found, attaches a touch dot to them.\n */\nfunction findNodes( motionController, scene ) {\n\n\t// Loop through the components and find the nodes needed for each components' visual responses\n\tObject.values( motionController.components ).forEach( ( component ) => {\n\n\t\tconst { type, touchPointNodeName, visualResponses } = component;\n\n\t\tif ( type === MotionControllerConstants.ComponentType.TOUCHPAD ) {\n\n\t\t\tcomponent.touchPointNode = scene.getObjectByName( touchPointNodeName );\n\t\t\tif ( component.touchPointNode ) {\n\n\t\t\t\t// Attach a touch dot to the touchpad.\n\t\t\t\tconst sphereGeometry = new SphereBufferGeometry( 0.001 );\n\t\t\t\tconst material = new MeshBasicMaterial( { color: 0x0000FF } );\n\t\t\t\tconst sphere = new Mesh( sphereGeometry, material );\n\t\t\t\tcomponent.touchPointNode.add( sphere );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( `Could not find touch dot, ${component.touchPointNodeName}, in touchpad component ${component.id}` );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Loop through all the visual responses to be applied to this component\n\t\tObject.values( visualResponses ).forEach( ( visualResponse ) => {\n\n\t\t\tconst { valueNodeName, minNodeName, maxNodeName, valueNodeProperty } = visualResponse;\n\n\t\t\t// If animating a transform, find the two nodes to be interpolated between.\n\t\t\tif ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {\n\n\t\t\t\tvisualResponse.minNode = scene.getObjectByName( minNodeName );\n\t\t\t\tvisualResponse.maxNode = scene.getObjectByName( maxNodeName );\n\n\t\t\t\t// If the extents cannot be found, skip this animation\n\t\t\t\tif ( ! visualResponse.minNode ) {\n\n\t\t\t\t\tconsole.warn( `Could not find ${minNodeName} in the model` );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! visualResponse.maxNode ) {\n\n\t\t\t\t\tconsole.warn( `Could not find ${maxNodeName} in the model` );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// If the target node cannot be found, skip this animation\n\t\t\tvisualResponse.valueNode = scene.getObjectByName( valueNodeName );\n\t\t\tif ( ! visualResponse.valueNode ) {\n\n\t\t\t\tconsole.warn( `Could not find ${valueNodeName} in the model` );\n\n\t\t\t}\n\n\t\t} );\n\n\t} );\n\n}\n\nfunction addAssetSceneToControllerModel( controllerModel, scene ) {\n\n\t// Find the nodes needed for animation and cache them on the motionController.\n\tfindNodes( controllerModel.motionController, scene );\n\n\t// Apply any environment map that the mesh already has set.\n\tif ( controllerModel.envMap ) {\n\n\t\tscene.traverse( ( child ) => {\n\n\t\t\tif ( child.isMesh ) {\n\n\t\t\t\tchild.material.envMap = controllerModel.envMap;\n\t\t\t\tchild.material.needsUpdate = true;\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t// Add the glTF scene to the controllerModel.\n\tcontrollerModel.add( scene );\n\n}\n\nvar XRControllerModelFactory = ( function () {\n\n\tfunction XRControllerModelFactory( gltfLoader = null ) {\n\n\t\tthis.gltfLoader = gltfLoader;\n\t\tthis.path = DEFAULT_PROFILES_PATH;\n\t\tthis._assetCache = {};\n\n\t\t// If a GLTFLoader wasn't supplied to the constructor create a new one.\n\t\tif ( ! this.gltfLoader ) {\n\n\t\t\tthis.gltfLoader = new GLTFLoader();\n\n\t\t}\n\n\t}\n\n\tXRControllerModelFactory.prototype = {\n\n\t\tconstructor: XRControllerModelFactory,\n\n\t\tcreateControllerModel: function ( controller ) {\n\n\t\t\tconst controllerModel = new XRControllerModel();\n\t\t\tlet scene = null;\n\n\t\t\tcontroller.addEventListener( 'connected', ( event ) => {\n\n\t\t\t\tconst xrInputSource = event.data;\n\n\t\t\t\tif ( xrInputSource.targetRayMode !== 'tracked-pointer' || ! xrInputSource.gamepad ) return;\n\n\t\t\t\tfetchProfile( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => {\n\n\t\t\t\t\tcontrollerModel.motionController = new MotionController(\n\t\t\t\t\t\txrInputSource,\n\t\t\t\t\t\tprofile,\n\t\t\t\t\t\tassetPath\n\t\t\t\t\t);\n\n\t\t\t\t\tconst cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ];\n\t\t\t\t\tif ( cachedAsset ) {\n\n\t\t\t\t\t\tscene = cachedAsset.scene.clone();\n\n\t\t\t\t\t\taddAssetSceneToControllerModel( controllerModel, scene );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( ! this.gltfLoader ) {\n\n\t\t\t\t\t\t\tthrow new Error( 'GLTFLoader not set.' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tthis.gltfLoader.setPath( '' );\n\t\t\t\t\t\tthis.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => {\n\n\t\t\t\t\t\t\tthis._assetCache[ controllerModel.motionController.assetUrl ] = asset;\n\n\t\t\t\t\t\t\tscene = asset.scene.clone();\n\n\t\t\t\t\t\t\taddAssetSceneToControllerModel( controllerModel, scene );\n\n\t\t\t\t\t\t},\n\t\t\t\t\t\tnull,\n\t\t\t\t\t\t() => {\n\n\t\t\t\t\t\t\tthrow new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` );\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t} ).catch( ( err ) => {\n\n\t\t\t\t\tconsole.warn( err );\n\n\t\t\t\t} );\n\n\t\t\t} );\n\n\t\t\tcontroller.addEventListener( 'disconnected', () => {\n\n\t\t\t\tcontrollerModel.motionController = null;\n\t\t\t\tcontrollerModel.remove( scene );\n\t\t\t\tscene = null;\n\n\t\t\t} );\n\n\t\t\treturn controllerModel;\n\n\t\t}\n\n\t};\n\n\treturn XRControllerModelFactory;\n\n} )();\n\nexport { XRControllerModelFactory };\n","\r\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\r\nimport {EventDispatcher} from \"../EventDispatcher.js\";\r\nimport { XRControllerModelFactory } from '../../libs/three.js/webxr/XRControllerModelFactory.js';\r\nimport {Line2} from \"../../libs/three.js/lines/Line2.js\";\r\nimport {LineGeometry} from \"../../libs/three.js/lines/LineGeometry.js\";\r\nimport {LineMaterial} from \"../../libs/three.js/lines/LineMaterial.js\";\r\n\r\nlet fakeCam = new THREE.PerspectiveCamera();\r\n\r\nfunction toScene(vec, ref){\r\n\tlet node = ref.clone();\r\n\tnode.updateMatrix();\r\n\tnode.updateMatrixWorld();\r\n\r\n\tlet result = vec.clone().applyMatrix4(node.matrix);\r\n\tresult.z -= 0.8 * node.scale.x;\r\n\r\n\treturn result;\r\n};\r\n\r\nfunction computeMove(vrControls, controller){\r\n\r\n\tif(!controller || !controller.inputSource || !controller.inputSource.gamepad){\r\n\t\treturn null;\r\n\t}\r\n\r\n\tlet pad = controller.inputSource.gamepad;\r\n\r\n\tlet axes = pad.axes;\r\n\t// [0,1] are for touchpad, [2,3] for thumbsticks?\r\n\tlet y = 0;\r\n\tif(axes.length === 2){\r\n\t\ty = axes[1];\r\n\t}else if(axes.length === 4){\r\n\t\ty = axes[3];\r\n\t}\r\n\r\n\ty = Math.sign(y) * (2 * y) ** 2;\r\n\r\n\tlet maxSize = 0;\r\n\tfor(let pc of viewer.scene.pointclouds){\r\n\t\tlet size = pc.boundingBox.min.distanceTo(pc.boundingBox.max);\r\n\t\tmaxSize = Math.max(maxSize, size);\r\n\t}\r\n\tlet multiplicator = Math.pow(maxSize, 0.5) / 2;\r\n\r\n\tlet scale = vrControls.node.scale.x;\r\n\tlet moveSpeed = viewer.getMoveSpeed();\r\n\tlet amount = multiplicator * y * (moveSpeed ** 0.5) / scale;\r\n\r\n\r\n\tlet rotation = new THREE.Quaternion().setFromEuler(controller.rotation);\r\n\tlet dir = new THREE.Vector3(0, 0, -1);\r\n\tdir.applyQuaternion(rotation);\r\n\r\n\tlet move = dir.clone().multiplyScalar(amount);\r\n\r\n\tlet p1 = vrControls.toScene(controller.position);\r\n\tlet p2 = vrControls.toScene(controller.position.clone().add(move));\r\n\r\n\tmove = p2.clone().sub(p1);\r\n\t\r\n\treturn move;\r\n};\r\n\r\n\r\nclass FlyMode{\r\n\r\n\tconstructor(vrControls){\r\n\t\tthis.moveFactor = 1;\r\n\t\tthis.dbgLabel = null;\r\n\t}\r\n\r\n\tstart(vrControls){\r\n\t\tif(!this.dbgLabel){\r\n\t\t\tthis.dbgLabel = new Potree.TextSprite(\"abc\");\r\n\t\t\tthis.dbgLabel.name = \"debug label\";\r\n\t\t\tvrControls.viewer.sceneVR.add(this.dbgLabel);\r\n\t\t\tthis.dbgLabel.visible = false;\r\n\t\t}\r\n\t}\r\n\t\r\n\tend(){\r\n\r\n\t}\r\n\r\n\tupdate(vrControls, delta){\r\n\r\n\t\tlet primary = vrControls.cPrimary;\r\n\t\tlet secondary = vrControls.cSecondary;\r\n\r\n\t\tlet move1 = computeMove(vrControls, primary);\r\n\t\tlet move2 = computeMove(vrControls, secondary);\r\n\r\n\r\n\t\tif(!move1){\r\n\t\t\tmove1 = new THREE.Vector3();\r\n\t\t}\r\n\r\n\t\tif(!move2){\r\n\t\t\tmove2 = new THREE.Vector3();\r\n\t\t}\r\n\r\n\t\tlet move = move1.clone().add(move2);\r\n\r\n\t\tmove.multiplyScalar(-delta * this.moveFactor);\r\n\t\tvrControls.node.position.add(move);\r\n\t\t\r\n\r\n\t\tlet scale = vrControls.node.scale.x;\r\n\r\n\t\tlet camVR = vrControls.viewer.renderer.xr.getCamera(fakeCam);\r\n\t\t\r\n\t\tlet vrPos = camVR.getWorldPosition(new THREE.Vector3());\r\n\t\tlet vrDir = camVR.getWorldDirection(new THREE.Vector3());\r\n\t\tlet vrTarget = vrPos.clone().add(vrDir.multiplyScalar(scale));\r\n\r\n\t\tlet scenePos = toScene(vrPos, vrControls.node);\r\n\t\tlet sceneDir = toScene(vrPos.clone().add(vrDir), vrControls.node).sub(scenePos);\r\n\t\tsceneDir.normalize().multiplyScalar(scale);\r\n\t\tlet sceneTarget = scenePos.clone().add(sceneDir);\r\n\r\n\t\tvrControls.viewer.scene.view.setView(scenePos, sceneTarget);\r\n\r\n\t\tif(Potree.debug.message){\r\n\t\t\tthis.dbgLabel.visible = true;\r\n\t\t\tthis.dbgLabel.setText(Potree.debug.message);\r\n\t\t\tthis.dbgLabel.scale.set(0.1, 0.1, 0.1);\r\n\t\t\tthis.dbgLabel.position.copy(primary.position);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nclass TranslationMode{\r\n\r\n\tconstructor(){\r\n\t\tthis.controller = null;\r\n\t\tthis.startPos = null;\r\n\t\tthis.debugLine = null;\r\n\t}\r\n\r\n\tstart(vrControls){\r\n\t\tthis.controller = vrControls.triggered.values().next().value;\r\n\t\tthis.startPos = vrControls.node.position.clone();\r\n\t}\r\n\t\r\n\tend(vrControls){\r\n\r\n\t}\r\n\r\n\tupdate(vrControls, delta){\r\n\r\n\t\tlet start = this.controller.start.position;\r\n\t\tlet end = this.controller.position;\r\n\r\n\t\tstart = vrControls.toScene(start);\r\n\t\tend = vrControls.toScene(end);\r\n\r\n\t\tlet diff = end.clone().sub(start);\r\n\t\tdiff.set(-diff.x, -diff.y, -diff.z);\r\n\r\n\t\tlet pos = new THREE.Vector3().addVectors(this.startPos, diff);\r\n\r\n\t\tvrControls.node.position.copy(pos);\r\n\t}\r\n\r\n};\r\n\r\nclass RotScaleMode{\r\n\r\n\tconstructor(){\r\n\t\tthis.line = null;\r\n\t\tthis.startState = null;\r\n\t}\r\n\r\n\tstart(vrControls){\r\n\t\tif(!this.line){\r\n\t\t\tthis.line = Potree.Utils.debugLine(\r\n\t\t\t\tvrControls.viewer.sceneVR, \r\n\t\t\t\tnew THREE.Vector3(0, 0, 0),\r\n\t\t\t\tnew THREE.Vector3(0, 0, 0),\r\n\t\t\t\t0xffff00,\r\n\t\t\t);\r\n\r\n\t\t\tthis.dbgLabel = new Potree.TextSprite(\"abc\");\r\n\t\t\tthis.dbgLabel.scale.set(0.1, 0.1, 0.1);\r\n\t\t\tvrControls.viewer.sceneVR.add(this.dbgLabel);\r\n\t\t}\r\n\r\n\t\tthis.line.node.visible = true;\r\n\r\n\t\tthis.startState = vrControls.node.clone();\r\n\t}\r\n\r\n\tend(vrControls){\r\n\t\tthis.line.node.visible = false;\r\n\t\tthis.dbgLabel.visible = false;\r\n\t}\r\n\r\n\tupdate(vrControls, delta){\r\n\r\n\t\tlet start_c1 = vrControls.cPrimary.start.position.clone();\r\n\t\tlet start_c2 = vrControls.cSecondary.start.position.clone();\r\n\t\tlet start_center = start_c1.clone().add(start_c2).multiplyScalar(0.5);\r\n\t\tlet start_c1_c2 = start_c2.clone().sub(start_c1);\r\n\t\tlet end_c1 = vrControls.cPrimary.position.clone();\r\n\t\tlet end_c2 = vrControls.cSecondary.position.clone();\r\n\t\tlet end_center = end_c1.clone().add(end_c2).multiplyScalar(0.5);\r\n\t\tlet end_c1_c2 = end_c2.clone().sub(end_c1);\r\n\r\n\t\tlet d1 = start_c1_c2.length();\r\n\t\tlet d2 = end_c1_c2.length();\r\n\r\n\t\tlet angleStart = new THREE.Vector2(start_c1_c2.x, start_c1_c2.z).angle();\r\n\t\tlet angleEnd = new THREE.Vector2(end_c1_c2.x, end_c1_c2.z).angle();\r\n\t\tlet angleDiff = angleEnd - angleStart;\r\n\t\t\r\n\t\tlet scale = d2 / d1;\r\n\r\n\t\tlet node = this.startState.clone();\r\n\t\tnode.updateMatrix();\r\n\t\tnode.matrixAutoUpdate = false;\r\n\r\n\t\tlet mToOrigin = new THREE.Matrix4().makeTranslation(...toScene(start_center, this.startState).multiplyScalar(-1).toArray());\r\n\t\tlet mToStart = new THREE.Matrix4().makeTranslation(...toScene(start_center, this.startState).toArray());\r\n\t\tlet mRotate = new THREE.Matrix4().makeRotationZ(angleDiff);\r\n\t\tlet mScale = new THREE.Matrix4().makeScale(1 / scale, 1 / scale, 1 / scale);\r\n\r\n\t\tnode.applyMatrix4(mToOrigin);\r\n\t\tnode.applyMatrix4(mRotate);\r\n\t\tnode.applyMatrix4(mScale);\r\n\t\tnode.applyMatrix4(mToStart);\r\n\r\n\t\tlet oldScenePos = toScene(start_center, this.startState);\r\n\t\tlet newScenePos = toScene(end_center, node);\r\n\t\tlet toNew = oldScenePos.clone().sub(newScenePos);\r\n\t\tlet mToNew = new THREE.Matrix4().makeTranslation(...toNew.toArray());\r\n\t\tnode.applyMatrix4(mToNew);\r\n\r\n\t\tnode.matrix.decompose(node.position, node.quaternion, node.scale );\r\n\r\n\t\tvrControls.node.position.copy(node.position);\r\n\t\tvrControls.node.quaternion.copy(node.quaternion);\r\n\t\tvrControls.node.scale.copy(node.scale);\r\n\t\tvrControls.node.updateMatrix();\r\n\r\n\t\t{\r\n\t\t\tlet scale = vrControls.node.scale.x;\r\n\t\t\tlet camVR = vrControls.viewer.renderer.xr.getCamera(fakeCam);\r\n\t\t\t\r\n\t\t\tlet vrPos = camVR.getWorldPosition(new THREE.Vector3());\r\n\t\t\tlet vrDir = camVR.getWorldDirection(new THREE.Vector3());\r\n\t\t\tlet vrTarget = vrPos.clone().add(vrDir.multiplyScalar(scale));\r\n\r\n\t\t\tlet scenePos = toScene(vrPos, this.startState);\r\n\t\t\tlet sceneDir = toScene(vrPos.clone().add(vrDir), this.startState).sub(scenePos);\r\n\t\t\tsceneDir.normalize().multiplyScalar(scale);\r\n\t\t\tlet sceneTarget = scenePos.clone().add(sceneDir);\r\n\r\n\t\t\tvrControls.viewer.scene.view.setView(scenePos, sceneTarget);\r\n\t\t\tvrControls.viewer.setMoveSpeed(scale);\r\n\t\t}\r\n\r\n\t\t{ // update \"GUI\"\r\n\t\t\tthis.line.set(end_c1, end_c2);\r\n\r\n\t\t\tlet scale = vrControls.node.scale.x;\r\n\t\t\tthis.dbgLabel.visible = true;\r\n\t\t\tthis.dbgLabel.position.copy(end_center);\r\n\t\t\tthis.dbgLabel.setText(`scale: 1 : ${scale.toFixed(2)}`);\r\n\t\t\tthis.dbgLabel.scale.set(0.05, 0.05, 0.05);\r\n\t\t}\r\n\r\n\t}\r\n\r\n};\r\n\r\n\r\nexport class VRControls extends EventDispatcher{\r\n\r\n\tconstructor(viewer){\r\n\t\tsuper(viewer);\r\n\r\n\t\tthis.viewer = viewer;\r\n\r\n\t\tviewer.addEventListener(\"vr_start\", this.onStart.bind(this));\r\n\t\tviewer.addEventListener(\"vr_end\", this.onEnd.bind(this));\r\n\r\n\t\tthis.node = new THREE.Object3D();\r\n\t\tthis.node.up.set(0, 0, 1);\r\n\t\tthis.triggered = new Set();\r\n\r\n\t\tlet xr = viewer.renderer.xr;\r\n\r\n\t\t{ // lights\r\n\t\t\t\r\n\t\t\tconst light = new THREE.PointLight( 0xffffff, 5, 0, 1 );\r\n\t\t\tlight.position.set(0, 2, 0);\r\n\t\t\tthis.viewer.sceneVR.add(light)\r\n\t\t}\r\n\r\n\t\tthis.menu = null;\r\n\r\n\t\tconst controllerModelFactory = new XRControllerModelFactory();\r\n\r\n\t\tlet sg = new THREE.SphereGeometry(1, 32, 32);\r\n\t\tlet sm = new THREE.MeshNormalMaterial();\r\n\r\n\t\t{ // setup primary controller\r\n\t\t\tlet controller = xr.getController(0);\r\n\r\n\t\t\tlet grip = xr.getControllerGrip(0);\r\n\t\t\tgrip.name = \"grip(0)\";\r\n\r\n\t\t\t// ADD CONTROLLERMODEL\r\n\t\t\tgrip.add( controllerModelFactory.createControllerModel( grip ) );\r\n\t\t\tthis.viewer.sceneVR.add(grip);\r\n\r\n\t\t\t// ADD SPHERE\r\n\t\t\tlet sphere = new THREE.Mesh(sg, sm);\r\n\t\t\tsphere.scale.set(0.005, 0.005, 0.005);\r\n\r\n\t\t\tcontroller.add(sphere);\r\n\t\t\tcontroller.visible = true;\r\n\t\t\tthis.viewer.sceneVR.add(controller);\r\n\r\n\t\t\t{ // ADD LINE\r\n\t\t\t\t\r\n\t\t\t\tlet lineGeometry = new LineGeometry();\r\n\r\n\t\t\t\tlineGeometry.setPositions([\r\n\t\t\t\t\t0, 0, -0.15,\r\n\t\t\t\t\t0, 0, 0.05,\r\n\t\t\t\t]);\r\n\r\n\t\t\t\tlet lineMaterial = new LineMaterial({ \r\n\t\t\t\t\tcolor: 0xff0000, \r\n\t\t\t\t\tlinewidth: 2, \r\n\t\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t\t\t});\r\n\r\n\t\t\t\tconst line = new Line2(lineGeometry, lineMaterial);\r\n\t\t\t\t\r\n\t\t\t\tcontroller.add(line);\r\n\t\t\t}\r\n\r\n\r\n\t\t\tcontroller.addEventListener( 'connected', function ( event ) {\r\n\t\t\t\tconst xrInputSource = event.data;\r\n\t\t\t\tcontroller.inputSource = xrInputSource;\r\n\t\t\t\t// initInfo(controller);\r\n\t\t\t});\r\n\r\n\t\t\tcontroller.addEventListener( 'selectstart', () => {this.onTriggerStart(controller)});\r\n\t\t\tcontroller.addEventListener( 'selectend', () => {this.onTriggerEnd(controller)});\r\n\r\n\t\t\tthis.cPrimary = controller;\r\n\r\n\t\t}\r\n\r\n\t\t{ // setup secondary controller\r\n\t\t\tlet controller = xr.getController(1);\r\n\r\n\t\t\tlet grip = xr.getControllerGrip(1);\r\n\r\n\t\t\t// ADD CONTROLLER MODEL\r\n\t\t\tlet model = controllerModelFactory.createControllerModel( grip );\r\n\t\t\tgrip.add(model);\r\n\t\t\tthis.viewer.sceneVR.add( grip );\r\n\r\n\t\t\t// ADD SPHERE\r\n\t\t\tlet sphere = new THREE.Mesh(sg, sm);\r\n\t\t\tsphere.scale.set(0.005, 0.005, 0.005);\r\n\t\t\tcontroller.add(sphere);\r\n\t\t\tcontroller.visible = true;\r\n\t\t\tthis.viewer.sceneVR.add(controller);\r\n\r\n\t\t\t{ // ADD LINE\r\n\t\t\t\t\r\n\t\t\t\tlet lineGeometry = new LineGeometry();\r\n\r\n\t\t\t\tlineGeometry.setPositions([\r\n\t\t\t\t\t0, 0, -0.15,\r\n\t\t\t\t\t0, 0, 0.05,\r\n\t\t\t\t]);\r\n\r\n\t\t\t\tlet lineMaterial = new LineMaterial({ \r\n\t\t\t\t\tcolor: 0xff0000, \r\n\t\t\t\t\tlinewidth: 2, \r\n\t\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t\t\t});\r\n\r\n\t\t\t\tconst line = new Line2(lineGeometry, lineMaterial);\r\n\t\t\t\t\r\n\t\t\t\tcontroller.add(line);\r\n\t\t\t}\r\n\r\n\t\t\tcontroller.addEventListener( 'connected', (event) => {\r\n\t\t\t\tconst xrInputSource = event.data;\r\n\t\t\t\tcontroller.inputSource = xrInputSource;\r\n\t\t\t\tthis.initMenu(controller);\r\n\t\t\t});\r\n\r\n\t\t\tcontroller.addEventListener( 'selectstart', () => {this.onTriggerStart(controller)});\r\n\t\t\tcontroller.addEventListener( 'selectend', () => {this.onTriggerEnd(controller)});\r\n\r\n\t\t\tthis.cSecondary = controller;\r\n\t\t}\r\n\r\n\t\tthis.mode_fly = new FlyMode();\r\n\t\tthis.mode_translate = new TranslationMode();\r\n\t\tthis.mode_rotScale = new RotScaleMode();\r\n\t\tthis.setMode(this.mode_fly);\r\n\t}\r\n\r\n\tcreateSlider(label, min, max){\r\n\r\n\t\tlet sg = new THREE.SphereGeometry(1, 8, 8);\r\n\t\tlet cg = new THREE.CylinderGeometry(1, 1, 1, 8);\r\n\t\tlet matHandle = new THREE.MeshBasicMaterial({color: 0xff0000});\r\n\t\tlet matScale = new THREE.MeshBasicMaterial({color: 0xff4444});\r\n\t\tlet matValue = new THREE.MeshNormalMaterial();\r\n\r\n\t\tlet node = new THREE.Object3D(\"slider\");\r\n\t\tlet nLabel = new Potree.TextSprite(`${label}: 0`);\r\n\t\tlet nMax = new THREE.Mesh(sg, matHandle);\r\n\t\tlet nMin = new THREE.Mesh(sg, matHandle);\r\n\t\tlet nValue = new THREE.Mesh(sg, matValue);\r\n\t\tlet nScale = new THREE.Mesh(cg, matScale);\r\n\r\n\t\tnLabel.scale.set(0.2, 0.2, 0.2);\r\n\t\tnLabel.position.set(0, 0.35, 0);\r\n\r\n\t\tnMax.scale.set(0.02, 0.02, 0.02);\r\n\t\tnMax.position.set(0, 0.25, 0);\r\n\r\n\t\tnMin.scale.set(0.02, 0.02, 0.02);\r\n\t\tnMin.position.set(0, -0.25, 0);\r\n\r\n\t\tnValue.scale.set(0.02, 0.02, 0.02);\r\n\t\tnValue.position.set(0, 0, 0);\r\n\r\n\t\tnScale.scale.set(0.005, 0.5, 0.005);\r\n\r\n\t\tnode.add(nLabel);\r\n\t\tnode.add(nMax);\r\n\t\tnode.add(nMin);\r\n\t\tnode.add(nValue);\r\n\t\tnode.add(nScale);\r\n\r\n\t\treturn node;\r\n\t}\r\n\r\n\tcreateInfo(){ \r\n\r\n\t\tlet texture = new THREE.TextureLoader().load(`${Potree.resourcePath}/images/vr_controller_help.jpg`);\r\n\t\tlet plane = new THREE.PlaneBufferGeometry(1, 1, 1, 1);\r\n\t\tlet infoMaterial = new THREE.MeshBasicMaterial({map: texture});\r\n\t\tlet infoNode = new THREE.Mesh(plane, infoMaterial);\r\n\r\n\t\treturn infoNode;\r\n\t}\r\n\r\n\tinitMenu(controller){\r\n\r\n\t\tif(this.menu){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tlet node = new THREE.Object3D(\"vr menu\");\r\n\r\n\t\t// let nSlider = this.createSlider(\"speed\", 0, 1);\r\n\t\t// let nInfo = this.createInfo();\r\n\r\n\t\t// // node.add(nSlider);\r\n\t\t// node.add(nInfo);\r\n\r\n\t\t// {\r\n\t\t// \tnode.rotation.set(-1.5, 0, 0)\r\n\t\t// \tnode.scale.set(0.3, 0.3, 0.3);\r\n\t\t// \tnode.position.set(-0.2, -0.002, -0.1)\r\n\r\n\t\t// \t// nInfo.position.set(0.5, 0, 0);\r\n\t\t// \tnInfo.scale.set(0.8, 0.6, 0);\r\n\r\n\t\t// \t// controller.add(node);\r\n\t\t// }\r\n\r\n\t\t// node.position.set(-0.3, 1.2, 0.2);\r\n\t\t// node.scale.set(0.3, 0.2, 0.3);\r\n\t\t// node.lookAt(new THREE.Vector3(0, 1.5, 0.1));\r\n\r\n\t\t// this.viewer.sceneVR.add(node);\r\n\r\n\t\tthis.menu = node;\r\n\r\n\t\t// window.vrSlider = nSlider;\r\n\t\twindow.vrMenu = node;\r\n\r\n\t}\r\n\r\n\r\n\ttoScene(vec){\r\n\t\tlet camVR = this.getCamera();\r\n\r\n\t\tlet mat = camVR.matrixWorld;\r\n\t\tlet result = vec.clone().applyMatrix4(mat);\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\ttoVR(vec){\r\n\t\tlet camVR = this.getCamera();\r\n\r\n\t\tlet mat = camVR.matrixWorld.clone();\r\n\t\tmat.invert();\r\n\t\tlet result = vec.clone().applyMatrix4(mat);\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tsetMode(mode){\r\n\r\n\t\tif(this.mode === mode){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tif(this.mode){\r\n\t\t\tthis.mode.end(this);\r\n\t\t}\r\n\r\n\t\tfor(let controller of [this.cPrimary, this.cSecondary]){\r\n\r\n\t\t\tlet start = {\r\n\t\t\t\tposition: controller.position.clone(),\r\n\t\t\t\trotation: controller.rotation.clone(),\r\n\t\t\t};\r\n\r\n\t\t\tcontroller.start = start;\r\n\t\t}\r\n\t\t\r\n\t\tthis.mode = mode;\r\n\t\tthis.mode.start(this);\r\n\t}\r\n\r\n\tonTriggerStart(controller){\r\n\t\tthis.triggered.add(controller);\r\n\r\n\t\tif(this.triggered.size === 0){\r\n\t\t\tthis.setMode(this.mode_fly);\r\n\t\t}else if(this.triggered.size === 1){\r\n\t\t\tthis.setMode(this.mode_translate);\r\n\t\t}else if(this.triggered.size === 2){\r\n\t\t\tthis.setMode(this.mode_rotScale);\r\n\t\t}\r\n\t}\r\n\r\n\tonTriggerEnd(controller){\r\n\t\tthis.triggered.delete(controller);\r\n\r\n\t\tif(this.triggered.size === 0){\r\n\t\t\tthis.setMode(this.mode_fly);\r\n\t\t}else if(this.triggered.size === 1){\r\n\t\t\tthis.setMode(this.mode_translate);\r\n\t\t}else if(this.triggered.size === 2){\r\n\t\t\tthis.setMode(this.mode_rotScale);\r\n\t\t}\r\n\t}\r\n\r\n\tonStart(){\r\n\r\n\t\tlet position = this.viewer.scene.view.position.clone();\r\n\t\tlet direction = this.viewer.scene.view.direction;\r\n\t\tdirection.multiplyScalar(-1);\r\n\r\n\t\tlet target = position.clone().add(direction);\r\n\t\ttarget.z = position.z;\r\n\r\n\t\tlet scale = this.viewer.getMoveSpeed();\r\n\r\n\t\tthis.node.position.copy(position);\r\n\t\tthis.node.lookAt(target);\r\n\t\tthis.node.scale.set(scale, scale, scale);\r\n\t\tthis.node.updateMatrix();\r\n\t\tthis.node.updateMatrixWorld();\r\n\t}\r\n\r\n\tonEnd(){\r\n\t\t\r\n\t}\r\n\r\n\r\n\tsetScene(scene){\r\n\t\tthis.scene = scene;\r\n\t}\r\n\r\n\tgetCamera(){\r\n\t\tlet reference = this.viewer.scene.getActiveCamera();\r\n\t\tlet camera = new THREE.PerspectiveCamera();\r\n\r\n\t\t// let scale = this.node.scale.x;\r\n\t\tlet scale = this.viewer.getMoveSpeed();\r\n\t\t//camera.near = 0.01 / scale;\r\n\t\tcamera.near = 0.1;\r\n\t\tcamera.far = 1000;\r\n\t\t// camera.near = reference.near / scale;\r\n\t\t// camera.far = reference.far / scale;\r\n\t\tcamera.up.set(0, 0, 1);\r\n\t\tcamera.lookAt(new THREE.Vector3(0, -1, 0));\r\n\t\tcamera.updateMatrix();\r\n\t\tcamera.updateMatrixWorld();\r\n\r\n\t\tcamera.position.copy(this.node.position);\r\n\t\tcamera.rotation.copy(this.node.rotation);\r\n\t\tcamera.scale.set(scale, scale, scale);\r\n\t\tcamera.updateMatrix();\r\n\t\tcamera.updateMatrixWorld();\r\n\t\tcamera.matrixAutoUpdate = false;\r\n\t\tcamera.parent = camera;\r\n\r\n\t\treturn camera;\r\n\t}\r\n\r\n\tupdate(delta){\r\n\r\n\t\t\r\n\r\n\t\t// if(this.mode === this.mode_fly){\r\n\t\t// \tlet ray = new THREE.Ray(origin, direction);\r\n\t\t\t\r\n\t\t// \tfor(let object of this.selectables){\r\n\r\n\t\t// \t\tif(object.intersectsRay(ray)){\r\n\t\t// \t\t\tobject.onHit(ray);\r\n\t\t// \t\t}\r\n\r\n\t\t// \t}\r\n\r\n\t\t// }\r\n\r\n\t\tthis.mode.update(this, delta);\r\n\r\n\t\t\r\n\r\n\t}\r\n};","\n// Adapted from three.js VRButton\n\n\nclass VRButton {\n\n\tconstructor(){\n\t\tthis.onStartListeners = [];\n\t\tthis.onEndListeners = [];\n\t\tthis.element = null;\n\t}\n\n\tonStart(callback){\n\t\tthis.onStartListeners.push(callback);\n\t}\n\n\tonEnd(callback){\n\t\tthis.onEndListeners.push(callback);\n\t}\n\n\tstatic async createButton( renderer, options ) {\n\n\t\tif ( options ) {\n\n\t\t\tconsole.error( 'THREE.VRButton: The \"options\" parameter has been removed. Please set the reference space type via renderer.xr.setReferenceSpaceType() instead.' );\n\n\t\t}\n\n\t\tconst button = new VRButton();\n\t\tconst element = document.createElement( 'button' );\n\n\t\tbutton.element = element;\n\n\t\tfunction setEnter(){\n\t\t\tbutton.element.innerHTML = `\n\t\t\t\t
    ENTER
    \n\t\t\t\t
    VR
    \n\t\t\t`;\n\t\t}\n\n\t\tfunction setExit(){\n\t\t\tbutton.element.innerHTML = `\n\t\t\t\t
    EXIT
    \n\t\t\t\t
    VR
    \n\t\t\t`;\n\t\t}\n\n\t\tfunction showEnterVR( /*device*/ ) {\n\n\t\t\tlet currentSession = null;\n\n\t\t\tfunction onSessionStarted( session ) {\n\n\t\t\t\tsession.addEventListener( 'end', onSessionEnded );\n\n\t\t\t\tfor(let listener of button.onStartListeners){\n\t\t\t\t\tlistener();\n\t\t\t\t}\n\n\n\t\t\t\trenderer.xr.setSession( session );\n\t\t\t\tsetExit();\n\n\t\t\t\tcurrentSession = session;\n\n\t\t\t}\n\n\t\t\tfunction onSessionEnded( /*event*/ ) {\n\n\t\t\t\tcurrentSession.removeEventListener( 'end', onSessionEnded );\n\n\t\t\t\tfor(let listener of button.onEndListeners){\n\t\t\t\t\tlistener();\n\t\t\t\t}\n\n\t\t\t\tsetEnter();\n\n\t\t\t\tcurrentSession = null;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tbutton.element.style.display = '';\n\n\t\t\tbutton.element.style.cursor = 'pointer';\n\n\t\t\tsetEnter();\n\n\t\t\tbutton.element.onmouseenter = function () {\n\n\t\t\t\tbutton.element.style.opacity = '1.0';\n\n\t\t\t};\n\n\t\t\tbutton.element.onmouseleave = function () {\n\n\t\t\t\tbutton.element.style.opacity = '0.7';\n\n\t\t\t};\n\n\t\t\tbutton.element.onclick = function () {\n\n\t\t\t\tif ( currentSession === null ) {\n\n\t\t\t\t\t// WebXR's requestReferenceSpace only works if the corresponding feature\n\t\t\t\t\t// was requested at session creation time. For simplicity, just ask for\n\t\t\t\t\t// the interesting ones as optional features, but be aware that the\n\t\t\t\t\t// requestReferenceSpace call will fail if it turns out to be unavailable.\n\t\t\t\t\t// ('local' is always available for immersive sessions and doesn't need to\n\t\t\t\t\t// be requested separately.)\n\n\t\t\t\t\tconst sessionInit = { optionalFeatures: [ 'local-floor', 'bounded-floor', 'hand-tracking' ] };\n\t\t\t\t\tnavigator.xr.requestSession( 'immersive-vr', sessionInit ).then( onSessionStarted );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcurrentSession.end();\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t\tfunction stylizeElement( element ) {\n\n\t\t\telement.style.position = 'absolute';\n\t\t\telement.style.bottom = '20px';\n\t\t\telement.style.padding = '12px 6px';\n\t\t\telement.style.border = '1px solid #fff';\n\t\t\telement.style.borderRadius = '4px';\n\t\t\telement.style.background = 'rgba(0,0,0,0.1)';\n\t\t\telement.style.color = '#fff';\n\t\t\telement.style.font = 'normal 13px sans-serif';\n\t\t\telement.style.textAlign = 'center';\n\t\t\telement.style.opacity = '0.7';\n\t\t\telement.style.outline = 'none';\n\t\t\telement.style.zIndex = '999';\n\n\t\t}\n\n\t\tif ( 'xr' in navigator ) {\n\n\t\t\tbutton.element.id = 'VRButton';\n\t\t\tbutton.element.style.display = 'none';\n\n\t\t\tstylizeElement( button.element );\n\n\t\t\tlet supported = await navigator.xr.isSessionSupported( 'immersive-vr' );\n\n\t\t\tif(supported){\n\t\t\t\tshowEnterVR();\n\n\t\t\t\treturn button;\n\t\t\t}else{\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( window.isSecureContext === false ) {\n\n\t\t\t\tconsole.log(\"WEBXR NEEDS HTTPS\");\n\n\t\t\t} else {\n\n\t\t\t\tconsole.log(\"WEBXR not available\");\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\n\n\t\t}\n\n\t}\n\n}\n\nexport { VRButton };\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {ClipTask, ClipMethod, CameraMode, LengthUnits, ElevationGradientRepeat} from \"../defines.js\";\nimport {Renderer} from \"../PotreeRenderer.js\";\nimport {PotreeRenderer} from \"./PotreeRenderer.js\";\nimport {EDLRenderer} from \"./EDLRenderer.js\";\nimport {HQSplatRenderer} from \"./HQSplatRenderer.js\";\nimport {Scene} from \"./Scene.js\";\nimport {ClippingTool} from \"../utils/ClippingTool.js\";\nimport {TransformationTool} from \"../utils/TransformationTool.js\";\nimport {Utils} from \"../utils.js\";\nimport {MapView} from \"./map.js\";\nimport {ProfileWindow, ProfileWindowController} from \"./profile.js\";\nimport {BoxVolume} from \"../utils/Volume.js\";\nimport {Features} from \"../Features.js\";\nimport {Message} from \"../utils/Message.js\";\nimport {Sidebar} from \"./sidebar.js\";\n\nimport {AnnotationTool} from \"../utils/AnnotationTool.js\";\nimport {MeasuringTool} from \"../utils/MeasuringTool.js\";\nimport {ProfileTool} from \"../utils/ProfileTool.js\";\nimport {VolumeTool} from \"../utils/VolumeTool.js\";\n\nimport {InputHandler} from \"../navigation/InputHandler.js\";\nimport {NavigationCube} from \"./NavigationCube.js\";\nimport {Compass} from \"../utils/Compass.js\";\nimport {OrbitControls} from \"../navigation/OrbitControls.js\";\nimport {FirstPersonControls} from \"../navigation/FirstPersonControls.js\";\nimport {EarthControls} from \"../navigation/EarthControls.js\";\nimport {DeviceOrientationControls} from \"../navigation/DeviceOrientationControls.js\";\nimport {VRControls} from \"../navigation/VRControls.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\nimport { ClassificationScheme } from \"../materials/ClassificationScheme.js\";\nimport { VRButton } from '../../libs/three.js/extra/VRButton.js';\n\nimport JSON5 from \"../../libs/json5-2.1.3/json5.mjs\";\n\n\nexport class Viewer extends EventDispatcher{\n\t\n\tconstructor(domElement, args = {}){\n\t\tsuper();\n\n\t\tthis.renderArea = domElement;\n\t\tthis.guiLoaded = false;\n\t\tthis.guiLoadTasks = [];\n\n\t\tthis.onVrListeners = [];\n\n\t\tthis.messages = [];\n\t\tthis.elMessages = $(`\n\t\t
    \n\t\t
    `);\n\t\t$(domElement).append(this.elMessages);\n\t\t\n\t\ttry{\n\n\t\t{ // generate missing dom hierarchy\n\t\t\tif ($(domElement).find('#potree_map').length === 0) {\n\t\t\t\tlet potreeMap = $(`\n\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t
    \n\t\t\t\t`);\n\t\t\t\t$(domElement).append(potreeMap);\n\t\t\t}\n\n\t\t\tif ($(domElement).find('#potree_description').length === 0) {\n\t\t\t\tlet potreeDescription = $(`
    `);\n\t\t\t\t$(domElement).append(potreeDescription);\n\t\t\t}\n\n\t\t\tif ($(domElement).find('#potree_annotations').length === 0) {\n\t\t\t\tlet potreeAnnotationContainer = $(`\n\t\t\t\t\t
    `);\n\t\t\t\t$(domElement).append(potreeAnnotationContainer);\n\t\t\t}\n\n\t\t\tif ($(domElement).find('#potree_quick_buttons').length === 0) {\n\t\t\t\tlet potreeMap = $(`\n\t\t\t\t\t
    \n\t\t\t\t\t
    \n\t\t\t\t`);\n\n\t\t\t\t// {\n\t\t\t\t// \tlet imgMenuToggle = document.createElement('img');\n\t\t\t\t// \timgMenuToggle.src = new URL(Potree.resourcePath + '/icons/menu_button.svg').href;\n\t\t\t\t// \timgMenuToggle.onclick = this.toggleSidebar;\n\t\t\t\t// \t// imgMenuToggle.classList.add('potree_menu_toggle');\n\n\t\t\t\t// \tpotreeMap.append(imgMenuToggle);\n\t\t\t\t// }\n\n\t\t\t\t// {\n\t\t\t\t// \tlet imgMenuToggle = document.createElement('img');\n\t\t\t\t// \timgMenuToggle.src = new URL(Potree.resourcePath + '/icons/menu_button.svg').href;\n\t\t\t\t// \timgMenuToggle.onclick = this.toggleSidebar;\n\t\t\t\t// \t// imgMenuToggle.classList.add('potree_menu_toggle');\n\n\t\t\t\t// \tpotreeMap.append(imgMenuToggle);\n\t\t\t\t// }\n\n\t\t\t\t// {\n\t\t\t\t// \tlet imgMenuToggle = document.createElement('img');\n\t\t\t\t// \timgMenuToggle.src = new URL(Potree.resourcePath + '/icons/menu_button.svg').href;\n\t\t\t\t// \timgMenuToggle.onclick = this.toggleSidebar;\n\t\t\t\t// \t// imgMenuToggle.classList.add('potree_menu_toggle');\n\n\t\t\t\t// \tpotreeMap.append(imgMenuToggle);\n\t\t\t\t// }\n\n\t\t\t\t\n\n\t\t\t\t$(domElement).append(potreeMap);\n\t\t\t}\n\t\t}\n\n\t\tthis.pointCloudLoadedCallback = args.onPointCloudLoaded || function () {};\n\n\t\t// if( /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent) ) {\n\t\t//\tdefaultSettings.navigation = \"Orbit\";\n\t\t// }\n\n\t\tthis.server = null;\n\n\t\tthis.fov = 60;\n\t\tthis.isFlipYZ = false;\n\t\tthis.useDEMCollisions = false;\n\t\tthis.generateDEM = false;\n\t\tthis.minNodeSize = 30;\n\t\tthis.edlStrength = 1.0;\n\t\tthis.edlRadius = 1.4;\n\t\tthis.edlOpacity = 1.0;\n\t\tthis.useEDL = false;\n\t\tthis.description = \"\";\n\n\t\tthis.classifications = ClassificationScheme.DEFAULT;\n\n\t\tthis.moveSpeed = 10;\n\n\t\tthis.lengthUnit = LengthUnits.METER;\n\t\tthis.lengthUnitDisplay = LengthUnits.METER;\n\n\t\tthis.showBoundingBox = false;\n\t\tthis.showAnnotations = true;\n\t\tthis.freeze = false;\n\t\tthis.clipTask = ClipTask.HIGHLIGHT;\n\t\tthis.clipMethod = ClipMethod.INSIDE_ANY;\n\n\t\tthis.elevationGradientRepeat = ElevationGradientRepeat.CLAMP;\n\n\t\tthis.filterReturnNumberRange = [0, 7];\n\t\tthis.filterNumberOfReturnsRange = [0, 7];\n\t\tthis.filterGPSTimeRange = [-Infinity, Infinity];\n\t\tthis.filterPointSourceIDRange = [0, 65535];\n\n\t\tthis.potreeRenderer = null;\n\t\tthis.edlRenderer = null;\n\t\tthis.renderer = null;\n\t\tthis.pRenderer = null;\n\n\t\tthis.scene = null;\n\t\tthis.sceneVR = null;\n\t\tthis.overlay = null;\n\t\tthis.overlayCamera = null;\n\n\t\tthis.inputHandler = null;\n\t\tthis.controls = null;\n\n\t\tthis.clippingTool = null;\n\t\tthis.transformationTool = null;\n\t\tthis.navigationCube = null;\n\t\tthis.compass = null;\n\t\t\n\t\tthis.skybox = null;\n\t\tthis.clock = new THREE.Clock();\n\t\tthis.background = null;\n\n\t\tthis.initThree();\n\n\t\tif(args.noDragAndDrop){\n\t\t\t\n\t\t}else{\n\t\t\tthis.initDragAndDrop();\n\t\t}\n\n\t\tif(typeof Stats !== \"undefined\"){\n\t\t\tthis.stats = new Stats();\n\t\t\tthis.stats.showPanel( 0 ); // 0: fps, 1: ms, 2: mb, 3+: custom\n\t\t\tdocument.body.appendChild( this.stats.dom );\n\t\t}\n\n\t\t{\n\t\t\tlet canvas = this.renderer.domElement;\n\t\t\tcanvas.addEventListener(\"webglcontextlost\", (e) => {\n\t\t\t\tconsole.log(e);\n\t\t\t\tthis.postMessage(\"WebGL context lost. \\u2639\");\n\n\t\t\t\tlet gl = this.renderer.getContext();\n\t\t\t\tlet error = gl.getError();\n\t\t\t\tconsole.log(error);\n\t\t\t}, false);\n\t\t}\n\n\t\t{\n\t\t\tthis.overlay = new THREE.Scene();\n\t\t\tthis.overlayCamera = new THREE.OrthographicCamera(\n\t\t\t\t0, 1,\n\t\t\t\t1, 0,\n\t\t\t\t-1000, 1000\n\t\t\t);\n\t\t}\n\t\t\n\t\tthis.pRenderer = new Renderer(this.renderer);\n\t\t\n\t\t{\n\t\t\tlet near = 2.5;\n\t\t\tlet far = 10.0;\n\t\t\tlet fov = 90;\n\t\t\t\n\t\t\tthis.shadowTestCam = new THREE.PerspectiveCamera(90, 1, near, far);\n\t\t\tthis.shadowTestCam.position.set(3.50, -2.80, 8.561);\n\t\t\tthis.shadowTestCam.lookAt(new THREE.Vector3(0, 0, 4.87));\n\t\t}\n\t\t\n\n\t\tlet scene = new Scene(this.renderer);\n\t\t\n\t\t{ // create VR scene\n\t\t\tthis.sceneVR = new THREE.Scene();\n\n\t\t\t// let texture = new THREE.TextureLoader().load(`${Potree.resourcePath}/images/vr_controller_help.jpg`);\n\n\t\t\t// let plane = new THREE.PlaneBufferGeometry(1, 1, 1, 1);\n\t\t\t// let infoMaterial = new THREE.MeshBasicMaterial({map: texture});\n\t\t\t// let infoNode = new THREE.Mesh(plane, infoMaterial);\n\t\t\t// infoNode.position.set(-0.5, 1, 0);\n\t\t\t// infoNode.scale.set(0.4, 0.3, 1);\n\t\t\t// infoNode.lookAt(0, 1, 0)\n\t\t\t// this.sceneVR.add(infoNode);\n\n\t\t\t// window.infoNode = infoNode;\n\t\t}\n\n\t\tthis.setScene(scene);\n\n\t\t{\n\t\t\tthis.inputHandler = new InputHandler(this);\n\t\t\tthis.inputHandler.setScene(this.scene);\n\n\t\t\tthis.clippingTool = new ClippingTool(this);\n\t\t\tthis.transformationTool = new TransformationTool(this);\n\t\t\tthis.navigationCube = new NavigationCube(this);\n\t\t\tthis.navigationCube.visible = false;\n\n\t\t\tthis.compass = new Compass(this);\n\t\t\t\n\t\t\tthis.createControls();\n\n\t\t\tthis.clippingTool.setScene(this.scene);\n\t\t\t\n\t\t\tlet onPointcloudAdded = (e) => {\n\t\t\t\tif (this.scene.pointclouds.length === 1) {\n\t\t\t\t\tlet speed = e.pointcloud.boundingBox.getSize(new THREE.Vector3()).length();\n\t\t\t\t\tspeed = speed / 5;\n\t\t\t\t\tthis.setMoveSpeed(speed);\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet onVolumeRemoved = (e) => {\n\t\t\t\tthis.inputHandler.deselect(e.volume);\n\t\t\t};\n\n\t\t\tthis.addEventListener('scene_changed', (e) => {\n\t\t\t\tthis.inputHandler.setScene(e.scene);\n\t\t\t\tthis.clippingTool.setScene(this.scene);\n\t\t\t\t\n\t\t\t\tif(!e.scene.hasEventListener(\"pointcloud_added\", onPointcloudAdded)){\n\t\t\t\t\te.scene.addEventListener(\"pointcloud_added\", onPointcloudAdded);\n\t\t\t\t}\n\n\t\t\t\tif(!e.scene.hasEventListener(\"volume_removed\", onPointcloudAdded)){\n\t\t\t\t\te.scene.addEventListener(\"volume_removed\", onVolumeRemoved);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t});\n\n\t\t\tthis.scene.addEventListener(\"volume_removed\", onVolumeRemoved);\n\t\t\tthis.scene.addEventListener('pointcloud_added', onPointcloudAdded);\n\t\t}\n\n\t\t{ // set defaults\n\t\t\tthis.setFOV(60);\n\t\t\tthis.setEDLEnabled(false);\n\t\t\tthis.setEDLRadius(1.4);\n\t\t\tthis.setEDLStrength(0.4);\n\t\t\tthis.setEDLOpacity(1.0);\n\t\t\tthis.setClipTask(ClipTask.HIGHLIGHT);\n\t\t\tthis.setClipMethod(ClipMethod.INSIDE_ANY);\n\t\t\tthis.setPointBudget(1*1000*1000);\n\t\t\tthis.setShowBoundingBox(false);\n\t\t\tthis.setFreeze(false);\n\t\t\tthis.setControls(this.orbitControls);\n\t\t\tthis.setBackground('gradient');\n\n\t\t\tthis.scaleFactor = 1;\n\n\t\t\tthis.loadSettingsFromURL();\n\t\t}\n\n\t\t// start rendering!\n\t\t//if(args.useDefaultRenderLoop === undefined || args.useDefaultRenderLoop === true){\n\t\t\t//requestAnimationFrame(this.loop.bind(this));\n\t\t//}\n\n\t\tthis.renderer.setAnimationLoop(this.loop.bind(this));\n\n\t\tthis.loadGUI = this.loadGUI.bind(this);\n\n\t\tthis.annotationTool = new AnnotationTool(this);\n\t\tthis.measuringTool = new MeasuringTool(this);\n\t\tthis.profileTool = new ProfileTool(this);\n\t\tthis.volumeTool = new VolumeTool(this);\n\n\t\t}catch(e){\n\t\t\tthis.onCrash(e);\n\t\t}\n\t}\n\n\tonCrash(error){\n\n\t\t$(this.renderArea).empty();\n\n\t\tif ($(this.renderArea).find('#potree_failpage').length === 0) {\n\t\t\tlet elFailPage = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t

    Potree Encountered An Error

    \n\n\t\t\t\t

    \n\t\t\t\tThis may happen if your browser or graphics card is not supported.\n\t\t\t\t
    \n\t\t\t\tWe recommend to use \n\t\t\t\tChrome\n\t\t\t\tor \n\t\t\t\tFirefox.\n\t\t\t\t

    \n\n\t\t\t\t

    \n\t\t\t\tPlease also visit webglreport.com and \n\t\t\t\tcheck whether your system supports WebGL.\n\t\t\t\t

    \n\t\t\t\t

    \n\t\t\t\tIf you are already using one of the recommended browsers and WebGL is enabled, \n\t\t\t\tconsider filing an issue report at github,
    \n\t\t\t\tincluding your operating system, graphics card, browser and browser version, as well as the \n\t\t\t\terror message below.
    \n\t\t\t\tPlease do not report errors on unsupported browsers.\n\t\t\t\t

    \n\n\t\t\t\t
    \n\t\t\t\t\n\t\t\t
    `);\n\n\t\t\tlet elErrorMessage = elFailPage.find('#potree_error_console');\n\t\t\telErrorMessage.html(error.stack);\n\n\t\t\t$(this.renderArea).append(elFailPage);\n\t\t}\n\n\t\tthrow error;\n\t}\n\n\t// ------------------------------------------------------------------------------------\n\t// Viewer API\n\t// ------------------------------------------------------------------------------------\n\n\tsetScene (scene) {\n\t\tif (scene === this.scene) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet oldScene = this.scene;\n\t\tthis.scene = scene;\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'scene_changed',\n\t\t\toldScene: oldScene,\n\t\t\tscene: scene\n\t\t});\n\n\t\t{ // Annotations\n\t\t\t$('.annotation').detach();\n\n\t\t\t// for(let annotation of this.scene.annotations){\n\t\t\t//\tthis.renderArea.appendChild(annotation.domElement[0]);\n\t\t\t// }\n\n\t\t\tthis.scene.annotations.traverse(annotation => {\n\t\t\t\tthis.renderArea.appendChild(annotation.domElement[0]);\n\t\t\t});\n\n\t\t\tif (!this.onAnnotationAdded) {\n\t\t\t\tthis.onAnnotationAdded = e => {\n\t\t\t\t// console.log(\"annotation added: \" + e.annotation.title);\n\n\t\t\t\t\te.annotation.traverse(node => {\n\n\t\t\t\t\t\t$(\"#potree_annotation_container\").append(node.domElement);\n\t\t\t\t\t\t//this.renderArea.appendChild(node.domElement[0]);\n\t\t\t\t\t\tnode.scene = this.scene;\n\t\t\t\t\t});\n\t\t\t\t};\n\t\t\t}\n\n\t\t\tif (oldScene) {\n\t\t\t\toldScene.annotations.removeEventListener('annotation_added', this.onAnnotationAdded);\n\t\t\t}\n\t\t\tthis.scene.annotations.addEventListener('annotation_added', this.onAnnotationAdded);\n\t\t}\n\t};\n\n\tsetControls(controls){\n\t\tif (controls !== this.controls) {\n\t\t\tif (this.controls) {\n\t\t\t\tthis.controls.enabled = false;\n\t\t\t\tthis.inputHandler.removeInputListener(this.controls);\n\t\t\t}\n\n\t\t\tthis.controls = controls;\n\t\t\tthis.controls.enabled = true;\n\t\t\tthis.inputHandler.addInputListener(this.controls);\n\t\t}\n\t}\n\n\tgetControls () {\n\n\t\tif(this.renderer.xr.isPresenting){\n\t\t\treturn this.vrControls;\n\t\t}else{\n\t\t\treturn this.controls;\n\t\t}\n\t\t\n\t}\n\n\tgetMinNodeSize () {\n\t\treturn this.minNodeSize;\n\t};\n\n\tsetMinNodeSize (value) {\n\t\tif (this.minNodeSize !== value) {\n\t\t\tthis.minNodeSize = value;\n\t\t\tthis.dispatchEvent({'type': 'minnodesize_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetBackground () {\n\t\treturn this.background;\n\t}\n\n\tsetBackground(bg){\n\t\tif (this.background === bg) {\n\t\t\treturn;\n\t\t}\n\n\t\tif(bg === \"skybox\"){\n\t\t\tthis.skybox = Utils.loadSkybox(new URL(Potree.resourcePath + '/textures/skybox2/').href);\n\t\t}\n\n\t\tthis.background = bg;\n\t\tthis.dispatchEvent({'type': 'background_changed', 'viewer': this});\n\t}\n\n\tsetDescription (value) {\n\t\tthis.description = value;\n\t\t\n\t\t$('#potree_description').html(value);\n\t\t//$('#potree_description').text(value);\n\t}\n\n\tgetDescription(){\n\t\treturn this.description;\n\t}\n\n\tsetShowBoundingBox (value) {\n\t\tif (this.showBoundingBox !== value) {\n\t\t\tthis.showBoundingBox = value;\n\t\t\tthis.dispatchEvent({'type': 'show_boundingbox_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetShowBoundingBox () {\n\t\treturn this.showBoundingBox;\n\t};\n\n\tsetMoveSpeed (value) {\n\t\tif (this.moveSpeed !== value) {\n\t\t\tthis.moveSpeed = value;\n\t\t\tthis.dispatchEvent({'type': 'move_speed_changed', 'viewer': this, 'speed': value});\n\t\t}\n\t};\n\n\tgetMoveSpeed () {\n\t\treturn this.moveSpeed;\n\t};\n\n\tsetWeightClassification (w) {\n\t\tfor (let i = 0; i < this.scene.pointclouds.length; i++) {\n\t\t\tthis.scene.pointclouds[i].material.weightClassification = w;\n\t\t\tthis.dispatchEvent({'type': 'attribute_weights_changed' + i, 'viewer': this});\n\t\t}\n\t};\n\n\tsetFreeze (value) {\n\t\tvalue = Boolean(value);\n\t\tif (this.freeze !== value) {\n\t\t\tthis.freeze = value;\n\t\t\tthis.dispatchEvent({'type': 'freeze_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetFreeze () {\n\t\treturn this.freeze;\n\t};\n\n\tgetClipTask(){\n\t\treturn this.clipTask;\n\t}\n\n\tgetClipMethod(){\n\t\treturn this.clipMethod;\n\t}\n\n\tsetClipTask(value){\n\t\tif(this.clipTask !== value){\n\n\t\t\tthis.clipTask = value;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: \"cliptask_changed\", \n\t\t\t\tviewer: this});\t\t\n\t\t}\n\t}\n\n\tsetClipMethod(value){\n\t\tif(this.clipMethod !== value){\n\n\t\t\tthis.clipMethod = value;\n\t\t\t\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: \"clipmethod_changed\",\n\t\t\t\tviewer: this});\n\t\t}\n\t}\n\n\tsetElevationGradientRepeat(value){\n\t\tif(this.elevationGradientRepeat !== value){\n\n\t\t\tthis.elevationGradientRepeat = value;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: \"elevation_gradient_repeat_changed\", \n\t\t\t\tviewer: this});\n\t\t}\n\t}\n\n\tsetPointBudget (value) {\n\t\tif (Potree.pointBudget !== value) {\n\t\t\tPotree.pointBudget = parseInt(value);\n\t\t\tthis.dispatchEvent({'type': 'point_budget_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetPointBudget () {\n\t\treturn Potree.pointBudget;\n\t};\n\n\tsetShowAnnotations (value) {\n\t\tif (this.showAnnotations !== value) {\n\t\t\tthis.showAnnotations = value;\n\t\t\tthis.dispatchEvent({'type': 'show_annotations_changed', 'viewer': this});\n\t\t}\n\t}\n\n\tgetShowAnnotations () {\n\t\treturn this.showAnnotations;\n\t}\n\t\n\tsetDEMCollisionsEnabled(value){\n\t\tif(this.useDEMCollisions !== value){\n\t\t\tthis.useDEMCollisions = value;\n\t\t\tthis.dispatchEvent({'type': 'use_demcollisions_changed', 'viewer': this});\n\t\t};\n\t};\n\n\tgetDEMCollisionsEnabled () {\n\t\treturn this.useDEMCollisions;\n\t};\n\n\tsetEDLEnabled (value) {\n\t\tvalue = Boolean(value) && Features.SHADER_EDL.isSupported();\n\n\t\tif (this.useEDL !== value) {\n\t\t\tthis.useEDL = value;\n\t\t\tthis.dispatchEvent({'type': 'use_edl_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetEDLEnabled () {\n\t\treturn this.useEDL;\n\t};\n\n\tsetEDLRadius (value) {\n\t\tif (this.edlRadius !== value) {\n\t\t\tthis.edlRadius = value;\n\t\t\tthis.dispatchEvent({'type': 'edl_radius_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetEDLRadius () {\n\t\treturn this.edlRadius;\n\t};\n\n\tsetEDLStrength (value) {\n\t\tif (this.edlStrength !== value) {\n\t\t\tthis.edlStrength = value;\n\t\t\tthis.dispatchEvent({'type': 'edl_strength_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetEDLStrength () {\n\t\treturn this.edlStrength;\n\t};\n\n\tsetEDLOpacity (value) {\n\t\tif (this.edlOpacity !== value) {\n\t\t\tthis.edlOpacity = value;\n\t\t\tthis.dispatchEvent({'type': 'edl_opacity_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetEDLOpacity () {\n\t\treturn this.edlOpacity;\n\t};\n\n\tsetFOV (value) {\n\t\tif (this.fov !== value) {\n\t\t\tthis.fov = value;\n\t\t\tthis.dispatchEvent({'type': 'fov_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetFOV () {\n\t\treturn this.fov;\n\t};\n\n\tdisableAnnotations () {\n\t\tthis.scene.annotations.traverse(annotation => {\n\t\t\tannotation.domElement.css('pointer-events', 'none');\n\n\t\t\t// return annotation.visible;\n\t\t});\n\t};\n\n\tenableAnnotations () {\n\t\tthis.scene.annotations.traverse(annotation => {\n\t\t\tannotation.domElement.css('pointer-events', 'auto');\n\n\t\t\t// return annotation.visible;\n\t\t});\n\t}\n\n\tsetClassifications(classifications){\n\t\tthis.classifications = classifications;\n\n\t\tthis.dispatchEvent({'type': 'classifications_changed', 'viewer': this});\n\t}\n\n\tsetClassificationVisibility (key, value) {\n\t\tif (!this.classifications[key]) {\n\t\t\tthis.classifications[key] = {visible: value, name: 'no name'};\n\t\t\tthis.dispatchEvent({'type': 'classification_visibility_changed', 'viewer': this});\n\t\t} else if (this.classifications[key].visible !== value) {\n\t\t\tthis.classifications[key].visible = value;\n\t\t\tthis.dispatchEvent({'type': 'classification_visibility_changed', 'viewer': this});\n\t\t}\n\t}\n\n\ttoggleAllClassificationsVisibility(){\n\n\t\tlet numVisible = 0;\n\t\tlet numItems = 0;\n\t\tfor(const key of Object.keys(this.classifications)){\n\t\t\tif(this.classifications[key].visible){\n\t\t\t\tnumVisible++;\n\t\t\t}\n\t\t\tnumItems++;\n\t\t}\n\n\t\tlet visible = true;\n\t\tif(numVisible === numItems){\n\t\t\tvisible = false;\n\t\t}\n\n\t\tlet somethingChanged = false;\n\n\t\tfor(const key of Object.keys(this.classifications)){\n\t\t\tif(this.classifications[key].visible !== visible){\n\t\t\t\tthis.classifications[key].visible = visible;\n\t\t\t\tsomethingChanged = true;\n\t\t\t}\n\t\t}\n\n\t\tif(somethingChanged){\n\t\t\tthis.dispatchEvent({'type': 'classification_visibility_changed', 'viewer': this});\n\t\t}\n\t}\n\n\tsetFilterReturnNumberRange(from, to){\n\t\tthis.filterReturnNumberRange = [from, to];\n\t\tthis.dispatchEvent({'type': 'filter_return_number_range_changed', 'viewer': this});\n\t}\n\n\tsetFilterNumberOfReturnsRange(from, to){\n\t\tthis.filterNumberOfReturnsRange = [from, to];\n\t\tthis.dispatchEvent({'type': 'filter_number_of_returns_range_changed', 'viewer': this});\n\t}\n\n\tsetFilterGPSTimeRange(from, to){\n\t\tthis.filterGPSTimeRange = [from, to];\n\t\tthis.dispatchEvent({'type': 'filter_gps_time_range_changed', 'viewer': this});\n\t}\n\n\tsetFilterPointSourceIDRange(from, to){\n\t\tthis.filterPointSourceIDRange = [from, to]\n\t\tthis.dispatchEvent({'type': 'filter_point_source_id_range_changed', 'viewer': this});\n\t}\n\n\tsetLengthUnit (value) {\n\t\tswitch (value) {\n\t\t\tcase 'm':\n\t\t\t\tthis.lengthUnit = LengthUnits.METER;\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.METER;\n\t\t\t\tbreak;\n\t\t\tcase 'ft':\n\t\t\t\tthis.lengthUnit = LengthUnits.FEET;\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.FEET;\n\t\t\t\tbreak;\n\t\t\tcase 'in':\n\t\t\t\tthis.lengthUnit = LengthUnits.INCH;\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.INCH;\n\t\t\t\tbreak;\n\t\t}\n\n\t\tthis.dispatchEvent({ 'type': 'length_unit_changed', 'viewer': this, value: value});\n\t};\n\n\tsetLengthUnitAndDisplayUnit(lengthUnitValue, lengthUnitDisplayValue) {\n\t\tswitch (lengthUnitValue) {\n\t\t\tcase 'm':\n\t\t\t\tthis.lengthUnit = LengthUnits.METER;\n\t\t\t\tbreak;\n\t\t\tcase 'ft':\n\t\t\t\tthis.lengthUnit = LengthUnits.FEET;\n\t\t\t\tbreak;\n\t\t\tcase 'in':\n\t\t\t\tthis.lengthUnit = LengthUnits.INCH;\n\t\t\t\tbreak;\n\t\t}\n\n\t\tswitch (lengthUnitDisplayValue) {\n\t\t\tcase 'm':\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.METER;\n\t\t\t\tbreak;\n\t\t\tcase 'ft':\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.FEET;\n\t\t\t\tbreak;\n\t\t\tcase 'in':\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.INCH;\n\t\t\t\tbreak;\n\t\t}\n\n\t\tthis.dispatchEvent({ 'type': 'length_unit_changed', 'viewer': this, value: lengthUnitValue });\n\t};\n\n\tzoomTo(node, factor, animationDuration = 0){\n\t\tlet view = this.scene.view;\n\n\t\tlet camera = this.scene.cameraP.clone();\n\t\tcamera.rotation.copy(this.scene.cameraP.rotation);\n\t\tcamera.rotation.order = \"ZXY\";\n\t\tcamera.rotation.x = Math.PI / 2 + view.pitch;\n\t\tcamera.rotation.z = view.yaw;\n\t\tcamera.updateMatrix();\n\t\tcamera.updateMatrixWorld();\n\t\tcamera.zoomTo(node, factor);\n\n\t\tlet bs;\n\t\tif (node.boundingSphere) {\n\t\t\tbs = node.boundingSphere;\n\t\t} else if (node.geometry && node.geometry.boundingSphere) {\n\t\t\tbs = node.geometry.boundingSphere;\n\t\t} else {\n\t\t\tbs = node.boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\t}\n\t\tbs = bs.clone().applyMatrix4(node.matrixWorld); \n\n\t\tlet startPosition = view.position.clone();\n\t\tlet endPosition = camera.position.clone();\n\t\tlet startTarget = view.getPivot();\n\t\tlet endTarget = bs.center;\n\t\tlet startRadius = view.radius;\n\t\tlet endRadius = endPosition.distanceTo(endTarget);\n\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate camera position\n\t\t\tlet pos = startPosition.clone();\n\t\t\tlet tween = new TWEEN.Tween(pos).to(endPosition, animationDuration);\n\t\t\ttween.easing(easing);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tview.position.copy(pos);\n\t\t\t});\n\n\t\t\ttween.start();\n\t\t}\n\n\t\t{ // animate camera target\n\t\t\tlet target = startTarget.clone();\n\t\t\tlet tween = new TWEEN.Tween(target).to(endTarget, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tview.lookAt(target);\n\t\t\t});\n\t\t\ttween.onComplete(() => {\n\t\t\t\tview.lookAt(target);\n\t\t\t\tthis.dispatchEvent({type: 'focusing_finished', target: this});\n\t\t\t});\n\n\t\t\tthis.dispatchEvent({type: 'focusing_started', target: this});\n\t\t\ttween.start();\n\t\t}\n\t};\n\n\tmoveToGpsTimeVicinity(time){\n\t\tconst result = Potree.Utils.findClosestGpsTime(time, viewer);\n\n\t\tconst box = result.node.pointcloud.deepestNodeAt(result.position).getBoundingBox();\n\t\tconst diameter = box.min.distanceTo(box.max);\n\n\t\tconst camera = this.scene.getActiveCamera();\n\t\tconst offset = camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(diameter);\n\t\tconst newCamPos = result.position.clone().sub(offset);\n\n\t\tthis.scene.view.position.copy(newCamPos);\n\t\tthis.scene.view.lookAt(result.position);\n\t}\n\n\tshowAbout () {\n\t\t$(function () {\n\t\t\t$('#about-panel').dialog();\n\t\t});\n\t};\n\n\tgetBoundingBox (pointclouds) {\n\t\treturn this.scene.getBoundingBox(pointclouds);\n\t};\n\n\tgetGpsTimeExtent(){\n\t\tconst range = [Infinity, -Infinity];\n\n\t\tfor(const pointcloud of this.scene.pointclouds){\n\t\t\tconst attributes = pointcloud.pcoGeometry.pointAttributes.attributes;\n\t\t\tconst aGpsTime = attributes.find(a => a.name === \"gps-time\");\n\n\t\t\tif(aGpsTime){\n\t\t\t\trange[0] = Math.min(range[0], aGpsTime.range[0]);\n\t\t\t\trange[1] = Math.max(range[1], aGpsTime.range[1]);\n\t\t\t}\n\t\t}\n\n\t\treturn range;\n\t}\n\n\tfitToScreen (factor = 1, animationDuration = 0) {\n\t\tlet box = this.getBoundingBox(this.scene.pointclouds);\n\n\t\tlet node = new THREE.Object3D();\n\t\tnode.boundingBox = box;\n\n\t\tthis.zoomTo(node, factor, animationDuration);\n\t\tthis.controls.stop();\n\t};\n\n\ttoggleNavigationCube() {\n\t\tthis.navigationCube.visible = !this.navigationCube.visible;\n\t}\n\n\tsetView(view) {\n\t\tif(!view) return;\n\n\t\tswitch(view) {\n\t\t\tcase \"F\":\n\t\t\t\tthis.setFrontView();\n\t\t\t\tbreak;\n\t\t\tcase \"B\":\n\t\t\t\tthis.setBackView();\n\t\t\t\tbreak;\n\t\t\tcase \"L\":\n\t\t\t\tthis.setLeftView();\n\t\t\t\tbreak;\n\t\t\tcase \"R\":\n\t\t\t\tthis.setRightView();\n\t\t\t\tbreak;\n\t\t\tcase \"U\":\n\t\t\t\tthis.setTopView();\n\t\t\t\tbreak;\n\t\t\tcase \"D\":\n\t\t\t\tthis.setBottomView();\n\t\t\t\tbreak;\n\t\t}\n\t}\n\t\n\tsetTopView(){\n\t\tthis.scene.view.yaw = 0;\n\t\tthis.scene.view.pitch = -Math.PI / 2;\n\n\t\tthis.fitToScreen();\n\t};\n\t\n\tsetBottomView(){\n\t\tthis.scene.view.yaw = -Math.PI;\n\t\tthis.scene.view.pitch = Math.PI / 2;\n\t\t\n\t\tthis.fitToScreen();\n\t};\n\n\tsetFrontView(){\n\t\tthis.scene.view.yaw = 0;\n\t\tthis.scene.view.pitch = 0;\n\n\t\tthis.fitToScreen();\n\t};\n\t\n\tsetBackView(){\n\t\tthis.scene.view.yaw = Math.PI;\n\t\tthis.scene.view.pitch = 0;\n\t\t\n\t\tthis.fitToScreen();\n\t};\n\n\tsetLeftView(){\n\t\tthis.scene.view.yaw = -Math.PI / 2;\n\t\tthis.scene.view.pitch = 0;\n\n\t\tthis.fitToScreen();\n\t};\n\n\tsetRightView () {\n\t\tthis.scene.view.yaw = Math.PI / 2;\n\t\tthis.scene.view.pitch = 0;\n\n\t\tthis.fitToScreen();\n\t};\n\n\tflipYZ () {\n\t\tthis.isFlipYZ = !this.isFlipYZ;\n\n\t\t// TODO flipyz\n\t\tconsole.log('TODO');\n\t}\n\t\n\tsetCameraMode(mode){\n\t\tthis.scene.cameraMode = mode;\n\n\t\tfor(let pointcloud of this.scene.pointclouds) {\n\t\t\tpointcloud.material.useOrthographicCamera = mode == CameraMode.ORTHOGRAPHIC;\n\t\t}\n\t}\n\n\tgetProjection(){\n\t\tconst pointcloud = this.scene.pointclouds[0];\n\n\t\tif(pointcloud){\n\t\t\treturn pointcloud.projection;\n\t\t}else{\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tasync loadProject(url){\n\n\t\tconst response = await fetch(url);\n\t\n\t\tconst text = await response.text();\n\t\tconst json = JSON5.parse(text);\n\t\t// const json = JSON.parse(text);\n\n\t\tif(json.type === \"Potree\"){\n\t\t\tPotree.loadProject(viewer, json);\n\t\t}\n\n\t\t//Potree.loadProject(this, url);\n\t}\n\n\tsaveProject(){\n\t\treturn Potree.saveProject(this);\n\t}\n\t\n\tloadSettingsFromURL(){\n\t\tif(Utils.getParameterByName(\"pointSize\")){\n\t\t\tthis.setPointSize(parseFloat(Utils.getParameterByName(\"pointSize\")));\n\t\t}\n\t\t\n\t\tif(Utils.getParameterByName(\"FOV\")){\n\t\t\tthis.setFOV(parseFloat(Utils.getParameterByName(\"FOV\")));\n\t\t}\n\t\t\n\t\tif(Utils.getParameterByName(\"opacity\")){\n\t\t\tthis.setOpacity(parseFloat(Utils.getParameterByName(\"opacity\")));\n\t\t}\n\t\t\n\t\tif(Utils.getParameterByName(\"edlEnabled\")){\n\t\t\tlet enabled = Utils.getParameterByName(\"edlEnabled\") === \"true\";\n\t\t\tthis.setEDLEnabled(enabled);\n\t\t}\n\n\t\tif (Utils.getParameterByName('edlRadius')) {\n\t\t\tthis.setEDLRadius(parseFloat(Utils.getParameterByName('edlRadius')));\n\t\t}\n\n\t\tif (Utils.getParameterByName('edlStrength')) {\n\t\t\tthis.setEDLStrength(parseFloat(Utils.getParameterByName('edlStrength')));\n\t\t}\n\n\t\tif (Utils.getParameterByName('pointBudget')) {\n\t\t\tthis.setPointBudget(parseFloat(Utils.getParameterByName('pointBudget')));\n\t\t}\n\n\t\tif (Utils.getParameterByName('showBoundingBox')) {\n\t\t\tlet enabled = Utils.getParameterByName('showBoundingBox') === 'true';\n\t\t\tif (enabled) {\n\t\t\t\tthis.setShowBoundingBox(true);\n\t\t\t} else {\n\t\t\t\tthis.setShowBoundingBox(false);\n\t\t\t}\n\t\t}\n\n\t\tif (Utils.getParameterByName('material')) {\n\t\t\tlet material = Utils.getParameterByName('material');\n\t\t\tthis.setMaterial(material);\n\t\t}\n\n\t\tif (Utils.getParameterByName('pointSizing')) {\n\t\t\tlet sizing = Utils.getParameterByName('pointSizing');\n\t\t\tthis.setPointSizing(sizing);\n\t\t}\n\n\t\tif (Utils.getParameterByName('quality')) {\n\t\t\tlet quality = Utils.getParameterByName('quality');\n\t\t\tthis.setQuality(quality);\n\t\t}\n\n\t\tif (Utils.getParameterByName('position')) {\n\t\t\tlet value = Utils.getParameterByName('position');\n\t\t\tvalue = value.replace('[', '').replace(']', '');\n\t\t\tlet tokens = value.split(';');\n\t\t\tlet x = parseFloat(tokens[0]);\n\t\t\tlet y = parseFloat(tokens[1]);\n\t\t\tlet z = parseFloat(tokens[2]);\n\n\t\t\tthis.scene.view.position.set(x, y, z);\n\t\t}\n\n\t\tif (Utils.getParameterByName('target')) {\n\t\t\tlet value = Utils.getParameterByName('target');\n\t\t\tvalue = value.replace('[', '').replace(']', '');\n\t\t\tlet tokens = value.split(';');\n\t\t\tlet x = parseFloat(tokens[0]);\n\t\t\tlet y = parseFloat(tokens[1]);\n\t\t\tlet z = parseFloat(tokens[2]);\n\n\t\t\tthis.scene.view.lookAt(new THREE.Vector3(x, y, z));\n\t\t}\n\n\t\tif (Utils.getParameterByName('background')) {\n\t\t\tlet value = Utils.getParameterByName('background');\n\t\t\tthis.setBackground(value);\n\t\t}\n\n\t\t// if(Utils.getParameterByName(\"elevationRange\")){\n\t\t//\tlet value = Utils.getParameterByName(\"elevationRange\");\n\t\t//\tvalue = value.replace(\"[\", \"\").replace(\"]\", \"\");\n\t\t//\tlet tokens = value.split(\";\");\n\t\t//\tlet x = parseFloat(tokens[0]);\n\t\t//\tlet y = parseFloat(tokens[1]);\n\t\t//\n\t\t//\tthis.setElevationRange(x, y);\n\t\t//\t//this.scene.view.target.set(x, y, z);\n\t\t// }\n\t};\n\n\t// ------------------------------------------------------------------------------------\n\t// Viewer Internals\n\t// ------------------------------------------------------------------------------------\n\n\tcreateControls () {\n\t\t{ // create FIRST PERSON CONTROLS\n\t\t\tthis.fpControls = new FirstPersonControls(this);\n\t\t\tthis.fpControls.enabled = false;\n\t\t\tthis.fpControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.fpControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\t\t// { // create GEO CONTROLS\n\t\t//\tthis.geoControls = new GeoControls(this.scene.camera, this.renderer.domElement);\n\t\t//\tthis.geoControls.enabled = false;\n\t\t//\tthis.geoControls.addEventListener(\"start\", this.disableAnnotations.bind(this));\n\t\t//\tthis.geoControls.addEventListener(\"end\", this.enableAnnotations.bind(this));\n\t\t//\tthis.geoControls.addEventListener(\"move_speed_changed\", (event) => {\n\t\t//\t\tthis.setMoveSpeed(this.geoControls.moveSpeed);\n\t\t//\t});\n\t\t// }\n\n\t\t{ // create ORBIT CONTROLS\n\t\t\tthis.orbitControls = new OrbitControls(this);\n\t\t\tthis.orbitControls.enabled = false;\n\t\t\tthis.orbitControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.orbitControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\t\t{ // create EARTH CONTROLS\n\t\t\tthis.earthControls = new EarthControls(this);\n\t\t\tthis.earthControls.enabled = false;\n\t\t\tthis.earthControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.earthControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\t\t{ // create DEVICE ORIENTATION CONTROLS\n\t\t\tthis.deviceControls = new DeviceOrientationControls(this);\n\t\t\tthis.deviceControls.enabled = false;\n\t\t\tthis.deviceControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.deviceControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\t\t{ // create VR CONTROLS\n\t\t\tthis.vrControls = new VRControls(this);\n\t\t\tthis.vrControls.enabled = false;\n\t\t\tthis.vrControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.vrControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\n\t};\n\n\ttoggleSidebar () {\n\t\tlet renderArea = $('#potree_render_area');\n\t\tlet isVisible = renderArea.css('left') !== '0px';\n\n\t\tif (isVisible) {\n\t\t\trenderArea.css('left', '0px');\n\t\t} else {\n\t\t\trenderArea.css('left', '300px');\n\t\t}\n\t};\n\n\ttoggleMap () {\n\t\t// let map = $('#potree_map');\n\t\t// map.toggle(100);\n\n\t\tif (this.mapView) {\n\t\t\tthis.mapView.toggle();\n\t\t}\n\t};\n\n\tonGUILoaded(callback){\n\t\tif(this.guiLoaded){\n\t\t\tcallback();\n\t\t}else{\n\t\t\tthis.guiLoadTasks.push(callback);\n\t\t}\n\t}\n\n\tpromiseGuiLoaded(){\n\t\treturn new Promise( resolve => {\n\n\t\t\tif(this.guiLoaded){\n\t\t\t\tresolve();\n\t\t\t}else{\n\t\t\t\tthis.guiLoadTasks.push(resolve);\n\t\t\t}\n\t\t\n\t\t});\n\t}\n\n\tloadGUI(callback){\n\n\t\tif(callback){\n\t\t\tthis.onGUILoaded(callback);\n\t\t}\n\n\t\tlet viewer = this;\n\t\tlet sidebarContainer = $('#potree_sidebar_container');\n\t\tsidebarContainer.load(new URL(Potree.scriptPath + '/sidebar.html').href, () => {\n\t\t\tsidebarContainer.css('width', '300px');\n\t\t\tsidebarContainer.css('height', '100%');\n\n\t\t\tlet imgMenuToggle = document.createElement('img');\n\t\t\timgMenuToggle.src = new URL(Potree.resourcePath + '/icons/menu_button.svg').href;\n\t\t\timgMenuToggle.onclick = this.toggleSidebar;\n\t\t\timgMenuToggle.classList.add('potree_menu_toggle');\n\n\t\t\tlet imgMapToggle = document.createElement('img');\n\t\t\timgMapToggle.src = new URL(Potree.resourcePath + '/icons/map_icon.png').href;\n\t\t\timgMapToggle.style.display = 'none';\n\t\t\timgMapToggle.onclick = e => { this.toggleMap(); };\n\t\t\timgMapToggle.id = 'potree_map_toggle';\n\n\t\t\t\n\n\t\t\tlet elButtons = $(\"#potree_quick_buttons\").get(0);\n\n\t\t\telButtons.append(imgMenuToggle);\n\t\t\telButtons.append(imgMapToggle);\n\n\n\t\t\tVRButton.createButton(this.renderer).then(vrButton => {\n\n\t\t\t\tif(vrButton == null){\n\t\t\t\t\tconsole.log(\"VR not supported or active.\");\n\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tthis.renderer.xr.enabled = true;\n\n\t\t\t\tlet element = vrButton.element;\n\n\t\t\t\telement.style.position = \"\";\n\t\t\t\telement.style.bottom = \"\";\n\t\t\t\telement.style.left = \"\";\n\t\t\t\telement.style.margin = \"4px\";\n\t\t\t\telement.style.fontSize = \"100%\";\n\t\t\t\telement.style.width = \"2.5em\";\n\t\t\t\telement.style.height = \"2.5em\";\n\t\t\t\telement.style.padding = \"0\";\n\t\t\t\telement.style.textShadow = \"black 2px 2px 2px\";\n\t\t\t\telement.style.display = \"block\";\n\n\t\t\t\telButtons.append(element);\n\n\t\t\t\tvrButton.onStart(() => {\n\t\t\t\t\tthis.dispatchEvent({type: \"vr_start\"});\n\t\t\t\t});\n\n\t\t\t\tvrButton.onEnd(() => {\n\t\t\t\t\tthis.dispatchEvent({type: \"vr_end\"});\n\t\t\t\t});\n\t\t\t});\n\n\t\t\tthis.mapView = new MapView(this);\n\t\t\tthis.mapView.init();\n\n\t\t\ti18n.init({\n\t\t\t\tlng: 'en',\n\t\t\t\tresGetPath: Potree.resourcePath + '/lang/__lng__/__ns__.json',\n\t\t\t\tpreload: ['en', 'fr', 'de', 'jp', 'se', 'es', 'zh'],\n\t\t\t\tgetAsync: true,\n\t\t\t\tdebug: false\n\t\t\t}, function (t) {\n\t\t\t\t// Start translation once everything is loaded\n\t\t\t\t$('body').i18n();\n\t\t\t});\n\n\t\t\t$(() => {\n\t\t\t\t//initSidebar(this);\n\t\t\t\tlet sidebar = new Sidebar(this);\n\t\t\t\tsidebar.init();\n\n\t\t\t\tthis.sidebar = sidebar;\n\n\t\t\t\t//if (callback) {\n\t\t\t\t//\t$(callback);\n\t\t\t\t//}\n\n\t\t\t\tlet elProfile = $('
    ').load(new URL(Potree.scriptPath + '/profile.html').href, () => {\n\t\t\t\t\t$(document.body).append(elProfile.children());\n\t\t\t\t\tthis.profileWindow = new ProfileWindow(this);\n\t\t\t\t\tthis.profileWindowController = new ProfileWindowController(this);\n\n\t\t\t\t\t$('#profile_window').draggable({\n\t\t\t\t\t\thandle: $('#profile_titlebar'),\n\t\t\t\t\t\tcontainment: $(document.body)\n\t\t\t\t\t});\n\t\t\t\t\t$('#profile_window').resizable({\n\t\t\t\t\t\tcontainment: $(document.body),\n\t\t\t\t\t\thandles: 'n, e, s, w'\n\t\t\t\t\t});\n\n\t\t\t\t\t$(() => {\n\t\t\t\t\t\tthis.guiLoaded = true;\n\t\t\t\t\t\tfor(let task of this.guiLoadTasks){\n\t\t\t\t\t\t\ttask();\n\t\t\t\t\t\t}\n\n\t\t\t\t\t});\n\t\t\t\t});\n\n\t\t\t\t\n\n\t\t\t});\n\n\t\t\t\n\t\t});\n\n\t\treturn this.promiseGuiLoaded();\n\t}\n\n\tsetLanguage (lang) {\n\t\ti18n.setLng(lang);\n\t\t$('body').i18n();\n\t}\n\n\tsetServer (server) {\n\t\tthis.server = server;\n\t}\n\n\tinitDragAndDrop(){\n\t\tfunction allowDrag(e) {\n\t\t\te.dataTransfer.dropEffect = 'copy';\n\t\t\te.preventDefault();\n\t\t}\n\n\t\tlet dropHandler = async (event) => {\n\t\t\tconsole.log(event);\n\t\t\tevent.preventDefault();\n\n\t\t\tfor(const item of event.dataTransfer.items){\n\t\t\t\tconsole.log(item);\n\n\t\t\t\tif(item.kind !== \"file\"){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tconst file = item.getAsFile();\n\n\t\t\t\tconst isJson5 = file.name.toLowerCase().endsWith(\".json5\");\n\t\t\t\tconst isGeoPackage = file.name.toLowerCase().endsWith(\".gpkg\");\n\n\t\t\t\tif(isJson5){\n\t\t\t\t\ttry{\n\n\t\t\t\t\t\tconst text = await file.text();\n\t\t\t\t\t\tconst json = JSON5.parse(text);\n\n\t\t\t\t\t\tif(json.type === \"Potree\"){\n\t\t\t\t\t\t\tPotree.loadProject(viewer, json);\n\t\t\t\t\t\t}\n\t\t\t\t\t}catch(e){\n\t\t\t\t\t\tconsole.error(\"failed to parse the dropped file as JSON\");\n\t\t\t\t\t\tconsole.error(e);\n\t\t\t\t\t}\n\t\t\t\t}else if(isGeoPackage){\n\t\t\t\t\tconst hasPointcloud = viewer.scene.pointclouds.length > 0;\n\n\t\t\t\t\tif(!hasPointcloud){\n\t\t\t\t\t\tlet msg = \"At least one point cloud is needed that specifies the \";\n\t\t\t\t\t\tmsg += \"coordinate reference system before loading vector data.\";\n\t\t\t\t\t\tconsole.error(msg);\n\t\t\t\t\t}else{\n\n\t\t\t\t\t\tproj4.defs(\"WGS84\", \"+proj=longlat +ellps=WGS84 +datum=WGS84 +no_defs\");\n\t\t\t\t\t\tproj4.defs(\"pointcloud\", this.getProjection());\n\t\t\t\t\t\tlet transform = proj4(\"WGS84\", \"pointcloud\");\n\n\t\t\t\t\t\tconst buffer = await file.arrayBuffer();\n\n\t\t\t\t\t\tconst params = {\n\t\t\t\t\t\t\ttransform: transform,\n\t\t\t\t\t\t\tsource: file.name,\n\t\t\t\t\t\t};\n\t\t\t\t\t\t\n\t\t\t\t\t\tconst geo = await Potree.GeoPackageLoader.loadBuffer(buffer, params);\n\t\t\t\t\t\tviewer.scene.addGeopackage(geo);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\t\t};\n\n\n\t\t$(\"body\")[0].addEventListener(\"dragenter\", allowDrag);\n\t\t$(\"body\")[0].addEventListener(\"dragover\", allowDrag);\n\t\t$(\"body\")[0].addEventListener(\"drop\", dropHandler);\n\t}\n\n\tinitThree () {\n\n\t\tconsole.log(`initializing three.js ${THREE.REVISION}`);\n\n\t\tlet width = this.renderArea.clientWidth;\n\t\tlet height = this.renderArea.clientHeight;\n\n\t\tlet contextAttributes = {\n\t\t\talpha: true,\n\t\t\tdepth: true,\n\t\t\tstencil: false,\n\t\t\tantialias: false,\n\t\t\t//premultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: true,\n\t\t\tpowerPreference: \"high-performance\",\n\t\t};\n\n\t\t// let contextAttributes = {\n\t\t// \talpha: false,\n\t\t// \tpreserveDrawingBuffer: true,\n\t\t// };\n\n\t\t// let contextAttributes = {\n\t\t// \talpha: false,\n\t\t// \tpreserveDrawingBuffer: true,\n\t\t// };\n\n\t\tlet canvas = document.createElement(\"canvas\");\n\n\t\tlet context = canvas.getContext('webgl', contextAttributes );\n\n\t\tthis.renderer = new THREE.WebGLRenderer({\n\t\t\talpha: true, \n\t\t\tpremultipliedAlpha: false,\n\t\t\tcanvas: canvas,\n\t\t\tcontext: context});\n\t\tthis.renderer.sortObjects = false;\n\t\tthis.renderer.setSize(width, height);\n\t\tthis.renderer.autoClear = false;\n\t\tthis.renderArea.appendChild(this.renderer.domElement);\n\t\tthis.renderer.domElement.tabIndex = '2222';\n\t\tthis.renderer.domElement.style.position = 'absolute';\n\t\tthis.renderer.domElement.addEventListener('mousedown', () => {\n\t\t\tthis.renderer.domElement.focus();\n\t\t});\n\t\t//this.renderer.domElement.focus();\n\n\t\t// NOTE: If extension errors occur, pass the string into this.renderer.extensions.get(x) before enabling\n\t\t// enable frag_depth extension for the interpolation shader, if available\n\t\tlet gl = this.renderer.getContext();\n\t\tgl.getExtension('EXT_frag_depth');\n\t\tgl.getExtension('WEBGL_depth_texture');\n\t\tgl.getExtension('WEBGL_color_buffer_float'); \t// Enable explicitly for more portability, EXT_color_buffer_float is the proper name in WebGL 2\n\t\t\n\t\tif(gl.createVertexArray == null){\n\t\t\tlet extVAO = gl.getExtension('OES_vertex_array_object');\n\n\t\t\tif(!extVAO){\n\t\t\t\tthrow new Error(\"OES_vertex_array_object extension not supported\");\n\t\t\t}\n\n\t\t\tgl.createVertexArray = extVAO.createVertexArrayOES.bind(extVAO);\n\t\t\tgl.bindVertexArray = extVAO.bindVertexArrayOES.bind(extVAO);\n\t\t}\n\t\t\n\t}\n\n\tupdateAnnotations () {\n\n\t\tif(!this.visibleAnnotations){\n\t\t\tthis.visibleAnnotations = new Set();\n\t\t}\n\n\t\tthis.scene.annotations.updateBounds();\n\t\tthis.scene.cameraP.updateMatrixWorld();\n\t\tthis.scene.cameraO.updateMatrixWorld();\n\t\t\n\t\tlet distances = [];\n\n\t\tlet renderAreaSize = this.renderer.getSize(new THREE.Vector2());\n\n\t\tlet viewer = this;\n\n\t\tlet visibleNow = [];\n\t\tthis.scene.annotations.traverse(annotation => {\n\n\t\t\tif (annotation === this.scene.annotations) {\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tif (!annotation.visible) {\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tannotation.scene = this.scene;\n\n\t\t\tlet element = annotation.domElement;\n\n\t\t\tlet position = annotation.position.clone();\n\t\t\tposition.add(annotation.offset);\n\t\t\tif (!position) {\n\t\t\t\tposition = annotation.boundingBox.getCenter(new THREE.Vector3());\n\t\t\t}\n\n\t\t\tlet distance = viewer.scene.cameraP.position.distanceTo(position);\n\t\t\tlet radius = annotation.boundingBox.getBoundingSphere(new THREE.Sphere()).radius;\n\n\t\t\tlet screenPos = new THREE.Vector3();\n\t\t\tlet screenSize = 0;\n\n\t\t\t{\n\t\t\t\t// SCREEN POS\n\t\t\t\tscreenPos.copy(position).project(this.scene.getActiveCamera());\n\t\t\t\tscreenPos.x = renderAreaSize.x * (screenPos.x + 1) / 2;\n\t\t\t\tscreenPos.y = renderAreaSize.y * (1 - (screenPos.y + 1) / 2);\n\n\n\t\t\t\t// SCREEN SIZE\n\t\t\t\tif(viewer.scene.cameraMode == CameraMode.PERSPECTIVE) {\n\t\t\t\t\tlet fov = Math.PI * viewer.scene.cameraP.fov / 180;\n\t\t\t\t\tlet slope = Math.tan(fov / 2.0);\n\t\t\t\t\tlet projFactor = 0.5 * renderAreaSize.y / (slope * distance);\n\t\t\t\t\tscreenSize = radius * projFactor;\n\t\t\t\t} else {\n\t\t\t\t\tscreenSize = Utils.projectedRadiusOrtho(radius, viewer.scene.cameraO.projectionMatrix, renderAreaSize.x, renderAreaSize.y);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\telement.css(\"left\", screenPos.x + \"px\");\n\t\t\telement.css(\"top\", screenPos.y + \"px\");\n\t\t\t//element.css(\"display\", \"block\");\n\n\t\t\tlet zIndex = 10000000 - distance * (10000000 / this.scene.cameraP.far);\n\t\t\tif(annotation.descriptionVisible){\n\t\t\t\tzIndex += 10000000;\n\t\t\t}\n\t\t\telement.css(\"z-index\", parseInt(zIndex));\n\n\t\t\tif(annotation.children.length > 0){\n\t\t\t\tlet expand = screenSize > annotation.collapseThreshold || annotation.boundingBox.containsPoint(this.scene.getActiveCamera().position);\n\t\t\t\tannotation.expand = expand;\n\n\t\t\t\tif (!expand) {\n\t\t\t\t\t//annotation.display = (screenPos.z >= -1 && screenPos.z <= 1);\n\t\t\t\t\tlet inFrustum = (screenPos.z >= -1 && screenPos.z <= 1);\n\t\t\t\t\tif(inFrustum){\n\t\t\t\t\t\tvisibleNow.push(annotation);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn expand;\n\t\t\t} else {\n\t\t\t\t//annotation.display = (screenPos.z >= -1 && screenPos.z <= 1);\n\t\t\t\tlet inFrustum = (screenPos.z >= -1 && screenPos.z <= 1);\n\t\t\t\tif(inFrustum){\n\t\t\t\t\tvisibleNow.push(annotation);\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t});\n\n\t\tlet notVisibleAnymore = new Set(this.visibleAnnotations);\n\t\tfor(let annotation of visibleNow){\n\t\t\tannotation.display = true;\n\t\t\t\n\t\t\tnotVisibleAnymore.delete(annotation);\n\t\t}\n\t\tthis.visibleAnnotations = visibleNow;\n\n\t\tfor(let annotation of notVisibleAnymore){\n\t\t\tannotation.display = false;\n\t\t}\n\n\t}\n\n\tupdateMaterialDefaults(pointcloud){\n\t\t// PROBLEM STATEMENT:\n\t\t// * [min, max] of intensity, source id, etc. are computed as point clouds are loaded\n\t\t// * the point cloud material won't know the range it should use until some data is loaded\n\t\t// * users can modify the range at runtime, but sensible default ranges should be \n\t\t// applied even if no GUI is present\n\t\t// * display ranges shouldn't suddenly change even if the actual range changes over time.\n\t\t// e.g. the root node has intensity range [1, 478]. One of the descendants increases range to \n\t\t// [0, 2047]. We should not automatically change to the new range because that would result\n\t\t// in sudden and drastic changes of brightness. We should adjust the min/max of the sidebar slider.\n\n\t\tconst material = pointcloud.material;\n\n\t\tconst attIntensity = pointcloud.getAttribute(\"intensity\");\n\t\t\n\t\tif(attIntensity != null && material.intensityRange[0] === Infinity){\n\t\t\tmaterial.intensityRange = [...attIntensity.range];\n\t\t}\n\n\t\t// const attIntensity = pointcloud.getAttribute(\"intensity\");\n\t\t// if(attIntensity && material.intensityRange[0] === Infinity){\n\t\t// \tmaterial.intensityRange = [...attIntensity.range];\n\t\t// }\n\n\t\t// let attributes = pointcloud.getAttributes();\n\n\t\t// for(let attribute of attributes.attributes){\n\t\t// \tif(attribute.range){\n\t\t// \t\tlet range = [...attribute.range];\n\t\t// \t\tmaterial.computedRange.set(attribute.name, range);\n\t\t// \t\t//material.setRange(attribute.name, range);\n\t\t// \t}\n\t\t// }\n\n\n\t}\n\n\tupdate(delta, timestamp){\n\n\t\tif(Potree.measureTimings) performance.mark(\"update-start\");\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'update_start',\n\t\t\tdelta: delta,\n\t\t\ttimestamp: timestamp});\n\n\t\t\n\t\tconst scene = this.scene;\n\t\tconst camera = scene.getActiveCamera();\n\t\tconst visiblePointClouds = this.scene.pointclouds.filter(pc => pc.visible)\n\t\t\n\t\tPotree.pointLoadLimit = Potree.pointBudget * 2;\n\n\t\tconst lTarget = camera.position.clone().add(camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(1000));\n\t\tthis.scene.directionalLight.position.copy(camera.position);\n\t\tthis.scene.directionalLight.lookAt(lTarget);\n\n\n\t\tfor (let pointcloud of visiblePointClouds) {\n\n\t\t\tpointcloud.showBoundingBox = this.showBoundingBox;\n\t\t\tpointcloud.generateDEM = this.generateDEM;\n\t\t\tpointcloud.minimumNodePixelSize = this.minNodeSize;\n\n\t\t\tlet material = pointcloud.material;\n\n\t\t\tmaterial.uniforms.uFilterReturnNumberRange.value = this.filterReturnNumberRange;\n\t\t\tmaterial.uniforms.uFilterNumberOfReturnsRange.value = this.filterNumberOfReturnsRange;\n\t\t\tmaterial.uniforms.uFilterGPSTimeClipRange.value = this.filterGPSTimeRange;\n\t\t\tmaterial.uniforms.uFilterPointSourceIDClipRange.value = this.filterPointSourceIDRange;\n\n\t\t\tmaterial.classification = this.classifications;\n\t\t\tmaterial.recomputeClassification();\n\n\t\t\tthis.updateMaterialDefaults(pointcloud);\n\t\t}\n\n\t\t{\n\t\t\tif(this.showBoundingBox){\n\t\t\t\tlet bbRoot = this.scene.scene.getObjectByName(\"potree_bounding_box_root\");\n\t\t\t\tif(!bbRoot){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.name = \"potree_bounding_box_root\";\n\t\t\t\t\tthis.scene.scene.add(node);\n\t\t\t\t\tbbRoot = node;\n\t\t\t\t}\n\n\t\t\t\tlet visibleBoxes = [];\n\t\t\t\tfor(let pointcloud of this.scene.pointclouds){\n\t\t\t\t\tfor(let node of pointcloud.visibleNodes.filter(vn => vn.boundingBoxNode !== undefined)){\n\t\t\t\t\t\tlet box = node.boundingBoxNode;\n\t\t\t\t\t\tvisibleBoxes.push(box);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tbbRoot.children = visibleBoxes;\n\t\t\t}\n\t\t}\n\n\t\tif (!this.freeze) {\n\t\t\tlet result = Potree.updatePointClouds(scene.pointclouds, camera, this.renderer);\n\n\n\t\t\t// DEBUG - ONLY DISPLAY NODES THAT INTERSECT MOUSE\n\t\t\t//if(false){ \n\n\t\t\t//\tlet renderer = viewer.renderer;\n\t\t\t//\tlet mouse = viewer.inputHandler.mouse;\n\n\t\t\t//\tlet nmouse = {\n\t\t\t//\t\tx: (mouse.x / renderer.domElement.clientWidth) * 2 - 1,\n\t\t\t//\t\ty: -(mouse.y / renderer.domElement.clientHeight) * 2 + 1\n\t\t\t//\t};\n\n\t\t\t//\tlet pickParams = {};\n\n\t\t\t//\t//if(params.pickClipped){\n\t\t\t//\t//\tpickParams.pickClipped = params.pickClipped;\n\t\t\t//\t//}\n\n\t\t\t//\tpickParams.x = mouse.x;\n\t\t\t//\tpickParams.y = renderer.domElement.clientHeight - mouse.y;\n\n\t\t\t//\tlet raycaster = new THREE.Raycaster();\n\t\t\t//\traycaster.setFromCamera(nmouse, camera);\n\t\t\t//\tlet ray = raycaster.ray;\n\n\t\t\t//\tfor(let pointcloud of scene.pointclouds){\n\t\t\t//\t\tlet nodes = pointcloud.nodesOnRay(pointcloud.visibleNodes, ray);\n\t\t\t//\t\tpointcloud.visibleNodes = nodes;\n\n\t\t\t//\t}\n\t\t\t//}\n\n\t\t\t// const tStart = performance.now();\n\t\t\t// const worldPos = new THREE.Vector3();\n\t\t\t// const camPos = viewer.scene.getActiveCamera().getWorldPosition(new THREE.Vector3());\n\t\t\t// let lowestDistance = Infinity;\n\t\t\t// let numNodes = 0;\n\n\t\t\t// viewer.scene.scene.traverse(node => {\n\t\t\t// \tnode.getWorldPosition(worldPos);\n\n\t\t\t// \tconst distance = worldPos.distanceTo(camPos);\n\n\t\t\t// \tlowestDistance = Math.min(lowestDistance, distance);\n\n\t\t\t// \tnumNodes++;\n\n\t\t\t// \tif(Number.isNaN(distance)){\n\t\t\t// \t\tconsole.error(\":(\");\n\t\t\t// \t}\n\t\t\t// });\n\t\t\t// const duration = (performance.now() - tStart).toFixed(2);\n\n\t\t\t// Potree.debug.computeNearDuration = duration;\n\t\t\t// Potree.debug.numNodes = numNodes;\n\n\t\t\t//console.log(lowestDistance.toString(2), duration);\n\n\t\t\tconst tStart = performance.now();\n\t\t\tconst campos = camera.position;\n\t\t\tlet closestImage = Infinity;\n\t\t\tfor(const images of this.scene.orientedImages){\n\t\t\t\tfor(const image of images.images){\n\t\t\t\t\tconst distance = image.mesh.position.distanceTo(campos);\n\n\t\t\t\t\tclosestImage = Math.min(closestImage, distance);\n\t\t\t\t}\n\t\t\t}\n\t\t\tconst tEnd = performance.now();\n\n\t\t\tif(result.lowestSpacing !== Infinity){\n\t\t\t\tlet near = result.lowestSpacing * 10.0;\n\t\t\t\tlet far = -this.getBoundingBox().applyMatrix4(camera.matrixWorldInverse).min.z;\n\n\t\t\t\tfar = Math.max(far * 1.5, 10000);\n\t\t\t\tnear = Math.min(100.0, Math.max(0.01, near));\n\t\t\t\tnear = Math.min(near, closestImage);\n\t\t\t\tfar = Math.max(far, near + 10000);\n\n\t\t\t\tif(near === Infinity){\n\t\t\t\t\tnear = 0.1;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tcamera.near = near;\n\t\t\t\tcamera.far = far;\n\t\t\t}else{\n\t\t\t\t// don't change near and far in this case\n\t\t\t}\n\n\t\t\tif(this.scene.cameraMode == CameraMode.ORTHOGRAPHIC) {\n\t\t\t\tcamera.near = -camera.far;\n\t\t\t}\n\t\t} \n\t\t\n\t\tthis.scene.cameraP.fov = this.fov;\n\t\t\n\t\tlet controls = this.getControls();\n\t\tif (controls === this.deviceControls) {\n\t\t\tthis.controls.setScene(scene);\n\t\t\tthis.controls.update(delta);\n\n\t\t\tthis.scene.cameraP.position.copy(scene.view.position);\n\t\t\tthis.scene.cameraO.position.copy(scene.view.position);\n\t\t} else if (controls !== null) {\n\t\t\tcontrols.setScene(scene);\n\t\t\tcontrols.update(delta);\n\n\t\t\tif(typeof debugDisabled === \"undefined\" ){\n\t\t\t\tthis.scene.cameraP.position.copy(scene.view.position);\n\t\t\t\tthis.scene.cameraP.rotation.order = \"ZXY\";\n\t\t\t\tthis.scene.cameraP.rotation.x = Math.PI / 2 + this.scene.view.pitch;\n\t\t\t\tthis.scene.cameraP.rotation.z = this.scene.view.yaw;\n\t\t\t}\n\n\t\t\tthis.scene.cameraO.position.copy(scene.view.position);\n\t\t\tthis.scene.cameraO.rotation.order = \"ZXY\";\n\t\t\tthis.scene.cameraO.rotation.x = Math.PI / 2 + this.scene.view.pitch;\n\t\t\tthis.scene.cameraO.rotation.z = this.scene.view.yaw;\n\t\t}\n\t\t\n\t\tcamera.updateMatrix();\n\t\tcamera.updateMatrixWorld();\n\t\tcamera.matrixWorldInverse.copy(camera.matrixWorld).invert();\n\n\t\t{\n\t\t\tif(this._previousCamera === undefined){\n\t\t\t\tthis._previousCamera = this.scene.getActiveCamera().clone();\n\t\t\t\tthis._previousCamera.rotation.copy(this.scene.getActiveCamera().rotation);\n\t\t\t}\n\n\t\t\tif(!this._previousCamera.matrixWorld.equals(camera.matrixWorld)){\n\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\ttype: \"camera_changed\",\n\t\t\t\t\tprevious: this._previousCamera,\n\t\t\t\t\tcamera: camera\n\t\t\t\t});\n\t\t\t}else if(!this._previousCamera.projectionMatrix.equals(camera.projectionMatrix)){\n\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\ttype: \"camera_changed\",\n\t\t\t\t\tprevious: this._previousCamera,\n\t\t\t\t\tcamera: camera\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tthis._previousCamera = this.scene.getActiveCamera().clone();\n\t\t\tthis._previousCamera.rotation.copy(this.scene.getActiveCamera().rotation);\n\n\t\t}\n\n\t\t{ // update clip boxes\n\t\t\tlet boxes = [];\n\t\t\t\n\t\t\t// volumes with clipping enabled\n\t\t\t//boxes.push(...this.scene.volumes.filter(v => (v.clip)));\n\t\t\tboxes.push(...this.scene.volumes.filter(v => (v.clip && v instanceof BoxVolume)));\n\n\t\t\t// profile segments\n\t\t\tfor(let profile of this.scene.profiles){\n\t\t\t\tboxes.push(...profile.boxes);\n\t\t\t}\n\t\t\t\n\t\t\t// Needed for .getInverse(), pre-empt a determinant of 0, see #815 / #816\n\t\t\tlet degenerate = (box) => box.matrixWorld.determinant() !== 0;\n\t\t\t\n\t\t\tlet clipBoxes = boxes.filter(degenerate).map( box => {\n\t\t\t\tbox.updateMatrixWorld();\n\t\t\t\t\n\t\t\t\tlet boxInverse = box.matrixWorld.clone().invert();\n\t\t\t\tlet boxPosition = box.getWorldPosition(new THREE.Vector3());\n\n\t\t\t\treturn {box: box, inverse: boxInverse, position: boxPosition};\n\t\t\t});\n\n\t\t\tlet clipPolygons = this.scene.polygonClipVolumes.filter(vol => vol.initialized);\n\t\t\t\n\t\t\t// set clip volumes in material\n\t\t\tfor(let pointcloud of visiblePointClouds){\n\t\t\t\tpointcloud.material.setClipBoxes(clipBoxes);\n\t\t\t\tpointcloud.material.setClipPolygons(clipPolygons, this.clippingTool.maxPolygonVertices);\n\t\t\t\tpointcloud.material.clipTask = this.clipTask;\n\t\t\t\tpointcloud.material.clipMethod = this.clipMethod;\n\t\t\t}\n\t\t}\n\n\t\t{\n\t\t\tfor(let pointcloud of visiblePointClouds){\n\t\t\t\tpointcloud.material.elevationGradientRepeat = this.elevationGradientRepeat;\n\t\t\t}\n\t\t}\n\t\t\n\t\t{ // update navigation cube\n\t\t\tthis.navigationCube.update(camera.rotation);\n\t\t}\n\n\t\tthis.updateAnnotations();\n\t\t\n\t\tif(this.mapView){\n\t\t\tthis.mapView.update(delta);\n\t\t\tif(this.mapView.sceneProjection){\n\t\t\t\t$( \"#potree_map_toggle\" ).css(\"display\", \"block\");\n\t\t\t\t\n\t\t\t}\n\t\t}\n\n\t\tTWEEN.update(timestamp);\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'update',\n\t\t\tdelta: delta,\n\t\t\ttimestamp: timestamp});\n\t\t\t\n\t\tif(Potree.measureTimings) {\n\t\t\tperformance.mark(\"update-end\");\n\t\t\tperformance.measure(\"update\", \"update-start\", \"update-end\");\n\t\t}\n\t}\n\n\tgetPRenderer(){\n\t\tif(this.useHQ){\n\t\t\tif (!this.hqRenderer) {\n\t\t\t\tthis.hqRenderer = new HQSplatRenderer(this);\n\t\t\t}\n\t\t\tthis.hqRenderer.useEDL = this.useEDL;\n\n\t\t\treturn this.hqRenderer;\n\t\t}else{\n\t\t\tif (this.useEDL && Features.SHADER_EDL.isSupported()) {\n\t\t\t\tif (!this.edlRenderer) {\n\t\t\t\t\tthis.edlRenderer = new EDLRenderer(this);\n\t\t\t\t}\n\n\t\t\t\treturn this.edlRenderer;\n\t\t\t} else {\n\t\t\t\tif (!this.potreeRenderer) {\n\t\t\t\t\tthis.potreeRenderer = new PotreeRenderer(this);\n\t\t\t\t}\n\n\t\t\t\treturn this.potreeRenderer;\n\t\t\t}\n\t\t}\n\t}\n\n\trenderVR(){\n\n\t\tlet renderer = this.renderer;\n\n\t\trenderer.setClearColor(0x550000, 0);\n\t\trenderer.clear();\n\n\t\tlet xr = renderer.xr;\n\t\tlet dbg = new THREE.PerspectiveCamera();\n\t\tlet xrCameras = xr.getCamera(dbg);\n\n\t\tif(xrCameras.cameras.length !== 2){\n\t\t\treturn;\n\t\t}\n\n\t\tlet makeCam = this.vrControls.getCamera.bind(this.vrControls);\n\n\t\t{ // clear framebuffer\n\t\t\tif(viewer.background === \"skybox\"){\n\t\t\t\trenderer.setClearColor(0xff0000, 1);\n\t\t\t}else if(viewer.background === \"gradient\"){\n\t\t\t\trenderer.setClearColor(0x112233, 1);\n\t\t\t}else if(viewer.background === \"black\"){\n\t\t\t\trenderer.setClearColor(0x000000, 1);\n\t\t\t}else if(viewer.background === \"white\"){\n\t\t\t\trenderer.setClearColor(0xFFFFFF, 1);\n\t\t\t}else{\n\t\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t\t}\n\n\t\t\trenderer.clear();\n\t\t}\n\n\t\t// render background\n\t\tif(this.background === \"skybox\"){\n\t\t\tlet {skybox} = this;\n\n\t\t\tlet cam = makeCam();\n\t\t\tskybox.camera.rotation.copy(cam.rotation);\n\t\t\tskybox.camera.fov = cam.fov;\n\t\t\tskybox.camera.aspect = cam.aspect;\n\t\t\t\n\t\t\t// let dbg = new THREE.Object3D();\n\t\t\tlet dbg = skybox.parent;\n\t\t\t// dbg.up.set(0, 0, 1);\n\t\t\tdbg.rotation.x = Math.PI / 2;\n\n\t\t\t// skybox.camera.parent = dbg;\n\t\t\t// dbg.children.push(skybox.camera);\n\n\t\t\tdbg.updateMatrix();\n\t\t\tdbg.updateMatrixWorld();\n\n\t\t\tskybox.camera.updateMatrix();\n\t\t\tskybox.camera.updateMatrixWorld();\n\t\t\tskybox.camera.updateProjectionMatrix();\n\n\t\t\trenderer.render(skybox.scene, skybox.camera);\n\t\t\t// renderer.render(skybox.scene, cam);\n\t\t}else if(this.background === \"gradient\"){\n\t\t\t// renderer.render(this.scene.sceneBG, this.scene.cameraBG);\n\t\t}\n\n\t\tthis.renderer.xr.getSession().updateRenderState({\n\t\t\tdepthNear: 0.1,\n\t\t\tdepthFar: 10000\n\t\t});\n\t\t\n\t\tlet cam = null;\n\t\tlet view = null;\n\n\t\t{ // render world scene\n\t\t\tcam = makeCam();\n\t\t\tcam.position.z -= 0.8 * cam.scale.x;\n\t\t\tcam.parent = null;\n\t\t\t// cam.near = 0.05;\n\t\t\tcam.near = viewer.scene.getActiveCamera().near;\n\t\t\tcam.far = viewer.scene.getActiveCamera().far;\n\t\t\tcam.updateMatrix();\n\t\t\tcam.updateMatrixWorld();\n\n\t\t\tthis.scene.scene.updateMatrix();\n\t\t\tthis.scene.scene.updateMatrixWorld();\n\t\t\tthis.scene.scene.matrixAutoUpdate = false;\n\n\t\t\tlet camWorld = cam.matrixWorld.clone();\n\t\t\tview = camWorld.clone().invert();\n\t\t\tthis.scene.scene.matrix.copy(view);\n\t\t\tthis.scene.scene.matrixWorld.copy(view);\n\n\t\t\tcam.matrix.identity();\n\t\t\tcam.matrixWorld.identity();\n\t\t\tcam.matrixWorldInverse.identity();\n\n\t\t\trenderer.render(this.scene.scene, cam);\n\n\t\t\tthis.scene.scene.matrixWorld.identity();\n\n\t\t}\n\t\t\n\t\tfor(let pointcloud of this.scene.pointclouds){\n\n\t\t\tlet viewport = xrCameras.cameras[0].viewport;\n\n\t\t\tpointcloud.material.useEDL = false;\n\t\t\tpointcloud.screenHeight = viewport.height;\n\t\t\tpointcloud.screenWidth = viewport.width;\n\n\t\t\t// automatically switch to paraboloids because they cause far less flickering in VR, \n\t\t\t// when point sizes are larger than around 2 pixels\n\t\t\t// if(Features.SHADER_INTERPOLATION.isSupported()){\n\t\t\t// \tpointcloud.material.shape = Potree.PointShape.PARABOLOID;\n\t\t\t// }\n\t\t}\n\t\t\n\t\t// render point clouds\n\t\tfor(let xrCamera of xrCameras.cameras){\n\n\t\t\tlet v = xrCamera.viewport;\n\t\t\trenderer.setViewport(v.x, v.y, v.width, v.height);\n\n\t\t\t// xrCamera.fov = 90;\n\n\t\t\t{ // estimate VR fov\n\t\t\t\tlet proj = xrCamera.projectionMatrix;\n\t\t\t\tlet inv = proj.clone().invert();\n\n\t\t\t\tlet p1 = new THREE.Vector4(0, 1, -1, 1).applyMatrix4(inv);\n\t\t\t\tlet rad = p1.y\n\t\t\t\tlet fov = 180 * (rad / Math.PI);\n\n\t\t\t\txrCamera.fov = fov;\n\t\t\t}\n\n\t\t\tfor(let pointcloud of this.scene.pointclouds){\n\t\t\t\tconst {material} = pointcloud;\n\t\t\t\tmaterial.useEDL = false;\n\t\t\t}\n\n\t\t\tlet vrWorld = view.clone().invert();\n\t\t\tvrWorld.multiply(xrCamera.matrixWorld);\n\t\t\tlet vrView = vrWorld.clone().invert();\n\n\t\t\tthis.pRenderer.render(this.scene.scenePointCloud, xrCamera, null, {\n\t\t\t\tviewOverride: vrView,\n\t\t\t});\n\n\t\t}\n\n\t\t{ // render VR scene\n\t\t\tlet cam = makeCam();\n\t\t\tcam.parent = null;\n\n\t\t\trenderer.render(this.sceneVR, cam);\n\t\t}\n\n\t\trenderer.resetState();\n\n\t}\n\n\trenderDefault(){\n\t\tlet pRenderer = this.getPRenderer();\n\n\t\t{ // resize\n\t\t\tconst width = this.scaleFactor * this.renderArea.clientWidth;\n\t\t\tconst height = this.scaleFactor * this.renderArea.clientHeight;\n\n\t\t\tthis.renderer.setSize(width, height);\n\t\t\tconst pixelRatio = this.renderer.getPixelRatio();\n\t\t\tconst aspect = width / height;\n\n\t\t\tconst scene = this.scene;\n\n\t\t\tscene.cameraP.aspect = aspect;\n\t\t\tscene.cameraP.updateProjectionMatrix();\n\n\t\t\tlet frustumScale = this.scene.view.radius;\n\t\t\tscene.cameraO.left = -frustumScale;\n\t\t\tscene.cameraO.right = frustumScale;\n\t\t\tscene.cameraO.top = frustumScale * 1 / aspect;\n\t\t\tscene.cameraO.bottom = -frustumScale * 1 / aspect;\n\t\t\tscene.cameraO.updateProjectionMatrix();\n\n\t\t\tscene.cameraScreenSpace.top = 1/aspect;\n\t\t\tscene.cameraScreenSpace.bottom = -1/aspect;\n\t\t\tscene.cameraScreenSpace.updateProjectionMatrix();\n\t\t}\n\n\t\tpRenderer.clear();\n\n\t\tpRenderer.render(this.renderer);\n\t\tthis.renderer.render(this.overlay, this.overlayCamera);\n\t}\n\t\n\trender(){\n\t\tif(Potree.measureTimings) performance.mark(\"render-start\");\n\n\t\ttry{\n\n\t\t\tconst vrActive = this.renderer.xr.isPresenting;\n\n\t\t\tif(vrActive){\n\t\t\t\tthis.renderVR();\n\t\t\t}else{\n\t\t\t\tthis.renderDefault();\n\t\t\t}\n\n\t\t}catch(e){\n\t\t\tthis.onCrash(e);\n\t\t}\n\t\t\n\t\tif(Potree.measureTimings){\n\t\t\tperformance.mark(\"render-end\");\n\t\t\tperformance.measure(\"render\", \"render-start\", \"render-end\");\n\t\t}\n\t}\n\n\tresolveTimings(timestamp){\n\t\tif(Potree.measureTimings){\n\t\t\tif(!this.toggle){\n\t\t\t\tthis.toggle = timestamp;\n\t\t\t}\n\t\t\tlet duration = timestamp - this.toggle;\n\t\t\tif(duration > 1000.0){\n\t\t\t\n\t\t\t\tlet measures = performance.getEntriesByType(\"measure\");\n\t\t\t\t\n\t\t\t\tlet names = new Set();\n\t\t\t\tfor(let measure of measures){\n\t\t\t\t\tnames.add(measure.name);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tlet groups = new Map();\n\t\t\t\tfor(let name of names){\n\t\t\t\t\tgroups.set(name, {\n\t\t\t\t\t\tmeasures: [],\n\t\t\t\t\t\tsum: 0,\n\t\t\t\t\t\tn: 0,\n\t\t\t\t\t\tmin: Infinity,\n\t\t\t\t\t\tmax: -Infinity\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfor(let measure of measures){\n\t\t\t\t\tlet group = groups.get(measure.name);\n\t\t\t\t\tgroup.measures.push(measure);\n\t\t\t\t\tgroup.sum += measure.duration;\n\t\t\t\t\tgroup.n++;\n\t\t\t\t\tgroup.min = Math.min(group.min, measure.duration);\n\t\t\t\t\tgroup.max = Math.max(group.max, measure.duration);\n\t\t\t\t}\n\n\t\t\t\tlet glQueries = Potree.resolveQueries(this.renderer.getContext());\n\t\t\t\tfor(let [key, value] of glQueries){\n\n\t\t\t\t\tlet group = {\n\t\t\t\t\t\tmeasures: value.map(v => {return {duration: v}}),\n\t\t\t\t\t\tsum: value.reduce( (a, i) => a + i, 0),\n\t\t\t\t\t\tn: value.length,\n\t\t\t\t\t\tmin: Math.min(...value),\n\t\t\t\t\t\tmax: Math.max(...value)\n\t\t\t\t\t};\n\n\t\t\t\t\tlet groupname = `[tq] ${key}`;\n\t\t\t\t\tgroups.set(groupname, group);\n\t\t\t\t\tnames.add(groupname);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfor(let [name, group] of groups){\n\t\t\t\t\tgroup.mean = group.sum / group.n;\n\t\t\t\t\tgroup.measures.sort( (a, b) => a.duration - b.duration );\n\t\t\t\t\t\n\t\t\t\t\tif(group.n === 1){\n\t\t\t\t\t\tgroup.median = group.measures[0].duration;\n\t\t\t\t\t}else if(group.n > 1){\n\t\t\t\t\t\tgroup.median = group.measures[parseInt(group.n / 2)].duration;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tlet cn = Array.from(names).reduce( (a, i) => Math.max(a, i.length), 0) + 5;\n\t\t\t\tlet cmin = 10;\n\t\t\t\tlet cmed = 10;\n\t\t\t\tlet cmax = 10;\n\t\t\t\tlet csam = 6;\n\t\t\t\t\n\t\t\t\tlet message = ` ${\"NAME\".padEnd(cn)} |` \n\t\t\t\t\t+ ` ${\"MIN\".padStart(cmin)} |`\n\t\t\t\t\t+ ` ${\"MEDIAN\".padStart(cmed)} |`\n\t\t\t\t\t+ ` ${\"MAX\".padStart(cmax)} |`\n\t\t\t\t\t+ ` ${\"SAMPLES\".padStart(csam)} \\n`;\n\t\t\t\tmessage += ` ${\"-\".repeat(message.length) }\\n`;\n\t\t\t\t\n\t\t\t\tnames = Array.from(names).sort();\n\t\t\t\tfor(let name of names){\n\t\t\t\t\tlet group = groups.get(name);\n\t\t\t\t\tlet min = group.min.toFixed(3);\n\t\t\t\t\tlet median = group.median.toFixed(3);\n\t\t\t\t\tlet max = group.max.toFixed(3);\n\t\t\t\t\tlet n = group.n;\n\t\t\t\t\t\n\t\t\t\t\tmessage += ` ${name.padEnd(cn)} |`\n\t\t\t\t\t\t+ ` ${min.padStart(cmin)} |`\n\t\t\t\t\t\t+ ` ${median.padStart(cmed)} |`\n\t\t\t\t\t\t+ ` ${max.padStart(cmax)} |`\n\t\t\t\t\t\t+ ` ${n.toString().padStart(csam)}\\n`;\n\t\t\t\t}\n\t\t\t\tmessage += `\\n`;\n\t\t\t\tconsole.log(message);\n\t\t\t\t\n\t\t\t\tperformance.clearMarks();\n\t\t\t\tperformance.clearMeasures();\n\t\t\t\tthis.toggle = timestamp;\n\t\t\t}\n\t\t}\n\t}\n\n\tloop(timestamp){\n\n\t\tif(this.stats){\n\t\t\tthis.stats.begin();\n\t\t}\n\n\t\tif(Potree.measureTimings){\n\t\t\tperformance.mark(\"loop-start\");\n\t\t}\n\n\t\tthis.update(this.clock.getDelta(), timestamp);\n\t\tthis.render();\n\n\t\t// let vrActive = viewer.renderer.xr.isPresenting;\n\t\t// if(vrActive){\n\t\t// \tthis.update(this.clock.getDelta(), timestamp);\n\t\t// \tthis.render();\n\t\t// }else{\n\n\t\t// \tthis.update(this.clock.getDelta(), timestamp);\n\t\t// \tthis.render();\n\t\t// }\n\n\n\t\tif(Potree.measureTimings){\n\t\t\tperformance.mark(\"loop-end\");\n\t\t\tperformance.measure(\"loop\", \"loop-start\", \"loop-end\");\n\t\t}\n\t\t\n\t\tthis.resolveTimings(timestamp);\n\n\t\tPotree.framenumber++;\n\n\t\tif(this.stats){\n\t\t\tthis.stats.end();\n\t\t}\n\t}\n\n\tpostError(content, params = {}){\n\t\tlet message = this.postMessage(content, params);\n\n\t\tmessage.element.addClass(\"potree_message_error\");\n\n\t\treturn message;\n\t}\n\n\tpostMessage(content, params = {}){\n\t\tlet message = new Message(content);\n\n\t\tlet animationDuration = 100;\n\n\t\tmessage.element.css(\"display\", \"none\");\n\t\tmessage.elClose.click( () => {\n\t\t\tmessage.element.slideToggle(animationDuration);\n\n\t\t\tlet index = this.messages.indexOf(message);\n\t\t\tif(index >= 0){\n\t\t\t\tthis.messages.splice(index, 1);\n\t\t\t}\n\t\t});\n\n\t\tthis.elMessages.prepend(message.element);\n\n\t\tmessage.element.slideToggle(animationDuration);\n\n\t\tthis.messages.push(message);\n\n\t\tif(params.duration !== undefined){\n\t\t\tlet fadeDuration = 500;\n\t\t\tlet slideOutDuration = 200;\n\t\t\tsetTimeout(() => {\n\t\t\t\tmessage.element.animate({\n\t\t\t\t\topacity: 0\t\n\t\t\t\t}, fadeDuration);\n\t\t\t\tmessage.element.slideToggle(slideOutDuration);\n\t\t\t}, params.duration)\n\t\t}\n\n\t\treturn message;\n\t}\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nTHREE.OrthographicCamera.prototype.zoomTo = function( node, factor = 1){\n\n\tif ( !node.geometry && !node.boundingBox) {\n\t\treturn;\n\t}\n\n\t// TODO\n\n\t//let minWS = new THREE.Vector4(node.boundingBox.min.x, node.boundingBox.min.y, node.boundingBox.min.z, 1);\n\t//let minVS = minWS.applyMatrix4(this.matrixWorldInverse);\n\n\t//let right = node.boundingBox.max.x;\n\t//let bottom\t= node.boundingBox.min.y;\n\t//let top = node.boundingBox.max.y;\n\n\tthis.updateProjectionMatrix();\t\n};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nTHREE.PerspectiveCamera.prototype.zoomTo = function (node, factor) {\n\tif (!node.geometry && !node.boundingSphere && !node.boundingBox) {\n\t\treturn;\n\t}\n\n\tif (node.geometry && node.geometry.boundingSphere === null) {\n\t\tnode.geometry.computeBoundingSphere();\n\t}\n\n\tnode.updateMatrixWorld();\n\n\tlet bs;\n\n\tif (node.boundingSphere) {\n\t\tbs = node.boundingSphere;\n\t} else if (node.geometry && node.geometry.boundingSphere) {\n\t\tbs = node.geometry.boundingSphere;\n\t} else {\n\t\tbs = node.boundingBox.getBoundingSphere(new THREE.Sphere());\n\t}\n\n\tlet _factor = factor || 1;\n\n\tbs = bs.clone().applyMatrix4(node.matrixWorld);\n\tlet radius = bs.radius;\n\tlet fovr = this.fov * Math.PI / 180;\n\n\tif (this.aspect < 1) {\n\t\tfovr = fovr * this.aspect;\n\t}\n\n\tlet distanceFactor = Math.abs(radius / Math.sin(fovr / 2)) * _factor;\n\n\tlet offset = this.getWorldDirection(new THREE.Vector3()).multiplyScalar(-distanceFactor);\n\tthis.position.copy(bs.center.clone().add(offset));\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nTHREE.Ray.prototype.distanceToPlaneWithNegative = function (plane) {\n\tlet denominator = plane.normal.dot(this.direction);\n\tif (denominator === 0) {\n\t\t// line is coplanar, return origin\n\t\tif (plane.distanceToPoint(this.origin) === 0) {\n\t\t\treturn 0;\n\t\t}\n\n\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\t\treturn null;\n\t}\n\tlet t = -(this.origin.dot(plane.normal) + plane.constant) / denominator;\n\n\treturn t;\n};\n","\nexport * from \"./Actions.js\";\nexport * from \"./AnimationPath.js\";\nexport * from \"./Annotation.js\";\nexport * from \"./defines.js\";\nexport * from \"./Enum.js\";\nexport * from \"./EventDispatcher.js\";\nexport * from \"./Features.js\";\nexport * from \"./KeyCodes.js\";\nexport * from \"./LRU.js\";\nexport * from \"./PointCloudEptGeometry.js\";\nexport * from \"./PointCloudOctree.js\";\nexport * from \"./PointCloudOctreeGeometry.js\";\nexport * from \"./PointCloudTree.js\";\nexport * from \"./Points.js\";\nexport * from \"./Potree_update_visibility.js\";\nexport * from \"./PotreeRenderer.js\";\nexport * from \"./ProfileRequest.js\";\nexport * from \"./TextSprite.js\";\nexport * from \"./utils.js\";\nexport * from \"./Version.js\";\nexport * from \"./WorkerPool.js\";\nexport * from \"./XHRFactory.js\";\nexport * from \"./viewer/SaveProject.js\";\nexport * from \"./viewer/LoadProject.js\";\n\nexport * from \"./materials/ClassificationScheme.js\";\nexport * from \"./materials/EyeDomeLightingMaterial.js\";\nexport * from \"./materials/Gradients.js\";\nexport * from \"./materials/NormalizationEDLMaterial.js\";\nexport * from \"./materials/NormalizationMaterial.js\";\nexport * from \"./materials/PointCloudMaterial.js\";\n\nexport * from \"./loader/POCLoader.js\";\nexport * from \"./modules/loader/2.0/OctreeLoader.js\";\nexport * from \"./loader/EptLoader.js\";\nexport * from \"./loader/ept/BinaryLoader.js\";\nexport * from \"./loader/ept/LaszipLoader.js\";\nexport * from \"./loader/ept/ZstandardLoader.js\";\nexport * from \"./loader/PointAttributes.js\";\nexport * from \"./loader/ShapefileLoader.js\";\nexport * from \"./loader/GeoPackageLoader.js\";\n\nexport * from \"./utils/Box3Helper.js\";\nexport * from \"./utils/ClippingTool.js\";\nexport * from \"./utils/ClipVolume.js\";\nexport * from \"./utils/GeoTIFF.js\";\nexport * from \"./utils/Measure.js\";\nexport * from \"./utils/MeasuringTool.js\";\nexport * from \"./utils/Message.js\";\nexport * from \"./utils/PointCloudSM.js\";\nexport * from \"./utils/PolygonClipVolume.js\";\nexport * from \"./utils/Profile.js\";\nexport * from \"./utils/ProfileTool.js\";\nexport * from \"./utils/ScreenBoxSelectTool.js\";\nexport * from \"./utils/SpotLightHelper.js\";\nexport * from \"./utils/TransformationTool.js\";\nexport * from \"./utils/Volume.js\";\nexport * from \"./utils/VolumeTool.js\";\nexport * from \"./utils/Compass.js\";\n\nexport * from \"./viewer/viewer.js\";\nexport * from \"./viewer/Scene.js\";\nexport * from \"./viewer/HierarchicalSlider.js\";\n\nexport * from \"./modules/OrientedImages/OrientedImages.js\";\nexport * from \"./modules/Images360/Images360.js\";\nexport * from \"./modules/CameraAnimation/CameraAnimation.js\";\n\nexport * from \"./modules/loader/2.0/OctreeLoader.js\";\n\nexport {OrbitControls} from \"./navigation/OrbitControls.js\";\nexport {FirstPersonControls} from \"./navigation/FirstPersonControls.js\";\nexport {EarthControls} from \"./navigation/EarthControls.js\";\nexport {DeviceOrientationControls} from \"./navigation/DeviceOrientationControls.js\";\nexport {VRControls} from \"./navigation/VRControls.js\";\n\nimport \"./extensions/OrthographicCamera.js\";\nimport \"./extensions/PerspectiveCamera.js\";\nimport \"./extensions/Ray.js\";\n\nimport {LRU} from \"./LRU.js\";\nimport {OctreeLoader} from \"./modules/loader/2.0/OctreeLoader.js\";\nimport {POCLoader} from \"./loader/POCLoader.js\";\nimport {EptLoader} from \"./loader/EptLoader.js\";\nimport {PointCloudOctree} from \"./PointCloudOctree.js\";\nimport {WorkerPool} from \"./WorkerPool.js\";\n\nexport const workerPool = new WorkerPool();\n\nexport const version = {\n\tmajor: 1,\n\tminor: 8,\n\tsuffix: '.0'\n};\n\nexport let lru = new LRU();\n\nconsole.log('Potree ' + version.major + '.' + version.minor + version.suffix);\n\nexport let pointBudget = 1 * 1000 * 1000;\nexport let framenumber = 0;\nexport let numNodesLoading = 0;\nexport let maxNodesLoading = 4;\n\nexport const debug = {};\n\nlet scriptPath = \"\";\n\nif (document.currentScript && document.currentScript.src) {\n\tscriptPath = new URL(document.currentScript.src + '/..').href;\n\tif (scriptPath.slice(-1) === '/') {\n\t\tscriptPath = scriptPath.slice(0, -1);\n\t}\n} else if(import.meta){\n\tscriptPath = new URL(import.meta.url + \"/..\").href;\n\tif (scriptPath.slice(-1) === '/') {\n\t\tscriptPath = scriptPath.slice(0, -1);\n\t}\n}else {\n\tconsole.error('Potree was unable to find its script path using document.currentScript. Is Potree included with a script tag? Does your browser support this function?');\n}\n\nlet resourcePath = scriptPath + '/resources';\n\n// scriptPath: build/potree\n// resourcePath:build/potree/resources\nexport {scriptPath, resourcePath};\n\n\nexport function loadPointCloud(path, name, callback){\n\tlet loaded = function(e){\n\t\te.pointcloud.name = name;\n\t\tcallback(e);\n\t};\n\n\tlet promise = new Promise( resolve => {\n\n\t\t// load pointcloud\n\t\tif (!path){\n\t\t\t// TODO: callback? comment? Hello? Bueller? Anyone?\n\t\t} else if (path.indexOf('ept.json') > 0) {\n\t\t\tEptLoader.load(path, function(geometry) {\n\t\t\t\tif (!geometry) {\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tlet pointcloud = new PointCloudOctree(geometry);\n\t\t\t\t\t//loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\t\t} else if (path.indexOf('cloud.js') > 0) {\n\t\t\tPOCLoader.load(path, function (geometry) {\n\t\t\t\tif (!geometry) {\n\t\t\t\t\t//callback({type: 'loading_failed'});\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t} else {\n\t\t\t\t\tlet pointcloud = new PointCloudOctree(geometry);\n\t\t\t\t\t// loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\t\t} else if (path.indexOf('metadata.json') > 0) {\n\t\t\tPotree.OctreeLoader.load(path).then(e => {\n\t\t\t\tlet geometry = e.geometry;\n\n\t\t\t\tif(!geometry){\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t}else{\n\t\t\t\t\tlet pointcloud = new PointCloudOctree(geometry);\n\n\t\t\t\t\tlet aPosition = pointcloud.getAttribute(\"position\");\n\n\t\t\t\t\tlet material = pointcloud.material;\n\t\t\t\t\tmaterial.elevationRange = [\n\t\t\t\t\t\taPosition.range[0][2],\n\t\t\t\t\t\taPosition.range[1][2],\n\t\t\t\t\t];\n\n\t\t\t\t\t// loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tOctreeLoader.load(path, function (geometry) {\n\t\t\t\tif (!geometry) {\n\t\t\t\t\t//callback({type: 'loading_failed'});\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t} else {\n\t\t\t\t\tlet pointcloud = new PointCloudOctree(geometry);\n\t\t\t\t\t// loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\t\t} else if (path.indexOf('.vpc') > 0) {\n\t\t\tPointCloudArena4DGeometry.load(path, function (geometry) {\n\t\t\t\tif (!geometry) {\n\t\t\t\t\t//callback({type: 'loading_failed'});\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t} else {\n\t\t\t\t\tlet pointcloud = new PointCloudArena4D(geometry);\n\t\t\t\t\t// loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\t//callback({'type': 'loading_failed'});\n\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t}\n\t});\n\n\tif(callback){\n\t\tpromise.then(pointcloud => {\n\t\t\tloaded(pointcloud);\n\t\t});\n\t}else{\n\t\treturn promise;\n\t}\n};\n\n\n// add selectgroup\n(function($){\n\t$.fn.extend({\n\t\tselectgroup: function(args = {}){\n\n\t\t\tlet elGroup = $(this);\n\t\t\tlet rootID = elGroup.prop(\"id\");\n\t\t\tlet groupID = `${rootID}`;\n\t\t\tlet groupTitle = (args.title !== undefined) ? args.title : \"\";\n\n\t\t\tlet elButtons = [];\n\t\t\telGroup.find(\"option\").each((index, value) => {\n\t\t\t\tlet buttonID = $(value).prop(\"id\");\n\t\t\t\tlet label = $(value).html();\n\t\t\t\tlet optionValue = $(value).prop(\"value\");\n\n\t\t\t\tlet elButton = $(`\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t`);\n\t\t\t\tlet elLabel = elButton.find(\"label\");\n\t\t\t\tlet elInput = elButton.find(\"input\");\n\n\t\t\t\telInput.change( () => {\n\t\t\t\t\telGroup.find(\"label\").removeClass(\"ui-state-active\");\n\t\t\t\t\telGroup.find(\"label\").addClass(\"ui-state-default\");\n\t\t\t\t\tif(elInput.is(\":checked\")){\n\t\t\t\t\t\telLabel.addClass(\"ui-state-active\");\n\t\t\t\t\t}else{\n\t\t\t\t\t\t//elLabel.addClass(\"ui-state-default\");\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t\telButtons.push(elButton);\n\t\t\t});\n\n\t\t\tlet elFieldset = $(`\n\t\t\t\t
    \n\t\t\t\t\t${groupTitle}\n\t\t\t\t\t\n\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t`);\n\n\t\t\tlet elButtonContainer = elFieldset.find(\"span\");\n\t\t\tfor(let elButton of elButtons){\n\t\t\t\telButtonContainer.append(elButton);\n\t\t\t}\n\n\t\t\telButtonContainer.find(\"label\").each( (index, value) => {\n\t\t\t\t$(value).css(\"margin\", \"0px\");\n\t\t\t\t$(value).css(\"border-radius\", \"0px\");\n\t\t\t\t$(value).css(\"border\", \"1px solid black\");\n\t\t\t\t$(value).css(\"border-left\", \"none\");\n\t\t\t});\n\t\t\telButtonContainer.find(\"label:first\").each( (index, value) => {\n\t\t\t\t$(value).css(\"border-radius\", \"4px 0px 0px 4px\");\n\n\t\t\t});\n\t\t\telButtonContainer.find(\"label:last\").each( (index, value) => {\n\t\t\t\t$(value).css(\"border-radius\", \"0px 4px 4px 0px\");\n\t\t\t\t$(value).css(\"border-left\", 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\ No newline at end of file +{"version":3,"file":"potree.js","sources":["../../src/EventDispatcher.js","../../src/Actions.js","../../libs/three.js/build/three.module.js","../../src/AnimationPath.js","../../src/XHRFactory.js","../../src/TextSprite.js","../../src/utils/Volume.js","../../src/utils/Profile.js","../../libs/three.js/lines/LineSegmentsGeometry.js","../../libs/three.js/lines/LineMaterial.js","../../libs/three.js/lines/LineSegments2.js","../../libs/three.js/lines/LineGeometry.js","../../libs/three.js/lines/Line2.js","../../src/utils/Measure.js","../../src/utils/PolygonClipVolume.js","../../src/utils.js","../../src/Annotation.js","../../src/Enum.js","../../src/defines.js","../../src/Features.js","../../src/KeyCodes.js","../../src/LRU.js","../../src/PointCloudTree.js","../../src/loader/PointAttributes.js","../../src/PointCloudEptGeometry.js","../../src/PointCloudOctreeGeometry.js","../../src/materials/Gradients.js","../shaders/shaders.js","../../src/materials/ClassificationScheme.js","../../src/materials/PointCloudMaterial.js","../../src/PointCloudOctree.js","../../src/Points.js","../../src/utils/Box3Helper.js","../../src/Potree_update_visibility.js","../../src/arena4d/PointCloudArena4D.js","../../src/PotreeRenderer.js","../../src/ProfileRequest.js","../../src/Version.js","../../src/WorkerPool.js","../../src/viewer/SaveProject.js","../../src/modules/CameraAnimation/CameraAnimation.js","../../src/viewer/LoadProject.js","../../src/materials/EyeDomeLightingMaterial.js","../../src/materials/NormalizationEDLMaterial.js","../../src/materials/NormalizationMaterial.js","../../src/loader/LasLazLoader.js","../../src/loader/BinaryLoader.js","../../src/loader/POCLoader.js","../../src/modules/loader/2.0/OctreeGeometry.js","../../src/modules/loader/2.0/OctreeLoader.js","../../src/loader/EptLoader.js","../../src/loader/ept/BinaryLoader.js","../../src/loader/ept/LaszipLoader.js","../../src/loader/ept/ZstandardLoader.js","../../src/loader/ShapefileLoader.js","../../src/loader/GeoPackageLoader.js","../../src/utils/ClipVolume.js","../../src/utils/ClippingTool.js","../../src/utils/GeoTIFF.js","../../src/utils/MeasuringTool.js","../../src/utils/Message.js","../../src/utils/PointCloudSM.js","../../src/utils/ProfileTool.js","../../src/utils/ScreenBoxSelectTool.js","../../src/utils/SpotLightHelper.js","../../src/utils/TransformationTool.js","../../src/utils/VolumeTool.js","../../src/utils/Compass.js","../../src/viewer/PotreeRenderer.js","../../src/viewer/EDLRenderer.js","../../src/viewer/HQSplatRenderer.js","../../src/viewer/View.js","../../src/viewer/Scene.js","../../src/viewer/map.js","../../src/exporter/DXFProfileExporter.js","../../src/exporter/CSVExporter.js","../../src/exporter/LASExporter.js","../../src/viewer/profile.js","../../src/exporter/GeoJSONExporter.js","../../src/exporter/DXFExporter.js","../../src/viewer/PropertyPanels/MeasurePanel.js","../../src/viewer/PropertyPanels/DistancePanel.js","../../src/viewer/PropertyPanels/PointPanel.js","../../src/viewer/PropertyPanels/AreaPanel.js","../../src/viewer/PropertyPanels/AnglePanel.js","../../src/viewer/PropertyPanels/CirclePanel.js","../../src/viewer/PropertyPanels/HeightPanel.js","../../src/viewer/PropertyPanels/VolumePanel.js","../../src/viewer/PropertyPanels/ProfilePanel.js","../../src/viewer/PropertyPanels/CameraPanel.js","../../src/viewer/PropertyPanels/AnnotationPanel.js","../../src/viewer/PropertyPanels/CameraAnimationPanel.js","../../src/viewer/PropertyPanels/PropertiesPanel.js","../../src/viewer/HierarchicalSlider.js","../../src/modules/OrientedImages/OrientedImageControls.js","../../src/modules/OrientedImages/OrientedImages.js","../../src/modules/Images360/Images360.js","../../libs/json5-2.1.3/json5.mjs","../../src/viewer/sidebar.js","../../src/utils/AnnotationTool.js","../../src/navigation/InputHandler.js","../../src/viewer/NavigationCube.js","../../src/navigation/OrbitControls.js","../../src/navigation/FirstPersonControls.js","../../src/navigation/EarthControls.js","../../src/navigation/DeviceOrientationControls.js","../../libs/three.js/loaders/GLTFLoader.js","../../libs/three.js/libs/motion-controllers.module.js","../../libs/three.js/webxr/XRControllerModelFactory.js","../../src/navigation/VRControls.js","../../libs/three.js/extra/VRButton.js","../../src/viewer/viewer.js","../../src/extensions/OrthographicCamera.js","../../src/extensions/PerspectiveCamera.js","../../src/extensions/Ray.js","../../src/Potree.js"],"sourcesContent":["\n/**\n * @author mrdoob / http://mrdoob.com/ https://github.com/mrdoob/eventdispatcher.js\n * \n * with slight modifications by mschuetz, http://potree.org\n * \n */\n\n// The MIT License\n// \n// Copyright (c) 2011 Mr.doob\n// \n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n// \n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n// \n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\n\n\n\n\nexport class EventDispatcher{\n\n\tconstructor(){\n\t\tthis._listeners = {};\n\t}\n\n\taddEventListener(type, listener){\n\n\t\tconst listeners = this._listeners;\n\n\t\tif(listeners[type] === undefined){\n\t\t\tlisteners[type] = [];\n\t\t}\n\n\t\tif(listeners[type].indexOf(listener) === - 1){\n\t\t\tlisteners[type].push( listener );\n\t\t}\n\n\t}\n\n\thasEventListener(type, listener){\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[type] !== undefined && listeners[type].indexOf(listener) !== - 1;\n\t}\n\n\tremoveEventListener(type, listener){\n\n\t\tlet listeners = this._listeners;\n\t\tlet listenerArray = listeners[type];\n\n\t\tif (listenerArray !== undefined){\n\n\t\t\tlet index = listenerArray.indexOf(listener);\n\n\t\t\tif(index !== - 1){\n\t\t\t\tlistenerArray.splice(index, 1);\n\t\t\t}\n\t\t}\n\n\t}\n\n\tremoveEventListeners(type){\n\t\tif(this._listeners[type] !== undefined){\n\t\t\tdelete this._listeners[type];\n\t\t}\n\t};\n\n\tdispatchEvent(event){\n\n\t\tlet listeners = this._listeners;\n\t\tlet listenerArray = listeners[event.type];\n\n\t\tif ( listenerArray !== undefined ) {\n\t\t\tevent.target = this;\n\n\t\t\tfor(let listener of listenerArray.slice(0)){\n\t\t\t\tlistener.call(this, event);\n\t\t\t}\n\t\t}\n\n\t}\n\n}","\n\nimport {EventDispatcher} from \"./EventDispatcher.js\";\n\nexport class Action extends EventDispatcher {\n\tconstructor (args = {}) {\n\t\tsuper();\n\n\t\tthis.icon = args.icon || '';\n\t\tthis.tooltip = args.tooltip;\n\n\t\tif (args.onclick !== undefined) {\n\t\t\tthis.onclick = args.onclick;\n\t\t}\n\t}\n\n\tonclick (event) {\n\n\t}\n\n\tpairWith (object) {\n\n\t}\n\n\tsetIcon (newIcon) {\n\t\tlet oldIcon = this.icon;\n\n\t\tif (newIcon === oldIcon) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.icon = newIcon;\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'icon_changed',\n\t\t\taction: this,\n\t\t\ticon: newIcon,\n\t\t\toldIcon: oldIcon\n\t\t});\n\t}\n};\n\n//Potree.Actions = {};\n//\n//Potree.Actions.ToggleAnnotationVisibility = class ToggleAnnotationVisibility extends Potree.Action {\n//\tconstructor (args = {}) {\n//\t\tsuper(args);\n//\n//\t\tthis.icon = Potree.resourcePath + '/icons/eye.svg';\n//\t\tthis.showIn = 'sidebar';\n//\t\tthis.tooltip = 'toggle visibility';\n//\t}\n//\n//\tpairWith (annotation) {\n//\t\tif (annotation.visible) {\n//\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye.svg');\n//\t\t} else {\n//\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye_crossed.svg');\n//\t\t}\n//\n//\t\tannotation.addEventListener('visibility_changed', e => {\n//\t\t\tlet annotation = e.annotation;\n//\n//\t\t\tif (annotation.visible) {\n//\t\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye.svg');\n//\t\t\t} else {\n//\t\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye_crossed.svg');\n//\t\t\t}\n//\t\t});\n//\t}\n//\n//\tonclick (event) {\n//\t\tlet annotation = event.annotation;\n//\n//\t\tannotation.visible = !annotation.visible;\n//\n//\t\tif (annotation.visible) {\n//\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye.svg');\n//\t\t} else {\n//\t\t\tthis.setIcon(Potree.resourcePath + '/icons/eye_crossed.svg');\n//\t\t}\n//\t}\n//};\n","// threejs.org/license\nconst REVISION = '124';\nconst MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };\nconst TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };\nconst CullFaceNone = 0;\nconst CullFaceBack = 1;\nconst CullFaceFront = 2;\nconst CullFaceFrontBack = 3;\nconst BasicShadowMap = 0;\nconst PCFShadowMap = 1;\nconst PCFSoftShadowMap = 2;\nconst VSMShadowMap = 3;\nconst FrontSide = 0;\nconst BackSide = 1;\nconst DoubleSide = 2;\nconst FlatShading = 1;\nconst SmoothShading = 2;\nconst NoBlending = 0;\nconst NormalBlending = 1;\nconst AdditiveBlending = 2;\nconst SubtractiveBlending = 3;\nconst MultiplyBlending = 4;\nconst CustomBlending = 5;\nconst AddEquation = 100;\nconst SubtractEquation = 101;\nconst ReverseSubtractEquation = 102;\nconst MinEquation = 103;\nconst MaxEquation = 104;\nconst ZeroFactor = 200;\nconst OneFactor = 201;\nconst SrcColorFactor = 202;\nconst OneMinusSrcColorFactor = 203;\nconst SrcAlphaFactor = 204;\nconst OneMinusSrcAlphaFactor = 205;\nconst DstAlphaFactor = 206;\nconst OneMinusDstAlphaFactor = 207;\nconst DstColorFactor = 208;\nconst OneMinusDstColorFactor = 209;\nconst SrcAlphaSaturateFactor = 210;\nconst NeverDepth = 0;\nconst AlwaysDepth = 1;\nconst LessDepth = 2;\nconst LessEqualDepth = 3;\nconst EqualDepth = 4;\nconst GreaterEqualDepth = 5;\nconst GreaterDepth = 6;\nconst NotEqualDepth = 7;\nconst MultiplyOperation = 0;\nconst MixOperation = 1;\nconst AddOperation = 2;\nconst NoToneMapping = 0;\nconst LinearToneMapping = 1;\nconst ReinhardToneMapping = 2;\nconst CineonToneMapping = 3;\nconst ACESFilmicToneMapping = 4;\nconst CustomToneMapping = 5;\n\nconst UVMapping = 300;\nconst CubeReflectionMapping = 301;\nconst CubeRefractionMapping = 302;\nconst EquirectangularReflectionMapping = 303;\nconst EquirectangularRefractionMapping = 304;\nconst CubeUVReflectionMapping = 306;\nconst CubeUVRefractionMapping = 307;\nconst RepeatWrapping = 1000;\nconst ClampToEdgeWrapping = 1001;\nconst MirroredRepeatWrapping = 1002;\nconst NearestFilter = 1003;\nconst NearestMipmapNearestFilter = 1004;\nconst NearestMipMapNearestFilter = 1004;\nconst NearestMipmapLinearFilter = 1005;\nconst NearestMipMapLinearFilter = 1005;\nconst LinearFilter = 1006;\nconst LinearMipmapNearestFilter = 1007;\nconst LinearMipMapNearestFilter = 1007;\nconst LinearMipmapLinearFilter = 1008;\nconst LinearMipMapLinearFilter = 1008;\nconst UnsignedByteType = 1009;\nconst ByteType = 1010;\nconst ShortType = 1011;\nconst UnsignedShortType = 1012;\nconst IntType = 1013;\nconst UnsignedIntType = 1014;\nconst FloatType = 1015;\nconst HalfFloatType = 1016;\nconst UnsignedShort4444Type = 1017;\nconst UnsignedShort5551Type = 1018;\nconst UnsignedShort565Type = 1019;\nconst UnsignedInt248Type = 1020;\nconst AlphaFormat = 1021;\nconst RGBFormat = 1022;\nconst RGBAFormat = 1023;\nconst LuminanceFormat = 1024;\nconst LuminanceAlphaFormat = 1025;\nconst RGBEFormat = RGBAFormat;\nconst DepthFormat = 1026;\nconst DepthStencilFormat = 1027;\nconst RedFormat = 1028;\nconst RedIntegerFormat = 1029;\nconst RGFormat = 1030;\nconst RGIntegerFormat = 1031;\nconst RGBIntegerFormat = 1032;\nconst RGBAIntegerFormat = 1033;\n\nconst RGB_S3TC_DXT1_Format = 33776;\nconst RGBA_S3TC_DXT1_Format = 33777;\nconst RGBA_S3TC_DXT3_Format = 33778;\nconst RGBA_S3TC_DXT5_Format = 33779;\nconst RGB_PVRTC_4BPPV1_Format = 35840;\nconst RGB_PVRTC_2BPPV1_Format = 35841;\nconst RGBA_PVRTC_4BPPV1_Format = 35842;\nconst RGBA_PVRTC_2BPPV1_Format = 35843;\nconst RGB_ETC1_Format = 36196;\nconst RGB_ETC2_Format = 37492;\nconst RGBA_ETC2_EAC_Format = 37496;\nconst RGBA_ASTC_4x4_Format = 37808;\nconst RGBA_ASTC_5x4_Format = 37809;\nconst RGBA_ASTC_5x5_Format = 37810;\nconst RGBA_ASTC_6x5_Format = 37811;\nconst RGBA_ASTC_6x6_Format = 37812;\nconst RGBA_ASTC_8x5_Format = 37813;\nconst RGBA_ASTC_8x6_Format = 37814;\nconst RGBA_ASTC_8x8_Format = 37815;\nconst RGBA_ASTC_10x5_Format = 37816;\nconst RGBA_ASTC_10x6_Format = 37817;\nconst RGBA_ASTC_10x8_Format = 37818;\nconst RGBA_ASTC_10x10_Format = 37819;\nconst RGBA_ASTC_12x10_Format = 37820;\nconst RGBA_ASTC_12x12_Format = 37821;\nconst RGBA_BPTC_Format = 36492;\nconst SRGB8_ALPHA8_ASTC_4x4_Format = 37840;\nconst SRGB8_ALPHA8_ASTC_5x4_Format = 37841;\nconst SRGB8_ALPHA8_ASTC_5x5_Format = 37842;\nconst SRGB8_ALPHA8_ASTC_6x5_Format = 37843;\nconst SRGB8_ALPHA8_ASTC_6x6_Format = 37844;\nconst SRGB8_ALPHA8_ASTC_8x5_Format = 37845;\nconst SRGB8_ALPHA8_ASTC_8x6_Format = 37846;\nconst SRGB8_ALPHA8_ASTC_8x8_Format = 37847;\nconst SRGB8_ALPHA8_ASTC_10x5_Format = 37848;\nconst SRGB8_ALPHA8_ASTC_10x6_Format = 37849;\nconst SRGB8_ALPHA8_ASTC_10x8_Format = 37850;\nconst SRGB8_ALPHA8_ASTC_10x10_Format = 37851;\nconst SRGB8_ALPHA8_ASTC_12x10_Format = 37852;\nconst SRGB8_ALPHA8_ASTC_12x12_Format = 37853;\nconst LoopOnce = 2200;\nconst LoopRepeat = 2201;\nconst LoopPingPong = 2202;\nconst InterpolateDiscrete = 2300;\nconst InterpolateLinear = 2301;\nconst InterpolateSmooth = 2302;\nconst ZeroCurvatureEnding = 2400;\nconst ZeroSlopeEnding = 2401;\nconst WrapAroundEnding = 2402;\nconst NormalAnimationBlendMode = 2500;\nconst AdditiveAnimationBlendMode = 2501;\nconst TrianglesDrawMode = 0;\nconst TriangleStripDrawMode = 1;\nconst TriangleFanDrawMode = 2;\nconst LinearEncoding = 3000;\nconst sRGBEncoding = 3001;\nconst GammaEncoding = 3007;\nconst RGBEEncoding = 3002;\nconst LogLuvEncoding = 3003;\nconst RGBM7Encoding = 3004;\nconst RGBM16Encoding = 3005;\nconst RGBDEncoding = 3006;\nconst BasicDepthPacking = 3200;\nconst RGBADepthPacking = 3201;\nconst TangentSpaceNormalMap = 0;\nconst ObjectSpaceNormalMap = 1;\n\nconst ZeroStencilOp = 0;\nconst KeepStencilOp = 7680;\nconst ReplaceStencilOp = 7681;\nconst IncrementStencilOp = 7682;\nconst DecrementStencilOp = 7683;\nconst IncrementWrapStencilOp = 34055;\nconst DecrementWrapStencilOp = 34056;\nconst InvertStencilOp = 5386;\n\nconst NeverStencilFunc = 512;\nconst LessStencilFunc = 513;\nconst EqualStencilFunc = 514;\nconst LessEqualStencilFunc = 515;\nconst GreaterStencilFunc = 516;\nconst NotEqualStencilFunc = 517;\nconst GreaterEqualStencilFunc = 518;\nconst AlwaysStencilFunc = 519;\n\nconst StaticDrawUsage = 35044;\nconst DynamicDrawUsage = 35048;\nconst StreamDrawUsage = 35040;\nconst StaticReadUsage = 35045;\nconst DynamicReadUsage = 35049;\nconst StreamReadUsage = 35041;\nconst StaticCopyUsage = 35046;\nconst DynamicCopyUsage = 35050;\nconst StreamCopyUsage = 35042;\n\nconst GLSL1 = '100';\nconst GLSL3 = '300 es';\n\n/**\n * https://github.com/mrdoob/eventdispatcher.js/\n */\n\nfunction EventDispatcher() {}\n\nObject.assign( EventDispatcher.prototype, {\n\n\taddEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) this._listeners = {};\n\n\t\tconst listeners = this._listeners;\n\n\t\tif ( listeners[ type ] === undefined ) {\n\n\t\t\tlisteners[ type ] = [];\n\n\t\t}\n\n\t\tif ( listeners[ type ].indexOf( listener ) === - 1 ) {\n\n\t\t\tlisteners[ type ].push( listener );\n\n\t\t}\n\n\t},\n\n\thasEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return false;\n\n\t\tconst listeners = this._listeners;\n\n\t\treturn listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;\n\n\t},\n\n\tremoveEventListener: function ( type, listener ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tconst index = listenerArray.indexOf( listener );\n\n\t\t\tif ( index !== - 1 ) {\n\n\t\t\t\tlistenerArray.splice( index, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._listeners === undefined ) return;\n\n\t\tconst listeners = this._listeners;\n\t\tconst listenerArray = listeners[ event.type ];\n\n\t\tif ( listenerArray !== undefined ) {\n\n\t\t\tevent.target = this;\n\n\t\t\t// Make a copy, in case listeners are removed while iterating.\n\t\t\tconst array = listenerArray.slice( 0 );\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tarray[ i ].call( this, event );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _lut = [];\n\nfor ( let i = 0; i < 256; i ++ ) {\n\n\t_lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );\n\n}\n\nlet _seed = 1234567;\n\nconst MathUtils = {\n\n\tDEG2RAD: Math.PI / 180,\n\tRAD2DEG: 180 / Math.PI,\n\n\tgenerateUUID: function () {\n\n\t\t// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136\n\n\t\tconst d0 = Math.random() * 0xffffffff | 0;\n\t\tconst d1 = Math.random() * 0xffffffff | 0;\n\t\tconst d2 = Math.random() * 0xffffffff | 0;\n\t\tconst d3 = Math.random() * 0xffffffff | 0;\n\t\tconst uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +\n\t\t\t_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +\n\t\t\t_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];\n\n\t\t// .toUpperCase() here flattens concatenated strings to save heap memory space.\n\t\treturn uuid.toUpperCase();\n\n\t},\n\n\tclamp: function ( value, min, max ) {\n\n\t\treturn Math.max( min, Math.min( max, value ) );\n\n\t},\n\n\t// compute euclidian modulo of m % n\n\t// https://en.wikipedia.org/wiki/Modulo_operation\n\n\teuclideanModulo: function ( n, m ) {\n\n\t\treturn ( ( n % m ) + m ) % m;\n\n\t},\n\n\t// Linear mapping from range to range \n\n\tmapLinear: function ( x, a1, a2, b1, b2 ) {\n\n\t\treturn b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );\n\n\t},\n\n\t// https://en.wikipedia.org/wiki/Linear_interpolation\n\n\tlerp: function ( x, y, t ) {\n\n\t\treturn ( 1 - t ) * x + t * y;\n\n\t},\n\n\t// http://en.wikipedia.org/wiki/Smoothstep\n\n\tsmoothstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * ( 3 - 2 * x );\n\n\t},\n\n\tsmootherstep: function ( x, min, max ) {\n\n\t\tif ( x <= min ) return 0;\n\t\tif ( x >= max ) return 1;\n\n\t\tx = ( x - min ) / ( max - min );\n\n\t\treturn x * x * x * ( x * ( x * 6 - 15 ) + 10 );\n\n\t},\n\n\t// Random integer from interval\n\n\trandInt: function ( low, high ) {\n\n\t\treturn low + Math.floor( Math.random() * ( high - low + 1 ) );\n\n\t},\n\n\t// Random float from interval\n\n\trandFloat: function ( low, high ) {\n\n\t\treturn low + Math.random() * ( high - low );\n\n\t},\n\n\t// Random float from <-range/2, range/2> interval\n\n\trandFloatSpread: function ( range ) {\n\n\t\treturn range * ( 0.5 - Math.random() );\n\n\t},\n\n\t// Deterministic pseudo-random float in the interval [ 0, 1 ]\n\n\tseededRandom: function ( s ) {\n\n\t\tif ( s !== undefined ) _seed = s % 2147483647;\n\n\t\t// Park-Miller algorithm\n\n\t\t_seed = _seed * 16807 % 2147483647;\n\n\t\treturn ( _seed - 1 ) / 2147483646;\n\n\t},\n\n\tdegToRad: function ( degrees ) {\n\n\t\treturn degrees * MathUtils.DEG2RAD;\n\n\t},\n\n\tradToDeg: function ( radians ) {\n\n\t\treturn radians * MathUtils.RAD2DEG;\n\n\t},\n\n\tisPowerOfTwo: function ( value ) {\n\n\t\treturn ( value & ( value - 1 ) ) === 0 && value !== 0;\n\n\t},\n\n\tceilPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tfloorPowerOfTwo: function ( value ) {\n\n\t\treturn Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );\n\n\t},\n\n\tsetQuaternionFromProperEuler: function ( q, a, b, c, order ) {\n\n\t\t// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles\n\n\t\t// rotations are applied to the axes in the order specified by 'order'\n\t\t// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'\n\t\t// angles are in radians\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c2 = cos( b / 2 );\n\t\tconst s2 = sin( b / 2 );\n\n\t\tconst c13 = cos( ( a + c ) / 2 );\n\t\tconst s13 = sin( ( a + c ) / 2 );\n\n\t\tconst c1_3 = cos( ( a - c ) / 2 );\n\t\tconst s1_3 = sin( ( a - c ) / 2 );\n\n\t\tconst c3_1 = cos( ( c - a ) / 2 );\n\t\tconst s3_1 = sin( ( c - a ) / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYX':\n\t\t\t\tq.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZY':\n\t\t\t\tq.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXZ':\n\t\t\t\tq.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZX':\n\t\t\t\tq.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXY':\n\t\t\t\tq.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYZ':\n\t\t\t\tq.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t}\n\n};\n\nclass Vector2 {\n\n\tconstructor( x = 0, y = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector2', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.x;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.x = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.y;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.y = value;\n\n\t}\n\n\tset( x, y ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v ) {\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y;\n\n\t}\n\n\tcross( v ) {\n\n\t\treturn this.x * v.y - this.y * v.x;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tangle() {\n\n\t\t// computes the angle in radians with respect to the positive x-axis\n\n\t\tconst angle = Math.atan2( - this.y, - this.x ) + Math.PI;\n\n\t\treturn angle;\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y;\n\t\treturn dx * dx + dy * dy;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\n\t\treturn this;\n\n\t}\n\n\trotateAround( center, angle ) {\n\n\t\tconst c = Math.cos( angle ), s = Math.sin( angle );\n\n\t\tconst x = this.x - center.x;\n\t\tconst y = this.y - center.y;\n\n\t\tthis.x = x * c - y * s + center.x;\n\t\tthis.y = x * s + y * c + center.y;\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Matrix3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix3', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;\n\t\tte[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;\n\t\tte[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0,\n\t\t\t0, 1, 0,\n\t\t\t0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];\n\t\tte[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];\n\t\tte[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrix3Column( this, 0 );\n\t\tyAxis.setFromMatrix3Column( this, 1 );\n\t\tzAxis.setFromMatrix3Column( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrix4( m ) {\n\n\t\tconst me = m.elements;\n\n\t\tthis.set(\n\n\t\t\tme[ 0 ], me[ 4 ], me[ 8 ],\n\t\t\tme[ 1 ], me[ 5 ], me[ 9 ],\n\t\t\tme[ 2 ], me[ 6 ], me[ 10 ]\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m ) {\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;\n\t\tte[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;\n\t\tte[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;\n\t\tte[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;\n\t\tte[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;\n\t\tte[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;\n\t\tte[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;\n\t\tte[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;\n\t\tte[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],\n\t\t\td = te[ 3 ], e = te[ 4 ], f = te[ 5 ],\n\t\t\tg = te[ 6 ], h = te[ 7 ], i = te[ 8 ];\n\n\t\treturn a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n\n\t}\n\n\tinvert() {\n\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],\n\t\t\tn12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],\n\t\t\tn13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],\n\n\t\t\tt11 = n33 * n22 - n32 * n23,\n\t\t\tt12 = n32 * n13 - n33 * n12,\n\t\t\tt13 = n23 * n12 - n22 * n13,\n\n\t\t\tdet = n11 * t11 + n21 * t12 + n31 * t13;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;\n\t\tte[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;\n\n\t\tte[ 3 ] = t12 * detInv;\n\t\tte[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;\n\t\tte[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;\n\n\t\tte[ 6 ] = t13 * detInv;\n\t\tte[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;\n\t\tte[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\ttranspose() {\n\n\t\tlet tmp;\n\t\tconst m = this.elements;\n\n\t\ttmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;\n\t\ttmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;\n\t\ttmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tgetNormalMatrix( matrix4 ) {\n\n\t\treturn this.setFromMatrix4( matrix4 ).copy( this ).invert().transpose();\n\n\t}\n\n\ttransposeIntoArray( r ) {\n\n\t\tconst m = this.elements;\n\n\t\tr[ 0 ] = m[ 0 ];\n\t\tr[ 1 ] = m[ 3 ];\n\t\tr[ 2 ] = m[ 6 ];\n\t\tr[ 3 ] = m[ 1 ];\n\t\tr[ 4 ] = m[ 4 ];\n\t\tr[ 5 ] = m[ 7 ];\n\t\tr[ 6 ] = m[ 2 ];\n\t\tr[ 7 ] = m[ 5 ];\n\t\tr[ 8 ] = m[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {\n\n\t\tconst c = Math.cos( rotation );\n\t\tconst s = Math.sin( rotation );\n\n\t\tthis.set(\n\t\t\tsx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,\n\t\t\t- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,\n\t\t\t0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tscale( sx, sy ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;\n\t\tte[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;\n\n\t\treturn this;\n\n\t}\n\n\trotate( theta ) {\n\n\t\tconst c = Math.cos( theta );\n\t\tconst s = Math.sin( theta );\n\n\t\tconst te = this.elements;\n\n\t\tconst a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];\n\t\tconst a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];\n\n\t\tte[ 0 ] = c * a11 + s * a21;\n\t\tte[ 3 ] = c * a12 + s * a22;\n\t\tte[ 6 ] = c * a13 + s * a23;\n\n\t\tte[ 1 ] = - s * a11 + c * a21;\n\t\tte[ 4 ] = - s * a12 + c * a22;\n\t\tte[ 7 ] = - s * a13 + c * a23;\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( tx, ty ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];\n\t\tte[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nlet _canvas;\n\nconst ImageUtils = {\n\n\tgetDataURL: function ( image ) {\n\n\t\tif ( /^data:/i.test( image.src ) ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tif ( typeof HTMLCanvasElement == 'undefined' ) {\n\n\t\t\treturn image.src;\n\n\t\t}\n\n\t\tlet canvas;\n\n\t\tif ( image instanceof HTMLCanvasElement ) {\n\n\t\t\tcanvas = image;\n\n\t\t} else {\n\n\t\t\tif ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t\t\t_canvas.width = image.width;\n\t\t\t_canvas.height = image.height;\n\n\t\t\tconst context = _canvas.getContext( '2d' );\n\n\t\t\tif ( image instanceof ImageData ) {\n\n\t\t\t\tcontext.putImageData( image, 0, 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcontext.drawImage( image, 0, 0, image.width, image.height );\n\n\t\t\t}\n\n\t\t\tcanvas = _canvas;\n\n\t\t}\n\n\t\tif ( canvas.width > 2048 || canvas.height > 2048 ) {\n\n\t\t\treturn canvas.toDataURL( 'image/jpeg', 0.6 );\n\n\t\t} else {\n\n\t\t\treturn canvas.toDataURL( 'image/png' );\n\n\t\t}\n\n\t}\n\n};\n\nlet textureId = 0;\n\nfunction Texture( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = 1, encoding = LinearEncoding ) {\n\n\tObject.defineProperty( this, 'id', { value: textureId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\n\tthis.image = image;\n\tthis.mipmaps = [];\n\n\tthis.mapping = mapping;\n\n\tthis.wrapS = wrapS;\n\tthis.wrapT = wrapT;\n\n\tthis.magFilter = magFilter;\n\tthis.minFilter = minFilter;\n\n\tthis.anisotropy = anisotropy;\n\n\tthis.format = format;\n\tthis.internalFormat = null;\n\tthis.type = type;\n\n\tthis.offset = new Vector2( 0, 0 );\n\tthis.repeat = new Vector2( 1, 1 );\n\tthis.center = new Vector2( 0, 0 );\n\tthis.rotation = 0;\n\n\tthis.matrixAutoUpdate = true;\n\tthis.matrix = new Matrix3();\n\n\tthis.generateMipmaps = true;\n\tthis.premultiplyAlpha = false;\n\tthis.flipY = true;\n\tthis.unpackAlignment = 4;\t// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)\n\n\t// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.\n\t//\n\t// Also changing the encoding after already used by a Material will not automatically make the Material\n\t// update. You need to explicitly call Material.needsUpdate to trigger it to recompile.\n\tthis.encoding = encoding;\n\n\tthis.version = 0;\n\tthis.onUpdate = null;\n\n}\n\nTexture.DEFAULT_IMAGE = undefined;\nTexture.DEFAULT_MAPPING = UVMapping;\n\nTexture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Texture,\n\n\tisTexture: true,\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.image = source.image;\n\t\tthis.mipmaps = source.mipmaps.slice( 0 );\n\n\t\tthis.mapping = source.mapping;\n\n\t\tthis.wrapS = source.wrapS;\n\t\tthis.wrapT = source.wrapT;\n\n\t\tthis.magFilter = source.magFilter;\n\t\tthis.minFilter = source.minFilter;\n\n\t\tthis.anisotropy = source.anisotropy;\n\n\t\tthis.format = source.format;\n\t\tthis.internalFormat = source.internalFormat;\n\t\tthis.type = source.type;\n\n\t\tthis.offset.copy( source.offset );\n\t\tthis.repeat.copy( source.repeat );\n\t\tthis.center.copy( source.center );\n\t\tthis.rotation = source.rotation;\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrix.copy( source.matrix );\n\n\t\tthis.generateMipmaps = source.generateMipmaps;\n\t\tthis.premultiplyAlpha = source.premultiplyAlpha;\n\t\tthis.flipY = source.flipY;\n\t\tthis.unpackAlignment = source.unpackAlignment;\n\t\tthis.encoding = source.encoding;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {\n\n\t\t\treturn meta.textures[ this.uuid ];\n\n\t\t}\n\n\t\tconst output = {\n\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Texture',\n\t\t\t\tgenerator: 'Texture.toJSON'\n\t\t\t},\n\n\t\t\tuuid: this.uuid,\n\t\t\tname: this.name,\n\n\t\t\tmapping: this.mapping,\n\n\t\t\trepeat: [ this.repeat.x, this.repeat.y ],\n\t\t\toffset: [ this.offset.x, this.offset.y ],\n\t\t\tcenter: [ this.center.x, this.center.y ],\n\t\t\trotation: this.rotation,\n\n\t\t\twrap: [ this.wrapS, this.wrapT ],\n\n\t\t\tformat: this.format,\n\t\t\ttype: this.type,\n\t\t\tencoding: this.encoding,\n\n\t\t\tminFilter: this.minFilter,\n\t\t\tmagFilter: this.magFilter,\n\t\t\tanisotropy: this.anisotropy,\n\n\t\t\tflipY: this.flipY,\n\n\t\t\tpremultiplyAlpha: this.premultiplyAlpha,\n\t\t\tunpackAlignment: this.unpackAlignment\n\n\t\t};\n\n\t\tif ( this.image !== undefined ) {\n\n\t\t\t// TODO: Move to THREE.Image\n\n\t\t\tconst image = this.image;\n\n\t\t\tif ( image.uuid === undefined ) {\n\n\t\t\t\timage.uuid = MathUtils.generateUUID(); // UGH\n\n\t\t\t}\n\n\t\t\tif ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {\n\n\t\t\t\tlet url;\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\t// process array of images e.g. CubeTexture\n\n\t\t\t\t\turl = [];\n\n\t\t\t\t\tfor ( let i = 0, l = image.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t// check cube texture with data textures\n\n\t\t\t\t\t\tif ( image[ i ].isDataTexture ) {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ].image ) );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\turl.push( serializeImage( image[ i ] ) );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// process single image\n\n\t\t\t\t\turl = serializeImage( image );\n\n\t\t\t\t}\n\n\t\t\t\tmeta.images[ image.uuid ] = {\n\t\t\t\t\tuuid: image.uuid,\n\t\t\t\t\turl: url\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\toutput.image = image.uuid;\n\n\t\t}\n\n\t\tif ( ! isRootObject ) {\n\n\t\t\tmeta.textures[ this.uuid ] = output;\n\n\t\t}\n\n\t\treturn output;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t},\n\n\ttransformUv: function ( uv ) {\n\n\t\tif ( this.mapping !== UVMapping ) return uv;\n\n\t\tuv.applyMatrix3( this.matrix );\n\n\t\tif ( uv.x < 0 || uv.x > 1 ) {\n\n\t\t\tswitch ( this.wrapS ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.x = uv.x < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.x = Math.ceil( uv.x ) - uv.x;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.x = uv.x - Math.floor( uv.x );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( uv.y < 0 || uv.y > 1 ) {\n\n\t\t\tswitch ( this.wrapT ) {\n\n\t\t\t\tcase RepeatWrapping:\n\n\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase ClampToEdgeWrapping:\n\n\t\t\t\t\tuv.y = uv.y < 0 ? 0 : 1;\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase MirroredRepeatWrapping:\n\n\t\t\t\t\tif ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {\n\n\t\t\t\t\t\tuv.y = Math.ceil( uv.y ) - uv.y;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tuv.y = uv.y - Math.floor( uv.y );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.flipY ) {\n\n\t\t\tuv.y = 1 - uv.y;\n\n\t\t}\n\n\t\treturn uv;\n\n\t}\n\n} );\n\nObject.defineProperty( Texture.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nfunction serializeImage( image ) {\n\n\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t// default images\n\n\t\treturn ImageUtils.getDataURL( image );\n\n\t} else {\n\n\t\tif ( image.data ) {\n\n\t\t\t// images of DataTexture\n\n\t\t\treturn {\n\t\t\t\tdata: Array.prototype.slice.call( image.data ),\n\t\t\t\twidth: image.width,\n\t\t\t\theight: image.height,\n\t\t\t\ttype: image.data.constructor.name\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.Texture: Unable to serialize Texture.' );\n\t\t\treturn {};\n\n\t\t}\n\n\t}\n\n}\n\nclass Vector4 {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isVector4', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t}\n\n\tget width() {\n\n\t\treturn this.z;\n\n\t}\n\n\tset width( value ) {\n\n\t\tthis.z = value;\n\n\t}\n\n\tget height() {\n\n\t\treturn this.w;\n\n\t}\n\n\tset height( value ) {\n\n\t\tthis.w = value;\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\t\tthis.w = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetW( w ) {\n\n\t\tthis.w = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tcase 3: this.w = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tcase 3: return this.w;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z, this.w );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\t\tthis.w = ( v.w !== undefined ) ? v.w : 1;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\t\tthis.w += v.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\t\tthis.w += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\t\tthis.w = a.w + b.w;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\t\tthis.w += v.w * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\t\tthis.w -= v.w;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\t\tthis.w -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\t\tthis.w = a.w - b.w;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\t\tthis.w *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z, w = this.w;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;\n\t\tthis.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tsetAxisAngleFromQuaternion( q ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm\n\n\t\t// q is assumed to be normalized\n\n\t\tthis.w = 2 * Math.acos( q.w );\n\n\t\tconst s = Math.sqrt( 1 - q.w * q.w );\n\n\t\tif ( s < 0.0001 ) {\n\n\t\t\tthis.x = 1;\n\t\t\tthis.y = 0;\n\t\t\tthis.z = 0;\n\n\t\t} else {\n\n\t\t\tthis.x = q.x / s;\n\t\t\tthis.y = q.y / s;\n\t\t\tthis.z = q.z / s;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetAxisAngleFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tlet angle, x, y, z; // variables for result\n\t\tconst epsilon = 0.01,\t\t// margin to allow for rounding errors\n\t\t\tepsilon2 = 0.1,\t\t// margin to distinguish between 0 and 180 degrees\n\n\t\t\tte = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\tif ( ( Math.abs( m12 - m21 ) < epsilon ) &&\n\t\t ( Math.abs( m13 - m31 ) < epsilon ) &&\n\t\t ( Math.abs( m23 - m32 ) < epsilon ) ) {\n\n\t\t\t// singularity found\n\t\t\t// first check for identity matrix which must have +1 for all terms\n\t\t\t// in leading diagonal and zero in other terms\n\n\t\t\tif ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m13 + m31 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m23 + m32 ) < epsilon2 ) &&\n\t\t\t ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {\n\n\t\t\t\t// this singularity is identity matrix so angle = 0\n\n\t\t\t\tthis.set( 1, 0, 0, 0 );\n\n\t\t\t\treturn this; // zero angle, arbitrary axis\n\n\t\t\t}\n\n\t\t\t// otherwise this singularity is angle = 180\n\n\t\t\tangle = Math.PI;\n\n\t\t\tconst xx = ( m11 + 1 ) / 2;\n\t\t\tconst yy = ( m22 + 1 ) / 2;\n\t\t\tconst zz = ( m33 + 1 ) / 2;\n\t\t\tconst xy = ( m12 + m21 ) / 4;\n\t\t\tconst xz = ( m13 + m31 ) / 4;\n\t\t\tconst yz = ( m23 + m32 ) / 4;\n\n\t\t\tif ( ( xx > yy ) && ( xx > zz ) ) {\n\n\t\t\t\t// m11 is the largest diagonal term\n\n\t\t\t\tif ( xx < epsilon ) {\n\n\t\t\t\t\tx = 0;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tx = Math.sqrt( xx );\n\t\t\t\t\ty = xy / x;\n\t\t\t\t\tz = xz / x;\n\n\t\t\t\t}\n\n\t\t\t} else if ( yy > zz ) {\n\n\t\t\t\t// m22 is the largest diagonal term\n\n\t\t\t\tif ( yy < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0;\n\t\t\t\t\tz = 0.707106781;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ty = Math.sqrt( yy );\n\t\t\t\t\tx = xy / y;\n\t\t\t\t\tz = yz / y;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// m33 is the largest diagonal term so base result on this\n\n\t\t\t\tif ( zz < epsilon ) {\n\n\t\t\t\t\tx = 0.707106781;\n\t\t\t\t\ty = 0.707106781;\n\t\t\t\t\tz = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tz = Math.sqrt( zz );\n\t\t\t\t\tx = xz / z;\n\t\t\t\t\ty = yz / z;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.set( x, y, z, angle );\n\n\t\t\treturn this; // return 180 deg rotation\n\n\t\t}\n\n\t\t// as we have reached here there are no singularities so we can handle normally\n\n\t\tlet s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +\n\t\t\t( m13 - m31 ) * ( m13 - m31 ) +\n\t\t\t( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize\n\n\t\tif ( Math.abs( s ) < 0.001 ) s = 1;\n\n\t\t// prevent divide by zero, should not happen if matrix is orthogonal and should be\n\t\t// caught by singularity test above, but I've left it in just in case\n\n\t\tthis.x = ( m32 - m23 ) / s;\n\t\tthis.y = ( m13 - m31 ) / s;\n\t\tthis.z = ( m21 - m12 ) / s;\n\t\tthis.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\t\tthis.w = Math.min( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\t\tthis.w = Math.max( this.w, v.w );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\t\tthis.w = Math.max( min.w, Math.min( max.w, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\t\tthis.w = Math.max( minVal, Math.min( maxVal, this.w ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\t\tthis.w = Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\t\tthis.w = Math.ceil( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\t\tthis.w = Math.round( this.w );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\t\tthis.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\t\tthis.w = - this.w;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\t\tthis.w += ( v.w - this.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\t\tthis.w = v1.w + ( v2.w - v1.w ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\t\tthis.w = array[ offset + 3 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\t\tarray[ offset + 3 ] = this.w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\t\tthis.w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\t\tthis.w = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\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*/\nfunction WebGLRenderTarget( width, height, options ) {\n\n\tthis.width = width;\n\tthis.height = height;\n\n\tthis.scissor = new Vector4( 0, 0, width, height );\n\tthis.scissorTest = false;\n\n\tthis.viewport = new Vector4( 0, 0, width, height );\n\n\toptions = options || {};\n\n\tthis.texture = new Texture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.texture.image = {};\n\tthis.texture.image.width = width;\n\tthis.texture.image.height = height;\n\n\tthis.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;\n\tthis.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;\n\n\tthis.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;\n\tthis.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : false;\n\tthis.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;\n\n}\n\nWebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: WebGLRenderTarget,\n\n\tisWebGLRenderTarget: true,\n\n\tsetSize: function ( width, height ) {\n\n\t\tif ( this.width !== width || this.height !== height ) {\n\n\t\t\tthis.width = width;\n\t\t\tthis.height = height;\n\n\t\t\tthis.texture.image.width = width;\n\t\t\tthis.texture.image.height = height;\n\n\t\t\tthis.dispose();\n\n\t\t}\n\n\t\tthis.viewport.set( 0, 0, width, height );\n\t\tthis.scissor.set( 0, 0, width, height );\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\tthis.viewport.copy( source.viewport );\n\n\t\tthis.texture = source.texture.clone();\n\n\t\tthis.depthBuffer = source.depthBuffer;\n\t\tthis.stencilBuffer = source.stencilBuffer;\n\t\tthis.depthTexture = source.depthTexture;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nfunction WebGLMultisampleRenderTarget( width, height, options ) {\n\n\tWebGLRenderTarget.call( this, width, height, options );\n\n\tthis.samples = 4;\n\n}\n\nWebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {\n\n\tconstructor: WebGLMultisampleRenderTarget,\n\n\tisWebGLMultisampleRenderTarget: true,\n\n\tcopy: function ( source ) {\n\n\t\tWebGLRenderTarget.prototype.copy.call( this, source );\n\n\t\tthis.samples = source.samples;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nclass Quaternion {\n\n\tconstructor( x = 0, y = 0, z = 0, w = 1 ) {\n\n\t\tObject.defineProperty( this, 'isQuaternion', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t}\n\n\tstatic slerp( qa, qb, qm, t ) {\n\n\t\treturn qm.copy( qa ).slerp( qb, t );\n\n\t}\n\n\tstatic slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {\n\n\t\t// fuzz-free, array-based Quaternion SLERP operation\n\n\t\tlet x0 = src0[ srcOffset0 + 0 ],\n\t\t\ty0 = src0[ srcOffset0 + 1 ],\n\t\t\tz0 = src0[ srcOffset0 + 2 ],\n\t\t\tw0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 + 0 ],\n\t\t\ty1 = src1[ srcOffset1 + 1 ],\n\t\t\tz1 = src1[ srcOffset1 + 2 ],\n\t\t\tw1 = src1[ srcOffset1 + 3 ];\n\n\t\tif ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {\n\n\t\t\tlet s = 1 - t;\n\t\t\tconst cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,\n\t\t\t\tdir = ( cos >= 0 ? 1 : - 1 ),\n\t\t\t\tsqrSin = 1 - cos * cos;\n\n\t\t\t// Skip the Slerp for tiny steps to avoid numeric problems:\n\t\t\tif ( sqrSin > Number.EPSILON ) {\n\n\t\t\t\tconst sin = Math.sqrt( sqrSin ),\n\t\t\t\t\tlen = Math.atan2( sin, cos * dir );\n\n\t\t\t\ts = Math.sin( s * len ) / sin;\n\t\t\t\tt = Math.sin( t * len ) / sin;\n\n\t\t\t}\n\n\t\t\tconst tDir = t * dir;\n\n\t\t\tx0 = x0 * s + x1 * tDir;\n\t\t\ty0 = y0 * s + y1 * tDir;\n\t\t\tz0 = z0 * s + z1 * tDir;\n\t\t\tw0 = w0 * s + w1 * tDir;\n\n\t\t\t// Normalize in case we just did a lerp:\n\t\t\tif ( s === 1 - t ) {\n\n\t\t\t\tconst f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );\n\n\t\t\t\tx0 *= f;\n\t\t\t\ty0 *= f;\n\t\t\t\tz0 *= f;\n\t\t\t\tw0 *= f;\n\n\t\t\t}\n\n\t\t}\n\n\t\tdst[ dstOffset ] = x0;\n\t\tdst[ dstOffset + 1 ] = y0;\n\t\tdst[ dstOffset + 2 ] = z0;\n\t\tdst[ dstOffset + 3 ] = w0;\n\n\t}\n\n\tstatic multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {\n\n\t\tconst x0 = src0[ srcOffset0 ];\n\t\tconst y0 = src0[ srcOffset0 + 1 ];\n\t\tconst z0 = src0[ srcOffset0 + 2 ];\n\t\tconst w0 = src0[ srcOffset0 + 3 ];\n\n\t\tconst x1 = src1[ srcOffset1 ];\n\t\tconst y1 = src1[ srcOffset1 + 1 ];\n\t\tconst z1 = src1[ srcOffset1 + 2 ];\n\t\tconst w1 = src1[ srcOffset1 + 3 ];\n\n\t\tdst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;\n\t\tdst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;\n\t\tdst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;\n\t\tdst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;\n\n\t\treturn dst;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget w() {\n\n\t\treturn this._w;\n\n\t}\n\n\tset w( value ) {\n\n\t\tthis._w = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, w ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._w = w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._w );\n\n\t}\n\n\tcopy( quaternion ) {\n\n\t\tthis._x = quaternion.x;\n\t\tthis._y = quaternion.y;\n\t\tthis._z = quaternion.z;\n\t\tthis._w = quaternion.w;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromEuler( euler, update ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tthrow new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst x = euler._x, y = euler._y, z = euler._z, order = euler._order;\n\n\t\t// http://www.mathworks.com/matlabcentral/fileexchange/\n\t\t// \t20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/\n\t\t//\tcontent/SpinCalc.m\n\n\t\tconst cos = Math.cos;\n\t\tconst sin = Math.sin;\n\n\t\tconst c1 = cos( x / 2 );\n\t\tconst c2 = cos( y / 2 );\n\t\tconst c3 = cos( z / 2 );\n\n\t\tconst s1 = sin( x / 2 );\n\t\tconst s2 = sin( y / 2 );\n\t\tconst s3 = sin( z / 2 );\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\t\t\t\tthis._x = s1 * c2 * c3 + c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 + s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 - s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 - s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\t\t\t\tthis._x = s1 * c2 * c3 - c1 * s2 * s3;\n\t\t\t\tthis._y = c1 * s2 * c3 - s1 * c2 * s3;\n\t\t\t\tthis._z = c1 * c2 * s3 + s1 * s2 * c3;\n\t\t\t\tthis._w = c1 * c2 * c3 + s1 * s2 * s3;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromAxisAngle( axis, angle ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm\n\n\t\t// assumes axis is normalized\n\n\t\tconst halfAngle = angle / 2, s = Math.sin( halfAngle );\n\n\t\tthis._x = axis.x * s;\n\t\tthis._y = axis.y * s;\n\t\tthis._z = axis.z * s;\n\t\tthis._w = Math.cos( halfAngle );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m ) {\n\n\t\t// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements,\n\n\t\t\tm11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],\n\t\t\tm21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],\n\t\t\tm31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],\n\n\t\t\ttrace = m11 + m22 + m33;\n\n\t\tif ( trace > 0 ) {\n\n\t\t\tconst s = 0.5 / Math.sqrt( trace + 1.0 );\n\n\t\t\tthis._w = 0.25 / s;\n\t\t\tthis._x = ( m32 - m23 ) * s;\n\t\t\tthis._y = ( m13 - m31 ) * s;\n\t\t\tthis._z = ( m21 - m12 ) * s;\n\n\t\t} else if ( m11 > m22 && m11 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );\n\n\t\t\tthis._w = ( m32 - m23 ) / s;\n\t\t\tthis._x = 0.25 * s;\n\t\t\tthis._y = ( m12 + m21 ) / s;\n\t\t\tthis._z = ( m13 + m31 ) / s;\n\n\t\t} else if ( m22 > m33 ) {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );\n\n\t\t\tthis._w = ( m13 - m31 ) / s;\n\t\t\tthis._x = ( m12 + m21 ) / s;\n\t\t\tthis._y = 0.25 * s;\n\t\t\tthis._z = ( m23 + m32 ) / s;\n\n\t\t} else {\n\n\t\t\tconst s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );\n\n\t\t\tthis._w = ( m21 - m12 ) / s;\n\t\t\tthis._x = ( m13 + m31 ) / s;\n\t\t\tthis._y = ( m23 + m32 ) / s;\n\t\t\tthis._z = 0.25 * s;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromUnitVectors( vFrom, vTo ) {\n\n\t\t// assumes direction vectors vFrom and vTo are normalized\n\n\t\tconst EPS = 0.000001;\n\n\t\tlet r = vFrom.dot( vTo ) + 1;\n\n\t\tif ( r < EPS ) {\n\n\t\t\tr = 0;\n\n\t\t\tif ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {\n\n\t\t\t\tthis._x = - vFrom.y;\n\t\t\t\tthis._y = vFrom.x;\n\t\t\t\tthis._z = 0;\n\t\t\t\tthis._w = r;\n\n\t\t\t} else {\n\n\t\t\t\tthis._x = 0;\n\t\t\t\tthis._y = - vFrom.z;\n\t\t\t\tthis._z = vFrom.y;\n\t\t\t\tthis._w = r;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3\n\n\t\t\tthis._x = vFrom.y * vTo.z - vFrom.z * vTo.y;\n\t\t\tthis._y = vFrom.z * vTo.x - vFrom.x * vTo.z;\n\t\t\tthis._z = vFrom.x * vTo.y - vFrom.y * vTo.x;\n\t\t\tthis._w = r;\n\n\t\t}\n\n\t\treturn this.normalize();\n\n\t}\n\n\tangleTo( q ) {\n\n\t\treturn 2 * Math.acos( Math.abs( MathUtils.clamp( this.dot( q ), - 1, 1 ) ) );\n\n\t}\n\n\trotateTowards( q, step ) {\n\n\t\tconst angle = this.angleTo( q );\n\n\t\tif ( angle === 0 ) return this;\n\n\t\tconst t = Math.min( 1, step / angle );\n\n\t\tthis.slerp( q, t );\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\treturn this.set( 0, 0, 0, 1 );\n\n\t}\n\n\tinvert() {\n\n\t\t// quaternion is assumed to have unit length\n\n\t\treturn this.conjugate();\n\n\t}\n\n\tconjugate() {\n\n\t\tthis._x *= - 1;\n\t\tthis._y *= - 1;\n\t\tthis._z *= - 1;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;\n\n\t}\n\n\tlengthSq() {\n\n\t\treturn this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );\n\n\t}\n\n\tnormalize() {\n\n\t\tlet l = this.length();\n\n\t\tif ( l === 0 ) {\n\n\t\t\tthis._x = 0;\n\t\t\tthis._y = 0;\n\t\t\tthis._z = 0;\n\t\t\tthis._w = 1;\n\n\t\t} else {\n\n\t\t\tl = 1 / l;\n\n\t\t\tthis._x = this._x * l;\n\t\t\tthis._y = this._y * l;\n\t\t\tthis._z = this._z * l;\n\t\t\tthis._w = this._w * l;\n\n\t\t}\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( q, p ) {\n\n\t\tif ( p !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );\n\t\t\treturn this.multiplyQuaternions( q, p );\n\n\t\t}\n\n\t\treturn this.multiplyQuaternions( this, q );\n\n\t}\n\n\tpremultiply( q ) {\n\n\t\treturn this.multiplyQuaternions( q, this );\n\n\t}\n\n\tmultiplyQuaternions( a, b ) {\n\n\t\t// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm\n\n\t\tconst qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;\n\t\tconst qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;\n\n\t\tthis._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;\n\t\tthis._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;\n\t\tthis._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;\n\t\tthis._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tslerp( qb, t ) {\n\n\t\tif ( t === 0 ) return this;\n\t\tif ( t === 1 ) return this.copy( qb );\n\n\t\tconst x = this._x, y = this._y, z = this._z, w = this._w;\n\n\t\t// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/\n\n\t\tlet cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;\n\n\t\tif ( cosHalfTheta < 0 ) {\n\n\t\t\tthis._w = - qb._w;\n\t\t\tthis._x = - qb._x;\n\t\t\tthis._y = - qb._y;\n\t\t\tthis._z = - qb._z;\n\n\t\t\tcosHalfTheta = - cosHalfTheta;\n\n\t\t} else {\n\n\t\t\tthis.copy( qb );\n\n\t\t}\n\n\t\tif ( cosHalfTheta >= 1.0 ) {\n\n\t\t\tthis._w = w;\n\t\t\tthis._x = x;\n\t\t\tthis._y = y;\n\t\t\tthis._z = z;\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;\n\n\t\tif ( sqrSinHalfTheta <= Number.EPSILON ) {\n\n\t\t\tconst s = 1 - t;\n\t\t\tthis._w = s * w + t * this._w;\n\t\t\tthis._x = s * x + t * this._x;\n\t\t\tthis._y = s * y + t * this._y;\n\t\t\tthis._z = s * z + t * this._z;\n\n\t\t\tthis.normalize();\n\t\t\tthis._onChangeCallback();\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst sinHalfTheta = Math.sqrt( sqrSinHalfTheta );\n\t\tconst halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );\n\t\tconst ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,\n\t\t\tratioB = Math.sin( t * halfTheta ) / sinHalfTheta;\n\n\t\tthis._w = ( w * ratioA + this._w * ratioB );\n\t\tthis._x = ( x * ratioA + this._x * ratioB );\n\t\tthis._y = ( y * ratioA + this._y * ratioB );\n\t\tthis._z = ( z * ratioA + this._z * ratioB );\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tequals( quaternion ) {\n\n\t\treturn ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis._x = array[ offset ];\n\t\tthis._y = array[ offset + 1 ];\n\t\tthis._z = array[ offset + 2 ];\n\t\tthis._w = array[ offset + 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._w;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis._x = attribute.getX( index );\n\t\tthis._y = attribute.getY( index );\n\t\tthis._z = attribute.getZ( index );\n\t\tthis._w = attribute.getW( index );\n\n\t\treturn this;\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nclass Vector3 {\n\n\tconstructor( x = 0, y = 0, z = 0 ) {\n\n\t\tObject.defineProperty( this, 'isVector3', { value: true } );\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t}\n\n\tset( x, y, z ) {\n\n\t\tif ( z === undefined ) z = this.z; // sprite.scale.set(x,y)\n\n\t\tthis.x = x;\n\t\tthis.y = y;\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.x = scalar;\n\t\tthis.y = scalar;\n\t\tthis.z = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetX( x ) {\n\n\t\tthis.x = x;\n\n\t\treturn this;\n\n\t}\n\n\tsetY( y ) {\n\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tsetZ( z ) {\n\n\t\tthis.z = z;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponent( index, value ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: this.x = value; break;\n\t\t\tcase 1: this.y = value; break;\n\t\t\tcase 2: this.z = value; break;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetComponent( index ) {\n\n\t\tswitch ( index ) {\n\n\t\t\tcase 0: return this.x;\n\t\t\tcase 1: return this.y;\n\t\t\tcase 2: return this.z;\n\t\t\tdefault: throw new Error( 'index is out of range: ' + index );\n\n\t\t}\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.x, this.y, this.z );\n\n\t}\n\n\tcopy( v ) {\n\n\t\tthis.x = v.x;\n\t\tthis.y = v.y;\n\t\tthis.z = v.z;\n\n\t\treturn this;\n\n\t}\n\n\tadd( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );\n\t\t\treturn this.addVectors( v, w );\n\n\t\t}\n\n\t\tthis.x += v.x;\n\t\tthis.y += v.y;\n\t\tthis.z += v.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.x += s;\n\t\tthis.y += s;\n\t\tthis.z += s;\n\n\t\treturn this;\n\n\t}\n\n\taddVectors( a, b ) {\n\n\t\tthis.x = a.x + b.x;\n\t\tthis.y = a.y + b.y;\n\t\tthis.z = a.z + b.z;\n\n\t\treturn this;\n\n\t}\n\n\taddScaledVector( v, s ) {\n\n\t\tthis.x += v.x * s;\n\t\tthis.y += v.y * s;\n\t\tthis.z += v.z * s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );\n\t\t\treturn this.subVectors( v, w );\n\n\t\t}\n\n\t\tthis.x -= v.x;\n\t\tthis.y -= v.y;\n\t\tthis.z -= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tsubScalar( s ) {\n\n\t\tthis.x -= s;\n\t\tthis.y -= s;\n\t\tthis.z -= s;\n\n\t\treturn this;\n\n\t}\n\n\tsubVectors( a, b ) {\n\n\t\tthis.x = a.x - b.x;\n\t\tthis.y = a.y - b.y;\n\t\tthis.z = a.z - b.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );\n\t\t\treturn this.multiplyVectors( v, w );\n\n\t\t}\n\n\t\tthis.x *= v.x;\n\t\tthis.y *= v.y;\n\t\tthis.z *= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( scalar ) {\n\n\t\tthis.x *= scalar;\n\t\tthis.y *= scalar;\n\t\tthis.z *= scalar;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyVectors( a, b ) {\n\n\t\tthis.x = a.x * b.x;\n\t\tthis.y = a.y * b.y;\n\t\tthis.z = a.z * b.z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\treturn this.applyQuaternion( _quaternion.setFromEuler( euler ) );\n\n\t}\n\n\tapplyAxisAngle( axis, angle ) {\n\n\t\treturn this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );\n\n\t}\n\n\tapplyMatrix3( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;\n\n\t\treturn this;\n\n\t}\n\n\tapplyNormalMatrix( m ) {\n\n\t\treturn this.applyMatrix3( m ).normalize();\n\n\t}\n\n\tapplyMatrix4( m ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tconst w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );\n\n\t\tthis.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;\n\t\tthis.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;\n\t\tthis.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;\n\n\t\treturn this;\n\n\t}\n\n\tapplyQuaternion( q ) {\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst qx = q.x, qy = q.y, qz = q.z, qw = q.w;\n\n\t\t// calculate quat * vector\n\n\t\tconst ix = qw * x + qy * z - qz * y;\n\t\tconst iy = qw * y + qz * x - qx * z;\n\t\tconst iz = qw * z + qx * y - qy * x;\n\t\tconst iw = - qx * x - qy * y - qz * z;\n\n\t\t// calculate result * inverse quat\n\n\t\tthis.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;\n\t\tthis.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;\n\t\tthis.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;\n\n\t\treturn this;\n\n\t}\n\n\tproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );\n\n\t}\n\n\tunproject( camera ) {\n\n\t\treturn this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );\n\n\t}\n\n\ttransformDirection( m ) {\n\n\t\t// input: THREE.Matrix4 affine matrix\n\t\t// vector interpreted as a direction\n\n\t\tconst x = this.x, y = this.y, z = this.z;\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;\n\t\tthis.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;\n\t\tthis.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;\n\n\t\treturn this.normalize();\n\n\t}\n\n\tdivide( v ) {\n\n\t\tthis.x /= v.x;\n\t\tthis.y /= v.y;\n\t\tthis.z /= v.z;\n\n\t\treturn this;\n\n\t}\n\n\tdivideScalar( scalar ) {\n\n\t\treturn this.multiplyScalar( 1 / scalar );\n\n\t}\n\n\tmin( v ) {\n\n\t\tthis.x = Math.min( this.x, v.x );\n\t\tthis.y = Math.min( this.y, v.y );\n\t\tthis.z = Math.min( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tmax( v ) {\n\n\t\tthis.x = Math.max( this.x, v.x );\n\t\tthis.y = Math.max( this.y, v.y );\n\t\tthis.z = Math.max( this.z, v.z );\n\n\t\treturn this;\n\n\t}\n\n\tclamp( min, max ) {\n\n\t\t// assumes min < max, componentwise\n\n\t\tthis.x = Math.max( min.x, Math.min( max.x, this.x ) );\n\t\tthis.y = Math.max( min.y, Math.min( max.y, this.y ) );\n\t\tthis.z = Math.max( min.z, Math.min( max.z, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampScalar( minVal, maxVal ) {\n\n\t\tthis.x = Math.max( minVal, Math.min( maxVal, this.x ) );\n\t\tthis.y = Math.max( minVal, Math.min( maxVal, this.y ) );\n\t\tthis.z = Math.max( minVal, Math.min( maxVal, this.z ) );\n\n\t\treturn this;\n\n\t}\n\n\tclampLength( min, max ) {\n\n\t\tconst length = this.length();\n\n\t\treturn this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );\n\n\t}\n\n\tfloor() {\n\n\t\tthis.x = Math.floor( this.x );\n\t\tthis.y = Math.floor( this.y );\n\t\tthis.z = Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tceil() {\n\n\t\tthis.x = Math.ceil( this.x );\n\t\tthis.y = Math.ceil( this.y );\n\t\tthis.z = Math.ceil( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tround() {\n\n\t\tthis.x = Math.round( this.x );\n\t\tthis.y = Math.round( this.y );\n\t\tthis.z = Math.round( this.z );\n\n\t\treturn this;\n\n\t}\n\n\troundToZero() {\n\n\t\tthis.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );\n\t\tthis.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );\n\t\tthis.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.x = - this.x;\n\t\tthis.y = - this.y;\n\t\tthis.z = - this.z;\n\n\t\treturn this;\n\n\t}\n\n\tdot( v ) {\n\n\t\treturn this.x * v.x + this.y * v.y + this.z * v.z;\n\n\t}\n\n\t// TODO lengthSquared?\n\n\tlengthSq() {\n\n\t\treturn this.x * this.x + this.y * this.y + this.z * this.z;\n\n\t}\n\n\tlength() {\n\n\t\treturn Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );\n\n\t}\n\n\tmanhattanLength() {\n\n\t\treturn Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );\n\n\t}\n\n\tnormalize() {\n\n\t\treturn this.divideScalar( this.length() || 1 );\n\n\t}\n\n\tsetLength( length ) {\n\n\t\treturn this.normalize().multiplyScalar( length );\n\n\t}\n\n\tlerp( v, alpha ) {\n\n\t\tthis.x += ( v.x - this.x ) * alpha;\n\t\tthis.y += ( v.y - this.y ) * alpha;\n\t\tthis.z += ( v.z - this.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpVectors( v1, v2, alpha ) {\n\n\t\tthis.x = v1.x + ( v2.x - v1.x ) * alpha;\n\t\tthis.y = v1.y + ( v2.y - v1.y ) * alpha;\n\t\tthis.z = v1.z + ( v2.z - v1.z ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tcross( v, w ) {\n\n\t\tif ( w !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );\n\t\t\treturn this.crossVectors( v, w );\n\n\t\t}\n\n\t\treturn this.crossVectors( this, v );\n\n\t}\n\n\tcrossVectors( a, b ) {\n\n\t\tconst ax = a.x, ay = a.y, az = a.z;\n\t\tconst bx = b.x, by = b.y, bz = b.z;\n\n\t\tthis.x = ay * bz - az * by;\n\t\tthis.y = az * bx - ax * bz;\n\t\tthis.z = ax * by - ay * bx;\n\n\t\treturn this;\n\n\t}\n\n\tprojectOnVector( v ) {\n\n\t\tconst denominator = v.lengthSq();\n\n\t\tif ( denominator === 0 ) return this.set( 0, 0, 0 );\n\n\t\tconst scalar = v.dot( this ) / denominator;\n\n\t\treturn this.copy( v ).multiplyScalar( scalar );\n\n\t}\n\n\tprojectOnPlane( planeNormal ) {\n\n\t\t_vector.copy( this ).projectOnVector( planeNormal );\n\n\t\treturn this.sub( _vector );\n\n\t}\n\n\treflect( normal ) {\n\n\t\t// reflect incident vector off plane orthogonal to normal\n\t\t// normal is assumed to have unit length\n\n\t\treturn this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );\n\n\t}\n\n\tangleTo( v ) {\n\n\t\tconst denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );\n\n\t\tif ( denominator === 0 ) return Math.PI / 2;\n\n\t\tconst theta = this.dot( v ) / denominator;\n\n\t\t// clamp, to handle numerical problems\n\n\t\treturn Math.acos( MathUtils.clamp( theta, - 1, 1 ) );\n\n\t}\n\n\tdistanceTo( v ) {\n\n\t\treturn Math.sqrt( this.distanceToSquared( v ) );\n\n\t}\n\n\tdistanceToSquared( v ) {\n\n\t\tconst dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;\n\n\t\treturn dx * dx + dy * dy + dz * dz;\n\n\t}\n\n\tmanhattanDistanceTo( v ) {\n\n\t\treturn Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );\n\n\t}\n\n\tsetFromSpherical( s ) {\n\n\t\treturn this.setFromSphericalCoords( s.radius, s.phi, s.theta );\n\n\t}\n\n\tsetFromSphericalCoords( radius, phi, theta ) {\n\n\t\tconst sinPhiRadius = Math.sin( phi ) * radius;\n\n\t\tthis.x = sinPhiRadius * Math.sin( theta );\n\t\tthis.y = Math.cos( phi ) * radius;\n\t\tthis.z = sinPhiRadius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCylindrical( c ) {\n\n\t\treturn this.setFromCylindricalCoords( c.radius, c.theta, c.y );\n\n\t}\n\n\tsetFromCylindricalCoords( radius, theta, y ) {\n\n\t\tthis.x = radius * Math.sin( theta );\n\t\tthis.y = y;\n\t\tthis.z = radius * Math.cos( theta );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixPosition( m ) {\n\n\t\tconst e = m.elements;\n\n\t\tthis.x = e[ 12 ];\n\t\tthis.y = e[ 13 ];\n\t\tthis.z = e[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixScale( m ) {\n\n\t\tconst sx = this.setFromMatrixColumn( m, 0 ).length();\n\t\tconst sy = this.setFromMatrixColumn( m, 1 ).length();\n\t\tconst sz = this.setFromMatrixColumn( m, 2 ).length();\n\n\t\tthis.x = sx;\n\t\tthis.y = sy;\n\t\tthis.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromMatrixColumn( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 4 );\n\n\t}\n\n\tsetFromMatrix3Column( m, index ) {\n\n\t\treturn this.fromArray( m.elements, index * 3 );\n\n\t}\n\n\tequals( v ) {\n\n\t\treturn ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.x = array[ offset ];\n\t\tthis.y = array[ offset + 1 ];\n\t\tthis.z = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.x;\n\t\tarray[ offset + 1 ] = this.y;\n\t\tarray[ offset + 2 ] = this.z;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index, offset ) {\n\n\t\tif ( offset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );\n\n\t\t}\n\n\t\tthis.x = attribute.getX( index );\n\t\tthis.y = attribute.getY( index );\n\t\tthis.z = attribute.getZ( index );\n\n\t\treturn this;\n\n\t}\n\n\trandom() {\n\n\t\tthis.x = Math.random();\n\t\tthis.y = Math.random();\n\t\tthis.z = Math.random();\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector = /*@__PURE__*/ new Vector3();\nconst _quaternion = /*@__PURE__*/ new Quaternion();\n\nclass Box3 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox3', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromArray( array ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\tconst x = array[ i ];\n\t\t\tconst y = array[ i + 1 ];\n\t\t\tconst z = array[ i + 2 ];\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromBufferAttribute( attribute ) {\n\n\t\tlet minX = + Infinity;\n\t\tlet minY = + Infinity;\n\t\tlet minZ = + Infinity;\n\n\t\tlet maxX = - Infinity;\n\t\tlet maxY = - Infinity;\n\t\tlet maxZ = - Infinity;\n\n\t\tfor ( let i = 0, l = attribute.count; i < l; i ++ ) {\n\n\t\t\tconst x = attribute.getX( i );\n\t\t\tconst y = attribute.getY( i );\n\t\t\tconst z = attribute.getZ( i );\n\n\t\t\tif ( x < minX ) minX = x;\n\t\t\tif ( y < minY ) minY = y;\n\t\t\tif ( z < minZ ) minZ = z;\n\n\t\t\tif ( x > maxX ) maxX = x;\n\t\t\tif ( y > maxY ) maxY = y;\n\t\t\tif ( z > maxZ ) maxZ = z;\n\n\t\t}\n\n\t\tthis.min.set( minX, minY, minZ );\n\t\tthis.max.set( maxX, maxY, maxZ );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$1.copy( size ).multiplyScalar( 0.5 );\n\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.makeEmpty();\n\n\t\treturn this.expandByObject( object );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = this.min.z = + Infinity;\n\t\tthis.max.x = this.max.y = this.max.z = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getSize() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\texpandByObject( object ) {\n\n\t\t// Computes the world-axis-aligned bounding box of an object (including its children),\n\t\t// accounting for both the object's, and children's, world transforms\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry !== undefined ) {\n\n\t\t\tif ( geometry.boundingBox === null ) {\n\n\t\t\t\tgeometry.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\t_box.copy( geometry.boundingBox );\n\t\t\t_box.applyMatrix4( object.matrixWorld );\n\n\t\t\tthis.union( _box );\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tthis.expandByObject( children[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ||\n\t\t\tpoint.z < this.min.z || point.z > this.max.z ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y &&\n\t\t\tthis.min.z <= box.min.z && box.max.z <= this.max.z;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .getParameter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y ),\n\t\t\t( point.z - this.min.z ) / ( this.max.z - this.min.z )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 6 splitting planes to rule out intersections.\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ||\n\t\t\tbox.max.z < this.min.z || box.min.z > this.max.z ? false : true;\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\t// Find the point on the AABB closest to the sphere center.\n\t\tthis.clampPoint( sphere.center, _vector$1 );\n\n\t\t// If that point is inside the sphere, the AABB and sphere intersect.\n\t\treturn _vector$1.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// We compute the minimum and maximum dot product values. If those values\n\t\t// are on the same side (back or front) of the plane, then there is no intersection.\n\n\t\tlet min, max;\n\n\t\tif ( plane.normal.x > 0 ) {\n\n\t\t\tmin = plane.normal.x * this.min.x;\n\t\t\tmax = plane.normal.x * this.max.x;\n\n\t\t} else {\n\n\t\t\tmin = plane.normal.x * this.max.x;\n\t\t\tmax = plane.normal.x * this.min.x;\n\n\t\t}\n\n\t\tif ( plane.normal.y > 0 ) {\n\n\t\t\tmin += plane.normal.y * this.min.y;\n\t\t\tmax += plane.normal.y * this.max.y;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.y * this.max.y;\n\t\t\tmax += plane.normal.y * this.min.y;\n\n\t\t}\n\n\t\tif ( plane.normal.z > 0 ) {\n\n\t\t\tmin += plane.normal.z * this.min.z;\n\t\t\tmax += plane.normal.z * this.max.z;\n\n\t\t} else {\n\n\t\t\tmin += plane.normal.z * this.max.z;\n\t\t\tmax += plane.normal.z * this.min.z;\n\n\t\t}\n\n\t\treturn ( min <= - plane.constant && max >= - plane.constant );\n\n\t}\n\n\tintersectsTriangle( triangle ) {\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// compute box center and extents\n\t\tthis.getCenter( _center );\n\t\t_extents.subVectors( this.max, _center );\n\n\t\t// translate triangle to aabb origin\n\t\t_v0.subVectors( triangle.a, _center );\n\t\t_v1.subVectors( triangle.b, _center );\n\t\t_v2.subVectors( triangle.c, _center );\n\n\t\t// compute edge vectors for triangle\n\t\t_f0.subVectors( _v1, _v0 );\n\t\t_f1.subVectors( _v2, _v1 );\n\t\t_f2.subVectors( _v0, _v2 );\n\n\t\t// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb\n\t\t// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation\n\t\t// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)\n\t\tlet axes = [\n\t\t\t0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,\n\t\t\t_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,\n\t\t\t- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0\n\t\t];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// test 3 face normals from the aabb\n\t\taxes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];\n\t\tif ( ! satForAxes( axes, _v0, _v1, _v2, _extents ) ) {\n\n\t\t\treturn false;\n\n\t\t}\n\n\t\t// finally testing the face normal of the triangle\n\t\t// use already existing triangle edge vectors here\n\t\t_triangleNormal.crossVectors( _f0, _f1 );\n\t\taxes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];\n\n\t\treturn satForAxes( axes, _v0, _v1, _v2, _extents );\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box3: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$1.copy( point ).clamp( this.min, this.max );\n\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tgetBoundingSphere( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Box3: .getBoundingSphere() target is now required' );\n\t\t\t//target = new Sphere(); // removed to avoid cyclic dependency\n\n\t\t}\n\n\t\tthis.getCenter( target.center );\n\n\t\ttarget.radius = this.getSize( _vector$1 ).length() * 0.5;\n\n\t\treturn target;\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\t// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.\n\t\tif ( this.isEmpty() ) this.makeEmpty();\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\t// transform of empty box is an empty box.\n\t\tif ( this.isEmpty() ) return this;\n\n\t\t// NOTE: I am using a binary pattern to specify all 2^3 combinations below\n\t\t_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000\n\t\t_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001\n\t\t_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010\n\t\t_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011\n\t\t_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100\n\t\t_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101\n\t\t_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110\n\t\t_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111\n\n\t\tthis.setFromPoints( _points );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nfunction satForAxes( axes, v0, v1, v2, extents ) {\n\n\tfor ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {\n\n\t\t_testAxis.fromArray( axes, i );\n\t\t// project the aabb onto the seperating axis\n\t\tconst r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );\n\t\t// project all 3 vertices of the triangle onto the seperating axis\n\t\tconst p0 = v0.dot( _testAxis );\n\t\tconst p1 = v1.dot( _testAxis );\n\t\tconst p2 = v2.dot( _testAxis );\n\t\t// actual test, basically see if either of the most extreme of the triangle points intersects r\n\t\tif ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {\n\n\t\t\t// points of the projected triangle are outside the projected half-length of the aabb\n\t\t\t// the axis is seperating and we can exit\n\t\t\treturn false;\n\n\t\t}\n\n\t}\n\n\treturn true;\n\n}\n\nconst _points = [\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3(),\n\t/*@__PURE__*/ new Vector3()\n];\n\nconst _vector$1 = /*@__PURE__*/ new Vector3();\n\nconst _box = /*@__PURE__*/ new Box3();\n\n// triangle centered vertices\n\nconst _v0 = /*@__PURE__*/ new Vector3();\nconst _v1 = /*@__PURE__*/ new Vector3();\nconst _v2 = /*@__PURE__*/ new Vector3();\n\n// triangle edge vectors\n\nconst _f0 = /*@__PURE__*/ new Vector3();\nconst _f1 = /*@__PURE__*/ new Vector3();\nconst _f2 = /*@__PURE__*/ new Vector3();\n\nconst _center = /*@__PURE__*/ new Vector3();\nconst _extents = /*@__PURE__*/ new Vector3();\nconst _triangleNormal = /*@__PURE__*/ new Vector3();\nconst _testAxis = /*@__PURE__*/ new Vector3();\n\nconst _box$1 = /*@__PURE__*/ new Box3();\n\nclass Sphere {\n\n\tconstructor( center, radius ) {\n\n\t\tthis.center = ( center !== undefined ) ? center : new Vector3();\n\t\tthis.radius = ( radius !== undefined ) ? radius : - 1;\n\n\t}\n\n\tset( center, radius ) {\n\n\t\tthis.center.copy( center );\n\t\tthis.radius = radius;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points, optionalCenter ) {\n\n\t\tconst center = this.center;\n\n\t\tif ( optionalCenter !== undefined ) {\n\n\t\t\tcenter.copy( optionalCenter );\n\n\t\t} else {\n\n\t\t\t_box$1.setFromPoints( points ).getCenter( center );\n\n\t\t}\n\n\t\tlet maxRadiusSq = 0;\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );\n\n\t\t}\n\n\t\tthis.radius = Math.sqrt( maxRadiusSq );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( sphere ) {\n\n\t\tthis.center.copy( sphere.center );\n\t\tthis.radius = sphere.radius;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\treturn ( this.radius < 0 );\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.center.set( 0, 0, 0 );\n\t\tthis.radius = - 1;\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn ( point.distanceTo( this.center ) - this.radius );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst radiusSum = this.radius + sphere.radius;\n\n\t\treturn sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsSphere( this );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\treturn Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tconst deltaLengthSq = this.center.distanceToSquared( point );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.copy( point );\n\n\t\tif ( deltaLengthSq > ( this.radius * this.radius ) ) {\n\n\t\t\ttarget.sub( this.center ).normalize();\n\t\t\ttarget.multiplyScalar( this.radius ).add( this.center );\n\n\t\t}\n\n\t\treturn target;\n\n\t}\n\n\tgetBoundingBox( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );\n\t\t\ttarget = new Box3();\n\n\t\t}\n\n\t\tif ( this.isEmpty() ) {\n\n\t\t\t// Empty sphere produces empty bounding box\n\t\t\ttarget.makeEmpty();\n\t\t\treturn target;\n\n\t\t}\n\n\t\ttarget.set( this.center, this.center );\n\t\ttarget.expandByScalar( this.radius );\n\n\t\treturn target;\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.center.applyMatrix4( matrix );\n\t\tthis.radius = this.radius * matrix.getMaxScaleOnAxis();\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.center.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( sphere ) {\n\n\t\treturn sphere.center.equals( this.center ) && ( sphere.radius === this.radius );\n\n\t}\n\n}\n\nconst _vector$2 = /*@__PURE__*/ new Vector3();\nconst _segCenter = /*@__PURE__*/ new Vector3();\nconst _segDir = /*@__PURE__*/ new Vector3();\nconst _diff = /*@__PURE__*/ new Vector3();\n\nconst _edge1 = /*@__PURE__*/ new Vector3();\nconst _edge2 = /*@__PURE__*/ new Vector3();\nconst _normal = /*@__PURE__*/ new Vector3();\n\nclass Ray {\n\n\tconstructor( origin, direction ) {\n\n\t\tthis.origin = ( origin !== undefined ) ? origin : new Vector3();\n\t\tthis.direction = ( direction !== undefined ) ? direction : new Vector3( 0, 0, - 1 );\n\n\t}\n\n\tset( origin, direction ) {\n\n\t\tthis.origin.copy( origin );\n\t\tthis.direction.copy( direction );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( ray ) {\n\n\t\tthis.origin.copy( ray.origin );\n\t\tthis.direction.copy( ray.direction );\n\n\t\treturn this;\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( t ).add( this.origin );\n\n\t}\n\n\tlookAt( v ) {\n\n\t\tthis.direction.copy( v ).sub( this.origin ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\trecast( t ) {\n\n\t\tthis.origin.copy( this.at( t, _vector$2 ) );\n\n\t\treturn this;\n\n\t}\n\n\tclosestPointToPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( point, this.origin );\n\n\t\tconst directionDistance = target.dot( this.direction );\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn target.copy( this.origin );\n\n\t\t}\n\n\t\treturn target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn Math.sqrt( this.distanceSqToPoint( point ) );\n\n\t}\n\n\tdistanceSqToPoint( point ) {\n\n\t\tconst directionDistance = _vector$2.subVectors( point, this.origin ).dot( this.direction );\n\n\t\t// point behind the ray\n\n\t\tif ( directionDistance < 0 ) {\n\n\t\t\treturn this.origin.distanceToSquared( point );\n\n\t\t}\n\n\t\t_vector$2.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );\n\n\t\treturn _vector$2.distanceToSquared( point );\n\n\t}\n\n\tdistanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h\n\t\t// It returns the min distance between the ray and the segment\n\t\t// defined by v0 and v1\n\t\t// It can also set two optional targets :\n\t\t// - The closest point on the ray\n\t\t// - The closest point on the segment\n\n\t\t_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );\n\t\t_segDir.copy( v1 ).sub( v0 ).normalize();\n\t\t_diff.copy( this.origin ).sub( _segCenter );\n\n\t\tconst segExtent = v0.distanceTo( v1 ) * 0.5;\n\t\tconst a01 = - this.direction.dot( _segDir );\n\t\tconst b0 = _diff.dot( this.direction );\n\t\tconst b1 = - _diff.dot( _segDir );\n\t\tconst c = _diff.lengthSq();\n\t\tconst det = Math.abs( 1 - a01 * a01 );\n\t\tlet s0, s1, sqrDist, extDet;\n\n\t\tif ( det > 0 ) {\n\n\t\t\t// The ray and segment are not parallel.\n\n\t\t\ts0 = a01 * b1 - b0;\n\t\t\ts1 = a01 * b0 - b1;\n\t\t\textDet = segExtent * det;\n\n\t\t\tif ( s0 >= 0 ) {\n\n\t\t\t\tif ( s1 >= - extDet ) {\n\n\t\t\t\t\tif ( s1 <= extDet ) {\n\n\t\t\t\t\t\t// region 0\n\t\t\t\t\t\t// Minimum at interior points of ray and segment.\n\n\t\t\t\t\t\tconst invDet = 1 / det;\n\t\t\t\t\t\ts0 *= invDet;\n\t\t\t\t\t\ts1 *= invDet;\n\t\t\t\t\t\tsqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// region 1\n\n\t\t\t\t\t\ts1 = segExtent;\n\t\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 5\n\n\t\t\t\t\ts1 = - segExtent;\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( s1 <= - extDet ) {\n\n\t\t\t\t\t// region 4\n\n\t\t\t\t\ts0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else if ( s1 <= extDet ) {\n\n\t\t\t\t\t// region 3\n\n\t\t\t\t\ts0 = 0;\n\t\t\t\t\ts1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// region 2\n\n\t\t\t\t\ts0 = Math.max( 0, - ( a01 * segExtent + b0 ) );\n\t\t\t\t\ts1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );\n\t\t\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Ray and segment are parallel.\n\n\t\t\ts1 = ( a01 > 0 ) ? - segExtent : segExtent;\n\t\t\ts0 = Math.max( 0, - ( a01 * s1 + b0 ) );\n\t\t\tsqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;\n\n\t\t}\n\n\t\tif ( optionalPointOnRay ) {\n\n\t\t\toptionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );\n\n\t\t}\n\n\t\tif ( optionalPointOnSegment ) {\n\n\t\t\toptionalPointOnSegment.copy( _segDir ).multiplyScalar( s1 ).add( _segCenter );\n\n\t\t}\n\n\t\treturn sqrDist;\n\n\t}\n\n\tintersectSphere( sphere, target ) {\n\n\t\t_vector$2.subVectors( sphere.center, this.origin );\n\t\tconst tca = _vector$2.dot( this.direction );\n\t\tconst d2 = _vector$2.dot( _vector$2 ) - tca * tca;\n\t\tconst radius2 = sphere.radius * sphere.radius;\n\n\t\tif ( d2 > radius2 ) return null;\n\n\t\tconst thc = Math.sqrt( radius2 - d2 );\n\n\t\t// t0 = first intersect point - entrance on front of sphere\n\t\tconst t0 = tca - thc;\n\n\t\t// t1 = second intersect point - exit point on back of sphere\n\t\tconst t1 = tca + thc;\n\n\t\t// test to see if both t0 and t1 are behind the ray - if so, return null\n\t\tif ( t0 < 0 && t1 < 0 ) return null;\n\n\t\t// test to see if t0 is behind the ray:\n\t\t// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,\n\t\t// in order to always return an intersect point that is in front of the ray.\n\t\tif ( t0 < 0 ) return this.at( t1, target );\n\n\t\t// else t0 is in front of the ray, so return the first collision point scaled by t0\n\t\treturn this.at( t0, target );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );\n\n\t}\n\n\tdistanceToPlane( plane ) {\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( plane.distanceToPoint( this.origin ) === 0 ) {\n\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;\n\n\t\t// Return if the ray never intersects the plane\n\n\t\treturn t >= 0 ? t : null;\n\n\t}\n\n\tintersectPlane( plane, target ) {\n\n\t\tconst t = this.distanceToPlane( plane );\n\n\t\tif ( t === null ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\treturn this.at( t, target );\n\n\t}\n\n\tintersectsPlane( plane ) {\n\n\t\t// check if the ray lies on the plane first\n\n\t\tconst distToPoint = plane.distanceToPoint( this.origin );\n\n\t\tif ( distToPoint === 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\tconst denominator = plane.normal.dot( this.direction );\n\n\t\tif ( denominator * distToPoint < 0 ) {\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\t// ray origin is behind the plane (and is pointing behind it)\n\n\t\treturn false;\n\n\t}\n\n\tintersectBox( box, target ) {\n\n\t\tlet tmin, tmax, tymin, tymax, tzmin, tzmax;\n\n\t\tconst invdirx = 1 / this.direction.x,\n\t\t\tinvdiry = 1 / this.direction.y,\n\t\t\tinvdirz = 1 / this.direction.z;\n\n\t\tconst origin = this.origin;\n\n\t\tif ( invdirx >= 0 ) {\n\n\t\t\ttmin = ( box.min.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.max.x - origin.x ) * invdirx;\n\n\t\t} else {\n\n\t\t\ttmin = ( box.max.x - origin.x ) * invdirx;\n\t\t\ttmax = ( box.min.x - origin.x ) * invdirx;\n\n\t\t}\n\n\t\tif ( invdiry >= 0 ) {\n\n\t\t\ttymin = ( box.min.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.max.y - origin.y ) * invdiry;\n\n\t\t} else {\n\n\t\t\ttymin = ( box.max.y - origin.y ) * invdiry;\n\t\t\ttymax = ( box.min.y - origin.y ) * invdiry;\n\n\t\t}\n\n\t\tif ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;\n\n\t\t// These lines also handle the case where tmin or tmax is NaN\n\t\t// (result of 0 * Infinity). x !== x returns true if x is NaN\n\n\t\tif ( tymin > tmin || tmin !== tmin ) tmin = tymin;\n\n\t\tif ( tymax < tmax || tmax !== tmax ) tmax = tymax;\n\n\t\tif ( invdirz >= 0 ) {\n\n\t\t\ttzmin = ( box.min.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.max.z - origin.z ) * invdirz;\n\n\t\t} else {\n\n\t\t\ttzmin = ( box.max.z - origin.z ) * invdirz;\n\t\t\ttzmax = ( box.min.z - origin.z ) * invdirz;\n\n\t\t}\n\n\t\tif ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;\n\n\t\tif ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;\n\n\t\tif ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;\n\n\t\t//return point closest to the ray (positive side)\n\n\t\tif ( tmax < 0 ) return null;\n\n\t\treturn this.at( tmin >= 0 ? tmin : tmax, target );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn this.intersectBox( box, _vector$2 ) !== null;\n\n\t}\n\n\tintersectTriangle( a, b, c, backfaceCulling, target ) {\n\n\t\t// Compute the offset origin, edges, and normal.\n\n\t\t// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h\n\n\t\t_edge1.subVectors( b, a );\n\t\t_edge2.subVectors( c, a );\n\t\t_normal.crossVectors( _edge1, _edge2 );\n\n\t\t// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,\n\t\t// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by\n\t\t// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))\n\t\t// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))\n\t\t// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)\n\t\tlet DdN = this.direction.dot( _normal );\n\t\tlet sign;\n\n\t\tif ( DdN > 0 ) {\n\n\t\t\tif ( backfaceCulling ) return null;\n\t\t\tsign = 1;\n\n\t\t} else if ( DdN < 0 ) {\n\n\t\t\tsign = - 1;\n\t\t\tDdN = - DdN;\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t_diff.subVectors( this.origin, a );\n\t\tconst DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );\n\n\t\t// b1 < 0, no intersection\n\t\tif ( DdQxE2 < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );\n\n\t\t// b2 < 0, no intersection\n\t\tif ( DdE1xQ < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// b1+b2 > 1, no intersection\n\t\tif ( DdQxE2 + DdE1xQ > DdN ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Line intersects triangle, check if ray does.\n\t\tconst QdN = - sign * _diff.dot( _normal );\n\n\t\t// t < 0, no intersection\n\t\tif ( QdN < 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\t// Ray intersects triangle.\n\t\treturn this.at( QdN / DdN, target );\n\n\t}\n\n\tapplyMatrix4( matrix4 ) {\n\n\t\tthis.origin.applyMatrix4( matrix4 );\n\t\tthis.direction.transformDirection( matrix4 );\n\n\t\treturn this;\n\n\t}\n\n\tequals( ray ) {\n\n\t\treturn ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );\n\n\t}\n\n}\n\nclass Matrix4 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isMatrix4', { value: true } );\n\n\t\tthis.elements = [\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t];\n\n\t\tif ( arguments.length > 0 ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );\n\n\t\t}\n\n\t}\n\n\tset( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;\n\t\tte[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;\n\t\tte[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;\n\t\tte[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;\n\n\t\treturn this;\n\n\t}\n\n\tidentity() {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, 1, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Matrix4().fromArray( this.elements );\n\n\t}\n\n\tcopy( m ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tte[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];\n\t\tte[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];\n\t\tte[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];\n\t\tte[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];\n\n\t\treturn this;\n\n\t}\n\n\tcopyPosition( m ) {\n\n\t\tconst te = this.elements, me = m.elements;\n\n\t\tte[ 12 ] = me[ 12 ];\n\t\tte[ 13 ] = me[ 13 ];\n\t\tte[ 14 ] = me[ 14 ];\n\n\t\treturn this;\n\n\t}\n\n\textractBasis( xAxis, yAxis, zAxis ) {\n\n\t\txAxis.setFromMatrixColumn( this, 0 );\n\t\tyAxis.setFromMatrixColumn( this, 1 );\n\t\tzAxis.setFromMatrixColumn( this, 2 );\n\n\t\treturn this;\n\n\t}\n\n\tmakeBasis( xAxis, yAxis, zAxis ) {\n\n\t\tthis.set(\n\t\t\txAxis.x, yAxis.x, zAxis.x, 0,\n\t\t\txAxis.y, yAxis.y, zAxis.y, 0,\n\t\t\txAxis.z, yAxis.z, zAxis.z, 0,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\textractRotation( m ) {\n\n\t\t// this method does not support reflection matrices\n\n\t\tconst te = this.elements;\n\t\tconst me = m.elements;\n\n\t\tconst scaleX = 1 / _v1$1.setFromMatrixColumn( m, 0 ).length();\n\t\tconst scaleY = 1 / _v1$1.setFromMatrixColumn( m, 1 ).length();\n\t\tconst scaleZ = 1 / _v1$1.setFromMatrixColumn( m, 2 ).length();\n\n\t\tte[ 0 ] = me[ 0 ] * scaleX;\n\t\tte[ 1 ] = me[ 1 ] * scaleX;\n\t\tte[ 2 ] = me[ 2 ] * scaleX;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = me[ 4 ] * scaleY;\n\t\tte[ 5 ] = me[ 5 ] * scaleY;\n\t\tte[ 6 ] = me[ 6 ] * scaleY;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = me[ 8 ] * scaleZ;\n\t\tte[ 9 ] = me[ 9 ] * scaleZ;\n\t\tte[ 10 ] = me[ 10 ] * scaleZ;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromEuler( euler ) {\n\n\t\tif ( ! ( euler && euler.isEuler ) ) {\n\n\t\t\tconsole.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\n\t\tconst x = euler.x, y = euler.y, z = euler.z;\n\t\tconst a = Math.cos( x ), b = Math.sin( x );\n\t\tconst c = Math.cos( y ), d = Math.sin( y );\n\t\tconst e = Math.cos( z ), f = Math.sin( z );\n\n\t\tif ( euler.order === 'XYZ' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - c * f;\n\t\t\tte[ 8 ] = d;\n\n\t\t\tte[ 1 ] = af + be * d;\n\t\t\tte[ 5 ] = ae - bf * d;\n\t\t\tte[ 9 ] = - b * c;\n\n\t\t\tte[ 2 ] = bf - ae * d;\n\t\t\tte[ 6 ] = be + af * d;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YXZ' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce + df * b;\n\t\t\tte[ 4 ] = de * b - cf;\n\t\t\tte[ 8 ] = a * d;\n\n\t\t\tte[ 1 ] = a * f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b;\n\n\t\t\tte[ 2 ] = cf * b - de;\n\t\t\tte[ 6 ] = df + ce * b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZXY' ) {\n\n\t\t\tconst ce = c * e, cf = c * f, de = d * e, df = d * f;\n\n\t\t\tte[ 0 ] = ce - df * b;\n\t\t\tte[ 4 ] = - a * f;\n\t\t\tte[ 8 ] = de + cf * b;\n\n\t\t\tte[ 1 ] = cf + de * b;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = df - ce * b;\n\n\t\t\tte[ 2 ] = - a * d;\n\t\t\tte[ 6 ] = b;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'ZYX' ) {\n\n\t\t\tconst ae = a * e, af = a * f, be = b * e, bf = b * f;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = be * d - af;\n\t\t\tte[ 8 ] = ae * d + bf;\n\n\t\t\tte[ 1 ] = c * f;\n\t\t\tte[ 5 ] = bf * d + ae;\n\t\t\tte[ 9 ] = af * d - be;\n\n\t\t\tte[ 2 ] = - d;\n\t\t\tte[ 6 ] = b * c;\n\t\t\tte[ 10 ] = a * c;\n\n\t\t} else if ( euler.order === 'YZX' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = bd - ac * f;\n\t\t\tte[ 8 ] = bc * f + ad;\n\n\t\t\tte[ 1 ] = f;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = - b * e;\n\n\t\t\tte[ 2 ] = - d * e;\n\t\t\tte[ 6 ] = ad * f + bc;\n\t\t\tte[ 10 ] = ac - bd * f;\n\n\t\t} else if ( euler.order === 'XZY' ) {\n\n\t\t\tconst ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n\n\t\t\tte[ 0 ] = c * e;\n\t\t\tte[ 4 ] = - f;\n\t\t\tte[ 8 ] = d * e;\n\n\t\t\tte[ 1 ] = ac * f + bd;\n\t\t\tte[ 5 ] = a * e;\n\t\t\tte[ 9 ] = ad * f - bc;\n\n\t\t\tte[ 2 ] = bc * f - ad;\n\t\t\tte[ 6 ] = b * e;\n\t\t\tte[ 10 ] = bd * f + ac;\n\n\t\t}\n\n\t\t// bottom row\n\t\tte[ 3 ] = 0;\n\t\tte[ 7 ] = 0;\n\t\tte[ 11 ] = 0;\n\n\t\t// last column\n\t\tte[ 12 ] = 0;\n\t\tte[ 13 ] = 0;\n\t\tte[ 14 ] = 0;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationFromQuaternion( q ) {\n\n\t\treturn this.compose( _zero, q, _one );\n\n\t}\n\n\tlookAt( eye, target, up ) {\n\n\t\tconst te = this.elements;\n\n\t\t_z.subVectors( eye, target );\n\n\t\tif ( _z.lengthSq() === 0 ) {\n\n\t\t\t// eye and target are in the same position\n\n\t\t\t_z.z = 1;\n\n\t\t}\n\n\t\t_z.normalize();\n\t\t_x.crossVectors( up, _z );\n\n\t\tif ( _x.lengthSq() === 0 ) {\n\n\t\t\t// up and z are parallel\n\n\t\t\tif ( Math.abs( up.z ) === 1 ) {\n\n\t\t\t\t_z.x += 0.0001;\n\n\t\t\t} else {\n\n\t\t\t\t_z.z += 0.0001;\n\n\t\t\t}\n\n\t\t\t_z.normalize();\n\t\t\t_x.crossVectors( up, _z );\n\n\t\t}\n\n\t\t_x.normalize();\n\t\t_y.crossVectors( _z, _x );\n\n\t\tte[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;\n\t\tte[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;\n\t\tte[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( m, n ) {\n\n\t\tif ( n !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );\n\t\t\treturn this.multiplyMatrices( m, n );\n\n\t\t}\n\n\t\treturn this.multiplyMatrices( this, m );\n\n\t}\n\n\tpremultiply( m ) {\n\n\t\treturn this.multiplyMatrices( m, this );\n\n\t}\n\n\tmultiplyMatrices( a, b ) {\n\n\t\tconst ae = a.elements;\n\t\tconst be = b.elements;\n\t\tconst te = this.elements;\n\n\t\tconst a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];\n\t\tconst a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];\n\t\tconst a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];\n\t\tconst a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];\n\n\t\tconst b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];\n\t\tconst b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];\n\t\tconst b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];\n\t\tconst b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];\n\n\t\tte[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n\t\tte[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n\t\tte[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n\t\tte[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n\t\tte[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n\t\tte[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n\t\tte[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n\t\tte[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n\t\tte[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n\t\tte[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n\t\tte[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n\t\tte[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n\t\tte[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n\t\tte[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n\t\tte[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n\t\tte[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tconst te = this.elements;\n\n\t\tte[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;\n\t\tte[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;\n\t\tte[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;\n\t\tte[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;\n\n\t\treturn this;\n\n\t}\n\n\tdeterminant() {\n\n\t\tconst te = this.elements;\n\n\t\tconst n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];\n\t\tconst n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];\n\t\tconst n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];\n\t\tconst n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];\n\n\t\t//TODO: make this more efficient\n\t\t//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )\n\n\t\treturn (\n\t\t\tn41 * (\n\t\t\t\t+ n14 * n23 * n32\n\t\t\t\t - n13 * n24 * n32\n\t\t\t\t - n14 * n22 * n33\n\t\t\t\t + n12 * n24 * n33\n\t\t\t\t + n13 * n22 * n34\n\t\t\t\t - n12 * n23 * n34\n\t\t\t) +\n\t\t\tn42 * (\n\t\t\t\t+ n11 * n23 * n34\n\t\t\t\t - n11 * n24 * n33\n\t\t\t\t + n14 * n21 * n33\n\t\t\t\t - n13 * n21 * n34\n\t\t\t\t + n13 * n24 * n31\n\t\t\t\t - n14 * n23 * n31\n\t\t\t) +\n\t\t\tn43 * (\n\t\t\t\t+ n11 * n24 * n32\n\t\t\t\t - n11 * n22 * n34\n\t\t\t\t - n14 * n21 * n32\n\t\t\t\t + n12 * n21 * n34\n\t\t\t\t + n14 * n22 * n31\n\t\t\t\t - n12 * n24 * n31\n\t\t\t) +\n\t\t\tn44 * (\n\t\t\t\t- n13 * n22 * n31\n\t\t\t\t - n11 * n23 * n32\n\t\t\t\t + n11 * n22 * n33\n\t\t\t\t + n13 * n21 * n32\n\t\t\t\t - n12 * n21 * n33\n\t\t\t\t + n12 * n23 * n31\n\t\t\t)\n\n\t\t);\n\n\t}\n\n\ttranspose() {\n\n\t\tconst te = this.elements;\n\t\tlet tmp;\n\n\t\ttmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;\n\t\ttmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;\n\t\ttmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;\n\n\t\ttmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;\n\t\ttmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;\n\t\ttmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;\n\n\t\treturn this;\n\n\t}\n\n\tsetPosition( x, y, z ) {\n\n\t\tconst te = this.elements;\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\tte[ 12 ] = x.x;\n\t\t\tte[ 13 ] = x.y;\n\t\t\tte[ 14 ] = x.z;\n\n\t\t} else {\n\n\t\t\tte[ 12 ] = x;\n\t\t\tte[ 13 ] = y;\n\t\t\tte[ 14 ] = z;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tinvert() {\n\n\t\t// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n\t\tconst te = this.elements,\n\n\t\t\tn11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],\n\t\t\tn12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],\n\t\t\tn13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],\n\t\t\tn14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],\n\n\t\t\tt11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,\n\t\t\tt12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,\n\t\t\tt13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,\n\t\t\tt14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;\n\n\t\tconst det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n\t\tif ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );\n\n\t\tconst detInv = 1 / det;\n\n\t\tte[ 0 ] = t11 * detInv;\n\t\tte[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;\n\t\tte[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;\n\t\tte[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;\n\n\t\tte[ 4 ] = t12 * detInv;\n\t\tte[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;\n\t\tte[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;\n\t\tte[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;\n\n\t\tte[ 8 ] = t13 * detInv;\n\t\tte[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;\n\t\tte[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;\n\t\tte[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;\n\n\t\tte[ 12 ] = t14 * detInv;\n\t\tte[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;\n\t\tte[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;\n\t\tte[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;\n\n\t\treturn this;\n\n\t}\n\n\tscale( v ) {\n\n\t\tconst te = this.elements;\n\t\tconst x = v.x, y = v.y, z = v.z;\n\n\t\tte[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;\n\t\tte[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;\n\t\tte[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;\n\t\tte[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxScaleOnAxis() {\n\n\t\tconst te = this.elements;\n\n\t\tconst scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];\n\t\tconst scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];\n\t\tconst scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];\n\n\t\treturn Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );\n\n\t}\n\n\tmakeTranslation( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, x,\n\t\t\t0, 1, 0, y,\n\t\t\t0, 0, 1, z,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationX( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t1, 0, 0, 0,\n\t\t\t0, c, - s, 0,\n\t\t\t0, s, c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationY( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\t c, 0, s, 0,\n\t\t\t 0, 1, 0, 0,\n\t\t\t- s, 0, c, 0,\n\t\t\t 0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationZ( theta ) {\n\n\t\tconst c = Math.cos( theta ), s = Math.sin( theta );\n\n\t\tthis.set(\n\n\t\t\tc, - s, 0, 0,\n\t\t\ts, c, 0, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeRotationAxis( axis, angle ) {\n\n\t\t// Based on http://www.gamedev.net/reference/articles/article1199.asp\n\n\t\tconst c = Math.cos( angle );\n\t\tconst s = Math.sin( angle );\n\t\tconst t = 1 - c;\n\t\tconst x = axis.x, y = axis.y, z = axis.z;\n\t\tconst tx = t * x, ty = t * y;\n\n\t\tthis.set(\n\n\t\t\ttx * x + c, tx * y - s * z, tx * z + s * y, 0,\n\t\t\ttx * y + s * z, ty * y + c, ty * z - s * x, 0,\n\t\t\ttx * z - s * y, ty * z + s * x, t * z * z + c, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeScale( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\tx, 0, 0, 0,\n\t\t\t0, y, 0, 0,\n\t\t\t0, 0, z, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tmakeShear( x, y, z ) {\n\n\t\tthis.set(\n\n\t\t\t1, y, z, 0,\n\t\t\tx, 1, z, 0,\n\t\t\tx, y, 1, 0,\n\t\t\t0, 0, 0, 1\n\n\t\t);\n\n\t\treturn this;\n\n\t}\n\n\tcompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tconst x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;\n\t\tconst x2 = x + x,\ty2 = y + y, z2 = z + z;\n\t\tconst xx = x * x2, xy = x * y2, xz = x * z2;\n\t\tconst yy = y * y2, yz = y * z2, zz = z * z2;\n\t\tconst wx = w * x2, wy = w * y2, wz = w * z2;\n\n\t\tconst sx = scale.x, sy = scale.y, sz = scale.z;\n\n\t\tte[ 0 ] = ( 1 - ( yy + zz ) ) * sx;\n\t\tte[ 1 ] = ( xy + wz ) * sx;\n\t\tte[ 2 ] = ( xz - wy ) * sx;\n\t\tte[ 3 ] = 0;\n\n\t\tte[ 4 ] = ( xy - wz ) * sy;\n\t\tte[ 5 ] = ( 1 - ( xx + zz ) ) * sy;\n\t\tte[ 6 ] = ( yz + wx ) * sy;\n\t\tte[ 7 ] = 0;\n\n\t\tte[ 8 ] = ( xz + wy ) * sz;\n\t\tte[ 9 ] = ( yz - wx ) * sz;\n\t\tte[ 10 ] = ( 1 - ( xx + yy ) ) * sz;\n\t\tte[ 11 ] = 0;\n\n\t\tte[ 12 ] = position.x;\n\t\tte[ 13 ] = position.y;\n\t\tte[ 14 ] = position.z;\n\t\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tdecompose( position, quaternion, scale ) {\n\n\t\tconst te = this.elements;\n\n\t\tlet sx = _v1$1.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();\n\t\tconst sy = _v1$1.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();\n\t\tconst sz = _v1$1.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();\n\n\t\t// if determine is negative, we need to invert one scale\n\t\tconst det = this.determinant();\n\t\tif ( det < 0 ) sx = - sx;\n\n\t\tposition.x = te[ 12 ];\n\t\tposition.y = te[ 13 ];\n\t\tposition.z = te[ 14 ];\n\n\t\t// scale the rotation part\n\t\t_m1.copy( this );\n\n\t\tconst invSX = 1 / sx;\n\t\tconst invSY = 1 / sy;\n\t\tconst invSZ = 1 / sz;\n\n\t\t_m1.elements[ 0 ] *= invSX;\n\t\t_m1.elements[ 1 ] *= invSX;\n\t\t_m1.elements[ 2 ] *= invSX;\n\n\t\t_m1.elements[ 4 ] *= invSY;\n\t\t_m1.elements[ 5 ] *= invSY;\n\t\t_m1.elements[ 6 ] *= invSY;\n\n\t\t_m1.elements[ 8 ] *= invSZ;\n\t\t_m1.elements[ 9 ] *= invSZ;\n\t\t_m1.elements[ 10 ] *= invSZ;\n\n\t\tquaternion.setFromRotationMatrix( _m1 );\n\n\t\tscale.x = sx;\n\t\tscale.y = sy;\n\t\tscale.z = sz;\n\n\t\treturn this;\n\n\t}\n\n\tmakePerspective( left, right, top, bottom, near, far ) {\n\n\t\tif ( far === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );\n\n\t\t}\n\n\t\tconst te = this.elements;\n\t\tconst x = 2 * near / ( right - left );\n\t\tconst y = 2 * near / ( top - bottom );\n\n\t\tconst a = ( right + left ) / ( right - left );\n\t\tconst b = ( top + bottom ) / ( top - bottom );\n\t\tconst c = - ( far + near ) / ( far - near );\n\t\tconst d = - 2 * far * near / ( far - near );\n\n\t\tte[ 0 ] = x;\tte[ 4 ] = 0;\tte[ 8 ] = a;\tte[ 12 ] = 0;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = y;\tte[ 9 ] = b;\tte[ 13 ] = 0;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = c;\tte[ 14 ] = d;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = - 1;\tte[ 15 ] = 0;\n\n\t\treturn this;\n\n\t}\n\n\tmakeOrthographic( left, right, top, bottom, near, far ) {\n\n\t\tconst te = this.elements;\n\t\tconst w = 1.0 / ( right - left );\n\t\tconst h = 1.0 / ( top - bottom );\n\t\tconst p = 1.0 / ( far - near );\n\n\t\tconst x = ( right + left ) * w;\n\t\tconst y = ( top + bottom ) * h;\n\t\tconst z = ( far + near ) * p;\n\n\t\tte[ 0 ] = 2 * w;\tte[ 4 ] = 0;\tte[ 8 ] = 0;\tte[ 12 ] = - x;\n\t\tte[ 1 ] = 0;\tte[ 5 ] = 2 * h;\tte[ 9 ] = 0;\tte[ 13 ] = - y;\n\t\tte[ 2 ] = 0;\tte[ 6 ] = 0;\tte[ 10 ] = - 2 * p;\tte[ 14 ] = - z;\n\t\tte[ 3 ] = 0;\tte[ 7 ] = 0;\tte[ 11 ] = 0;\tte[ 15 ] = 1;\n\n\t\treturn this;\n\n\t}\n\n\tequals( matrix ) {\n\n\t\tconst te = this.elements;\n\t\tconst me = matrix.elements;\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tif ( te[ i ] !== me[ i ] ) return false;\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tfor ( let i = 0; i < 16; i ++ ) {\n\n\t\t\tthis.elements[ i ] = array[ i + offset ];\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst te = this.elements;\n\n\t\tarray[ offset ] = te[ 0 ];\n\t\tarray[ offset + 1 ] = te[ 1 ];\n\t\tarray[ offset + 2 ] = te[ 2 ];\n\t\tarray[ offset + 3 ] = te[ 3 ];\n\n\t\tarray[ offset + 4 ] = te[ 4 ];\n\t\tarray[ offset + 5 ] = te[ 5 ];\n\t\tarray[ offset + 6 ] = te[ 6 ];\n\t\tarray[ offset + 7 ] = te[ 7 ];\n\n\t\tarray[ offset + 8 ] = te[ 8 ];\n\t\tarray[ offset + 9 ] = te[ 9 ];\n\t\tarray[ offset + 10 ] = te[ 10 ];\n\t\tarray[ offset + 11 ] = te[ 11 ];\n\n\t\tarray[ offset + 12 ] = te[ 12 ];\n\t\tarray[ offset + 13 ] = te[ 13 ];\n\t\tarray[ offset + 14 ] = te[ 14 ];\n\t\tarray[ offset + 15 ] = te[ 15 ];\n\n\t\treturn array;\n\n\t}\n\n}\n\nconst _v1$1 = /*@__PURE__*/ new Vector3();\nconst _m1 = /*@__PURE__*/ new Matrix4();\nconst _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );\nconst _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );\nconst _x = /*@__PURE__*/ new Vector3();\nconst _y = /*@__PURE__*/ new Vector3();\nconst _z = /*@__PURE__*/ new Vector3();\n\nclass Euler {\n\n\tconstructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {\n\n\t\tObject.defineProperty( this, 'isEuler', { value: true } );\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order;\n\n\t}\n\n\tget x() {\n\n\t\treturn this._x;\n\n\t}\n\n\tset x( value ) {\n\n\t\tthis._x = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget y() {\n\n\t\treturn this._y;\n\n\t}\n\n\tset y( value ) {\n\n\t\tthis._y = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget z() {\n\n\t\treturn this._z;\n\n\t}\n\n\tset z( value ) {\n\n\t\tthis._z = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tget order() {\n\n\t\treturn this._order;\n\n\t}\n\n\tset order( value ) {\n\n\t\tthis._order = value;\n\t\tthis._onChangeCallback();\n\n\t}\n\n\tset( x, y, z, order ) {\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._z = z;\n\t\tthis._order = order || this._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this._x, this._y, this._z, this._order );\n\n\t}\n\n\tcopy( euler ) {\n\n\t\tthis._x = euler._x;\n\t\tthis._y = euler._y;\n\t\tthis._z = euler._z;\n\t\tthis._order = euler._order;\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromRotationMatrix( m, order, update ) {\n\n\t\tconst clamp = MathUtils.clamp;\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tconst te = m.elements;\n\t\tconst m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];\n\t\tconst m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];\n\t\tconst m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];\n\n\t\torder = order || this._order;\n\n\t\tswitch ( order ) {\n\n\t\t\tcase 'XYZ':\n\n\t\t\t\tthis._y = Math.asin( clamp( m13, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m13 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YXZ':\n\n\t\t\t\tthis._x = Math.asin( - clamp( m23, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m23 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\t\t\t\t\tthis._z = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZXY':\n\n\t\t\t\tthis._x = Math.asin( clamp( m32, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m32 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._y = Math.atan2( - m31, m33 );\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._y = 0;\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'ZYX':\n\n\t\t\t\tthis._y = Math.asin( - clamp( m31, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m31 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m33 );\n\t\t\t\t\tthis._z = Math.atan2( m21, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._z = Math.atan2( - m12, m22 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'YZX':\n\n\t\t\t\tthis._z = Math.asin( clamp( m21, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m21 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m22 );\n\t\t\t\t\tthis._y = Math.atan2( - m31, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = 0;\n\t\t\t\t\tthis._y = Math.atan2( m13, m33 );\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'XZY':\n\n\t\t\t\tthis._z = Math.asin( - clamp( m12, - 1, 1 ) );\n\n\t\t\t\tif ( Math.abs( m12 ) < 0.9999999 ) {\n\n\t\t\t\t\tthis._x = Math.atan2( m32, m22 );\n\t\t\t\t\tthis._y = Math.atan2( m13, m11 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis._x = Math.atan2( - m23, m33 );\n\t\t\t\t\tthis._y = 0;\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tconsole.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );\n\n\t\t}\n\n\t\tthis._order = order;\n\n\t\tif ( update !== false ) this._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\tsetFromQuaternion( q, order, update ) {\n\n\t\t_matrix.makeRotationFromQuaternion( q );\n\n\t\treturn this.setFromRotationMatrix( _matrix, order, update );\n\n\t}\n\n\tsetFromVector3( v, order ) {\n\n\t\treturn this.set( v.x, v.y, v.z, order || this._order );\n\n\t}\n\n\treorder( newOrder ) {\n\n\t\t// WARNING: this discards revolution information -bhouston\n\n\t\t_quaternion$1.setFromEuler( this );\n\n\t\treturn this.setFromQuaternion( _quaternion$1, newOrder );\n\n\t}\n\n\tequals( euler ) {\n\n\t\treturn ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );\n\n\t}\n\n\tfromArray( array ) {\n\n\t\tthis._x = array[ 0 ];\n\t\tthis._y = array[ 1 ];\n\t\tthis._z = array[ 2 ];\n\t\tif ( array[ 3 ] !== undefined ) this._order = array[ 3 ];\n\n\t\tthis._onChangeCallback();\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this._x;\n\t\tarray[ offset + 1 ] = this._y;\n\t\tarray[ offset + 2 ] = this._z;\n\t\tarray[ offset + 3 ] = this._order;\n\n\t\treturn array;\n\n\t}\n\n\ttoVector3( optionalResult ) {\n\n\t\tif ( optionalResult ) {\n\n\t\t\treturn optionalResult.set( this._x, this._y, this._z );\n\n\t\t} else {\n\n\t\t\treturn new Vector3( this._x, this._y, this._z );\n\n\t\t}\n\n\t}\n\n\t_onChange( callback ) {\n\n\t\tthis._onChangeCallback = callback;\n\n\t\treturn this;\n\n\t}\n\n\t_onChangeCallback() {}\n\n}\n\nEuler.DefaultOrder = 'XYZ';\nEuler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];\n\nconst _matrix = /*@__PURE__*/ new Matrix4();\nconst _quaternion$1 = /*@__PURE__*/ new Quaternion();\n\nclass Layers {\n\n\tconstructor() {\n\n\t\tthis.mask = 1 | 0;\n\n\t}\n\n\tset( channel ) {\n\n\t\tthis.mask = 1 << channel | 0;\n\n\t}\n\n\tenable( channel ) {\n\n\t\tthis.mask |= 1 << channel | 0;\n\n\t}\n\n\tenableAll() {\n\n\t\tthis.mask = 0xffffffff | 0;\n\n\t}\n\n\ttoggle( channel ) {\n\n\t\tthis.mask ^= 1 << channel | 0;\n\n\t}\n\n\tdisable( channel ) {\n\n\t\tthis.mask &= ~ ( 1 << channel | 0 );\n\n\t}\n\n\tdisableAll() {\n\n\t\tthis.mask = 0;\n\n\t}\n\n\ttest( layers ) {\n\n\t\treturn ( this.mask & layers.mask ) !== 0;\n\n\t}\n\n}\n\nlet _object3DId = 0;\n\nconst _v1$2 = new Vector3();\nconst _q1 = new Quaternion();\nconst _m1$1 = new Matrix4();\nconst _target = new Vector3();\n\nconst _position = new Vector3();\nconst _scale = new Vector3();\nconst _quaternion$2 = new Quaternion();\n\nconst _xAxis = new Vector3( 1, 0, 0 );\nconst _yAxis = new Vector3( 0, 1, 0 );\nconst _zAxis = new Vector3( 0, 0, 1 );\n\nconst _addedEvent = { type: 'added' };\nconst _removedEvent = { type: 'removed' };\n\nfunction Object3D() {\n\n\tObject.defineProperty( this, 'id', { value: _object3DId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Object3D';\n\n\tthis.parent = null;\n\tthis.children = [];\n\n\tthis.up = Object3D.DefaultUp.clone();\n\n\tconst position = new Vector3();\n\tconst rotation = new Euler();\n\tconst quaternion = new Quaternion();\n\tconst scale = new Vector3( 1, 1, 1 );\n\n\tfunction onRotationChange() {\n\n\t\tquaternion.setFromEuler( rotation, false );\n\n\t}\n\n\tfunction onQuaternionChange() {\n\n\t\trotation.setFromQuaternion( quaternion, undefined, false );\n\n\t}\n\n\trotation._onChange( onRotationChange );\n\tquaternion._onChange( onQuaternionChange );\n\n\tObject.defineProperties( this, {\n\t\tposition: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: position\n\t\t},\n\t\trotation: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: rotation\n\t\t},\n\t\tquaternion: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: quaternion\n\t\t},\n\t\tscale: {\n\t\t\tconfigurable: true,\n\t\t\tenumerable: true,\n\t\t\tvalue: scale\n\t\t},\n\t\tmodelViewMatrix: {\n\t\t\tvalue: new Matrix4()\n\t\t},\n\t\tnormalMatrix: {\n\t\t\tvalue: new Matrix3()\n\t\t}\n\t} );\n\n\tthis.matrix = new Matrix4();\n\tthis.matrixWorld = new Matrix4();\n\n\tthis.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;\n\tthis.matrixWorldNeedsUpdate = false;\n\n\tthis.layers = new Layers();\n\tthis.visible = true;\n\n\tthis.castShadow = false;\n\tthis.receiveShadow = false;\n\n\tthis.frustumCulled = true;\n\tthis.renderOrder = 0;\n\n\tthis.animations = [];\n\n\tthis.userData = {};\n\n}\n\nObject3D.DefaultUp = new Vector3( 0, 1, 0 );\nObject3D.DefaultMatrixAutoUpdate = true;\n\nObject3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Object3D,\n\n\tisObject3D: true,\n\n\tonBeforeRender: function () {},\n\tonAfterRender: function () {},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tthis.matrix.premultiply( matrix );\n\n\t\tthis.matrix.decompose( this.position, this.quaternion, this.scale );\n\n\t},\n\n\tapplyQuaternion: function ( q ) {\n\n\t\tthis.quaternion.premultiply( q );\n\n\t\treturn this;\n\n\t},\n\n\tsetRotationFromAxisAngle: function ( axis, angle ) {\n\n\t\t// assumes axis is normalized\n\n\t\tthis.quaternion.setFromAxisAngle( axis, angle );\n\n\t},\n\n\tsetRotationFromEuler: function ( euler ) {\n\n\t\tthis.quaternion.setFromEuler( euler, true );\n\n\t},\n\n\tsetRotationFromMatrix: function ( m ) {\n\n\t\t// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n\n\t\tthis.quaternion.setFromRotationMatrix( m );\n\n\t},\n\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\t// assumes q is normalized\n\n\t\tthis.quaternion.copy( q );\n\n\t},\n\n\trotateOnAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.multiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateOnWorldAxis: function ( axis, angle ) {\n\n\t\t// rotate object on axis in world space\n\t\t// axis is assumed to be normalized\n\t\t// method assumes no rotated parent\n\n\t\t_q1.setFromAxisAngle( axis, angle );\n\n\t\tthis.quaternion.premultiply( _q1 );\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _xAxis, angle );\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _yAxis, angle );\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\treturn this.rotateOnAxis( _zAxis, angle );\n\n\t},\n\n\ttranslateOnAxis: function ( axis, distance ) {\n\n\t\t// translate object by distance along axis in object space\n\t\t// axis is assumed to be normalized\n\n\t\t_v1$2.copy( axis ).applyQuaternion( this.quaternion );\n\n\t\tthis.position.add( _v1$2.multiplyScalar( distance ) );\n\n\t\treturn this;\n\n\t},\n\n\ttranslateX: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _xAxis, distance );\n\n\t},\n\n\ttranslateY: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _yAxis, distance );\n\n\t},\n\n\ttranslateZ: function ( distance ) {\n\n\t\treturn this.translateOnAxis( _zAxis, distance );\n\n\t},\n\n\tlocalToWorld: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( this.matrixWorld );\n\n\t},\n\n\tworldToLocal: function ( vector ) {\n\n\t\treturn vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );\n\n\t},\n\n\tlookAt: function ( x, y, z ) {\n\n\t\t// This method does not support objects having non-uniformly-scaled parent(s)\n\n\t\tif ( x.isVector3 ) {\n\n\t\t\t_target.copy( x );\n\n\t\t} else {\n\n\t\t\t_target.set( x, y, z );\n\n\t\t}\n\n\t\tconst parent = this.parent;\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_position.setFromMatrixPosition( this.matrixWorld );\n\n\t\tif ( this.isCamera || this.isLight ) {\n\n\t\t\t_m1$1.lookAt( _position, _target, this.up );\n\n\t\t} else {\n\n\t\t\t_m1$1.lookAt( _target, _position, this.up );\n\n\t\t}\n\n\t\tthis.quaternion.setFromRotationMatrix( _m1$1 );\n\n\t\tif ( parent ) {\n\n\t\t\t_m1$1.extractRotation( parent.matrixWorld );\n\t\t\t_q1.setFromRotationMatrix( _m1$1 );\n\t\t\tthis.quaternion.premultiply( _q1.invert() );\n\n\t\t}\n\n\t},\n\n\tadd: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.add( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object === this ) {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object can\\'t be added as a child of itself.', object );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tif ( object && object.isObject3D ) {\n\n\t\t\tif ( object.parent !== null ) {\n\n\t\t\t\tobject.parent.remove( object );\n\n\t\t\t}\n\n\t\t\tobject.parent = this;\n\t\t\tthis.children.push( object );\n\n\t\t\tobject.dispatchEvent( _addedEvent );\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tremove: function ( object ) {\n\n\t\tif ( arguments.length > 1 ) {\n\n\t\t\tfor ( let i = 0; i < arguments.length; i ++ ) {\n\n\t\t\t\tthis.remove( arguments[ i ] );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst index = this.children.indexOf( object );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\tobject.parent = null;\n\t\t\tthis.children.splice( index, 1 );\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclear: function () {\n\n\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\tconst object = this.children[ i ];\n\n\t\t\tobject.parent = null;\n\n\t\t\tobject.dispatchEvent( _removedEvent );\n\n\t\t}\n\n\t\tthis.children.length = 0;\n\n\t\treturn this;\n\n\n\t},\n\n\tattach: function ( object ) {\n\n\t\t// adds object as a child of this, while maintaining the object's world transform\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\t_m1$1.copy( this.matrixWorld ).invert();\n\n\t\tif ( object.parent !== null ) {\n\n\t\t\tobject.parent.updateWorldMatrix( true, false );\n\n\t\t\t_m1$1.multiply( object.parent.matrixWorld );\n\n\t\t}\n\n\t\tobject.applyMatrix4( _m1$1 );\n\n\t\tobject.updateWorldMatrix( false, false );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetObjectById: function ( id ) {\n\n\t\treturn this.getObjectByProperty( 'id', id );\n\n\t},\n\n\tgetObjectByName: function ( name ) {\n\n\t\treturn this.getObjectByProperty( 'name', name );\n\n\t},\n\n\tgetObjectByProperty: function ( name, value ) {\n\n\t\tif ( this[ name ] === value ) return this;\n\n\t\tfor ( let i = 0, l = this.children.length; i < l; i ++ ) {\n\n\t\t\tconst child = this.children[ i ];\n\t\t\tconst object = child.getObjectByProperty( name, value );\n\n\t\t\tif ( object !== undefined ) {\n\n\t\t\t\treturn object;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tgetWorldPosition: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\treturn target.setFromMatrixPosition( this.matrixWorld );\n\n\t},\n\n\tgetWorldQuaternion: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );\n\t\t\ttarget = new Quaternion();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, target, _scale );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldScale: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldScale() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tthis.matrixWorld.decompose( _position, _quaternion$2, target );\n\n\t\treturn target;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();\n\n\t},\n\n\traycast: function () {},\n\n\ttraverse: function ( callback ) {\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverse( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseVisible: function ( callback ) {\n\n\t\tif ( this.visible === false ) return;\n\n\t\tcallback( this );\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].traverseVisible( callback );\n\n\t\t}\n\n\t},\n\n\ttraverseAncestors: function ( callback ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( parent !== null ) {\n\n\t\t\tcallback( parent );\n\n\t\t\tparent.traverseAncestors( callback );\n\n\t\t}\n\n\t},\n\n\tupdateMatrix: function () {\n\n\t\tthis.matrix.compose( this.position, this.quaternion, this.scale );\n\n\t\tthis.matrixWorldNeedsUpdate = true;\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.matrixWorldNeedsUpdate || force ) {\n\n\t\t\tif ( this.parent === null ) {\n\n\t\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t\t} else {\n\n\t\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\n\t\t}\n\n\t\t// update children\n\n\t\tconst children = this.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( force );\n\n\t\t}\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tconst parent = this.parent;\n\n\t\tif ( updateParents === true && parent !== null ) {\n\n\t\t\tparent.updateWorldMatrix( true, false );\n\n\t\t}\n\n\t\tif ( this.matrixAutoUpdate ) this.updateMatrix();\n\n\t\tif ( this.parent === null ) {\n\n\t\t\tthis.matrixWorld.copy( this.matrix );\n\n\t\t} else {\n\n\t\t\tthis.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );\n\n\t\t}\n\n\t\t// update children\n\n\t\tif ( updateChildren === true ) {\n\n\t\t\tconst children = this.children;\n\n\t\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\t\tchildren[ i ].updateWorldMatrix( false, true );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\t// meta is a string when called from JSON.stringify\n\t\tconst isRootObject = ( meta === undefined || typeof meta === 'string' );\n\n\t\tconst output = {};\n\n\t\t// meta is a hash used to collect geometries, materials.\n\t\t// not providing it implies that this is the root object\n\t\t// being serialized.\n\t\tif ( isRootObject ) {\n\n\t\t\t// initialize meta obj\n\t\t\tmeta = {\n\t\t\t\tgeometries: {},\n\t\t\t\tmaterials: {},\n\t\t\t\ttextures: {},\n\t\t\t\timages: {},\n\t\t\t\tshapes: {},\n\t\t\t\tskeletons: {},\n\t\t\t\tanimations: {}\n\t\t\t};\n\n\t\t\toutput.metadata = {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Object',\n\t\t\t\tgenerator: 'Object3D.toJSON'\n\t\t\t};\n\n\t\t}\n\n\t\t// standard Object3D serialization\n\n\t\tconst object = {};\n\n\t\tobject.uuid = this.uuid;\n\t\tobject.type = this.type;\n\n\t\tif ( this.name !== '' ) object.name = this.name;\n\t\tif ( this.castShadow === true ) object.castShadow = true;\n\t\tif ( this.receiveShadow === true ) object.receiveShadow = true;\n\t\tif ( this.visible === false ) object.visible = false;\n\t\tif ( this.frustumCulled === false ) object.frustumCulled = false;\n\t\tif ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;\n\n\t\tobject.layers = this.layers.mask;\n\t\tobject.matrix = this.matrix.toArray();\n\n\t\tif ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;\n\n\t\t// object specific properties\n\n\t\tif ( this.isInstancedMesh ) {\n\n\t\t\tobject.type = 'InstancedMesh';\n\t\t\tobject.count = this.count;\n\t\t\tobject.instanceMatrix = this.instanceMatrix.toJSON();\n\n\t\t}\n\n\t\t//\n\n\t\tfunction serialize( library, element ) {\n\n\t\t\tif ( library[ element.uuid ] === undefined ) {\n\n\t\t\t\tlibrary[ element.uuid ] = element.toJSON( meta );\n\n\t\t\t}\n\n\t\t\treturn element.uuid;\n\n\t\t}\n\n\t\tif ( this.isMesh || this.isLine || this.isPoints ) {\n\n\t\t\tobject.geometry = serialize( meta.geometries, this.geometry );\n\n\t\t\tconst parameters = this.geometry.parameters;\n\n\t\t\tif ( parameters !== undefined && parameters.shapes !== undefined ) {\n\n\t\t\t\tconst shapes = parameters.shapes;\n\n\t\t\t\tif ( Array.isArray( shapes ) ) {\n\n\t\t\t\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\t\t\t\tconst shape = shapes[ i ];\n\n\t\t\t\t\t\tserialize( meta.shapes, shape );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tserialize( meta.shapes, shapes );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.isSkinnedMesh ) {\n\n\t\t\tobject.bindMode = this.bindMode;\n\t\t\tobject.bindMatrix = this.bindMatrix.toArray();\n\n\t\t\tif ( this.skeleton !== undefined ) {\n\n\t\t\t\tserialize( meta.skeletons, this.skeleton );\n\n\t\t\t\tobject.skeleton = this.skeleton.uuid;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.material !== undefined ) {\n\n\t\t\tif ( Array.isArray( this.material ) ) {\n\n\t\t\t\tconst uuids = [];\n\n\t\t\t\tfor ( let i = 0, l = this.material.length; i < l; i ++ ) {\n\n\t\t\t\t\tuuids.push( serialize( meta.materials, this.material[ i ] ) );\n\n\t\t\t\t}\n\n\t\t\t\tobject.material = uuids;\n\n\t\t\t} else {\n\n\t\t\t\tobject.material = serialize( meta.materials, this.material );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.children.length > 0 ) {\n\n\t\t\tobject.children = [];\n\n\t\t\tfor ( let i = 0; i < this.children.length; i ++ ) {\n\n\t\t\t\tobject.children.push( this.children[ i ].toJSON( meta ).object );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.animations.length > 0 ) {\n\n\t\t\tobject.animations = [];\n\n\t\t\tfor ( let i = 0; i < this.animations.length; i ++ ) {\n\n\t\t\t\tconst animation = this.animations[ i ];\n\n\t\t\t\tobject.animations.push( serialize( meta.animations, animation ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( isRootObject ) {\n\n\t\t\tconst geometries = extractFromCache( meta.geometries );\n\t\t\tconst materials = extractFromCache( meta.materials );\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\t\t\tconst shapes = extractFromCache( meta.shapes );\n\t\t\tconst skeletons = extractFromCache( meta.skeletons );\n\t\t\tconst animations = extractFromCache( meta.animations );\n\n\t\t\tif ( geometries.length > 0 ) output.geometries = geometries;\n\t\t\tif ( materials.length > 0 ) output.materials = materials;\n\t\t\tif ( textures.length > 0 ) output.textures = textures;\n\t\t\tif ( images.length > 0 ) output.images = images;\n\t\t\tif ( shapes.length > 0 ) output.shapes = shapes;\n\t\t\tif ( skeletons.length > 0 ) output.skeletons = skeletons;\n\t\t\tif ( animations.length > 0 ) output.animations = animations;\n\n\t\t}\n\n\t\toutput.object = object;\n\n\t\treturn output;\n\n\t\t// extract data from the cache hash\n\t\t// remove metadata on each item\n\t\t// and return as array\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t},\n\n\tclone: function ( recursive ) {\n\n\t\treturn new this.constructor().copy( this, recursive );\n\n\t},\n\n\tcopy: function ( source, recursive = true ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.up.copy( source.up );\n\n\t\tthis.position.copy( source.position );\n\t\tthis.rotation.order = source.rotation.order;\n\t\tthis.quaternion.copy( source.quaternion );\n\t\tthis.scale.copy( source.scale );\n\n\t\tthis.matrix.copy( source.matrix );\n\t\tthis.matrixWorld.copy( source.matrixWorld );\n\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\t\tthis.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;\n\n\t\tthis.layers.mask = source.layers.mask;\n\t\tthis.visible = source.visible;\n\n\t\tthis.castShadow = source.castShadow;\n\t\tthis.receiveShadow = source.receiveShadow;\n\n\t\tthis.frustumCulled = source.frustumCulled;\n\t\tthis.renderOrder = source.renderOrder;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\tif ( recursive === true ) {\n\n\t\t\tfor ( let i = 0; i < source.children.length; i ++ ) {\n\n\t\t\t\tconst child = source.children[ i ];\n\t\t\t\tthis.add( child.clone() );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nconst _vector1 = /*@__PURE__*/ new Vector3();\nconst _vector2 = /*@__PURE__*/ new Vector3();\nconst _normalMatrix = /*@__PURE__*/ new Matrix3();\n\nclass Plane {\n\n\tconstructor( normal, constant ) {\n\n\t\tObject.defineProperty( this, 'isPlane', { value: true } );\n\n\t\t// normal is assumed to be normalized\n\n\t\tthis.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );\n\t\tthis.constant = ( constant !== undefined ) ? constant : 0;\n\n\t}\n\n\tset( normal, constant ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = constant;\n\n\t\treturn this;\n\n\t}\n\n\tsetComponents( x, y, z, w ) {\n\n\t\tthis.normal.set( x, y, z );\n\t\tthis.constant = w;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromNormalAndCoplanarPoint( normal, point ) {\n\n\t\tthis.normal.copy( normal );\n\t\tthis.constant = - point.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCoplanarPoints( a, b, c ) {\n\n\t\tconst normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();\n\n\t\t// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?\n\n\t\tthis.setFromNormalAndCoplanarPoint( normal, a );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( plane ) {\n\n\t\tthis.normal.copy( plane.normal );\n\t\tthis.constant = plane.constant;\n\n\t\treturn this;\n\n\t}\n\n\tnormalize() {\n\n\t\t// Note: will lead to a divide by zero if the plane is invalid.\n\n\t\tconst inverseNormalLength = 1.0 / this.normal.length();\n\t\tthis.normal.multiplyScalar( inverseNormalLength );\n\t\tthis.constant *= inverseNormalLength;\n\n\t\treturn this;\n\n\t}\n\n\tnegate() {\n\n\t\tthis.constant *= - 1;\n\t\tthis.normal.negate();\n\n\t\treturn this;\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\treturn this.normal.dot( point ) + this.constant;\n\n\t}\n\n\tdistanceToSphere( sphere ) {\n\n\t\treturn this.distanceToPoint( sphere.center ) - sphere.radius;\n\n\t}\n\n\tprojectPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .projectPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );\n\n\t}\n\n\tintersectLine( line, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .intersectLine() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst direction = line.delta( _vector1 );\n\n\t\tconst denominator = this.normal.dot( direction );\n\n\t\tif ( denominator === 0 ) {\n\n\t\t\t// line is coplanar, return origin\n\t\t\tif ( this.distanceToPoint( line.start ) === 0 ) {\n\n\t\t\t\treturn target.copy( line.start );\n\n\t\t\t}\n\n\t\t\t// Unsure if this is the correct method to handle this case.\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\tconst t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;\n\n\t\tif ( t < 0 || t > 1 ) {\n\n\t\t\treturn undefined;\n\n\t\t}\n\n\t\treturn target.copy( direction ).multiplyScalar( t ).add( line.start );\n\n\t}\n\n\tintersectsLine( line ) {\n\n\t\t// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.\n\n\t\tconst startSign = this.distanceToPoint( line.start );\n\t\tconst endSign = this.distanceToPoint( line.end );\n\n\t\treturn ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsPlane( this );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\treturn sphere.intersectsPlane( this );\n\n\t}\n\n\tcoplanarPoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Plane: .coplanarPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.copy( this.normal ).multiplyScalar( - this.constant );\n\n\t}\n\n\tapplyMatrix4( matrix, optionalNormalMatrix ) {\n\n\t\tconst normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );\n\n\t\tconst referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );\n\n\t\tconst normal = this.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\tthis.constant = - referencePoint.dot( normal );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.constant -= offset.dot( this.normal );\n\n\t\treturn this;\n\n\t}\n\n\tequals( plane ) {\n\n\t\treturn plane.normal.equals( this.normal ) && ( plane.constant === this.constant );\n\n\t}\n\n}\n\nconst _v0$1 = /*@__PURE__*/ new Vector3();\nconst _v1$3 = /*@__PURE__*/ new Vector3();\nconst _v2$1 = /*@__PURE__*/ new Vector3();\nconst _v3 = /*@__PURE__*/ new Vector3();\n\nconst _vab = /*@__PURE__*/ new Vector3();\nconst _vac = /*@__PURE__*/ new Vector3();\nconst _vbc = /*@__PURE__*/ new Vector3();\nconst _vap = /*@__PURE__*/ new Vector3();\nconst _vbp = /*@__PURE__*/ new Vector3();\nconst _vcp = /*@__PURE__*/ new Vector3();\n\nclass Triangle {\n\n\tconstructor( a, b, c ) {\n\n\t\tthis.a = ( a !== undefined ) ? a : new Vector3();\n\t\tthis.b = ( b !== undefined ) ? b : new Vector3();\n\t\tthis.c = ( c !== undefined ) ? c : new Vector3();\n\n\t}\n\n\tstatic getNormal( a, b, c, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getNormal() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\ttarget.subVectors( c, b );\n\t\t_v0$1.subVectors( a, b );\n\t\ttarget.cross( _v0$1 );\n\n\t\tconst targetLengthSq = target.lengthSq();\n\t\tif ( targetLengthSq > 0 ) {\n\n\t\t\treturn target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );\n\n\t\t}\n\n\t\treturn target.set( 0, 0, 0 );\n\n\t}\n\n\t// static/instance method to calculate barycentric coordinates\n\t// based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n\tstatic getBarycoord( point, a, b, c, target ) {\n\n\t\t_v0$1.subVectors( c, a );\n\t\t_v1$3.subVectors( b, a );\n\t\t_v2$1.subVectors( point, a );\n\n\t\tconst dot00 = _v0$1.dot( _v0$1 );\n\t\tconst dot01 = _v0$1.dot( _v1$3 );\n\t\tconst dot02 = _v0$1.dot( _v2$1 );\n\t\tconst dot11 = _v1$3.dot( _v1$3 );\n\t\tconst dot12 = _v1$3.dot( _v2$1 );\n\n\t\tconst denom = ( dot00 * dot11 - dot01 * dot01 );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getBarycoord() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\t// collinear or singular triangle\n\t\tif ( denom === 0 ) {\n\n\t\t\t// arbitrary location outside of triangle?\n\t\t\t// not sure if this is the best idea, maybe should be returning undefined\n\t\t\treturn target.set( - 2, - 1, - 1 );\n\n\t\t}\n\n\t\tconst invDenom = 1 / denom;\n\t\tconst u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;\n\t\tconst v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;\n\n\t\t// barycentric coordinates must always sum to 1\n\t\treturn target.set( 1 - u - v, v, u );\n\n\t}\n\n\tstatic containsPoint( point, a, b, c ) {\n\n\t\tthis.getBarycoord( point, a, b, c, _v3 );\n\n\t\treturn ( _v3.x >= 0 ) && ( _v3.y >= 0 ) && ( ( _v3.x + _v3.y ) <= 1 );\n\n\t}\n\n\tstatic getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {\n\n\t\tthis.getBarycoord( point, p1, p2, p3, _v3 );\n\n\t\ttarget.set( 0, 0 );\n\t\ttarget.addScaledVector( uv1, _v3.x );\n\t\ttarget.addScaledVector( uv2, _v3.y );\n\t\ttarget.addScaledVector( uv3, _v3.z );\n\n\t\treturn target;\n\n\t}\n\n\tstatic isFrontFacing( a, b, c, direction ) {\n\n\t\t_v0$1.subVectors( c, b );\n\t\t_v1$3.subVectors( a, b );\n\n\t\t// strictly front facing\n\t\treturn ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;\n\n\t}\n\n\tset( a, b, c ) {\n\n\t\tthis.a.copy( a );\n\t\tthis.b.copy( b );\n\t\tthis.c.copy( c );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPointsAndIndices( points, i0, i1, i2 ) {\n\n\t\tthis.a.copy( points[ i0 ] );\n\t\tthis.b.copy( points[ i1 ] );\n\t\tthis.c.copy( points[ i2 ] );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( triangle ) {\n\n\t\tthis.a.copy( triangle.a );\n\t\tthis.b.copy( triangle.b );\n\t\tthis.c.copy( triangle.c );\n\n\t\treturn this;\n\n\t}\n\n\tgetArea() {\n\n\t\t_v0$1.subVectors( this.c, this.b );\n\t\t_v1$3.subVectors( this.a, this.b );\n\n\t\treturn _v0$1.cross( _v1$3 ).length() * 0.5;\n\n\t}\n\n\tgetMidpoint( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getMidpoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );\n\n\t}\n\n\tgetNormal( target ) {\n\n\t\treturn Triangle.getNormal( this.a, this.b, this.c, target );\n\n\t}\n\n\tgetPlane( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .getPlane() target is now required' );\n\t\t\ttarget = new Plane();\n\n\t\t}\n\n\t\treturn target.setFromCoplanarPoints( this.a, this.b, this.c );\n\n\t}\n\n\tgetBarycoord( point, target ) {\n\n\t\treturn Triangle.getBarycoord( point, this.a, this.b, this.c, target );\n\n\t}\n\n\tgetUV( point, uv1, uv2, uv3, target ) {\n\n\t\treturn Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, target );\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn Triangle.containsPoint( point, this.a, this.b, this.c );\n\n\t}\n\n\tisFrontFacing( direction ) {\n\n\t\treturn Triangle.isFrontFacing( this.a, this.b, this.c, direction );\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\treturn box.intersectsTriangle( this );\n\n\t}\n\n\tclosestPointToPoint( p, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tconst a = this.a, b = this.b, c = this.c;\n\t\tlet v, w;\n\n\t\t// algorithm thanks to Real-Time Collision Detection by Christer Ericson,\n\t\t// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,\n\t\t// under the accompanying license; see chapter 5.1.5 for detailed explanation.\n\t\t// basically, we're distinguishing which of the voronoi regions of the triangle\n\t\t// the point lies in with the minimum amount of redundant computation.\n\n\t\t_vab.subVectors( b, a );\n\t\t_vac.subVectors( c, a );\n\t\t_vap.subVectors( p, a );\n\t\tconst d1 = _vab.dot( _vap );\n\t\tconst d2 = _vac.dot( _vap );\n\t\tif ( d1 <= 0 && d2 <= 0 ) {\n\n\t\t\t// vertex region of A; barycentric coords (1, 0, 0)\n\t\t\treturn target.copy( a );\n\n\t\t}\n\n\t\t_vbp.subVectors( p, b );\n\t\tconst d3 = _vab.dot( _vbp );\n\t\tconst d4 = _vac.dot( _vbp );\n\t\tif ( d3 >= 0 && d4 <= d3 ) {\n\n\t\t\t// vertex region of B; barycentric coords (0, 1, 0)\n\t\t\treturn target.copy( b );\n\n\t\t}\n\n\t\tconst vc = d1 * d4 - d3 * d2;\n\t\tif ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {\n\n\t\t\tv = d1 / ( d1 - d3 );\n\t\t\t// edge region of AB; barycentric coords (1-v, v, 0)\n\t\t\treturn target.copy( a ).addScaledVector( _vab, v );\n\n\t\t}\n\n\t\t_vcp.subVectors( p, c );\n\t\tconst d5 = _vab.dot( _vcp );\n\t\tconst d6 = _vac.dot( _vcp );\n\t\tif ( d6 >= 0 && d5 <= d6 ) {\n\n\t\t\t// vertex region of C; barycentric coords (0, 0, 1)\n\t\t\treturn target.copy( c );\n\n\t\t}\n\n\t\tconst vb = d5 * d2 - d1 * d6;\n\t\tif ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {\n\n\t\t\tw = d2 / ( d2 - d6 );\n\t\t\t// edge region of AC; barycentric coords (1-w, 0, w)\n\t\t\treturn target.copy( a ).addScaledVector( _vac, w );\n\n\t\t}\n\n\t\tconst va = d3 * d6 - d5 * d4;\n\t\tif ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {\n\n\t\t\t_vbc.subVectors( c, b );\n\t\t\tw = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );\n\t\t\t// edge region of BC; barycentric coords (0, 1-w, w)\n\t\t\treturn target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC\n\n\t\t}\n\n\t\t// face region\n\t\tconst denom = 1 / ( va + vb + vc );\n\t\t// u = va * denom\n\t\tv = vb * denom;\n\t\tw = vc * denom;\n\n\t\treturn target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );\n\n\t}\n\n\tequals( triangle ) {\n\n\t\treturn triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );\n\n\t}\n\n}\n\nconst _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,\n\t'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,\n\t'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,\n\t'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,\n\t'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,\n\t'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,\n\t'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,\n\t'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,\n\t'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,\n\t'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,\n\t'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,\n\t'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,\n\t'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,\n\t'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,\n\t'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,\n\t'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,\n\t'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,\n\t'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,\n\t'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,\n\t'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,\n\t'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,\n\t'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,\n\t'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,\n\t'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };\n\nconst _hslA = { h: 0, s: 0, l: 0 };\nconst _hslB = { h: 0, s: 0, l: 0 };\n\nfunction hue2rgb( p, q, t ) {\n\n\tif ( t < 0 ) t += 1;\n\tif ( t > 1 ) t -= 1;\n\tif ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;\n\tif ( t < 1 / 2 ) return q;\n\tif ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );\n\treturn p;\n\n}\n\nfunction SRGBToLinear( c ) {\n\n\treturn ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );\n\n}\n\nfunction LinearToSRGB( c ) {\n\n\treturn ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;\n\n}\n\nclass Color {\n\n\tconstructor( r, g, b ) {\n\n\t\tObject.defineProperty( this, 'isColor', { value: true } );\n\n\t\tif ( g === undefined && b === undefined ) {\n\n\t\t\t// r is THREE.Color, hex or string\n\t\t\treturn this.set( r );\n\n\t\t}\n\n\t\treturn this.setRGB( r, g, b );\n\n\t}\n\n\tset( value ) {\n\n\t\tif ( value && value.isColor ) {\n\n\t\t\tthis.copy( value );\n\n\t\t} else if ( typeof value === 'number' ) {\n\n\t\t\tthis.setHex( value );\n\n\t\t} else if ( typeof value === 'string' ) {\n\n\t\t\tthis.setStyle( value );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetScalar( scalar ) {\n\n\t\tthis.r = scalar;\n\t\tthis.g = scalar;\n\t\tthis.b = scalar;\n\n\t\treturn this;\n\n\t}\n\n\tsetHex( hex ) {\n\n\t\thex = Math.floor( hex );\n\n\t\tthis.r = ( hex >> 16 & 255 ) / 255;\n\t\tthis.g = ( hex >> 8 & 255 ) / 255;\n\t\tthis.b = ( hex & 255 ) / 255;\n\n\t\treturn this;\n\n\t}\n\n\tsetRGB( r, g, b ) {\n\n\t\tthis.r = r;\n\t\tthis.g = g;\n\t\tthis.b = b;\n\n\t\treturn this;\n\n\t}\n\n\tsetHSL( h, s, l ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\t\th = MathUtils.euclideanModulo( h, 1 );\n\t\ts = MathUtils.clamp( s, 0, 1 );\n\t\tl = MathUtils.clamp( l, 0, 1 );\n\n\t\tif ( s === 0 ) {\n\n\t\t\tthis.r = this.g = this.b = l;\n\n\t\t} else {\n\n\t\t\tconst p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );\n\t\t\tconst q = ( 2 * l ) - p;\n\n\t\t\tthis.r = hue2rgb( q, p, h + 1 / 3 );\n\t\t\tthis.g = hue2rgb( q, p, h );\n\t\t\tthis.b = hue2rgb( q, p, h - 1 / 3 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetStyle( style ) {\n\n\t\tfunction handleAlpha( string ) {\n\n\t\t\tif ( string === undefined ) return;\n\n\t\t\tif ( parseFloat( string ) < 1 ) {\n\n\t\t\t\tconsole.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );\n\n\t\t\t}\n\n\t\t}\n\n\n\t\tlet m;\n\n\t\tif ( m = /^((?:rgb|hsl)a?)\\(\\s*([^\\)]*)\\)/.exec( style ) ) {\n\n\t\t\t// rgb / hsl\n\n\t\t\tlet color;\n\t\t\tconst name = m[ 1 ];\n\t\t\tconst components = m[ 2 ];\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'rgb':\n\t\t\t\tcase 'rgba':\n\n\t\t\t\t\tif ( color = /^(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(255,0,0) rgba(255,0,0,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;\n\t\t\t\t\t\tthis.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( color = /^(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)\n\t\t\t\t\t\tthis.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;\n\t\t\t\t\t\tthis.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'hsl':\n\t\t\t\tcase 'hsla':\n\n\t\t\t\t\tif ( color = /^(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec( components ) ) {\n\n\t\t\t\t\t\t// hsl(120,50%,50%) hsla(120,50%,50%,0.5)\n\t\t\t\t\t\tconst h = parseFloat( color[ 1 ] ) / 360;\n\t\t\t\t\t\tconst s = parseInt( color[ 2 ], 10 ) / 100;\n\t\t\t\t\t\tconst l = parseInt( color[ 3 ], 10 ) / 100;\n\n\t\t\t\t\t\thandleAlpha( color[ 4 ] );\n\n\t\t\t\t\t\treturn this.setHSL( h, s, l );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t} else if ( m = /^\\#([A-Fa-f\\d]+)$/.exec( style ) ) {\n\n\t\t\t// hex color\n\n\t\t\tconst hex = m[ 1 ];\n\t\t\tconst size = hex.length;\n\n\t\t\tif ( size === 3 ) {\n\n\t\t\t\t// #ff0\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t} else if ( size === 6 ) {\n\n\t\t\t\t// #ff0000\n\t\t\t\tthis.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;\n\t\t\t\tthis.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;\n\t\t\t\tthis.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;\n\n\t\t\t\treturn this;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( style && style.length > 0 ) {\n\n\t\t\treturn this.setColorName( style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetColorName( style ) {\n\n\t\t// color keywords\n\t\tconst hex = _colorKeywords[ style ];\n\n\t\tif ( hex !== undefined ) {\n\n\t\t\t// red\n\t\t\tthis.setHex( hex );\n\n\t\t} else {\n\n\t\t\t// unknown color\n\t\t\tconsole.warn( 'THREE.Color: Unknown color ' + style );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor( this.r, this.g, this.b );\n\n\t}\n\n\tcopy( color ) {\n\n\t\tthis.r = color.r;\n\t\tthis.g = color.g;\n\t\tthis.b = color.b;\n\n\t\treturn this;\n\n\t}\n\n\tcopyGammaToLinear( color, gammaFactor = 2.0 ) {\n\n\t\tthis.r = Math.pow( color.r, gammaFactor );\n\t\tthis.g = Math.pow( color.g, gammaFactor );\n\t\tthis.b = Math.pow( color.b, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToGamma( color, gammaFactor = 2.0 ) {\n\n\t\tconst safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;\n\n\t\tthis.r = Math.pow( color.r, safeInverse );\n\t\tthis.g = Math.pow( color.g, safeInverse );\n\t\tthis.b = Math.pow( color.b, safeInverse );\n\n\t\treturn this;\n\n\t}\n\n\tconvertGammaToLinear( gammaFactor ) {\n\n\t\tthis.copyGammaToLinear( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToGamma( gammaFactor ) {\n\n\t\tthis.copyLinearToGamma( this, gammaFactor );\n\n\t\treturn this;\n\n\t}\n\n\tcopySRGBToLinear( color ) {\n\n\t\tthis.r = SRGBToLinear( color.r );\n\t\tthis.g = SRGBToLinear( color.g );\n\t\tthis.b = SRGBToLinear( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tcopyLinearToSRGB( color ) {\n\n\t\tthis.r = LinearToSRGB( color.r );\n\t\tthis.g = LinearToSRGB( color.g );\n\t\tthis.b = LinearToSRGB( color.b );\n\n\t\treturn this;\n\n\t}\n\n\tconvertSRGBToLinear() {\n\n\t\tthis.copySRGBToLinear( this );\n\n\t\treturn this;\n\n\t}\n\n\tconvertLinearToSRGB() {\n\n\t\tthis.copyLinearToSRGB( this );\n\n\t\treturn this;\n\n\t}\n\n\tgetHex() {\n\n\t\treturn ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;\n\n\t}\n\n\tgetHexString() {\n\n\t\treturn ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );\n\n\t}\n\n\tgetHSL( target ) {\n\n\t\t// h,s,l ranges are in 0.0 - 1.0\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Color: .getHSL() target is now required' );\n\t\t\ttarget = { h: 0, s: 0, l: 0 };\n\n\t\t}\n\n\t\tconst r = this.r, g = this.g, b = this.b;\n\n\t\tconst max = Math.max( r, g, b );\n\t\tconst min = Math.min( r, g, b );\n\n\t\tlet hue, saturation;\n\t\tconst lightness = ( min + max ) / 2.0;\n\n\t\tif ( min === max ) {\n\n\t\t\thue = 0;\n\t\t\tsaturation = 0;\n\n\t\t} else {\n\n\t\t\tconst delta = max - min;\n\n\t\t\tsaturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );\n\n\t\t\tswitch ( max ) {\n\n\t\t\t\tcase r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;\n\t\t\t\tcase g: hue = ( b - r ) / delta + 2; break;\n\t\t\t\tcase b: hue = ( r - g ) / delta + 4; break;\n\n\t\t\t}\n\n\t\t\thue /= 6;\n\n\t\t}\n\n\t\ttarget.h = hue;\n\t\ttarget.s = saturation;\n\t\ttarget.l = lightness;\n\n\t\treturn target;\n\n\t}\n\n\tgetStyle() {\n\n\t\treturn 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';\n\n\t}\n\n\toffsetHSL( h, s, l ) {\n\n\t\tthis.getHSL( _hslA );\n\n\t\t_hslA.h += h; _hslA.s += s; _hslA.l += l;\n\n\t\tthis.setHSL( _hslA.h, _hslA.s, _hslA.l );\n\n\t\treturn this;\n\n\t}\n\n\tadd( color ) {\n\n\t\tthis.r += color.r;\n\t\tthis.g += color.g;\n\t\tthis.b += color.b;\n\n\t\treturn this;\n\n\t}\n\n\taddColors( color1, color2 ) {\n\n\t\tthis.r = color1.r + color2.r;\n\t\tthis.g = color1.g + color2.g;\n\t\tthis.b = color1.b + color2.b;\n\n\t\treturn this;\n\n\t}\n\n\taddScalar( s ) {\n\n\t\tthis.r += s;\n\t\tthis.g += s;\n\t\tthis.b += s;\n\n\t\treturn this;\n\n\t}\n\n\tsub( color ) {\n\n\t\tthis.r = Math.max( 0, this.r - color.r );\n\t\tthis.g = Math.max( 0, this.g - color.g );\n\t\tthis.b = Math.max( 0, this.b - color.b );\n\n\t\treturn this;\n\n\t}\n\n\tmultiply( color ) {\n\n\t\tthis.r *= color.r;\n\t\tthis.g *= color.g;\n\t\tthis.b *= color.b;\n\n\t\treturn this;\n\n\t}\n\n\tmultiplyScalar( s ) {\n\n\t\tthis.r *= s;\n\t\tthis.g *= s;\n\t\tthis.b *= s;\n\n\t\treturn this;\n\n\t}\n\n\tlerp( color, alpha ) {\n\n\t\tthis.r += ( color.r - this.r ) * alpha;\n\t\tthis.g += ( color.g - this.g ) * alpha;\n\t\tthis.b += ( color.b - this.b ) * alpha;\n\n\t\treturn this;\n\n\t}\n\n\tlerpHSL( color, alpha ) {\n\n\t\tthis.getHSL( _hslA );\n\t\tcolor.getHSL( _hslB );\n\n\t\tconst h = MathUtils.lerp( _hslA.h, _hslB.h, alpha );\n\t\tconst s = MathUtils.lerp( _hslA.s, _hslB.s, alpha );\n\t\tconst l = MathUtils.lerp( _hslA.l, _hslB.l, alpha );\n\n\t\tthis.setHSL( h, s, l );\n\n\t\treturn this;\n\n\t}\n\n\tequals( c ) {\n\n\t\treturn ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tthis.r = array[ offset ];\n\t\tthis.g = array[ offset + 1 ];\n\t\tthis.b = array[ offset + 2 ];\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tarray[ offset ] = this.r;\n\t\tarray[ offset + 1 ] = this.g;\n\t\tarray[ offset + 2 ] = this.b;\n\n\t\treturn array;\n\n\t}\n\n\tfromBufferAttribute( attribute, index ) {\n\n\t\tthis.r = attribute.getX( index );\n\t\tthis.g = attribute.getY( index );\n\t\tthis.b = attribute.getZ( index );\n\n\t\tif ( attribute.normalized === true ) {\n\n\t\t\t// assuming Uint8Array\n\n\t\t\tthis.r /= 255;\n\t\t\tthis.g /= 255;\n\t\t\tthis.b /= 255;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON() {\n\n\t\treturn this.getHex();\n\n\t}\n\n}\n\nColor.NAMES = _colorKeywords;\nColor.prototype.r = 1;\nColor.prototype.g = 1;\nColor.prototype.b = 1;\n\nclass Face3 {\n\n\tconstructor( a, b, c, normal, color, materialIndex = 0 ) {\n\n\t\tthis.a = a;\n\t\tthis.b = b;\n\t\tthis.c = c;\n\n\t\tthis.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();\n\t\tthis.vertexNormals = Array.isArray( normal ) ? normal : [];\n\n\t\tthis.color = ( color && color.isColor ) ? color : new Color();\n\t\tthis.vertexColors = Array.isArray( color ) ? color : [];\n\n\t\tthis.materialIndex = materialIndex;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tthis.a = source.a;\n\t\tthis.b = source.b;\n\t\tthis.c = source.c;\n\n\t\tthis.normal.copy( source.normal );\n\t\tthis.color.copy( source.color );\n\n\t\tthis.materialIndex = source.materialIndex;\n\n\t\tfor ( let i = 0, il = source.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexNormals[ i ] = source.vertexNormals[ i ].clone();\n\n\t\t}\n\n\t\tfor ( let i = 0, il = source.vertexColors.length; i < il; i ++ ) {\n\n\t\t\tthis.vertexColors[ i ] = source.vertexColors[ i ].clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nlet materialId = 0;\n\nfunction Material() {\n\n\tObject.defineProperty( this, 'id', { value: materialId ++ } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Material';\n\n\tthis.fog = true;\n\n\tthis.blending = NormalBlending;\n\tthis.side = FrontSide;\n\tthis.flatShading = false;\n\tthis.vertexColors = false;\n\n\tthis.opacity = 1;\n\tthis.transparent = false;\n\n\tthis.blendSrc = SrcAlphaFactor;\n\tthis.blendDst = OneMinusSrcAlphaFactor;\n\tthis.blendEquation = AddEquation;\n\tthis.blendSrcAlpha = null;\n\tthis.blendDstAlpha = null;\n\tthis.blendEquationAlpha = null;\n\n\tthis.depthFunc = LessEqualDepth;\n\tthis.depthTest = true;\n\tthis.depthWrite = true;\n\n\tthis.stencilWriteMask = 0xff;\n\tthis.stencilFunc = AlwaysStencilFunc;\n\tthis.stencilRef = 0;\n\tthis.stencilFuncMask = 0xff;\n\tthis.stencilFail = KeepStencilOp;\n\tthis.stencilZFail = KeepStencilOp;\n\tthis.stencilZPass = KeepStencilOp;\n\tthis.stencilWrite = false;\n\n\tthis.clippingPlanes = null;\n\tthis.clipIntersection = false;\n\tthis.clipShadows = false;\n\n\tthis.shadowSide = null;\n\n\tthis.colorWrite = true;\n\n\tthis.precision = null; // override the renderer's default precision for this material\n\n\tthis.polygonOffset = false;\n\tthis.polygonOffsetFactor = 0;\n\tthis.polygonOffsetUnits = 0;\n\n\tthis.dithering = false;\n\n\tthis.alphaTest = 0;\n\tthis.premultipliedAlpha = false;\n\n\tthis.visible = true;\n\n\tthis.toneMapped = true;\n\n\tthis.userData = {};\n\n\tthis.version = 0;\n\n}\n\nMaterial.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Material,\n\n\tisMaterial: true,\n\n\tonBeforeCompile: function ( /* shaderobject, renderer */ ) {},\n\n\tcustomProgramCacheKey: function () {\n\n\t\treturn this.onBeforeCompile.toString();\n\n\t},\n\n\tsetValues: function ( values ) {\n\n\t\tif ( values === undefined ) return;\n\n\t\tfor ( const key in values ) {\n\n\t\t\tconst newValue = values[ key ];\n\n\t\t\tif ( newValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Material: \\'' + key + '\\' parameter is undefined.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// for backward compatability if shading is set in the constructor\n\t\t\tif ( key === 'shading' ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\t\tthis.flatShading = ( newValue === FlatShading ) ? true : false;\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tconst currentValue = this[ key ];\n\n\t\t\tif ( currentValue === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.' + this.type + ': \\'' + key + '\\' is not a property of this material.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( currentValue && currentValue.isColor ) {\n\n\t\t\t\tcurrentValue.set( newValue );\n\n\t\t\t} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {\n\n\t\t\t\tcurrentValue.copy( newValue );\n\n\t\t\t} else {\n\n\t\t\t\tthis[ key ] = newValue;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst isRoot = ( meta === undefined || typeof meta === 'string' );\n\n\t\tif ( isRoot ) {\n\n\t\t\tmeta = {\n\t\t\t\ttextures: {},\n\t\t\t\timages: {}\n\t\t\t};\n\n\t\t}\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Material',\n\t\t\t\tgenerator: 'Material.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Material serialization\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.color && this.color.isColor ) data.color = this.color.getHex();\n\n\t\tif ( this.roughness !== undefined ) data.roughness = this.roughness;\n\t\tif ( this.metalness !== undefined ) data.metalness = this.metalness;\n\n\t\tif ( this.sheen && this.sheen.isColor ) data.sheen = this.sheen.getHex();\n\t\tif ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();\n\t\tif ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;\n\n\t\tif ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();\n\t\tif ( this.shininess !== undefined ) data.shininess = this.shininess;\n\t\tif ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;\n\t\tif ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;\n\n\t\tif ( this.clearcoatMap && this.clearcoatMap.isTexture ) {\n\n\t\t\tdata.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {\n\n\t\t\tdata.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {\n\n\t\t\tdata.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;\n\t\t\tdata.clearcoatNormalScale = this.clearcoatNormalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;\n\t\tif ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;\n\t\tif ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;\n\t\tif ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;\n\n\t\tif ( this.aoMap && this.aoMap.isTexture ) {\n\n\t\t\tdata.aoMap = this.aoMap.toJSON( meta ).uuid;\n\t\t\tdata.aoMapIntensity = this.aoMapIntensity;\n\n\t\t}\n\n\t\tif ( this.bumpMap && this.bumpMap.isTexture ) {\n\n\t\t\tdata.bumpMap = this.bumpMap.toJSON( meta ).uuid;\n\t\t\tdata.bumpScale = this.bumpScale;\n\n\t\t}\n\n\t\tif ( this.normalMap && this.normalMap.isTexture ) {\n\n\t\t\tdata.normalMap = this.normalMap.toJSON( meta ).uuid;\n\t\t\tdata.normalMapType = this.normalMapType;\n\t\t\tdata.normalScale = this.normalScale.toArray();\n\n\t\t}\n\n\t\tif ( this.displacementMap && this.displacementMap.isTexture ) {\n\n\t\t\tdata.displacementMap = this.displacementMap.toJSON( meta ).uuid;\n\t\t\tdata.displacementScale = this.displacementScale;\n\t\t\tdata.displacementBias = this.displacementBias;\n\n\t\t}\n\n\t\tif ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;\n\t\tif ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;\n\n\t\tif ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;\n\t\tif ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;\n\n\t\tif ( this.envMap && this.envMap.isTexture ) {\n\n\t\t\tdata.envMap = this.envMap.toJSON( meta ).uuid;\n\t\t\tdata.reflectivity = this.reflectivity; // Scale behind envMap\n\t\t\tdata.refractionRatio = this.refractionRatio;\n\n\t\t\tif ( this.combine !== undefined ) data.combine = this.combine;\n\t\t\tif ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;\n\n\t\t}\n\n\t\tif ( this.gradientMap && this.gradientMap.isTexture ) {\n\n\t\t\tdata.gradientMap = this.gradientMap.toJSON( meta ).uuid;\n\n\t\t}\n\n\t\tif ( this.size !== undefined ) data.size = this.size;\n\t\tif ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;\n\n\t\tif ( this.blending !== NormalBlending ) data.blending = this.blending;\n\t\tif ( this.flatShading === true ) data.flatShading = this.flatShading;\n\t\tif ( this.side !== FrontSide ) data.side = this.side;\n\t\tif ( this.vertexColors ) data.vertexColors = true;\n\n\t\tif ( this.opacity < 1 ) data.opacity = this.opacity;\n\t\tif ( this.transparent === true ) data.transparent = this.transparent;\n\n\t\tdata.depthFunc = this.depthFunc;\n\t\tdata.depthTest = this.depthTest;\n\t\tdata.depthWrite = this.depthWrite;\n\n\t\tdata.stencilWrite = this.stencilWrite;\n\t\tdata.stencilWriteMask = this.stencilWriteMask;\n\t\tdata.stencilFunc = this.stencilFunc;\n\t\tdata.stencilRef = this.stencilRef;\n\t\tdata.stencilFuncMask = this.stencilFuncMask;\n\t\tdata.stencilFail = this.stencilFail;\n\t\tdata.stencilZFail = this.stencilZFail;\n\t\tdata.stencilZPass = this.stencilZPass;\n\n\t\t// rotation (SpriteMaterial)\n\t\tif ( this.rotation && this.rotation !== 0 ) data.rotation = this.rotation;\n\n\t\tif ( this.polygonOffset === true ) data.polygonOffset = true;\n\t\tif ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;\n\t\tif ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;\n\n\t\tif ( this.linewidth && this.linewidth !== 1 ) data.linewidth = this.linewidth;\n\t\tif ( this.dashSize !== undefined ) data.dashSize = this.dashSize;\n\t\tif ( this.gapSize !== undefined ) data.gapSize = this.gapSize;\n\t\tif ( this.scale !== undefined ) data.scale = this.scale;\n\n\t\tif ( this.dithering === true ) data.dithering = true;\n\n\t\tif ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;\n\t\tif ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;\n\n\t\tif ( this.wireframe === true ) data.wireframe = this.wireframe;\n\t\tif ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;\n\t\tif ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;\n\t\tif ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;\n\n\t\tif ( this.morphTargets === true ) data.morphTargets = true;\n\t\tif ( this.morphNormals === true ) data.morphNormals = true;\n\t\tif ( this.skinning === true ) data.skinning = true;\n\n\t\tif ( this.visible === false ) data.visible = false;\n\n\t\tif ( this.toneMapped === false ) data.toneMapped = false;\n\n\t\tif ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;\n\n\t\t// TODO: Copied from Object3D.toJSON\n\n\t\tfunction extractFromCache( cache ) {\n\n\t\t\tconst values = [];\n\n\t\t\tfor ( const key in cache ) {\n\n\t\t\t\tconst data = cache[ key ];\n\t\t\t\tdelete data.metadata;\n\t\t\t\tvalues.push( data );\n\n\t\t\t}\n\n\t\t\treturn values;\n\n\t\t}\n\n\t\tif ( isRoot ) {\n\n\t\t\tconst textures = extractFromCache( meta.textures );\n\t\t\tconst images = extractFromCache( meta.images );\n\n\t\t\tif ( textures.length > 0 ) data.textures = textures;\n\t\t\tif ( images.length > 0 ) data.images = images;\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\n\t\tthis.fog = source.fog;\n\n\t\tthis.blending = source.blending;\n\t\tthis.side = source.side;\n\t\tthis.flatShading = source.flatShading;\n\t\tthis.vertexColors = source.vertexColors;\n\n\t\tthis.opacity = source.opacity;\n\t\tthis.transparent = source.transparent;\n\n\t\tthis.blendSrc = source.blendSrc;\n\t\tthis.blendDst = source.blendDst;\n\t\tthis.blendEquation = source.blendEquation;\n\t\tthis.blendSrcAlpha = source.blendSrcAlpha;\n\t\tthis.blendDstAlpha = source.blendDstAlpha;\n\t\tthis.blendEquationAlpha = source.blendEquationAlpha;\n\n\t\tthis.depthFunc = source.depthFunc;\n\t\tthis.depthTest = source.depthTest;\n\t\tthis.depthWrite = source.depthWrite;\n\n\t\tthis.stencilWriteMask = source.stencilWriteMask;\n\t\tthis.stencilFunc = source.stencilFunc;\n\t\tthis.stencilRef = source.stencilRef;\n\t\tthis.stencilFuncMask = source.stencilFuncMask;\n\t\tthis.stencilFail = source.stencilFail;\n\t\tthis.stencilZFail = source.stencilZFail;\n\t\tthis.stencilZPass = source.stencilZPass;\n\t\tthis.stencilWrite = source.stencilWrite;\n\n\t\tconst srcPlanes = source.clippingPlanes;\n\t\tlet dstPlanes = null;\n\n\t\tif ( srcPlanes !== null ) {\n\n\t\t\tconst n = srcPlanes.length;\n\t\t\tdstPlanes = new Array( n );\n\n\t\t\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\t\t\tdstPlanes[ i ] = srcPlanes[ i ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.clippingPlanes = dstPlanes;\n\t\tthis.clipIntersection = source.clipIntersection;\n\t\tthis.clipShadows = source.clipShadows;\n\n\t\tthis.shadowSide = source.shadowSide;\n\n\t\tthis.colorWrite = source.colorWrite;\n\n\t\tthis.precision = source.precision;\n\n\t\tthis.polygonOffset = source.polygonOffset;\n\t\tthis.polygonOffsetFactor = source.polygonOffsetFactor;\n\t\tthis.polygonOffsetUnits = source.polygonOffsetUnits;\n\n\t\tthis.dithering = source.dithering;\n\n\t\tthis.alphaTest = source.alphaTest;\n\t\tthis.premultipliedAlpha = source.premultipliedAlpha;\n\n\t\tthis.visible = source.visible;\n\n\t\tthis.toneMapped = source.toneMapped;\n\n\t\tthis.userData = JSON.parse( JSON.stringify( source.userData ) );\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nObject.defineProperty( Material.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * depthTest: ,\n * depthWrite: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: \n * }\n */\n\nfunction MeshBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshBasicMaterial';\n\n\tthis.color = new Color( 0xffffff ); // emissive\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshBasicMaterial.prototype = Object.create( Material.prototype );\nMeshBasicMaterial.prototype.constructor = MeshBasicMaterial;\n\nMeshBasicMaterial.prototype.isMeshBasicMaterial = true;\n\nMeshBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _vector$3 = new Vector3();\nconst _vector2$1 = new Vector2();\n\nfunction BufferAttribute( array, itemSize, normalized ) {\n\n\tif ( Array.isArray( array ) ) {\n\n\t\tthrow new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );\n\n\t}\n\n\tthis.name = '';\n\n\tthis.array = array;\n\tthis.itemSize = itemSize;\n\tthis.count = array !== undefined ? array.length / itemSize : 0;\n\tthis.normalized = normalized === true;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( BufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\n\tisBufferAttribute: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.name = source.name;\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.itemSize = source.itemSize;\n\t\tthis.count = source.count;\n\t\tthis.normalized = source.normalized;\n\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.itemSize;\n\t\tindex2 *= attribute.itemSize;\n\n\t\tfor ( let i = 0, l = this.itemSize; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyArray: function ( array ) {\n\n\t\tthis.array.set( array );\n\n\t\treturn this;\n\n\t},\n\n\tcopyColorsArray: function ( colors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = colors.length; i < l; i ++ ) {\n\n\t\t\tlet color = colors[ i ];\n\n\t\t\tif ( color === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );\n\t\t\t\tcolor = new Color();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = color.r;\n\t\t\tarray[ offset ++ ] = color.g;\n\t\t\tarray[ offset ++ ] = color.b;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector2sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector2();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector3sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector3();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcopyVector4sArray: function ( vectors ) {\n\n\t\tconst array = this.array;\n\t\tlet offset = 0;\n\n\t\tfor ( let i = 0, l = vectors.length; i < l; i ++ ) {\n\n\t\t\tlet vector = vectors[ i ];\n\n\t\t\tif ( vector === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );\n\t\t\t\tvector = new Vector4();\n\n\t\t\t}\n\n\t\t\tarray[ offset ++ ] = vector.x;\n\t\t\tarray[ offset ++ ] = vector.y;\n\t\t\tarray[ offset ++ ] = vector.z;\n\t\t\tarray[ offset ++ ] = vector.w;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix3: function ( m ) {\n\n\t\tif ( this.itemSize === 2 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector2$1.fromBufferAttribute( this, i );\n\t\t\t\t_vector2$1.applyMatrix3( m );\n\n\t\t\t\tthis.setXY( i, _vector2$1.x, _vector2$1.y );\n\n\t\t\t}\n\n\t\t} else if ( this.itemSize === 3 ) {\n\n\t\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t\t_vector$3.fromBufferAttribute( this, i );\n\t\t\t\t_vector$3.applyMatrix3( m );\n\n\t\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tapplyNormalMatrix: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.applyNormalMatrix( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttransformDirection: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.count; i < l; i ++ ) {\n\n\t\t\t_vector$3.x = this.getX( i );\n\t\t\t_vector$3.y = this.getY( i );\n\t\t\t_vector$3.z = this.getZ( i );\n\n\t\t\t_vector$3.transformDirection( m );\n\n\t\t\tthis.setXYZ( i, _vector$3.x, _vector$3.y, _vector$3.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize ];\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.array[ index * this.itemSize ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 1 ];\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.array[ index * this.itemSize + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 2 ];\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.array[ index * this.itemSize + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.array[ index * this.itemSize + 3 ];\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.array[ index * this.itemSize + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex *= this.itemSize;\n\n\t\tthis.array[ index + 0 ] = x;\n\t\tthis.array[ index + 1 ] = y;\n\t\tthis.array[ index + 2 ] = z;\n\t\tthis.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.array, this.itemSize ).copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn {\n\t\t\titemSize: this.itemSize,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tarray: Array.prototype.slice.call( this.array ),\n\t\t\tnormalized: this.normalized\n\t\t};\n\n\t}\n\n} );\n\n//\n\nfunction Int8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );\n\n}\n\nInt8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt8BufferAttribute.prototype.constructor = Int8BufferAttribute;\n\n\nfunction Uint8BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );\n\n}\n\nUint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;\n\n\nfunction Uint8ClampedBufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );\n\n}\n\nUint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;\n\n\nfunction Int16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );\n\n}\n\nInt16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt16BufferAttribute.prototype.constructor = Int16BufferAttribute;\n\n\nfunction Uint16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nUint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;\n\n\nfunction Int32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );\n\n}\n\nInt32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nInt32BufferAttribute.prototype.constructor = Int32BufferAttribute;\n\n\nfunction Uint32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );\n\n}\n\nUint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nUint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;\n\nfunction Float16BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );\n\n}\n\nFloat16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat16BufferAttribute.prototype.constructor = Float16BufferAttribute;\nFloat16BufferAttribute.prototype.isFloat16BufferAttribute = true;\n\nfunction Float32BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );\n\n}\n\nFloat32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat32BufferAttribute.prototype.constructor = Float32BufferAttribute;\n\n\nfunction Float64BufferAttribute( array, itemSize, normalized ) {\n\n\tBufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );\n\n}\n\nFloat64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );\nFloat64BufferAttribute.prototype.constructor = Float64BufferAttribute;\n\nclass DirectGeometry {\n\n\tconstructor() {\n\n\t\tthis.vertices = [];\n\t\tthis.normals = [];\n\t\tthis.colors = [];\n\t\tthis.uvs = [];\n\t\tthis.uvs2 = [];\n\n\t\tthis.groups = [];\n\n\t\tthis.morphTargets = {};\n\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\n\t\t// this.lineDistances = [];\n\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// update flags\n\n\t\tthis.verticesNeedUpdate = false;\n\t\tthis.normalsNeedUpdate = false;\n\t\tthis.colorsNeedUpdate = false;\n\t\tthis.uvsNeedUpdate = false;\n\t\tthis.groupsNeedUpdate = false;\n\n\t}\n\n\tcomputeGroups( geometry ) {\n\n\t\tconst groups = [];\n\n\t\tlet group, i;\n\t\tlet materialIndex = undefined;\n\n\t\tconst faces = geometry.faces;\n\n\t\tfor ( i = 0; i < faces.length; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\t// materials\n\n\t\t\tif ( face.materialIndex !== materialIndex ) {\n\n\t\t\t\tmaterialIndex = face.materialIndex;\n\n\t\t\t\tif ( group !== undefined ) {\n\n\t\t\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\t\t\tgroups.push( group );\n\n\t\t\t\t}\n\n\t\t\t\tgroup = {\n\t\t\t\t\tstart: i * 3,\n\t\t\t\t\tmaterialIndex: materialIndex\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( group !== undefined ) {\n\n\t\t\tgroup.count = ( i * 3 ) - group.start;\n\t\t\tgroups.push( group );\n\n\t\t}\n\n\t\tthis.groups = groups;\n\n\t}\n\n\tfromGeometry( geometry ) {\n\n\t\tconst faces = geometry.faces;\n\t\tconst vertices = geometry.vertices;\n\t\tconst faceVertexUvs = geometry.faceVertexUvs;\n\n\t\tconst hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;\n\t\tconst hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;\n\n\t\t// morphs\n\n\t\tconst morphTargets = geometry.morphTargets;\n\t\tconst morphTargetsLength = morphTargets.length;\n\n\t\tlet morphTargetsPosition;\n\n\t\tif ( morphTargetsLength > 0 ) {\n\n\t\t\tmorphTargetsPosition = [];\n\n\t\t\tfor ( let i = 0; i < morphTargetsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsPosition[ i ] = {\n\t\t\t\t\tname: morphTargets[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.position = morphTargetsPosition;\n\n\t\t}\n\n\t\tconst morphNormals = geometry.morphNormals;\n\t\tconst morphNormalsLength = morphNormals.length;\n\n\t\tlet morphTargetsNormal;\n\n\t\tif ( morphNormalsLength > 0 ) {\n\n\t\t\tmorphTargetsNormal = [];\n\n\t\t\tfor ( let i = 0; i < morphNormalsLength; i ++ ) {\n\n\t\t\t\tmorphTargetsNormal[ i ] = {\n\t\t\t\t\tname: morphNormals[ i ].name,\n\t\t\t\t \tdata: []\n\t\t\t\t};\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.normal = morphTargetsNormal;\n\n\t\t}\n\n\t\t// skins\n\n\t\tconst skinIndices = geometry.skinIndices;\n\t\tconst skinWeights = geometry.skinWeights;\n\n\t\tconst hasSkinIndices = skinIndices.length === vertices.length;\n\t\tconst hasSkinWeights = skinWeights.length === vertices.length;\n\n\t\t//\n\n\t\tif ( vertices.length > 0 && faces.length === 0 ) {\n\n\t\t\tconsole.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < faces.length; i ++ ) {\n\n\t\t\tconst face = faces[ i ];\n\n\t\t\tthis.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tthis.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tconst normal = face.normal;\n\n\t\t\t\tthis.normals.push( normal, normal, normal );\n\n\t\t\t}\n\n\t\t\tconst vertexColors = face.vertexColors;\n\n\t\t\tif ( vertexColors.length === 3 ) {\n\n\t\t\t\tthis.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );\n\n\t\t\t} else {\n\n\t\t\t\tconst color = face.color;\n\n\t\t\t\tthis.colors.push( color, color, color );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv === true ) {\n\n\t\t\t\tconst vertexUvs = faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );\n\n\t\t\t\t\tthis.uvs.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexUv2 === true ) {\n\n\t\t\t\tconst vertexUvs = faceVertexUvs[ 1 ][ i ];\n\n\t\t\t\tif ( vertexUvs !== undefined ) {\n\n\t\t\t\t\tthis.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );\n\n\t\t\t\t\tthis.uvs2.push( new Vector2(), new Vector2(), new Vector2() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// morphs\n\n\t\t\tfor ( let j = 0; j < morphTargetsLength; j ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ j ].vertices;\n\n\t\t\t\tmorphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0; j < morphNormalsLength; j ++ ) {\n\n\t\t\t\tconst morphNormal = morphNormals[ j ].vertexNormals[ i ];\n\n\t\t\t\tmorphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );\n\n\t\t\t}\n\n\t\t\t// skins\n\n\t\t\tif ( hasSkinIndices ) {\n\n\t\t\t\tthis.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );\n\n\t\t\t}\n\n\t\t\tif ( hasSkinWeights ) {\n\n\t\t\t\tthis.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeGroups( geometry );\n\n\t\tthis.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\tthis.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\tthis.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\tthis.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction arrayMax( array ) {\n\n\tif ( array.length === 0 ) return - Infinity;\n\n\tlet max = array[ 0 ];\n\n\tfor ( let i = 1, l = array.length; i < l; ++ i ) {\n\n\t\tif ( array[ i ] > max ) max = array[ i ];\n\n\t}\n\n\treturn max;\n\n}\n\nconst TYPED_ARRAYS = {\n\tInt8Array: Int8Array,\n\tUint8Array: Uint8Array,\n\t// Workaround for IE11 pre KB2929437. See #11440\n\tUint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,\n\tInt16Array: Int16Array,\n\tUint16Array: Uint16Array,\n\tInt32Array: Int32Array,\n\tUint32Array: Uint32Array,\n\tFloat32Array: Float32Array,\n\tFloat64Array: Float64Array\n};\n\nfunction getTypedArray( type, buffer ) {\n\n\treturn new TYPED_ARRAYS[ type ]( buffer );\n\n}\n\nlet _bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id\n\nconst _m1$2 = new Matrix4();\nconst _obj = new Object3D();\nconst _offset = new Vector3();\nconst _box$2 = new Box3();\nconst _boxMorphTargets = new Box3();\nconst _vector$4 = new Vector3();\n\nfunction BufferGeometry() {\n\n\tObject.defineProperty( this, 'id', { value: _bufferGeometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'BufferGeometry';\n\n\tthis.index = null;\n\tthis.attributes = {};\n\n\tthis.morphAttributes = {};\n\tthis.morphTargetsRelative = false;\n\n\tthis.groups = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\tthis.drawRange = { start: 0, count: Infinity };\n\n\tthis.userData = {};\n\n}\n\nBufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: BufferGeometry,\n\n\tisBufferGeometry: true,\n\n\tgetIndex: function () {\n\n\t\treturn this.index;\n\n\t},\n\n\tsetIndex: function ( index ) {\n\n\t\tif ( Array.isArray( index ) ) {\n\n\t\t\tthis.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );\n\n\t\t} else {\n\n\t\t\tthis.index = index;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tgetAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ];\n\n\t},\n\n\tsetAttribute: function ( name, attribute ) {\n\n\t\tthis.attributes[ name ] = attribute;\n\n\t\treturn this;\n\n\t},\n\n\tdeleteAttribute: function ( name ) {\n\n\t\tdelete this.attributes[ name ];\n\n\t\treturn this;\n\n\t},\n\n\thasAttribute: function ( name ) {\n\n\t\treturn this.attributes[ name ] !== undefined;\n\n\t},\n\n\taddGroup: function ( start, count, materialIndex = 0 ) {\n\n\t\tthis.groups.push( {\n\n\t\t\tstart: start,\n\t\t\tcount: count,\n\t\t\tmaterialIndex: materialIndex\n\n\t\t} );\n\n\t},\n\n\tclearGroups: function () {\n\n\t\tthis.groups = [];\n\n\t},\n\n\tsetDrawRange: function ( start, count ) {\n\n\t\tthis.drawRange.start = start;\n\t\tthis.drawRange.count = count;\n\n\t},\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst position = this.attributes.position;\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tposition.applyMatrix4( matrix );\n\n\t\t\tposition.needsUpdate = true;\n\n\t\t}\n\n\t\tconst normal = this.attributes.normal;\n\n\t\tif ( normal !== undefined ) {\n\n\t\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t\tnormal.applyNormalMatrix( normalMatrix );\n\n\t\t\tnormal.needsUpdate = true;\n\n\t\t}\n\n\t\tconst tangent = this.attributes.tangent;\n\n\t\tif ( tangent !== undefined ) {\n\n\t\t\ttangent.transformDirection( matrix );\n\n\t\t\ttangent.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$2.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$2.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$2.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$2.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$2.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$2 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj.lookAt( vector );\n\n\t\t_obj.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset ).negate();\n\n\t\tthis.translate( _offset.x, _offset.y, _offset.z );\n\n\t\treturn this;\n\n\t},\n\n\tsetFromObject: function ( object ) {\n\n\t\t// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( object.isPoints || object.isLine ) {\n\n\t\t\tconst positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );\n\t\t\tconst colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );\n\n\t\t\tthis.setAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );\n\t\t\tthis.setAttribute( 'color', colors.copyColorsArray( geometry.colors ) );\n\n\t\t\tif ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {\n\n\t\t\t\tconst lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );\n\n\t\t\t\tthis.setAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t\t}\n\n\t\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t\t}\n\n\t\t} else if ( object.isMesh ) {\n\n\t\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t\tthis.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tconst position = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tposition.push( point.x, point.y, point.z || 0 );\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );\n\n\t\treturn this;\n\n\t},\n\n\tupdateFromObject: function ( object ) {\n\n\t\tlet geometry = object.geometry;\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tlet direct = geometry.__directGeometry;\n\n\t\t\tif ( geometry.elementsNeedUpdate === true ) {\n\n\t\t\t\tdirect = undefined;\n\t\t\t\tgeometry.elementsNeedUpdate = false;\n\n\t\t\t}\n\n\t\t\tif ( direct === undefined ) {\n\n\t\t\t\treturn this.fromGeometry( geometry );\n\n\t\t\t}\n\n\t\t\tdirect.verticesNeedUpdate = geometry.verticesNeedUpdate;\n\t\t\tdirect.normalsNeedUpdate = geometry.normalsNeedUpdate;\n\t\t\tdirect.colorsNeedUpdate = geometry.colorsNeedUpdate;\n\t\t\tdirect.uvsNeedUpdate = geometry.uvsNeedUpdate;\n\t\t\tdirect.groupsNeedUpdate = geometry.groupsNeedUpdate;\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\t\t\tgeometry.normalsNeedUpdate = false;\n\t\t\tgeometry.colorsNeedUpdate = false;\n\t\t\tgeometry.uvsNeedUpdate = false;\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t\tgeometry = direct;\n\n\t\t}\n\n\t\tif ( geometry.verticesNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.position;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.vertices );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.verticesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.normalsNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.normal;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector3sArray( geometry.normals );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.normalsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.colorsNeedUpdate === true ) {\n\n\t\t\tconst attribute = this.attributes.color;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyColorsArray( geometry.colors );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.colorsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.uvsNeedUpdate ) {\n\n\t\t\tconst attribute = this.attributes.uv;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyVector2sArray( geometry.uvs );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.uvsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.lineDistancesNeedUpdate ) {\n\n\t\t\tconst attribute = this.attributes.lineDistance;\n\n\t\t\tif ( attribute !== undefined ) {\n\n\t\t\t\tattribute.copyArray( geometry.lineDistances );\n\t\t\t\tattribute.needsUpdate = true;\n\n\t\t\t}\n\n\t\t\tgeometry.lineDistancesNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( geometry.groupsNeedUpdate ) {\n\n\t\t\tgeometry.computeGroups( object.geometry );\n\t\t\tthis.groups = geometry.groups;\n\n\t\t\tgeometry.groupsNeedUpdate = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tfromGeometry: function ( geometry ) {\n\n\t\tgeometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );\n\n\t\treturn this.fromDirectGeometry( geometry.__directGeometry );\n\n\t},\n\n\tfromDirectGeometry: function ( geometry ) {\n\n\t\tconst positions = new Float32Array( geometry.vertices.length * 3 );\n\t\tthis.setAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );\n\n\t\tif ( geometry.normals.length > 0 ) {\n\n\t\t\tconst normals = new Float32Array( geometry.normals.length * 3 );\n\t\t\tthis.setAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );\n\n\t\t}\n\n\t\tif ( geometry.colors.length > 0 ) {\n\n\t\t\tconst colors = new Float32Array( geometry.colors.length * 3 );\n\t\t\tthis.setAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs.length > 0 ) {\n\n\t\t\tconst uvs = new Float32Array( geometry.uvs.length * 2 );\n\t\t\tthis.setAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );\n\n\t\t}\n\n\t\tif ( geometry.uvs2.length > 0 ) {\n\n\t\t\tconst uvs2 = new Float32Array( geometry.uvs2.length * 2 );\n\t\t\tthis.setAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );\n\n\t\t}\n\n\t\t// groups\n\n\t\tthis.groups = geometry.groups;\n\n\t\t// morphs\n\n\t\tfor ( const name in geometry.morphTargets ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphTargets = geometry.morphTargets[ name ];\n\n\t\t\tfor ( let i = 0, l = morphTargets.length; i < l; i ++ ) {\n\n\t\t\t\tconst morphTarget = morphTargets[ i ];\n\n\t\t\t\tconst attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );\n\t\t\t\tattribute.name = morphTarget.name;\n\n\t\t\t\tarray.push( attribute.copyVector3sArray( morphTarget.data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\t// skinning\n\n\t\tif ( geometry.skinIndices.length > 0 ) {\n\n\t\t\tconst skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );\n\n\t\t}\n\n\t\tif ( geometry.skinWeights.length > 0 ) {\n\n\t\t\tconst skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );\n\t\t\tthis.setAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingBox.set(\n\t\t\t\tnew Vector3( - Infinity, - Infinity, - Infinity ),\n\t\t\t\tnew Vector3( + Infinity, + Infinity, + Infinity )\n\t\t\t);\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position !== undefined ) {\n\n\t\t\tthis.boundingBox.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_box$2.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.min, _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( this.boundingBox.max, _box$2.max );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.min );\n\t\t\t\t\t\tthis.boundingBox.expandByPoint( _box$2.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.boundingBox.makeEmpty();\n\n\t\t}\n\n\t\tif ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tconst position = this.attributes.position;\n\t\tconst morphAttributesPosition = this.morphAttributes.position;\n\n\t\tif ( position && position.isGLBufferAttribute ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this );\n\n\t\t\tthis.boundingSphere.set( new Vector3(), Infinity );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( position ) {\n\n\t\t\t// first, find the center of the bounding sphere\n\n\t\t\tconst center = this.boundingSphere.center;\n\n\t\t\t_box$2.setFromBufferAttribute( position );\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\t_boxMorphTargets.setFromBufferAttribute( morphAttribute );\n\n\t\t\t\t\tif ( this.morphTargetsRelative ) {\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.min, _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t\t_vector$4.addVectors( _box$2.max, _boxMorphTargets.max );\n\t\t\t\t\t\t_box$2.expandByPoint( _vector$4 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.min );\n\t\t\t\t\t\t_box$2.expandByPoint( _boxMorphTargets.max );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t_box$2.getCenter( center );\n\n\t\t\t// second, try to find a boundingSphere with a radius smaller than the\n\t\t\t// boundingSphere of the boundingBox: sqrt(3) smaller in the best case\n\n\t\t\tlet maxRadiusSq = 0;\n\n\t\t\tfor ( let i = 0, il = position.count; i < il; i ++ ) {\n\n\t\t\t\t_vector$4.fromBufferAttribute( position, i );\n\n\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t}\n\n\t\t\t// process morph attributes if present\n\n\t\t\tif ( morphAttributesPosition ) {\n\n\t\t\t\tfor ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst morphAttribute = morphAttributesPosition[ i ];\n\t\t\t\t\tconst morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t\t\t\tfor ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {\n\n\t\t\t\t\t\t_vector$4.fromBufferAttribute( morphAttribute, j );\n\n\t\t\t\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t\t\t\t_offset.fromBufferAttribute( position, j );\n\t\t\t\t\t\t\t_vector$4.add( _offset );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$4 ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\tconsole.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\t// backwards compatibility\n\n\t},\n\n\tcomputeVertexNormals: function () {\n\n\t\tconst index = this.index;\n\t\tconst positionAttribute = this.getAttribute( 'position' );\n\n\t\tif ( positionAttribute !== undefined ) {\n\n\t\t\tlet normalAttribute = this.getAttribute( 'normal' );\n\n\t\t\tif ( normalAttribute === undefined ) {\n\n\t\t\t\tnormalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );\n\t\t\t\tthis.setAttribute( 'normal', normalAttribute );\n\n\t\t\t} else {\n\n\t\t\t\t// reset existing normals to zero\n\n\t\t\t\tfor ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {\n\n\t\t\t\t\tnormalAttribute.setXYZ( i, 0, 0, 0 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst pA = new Vector3(), pB = new Vector3(), pC = new Vector3();\n\t\t\tconst nA = new Vector3(), nB = new Vector3(), nC = new Vector3();\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\t// indexed elements\n\n\t\t\tif ( index ) {\n\n\t\t\t\tfor ( let i = 0, il = index.count; i < il; i += 3 ) {\n\n\t\t\t\t\tconst vA = index.getX( i + 0 );\n\t\t\t\t\tconst vB = index.getX( i + 1 );\n\t\t\t\t\tconst vC = index.getX( i + 2 );\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, vA );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, vB );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, vC );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnA.fromBufferAttribute( normalAttribute, vA );\n\t\t\t\t\tnB.fromBufferAttribute( normalAttribute, vB );\n\t\t\t\t\tnC.fromBufferAttribute( normalAttribute, vC );\n\n\t\t\t\t\tnA.add( cb );\n\t\t\t\t\tnB.add( cb );\n\t\t\t\t\tnC.add( cb );\n\n\t\t\t\t\tnormalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );\n\t\t\t\t\tnormalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed elements (unconnected triangle soup)\n\n\t\t\t\tfor ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {\n\n\t\t\t\t\tpA.fromBufferAttribute( positionAttribute, i + 0 );\n\t\t\t\t\tpB.fromBufferAttribute( positionAttribute, i + 1 );\n\t\t\t\t\tpC.fromBufferAttribute( positionAttribute, i + 2 );\n\n\t\t\t\t\tcb.subVectors( pC, pB );\n\t\t\t\t\tab.subVectors( pA, pB );\n\t\t\t\t\tcb.cross( ab );\n\n\t\t\t\t\tnormalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );\n\t\t\t\t\tnormalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.normalizeNormals();\n\n\t\t\tnormalAttribute.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tmerge: function ( geometry, offset ) {\n\n\t\tif ( ! ( geometry && geometry.isBufferGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( offset === undefined ) {\n\n\t\t\toffset = 0;\n\n\t\t\tconsole.warn(\n\t\t\t\t'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '\n\t\t\t\t+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'\n\t\t\t);\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tif ( geometry.attributes[ key ] === undefined ) continue;\n\n\t\t\tconst attribute1 = attributes[ key ];\n\t\t\tconst attributeArray1 = attribute1.array;\n\n\t\t\tconst attribute2 = geometry.attributes[ key ];\n\t\t\tconst attributeArray2 = attribute2.array;\n\n\t\t\tconst attributeOffset = attribute2.itemSize * offset;\n\t\t\tconst length = Math.min( attributeArray2.length, attributeArray1.length - attributeOffset );\n\n\t\t\tfor ( let i = 0, j = attributeOffset; i < length; i ++, j ++ ) {\n\n\t\t\t\tattributeArray1[ j ] = attributeArray2[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tnormalizeNormals: function () {\n\n\t\tconst normals = this.attributes.normal;\n\n\t\tfor ( let i = 0, il = normals.count; i < il; i ++ ) {\n\n\t\t\t_vector$4.fromBufferAttribute( normals, i );\n\n\t\t\t_vector$4.normalize();\n\n\t\t\tnormals.setXYZ( i, _vector$4.x, _vector$4.y, _vector$4.z );\n\n\t\t}\n\n\t},\n\n\ttoNonIndexed: function () {\n\n\t\tfunction convertBufferAttribute( attribute, indices ) {\n\n\t\t\tconst array = attribute.array;\n\t\t\tconst itemSize = attribute.itemSize;\n\t\t\tconst normalized = attribute.normalized;\n\n\t\t\tconst array2 = new array.constructor( indices.length * itemSize );\n\n\t\t\tlet index = 0, index2 = 0;\n\n\t\t\tfor ( let i = 0, l = indices.length; i < l; i ++ ) {\n\n\t\t\t\tindex = indices[ i ] * itemSize;\n\n\t\t\t\tfor ( let j = 0; j < itemSize; j ++ ) {\n\n\t\t\t\t\tarray2[ index2 ++ ] = array[ index ++ ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( array2, itemSize, normalized );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( this.index === null ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst geometry2 = new BufferGeometry();\n\n\t\tconst indices = this.index.array;\n\t\tconst attributes = this.attributes;\n\n\t\t// attributes\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\n\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\tgeometry2.setAttribute( name, newAttribute );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = this.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst morphArray = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = morphAttribute[ i ];\n\n\t\t\t\tconst newAttribute = convertBufferAttribute( attribute, indices );\n\n\t\t\t\tmorphArray.push( newAttribute );\n\n\t\t\t}\n\n\t\t\tgeometry2.morphAttributes[ name ] = morphArray;\n\n\t\t}\n\n\t\tgeometry2.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = this.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tgeometry2.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\treturn geometry2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'BufferGeometry',\n\t\t\t\tgenerator: 'BufferGeometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard BufferGeometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\t\tif ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tdata.data = { attributes: {} };\n\n\t\tconst index = this.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tdata.data.index = {\n\t\t\t\ttype: index.array.constructor.name,\n\t\t\t\tarray: Array.prototype.slice.call( index.array )\n\t\t\t};\n\n\t\t}\n\n\t\tconst attributes = this.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\tdata.data.attributes[ key ] = attributeData;\n\n\t\t}\n\n\t\tconst morphAttributes = {};\n\t\tlet hasMorphAttributes = false;\n\n\t\tfor ( const key in this.morphAttributes ) {\n\n\t\t\tconst attributeArray = this.morphAttributes[ key ];\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\tconst attribute = attributeArray[ i ];\n\n\t\t\t\tconst attributeData = attribute.toJSON( data.data );\n\n\t\t\t\tif ( attribute.name !== '' ) attributeData.name = attribute.name;\n\n\t\t\t\tarray.push( attributeData );\n\n\t\t\t}\n\n\t\t\tif ( array.length > 0 ) {\n\n\t\t\t\tmorphAttributes[ key ] = array;\n\n\t\t\t\thasMorphAttributes = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( hasMorphAttributes ) {\n\n\t\t\tdata.data.morphAttributes = morphAttributes;\n\t\t\tdata.data.morphTargetsRelative = this.morphTargetsRelative;\n\n\t\t}\n\n\t\tconst groups = this.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tdata.data.groups = JSON.parse( JSON.stringify( groups ) );\n\n\t\t}\n\n\t\tconst boundingSphere = this.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tdata.data.boundingSphere = {\n\t\t\t\tcenter: boundingSphere.center.toArray(),\n\t\t\t\tradius: boundingSphere.radius\n\t\t\t};\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new BufferGeometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.index = null;\n\t\tthis.attributes = {};\n\t\tthis.morphAttributes = {};\n\t\tthis.groups = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// used for storing cloned, shared data\n\n\t\tconst data = {};\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// index\n\n\t\tconst index = source.index;\n\n\t\tif ( index !== null ) {\n\n\t\t\tthis.setIndex( index.clone( data ) );\n\n\t\t}\n\n\t\t// attributes\n\n\t\tconst attributes = source.attributes;\n\n\t\tfor ( const name in attributes ) {\n\n\t\t\tconst attribute = attributes[ name ];\n\t\t\tthis.setAttribute( name, attribute.clone( data ) );\n\n\t\t}\n\n\t\t// morph attributes\n\n\t\tconst morphAttributes = source.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = [];\n\t\t\tconst morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes\n\n\t\t\tfor ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {\n\n\t\t\t\tarray.push( morphAttribute[ i ].clone( data ) );\n\n\t\t\t}\n\n\t\t\tthis.morphAttributes[ name ] = array;\n\n\t\t}\n\n\t\tthis.morphTargetsRelative = source.morphTargetsRelative;\n\n\t\t// groups\n\n\t\tconst groups = source.groups;\n\n\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\tconst group = groups[ i ];\n\t\t\tthis.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// draw range\n\n\t\tthis.drawRange.start = source.drawRange.start;\n\t\tthis.drawRange.count = source.drawRange.count;\n\n\t\t// user data\n\n\t\tthis.userData = source.userData;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nconst _inverseMatrix = new Matrix4();\nconst _ray = new Ray();\nconst _sphere = new Sphere();\n\nconst _vA = new Vector3();\nconst _vB = new Vector3();\nconst _vC = new Vector3();\n\nconst _tempA = new Vector3();\nconst _tempB = new Vector3();\nconst _tempC = new Vector3();\n\nconst _morphA = new Vector3();\nconst _morphB = new Vector3();\nconst _morphC = new Vector3();\n\nconst _uvA = new Vector2();\nconst _uvB = new Vector2();\nconst _uvC = new Vector2();\n\nconst _intersectionPoint = new Vector3();\nconst _intersectionPointWorld = new Vector3();\n\nfunction Mesh( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Mesh';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nMesh.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Mesh,\n\n\tisMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.morphTargetInfluences !== undefined ) {\n\n\t\t\tthis.morphTargetInfluences = source.morphTargetInfluences.slice();\n\n\t\t}\n\n\t\tif ( source.morphTargetDictionary !== undefined ) {\n\n\t\t\tthis.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );\n\n\t\t}\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst material = this.material;\n\t\tconst matrixWorld = this.matrixWorld;\n\n\t\tif ( material === undefined ) return;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere.copy( geometry.boundingSphere );\n\t\t_sphere.applyMatrix4( matrixWorld );\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix.copy( matrixWorld ).invert();\n\t\t_ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix );\n\n\t\t// Check boundingBox before continuing\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tif ( _ray.intersectsBox( geometry.boundingBox ) === false ) return;\n\n\t\t}\n\n\t\tlet intersection;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst position = geometry.attributes.position;\n\t\t\tconst morphPosition = geometry.morphAttributes.position;\n\t\t\tconst morphTargetsRelative = geometry.morphTargetsRelative;\n\t\t\tconst uv = geometry.attributes.uv;\n\t\t\tconst uv2 = geometry.attributes.uv2;\n\t\t\tconst groups = geometry.groups;\n\t\t\tconst drawRange = geometry.drawRange;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\t// indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = index.getX( j );\n\t\t\t\t\t\t\tconst b = index.getX( j + 1 );\n\t\t\t\t\t\t\tconst c = index.getX( j + 2 );\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( index.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = index.getX( i );\n\t\t\t\t\t\tconst b = index.getX( i + 1 );\n\t\t\t\t\t\tconst c = index.getX( i + 2 );\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( position !== undefined ) {\n\n\t\t\t\t// non-indexed buffer geometry\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0, il = groups.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tconst start = Math.max( group.start, drawRange.start );\n\t\t\t\t\t\tconst end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\t\tfor ( let j = start, jl = end; j < jl; j += 3 ) {\n\n\t\t\t\t\t\t\tconst a = j;\n\t\t\t\t\t\t\tconst b = j + 1;\n\t\t\t\t\t\t\tconst c = j + 2;\n\n\t\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\t\tintersection.face.materialIndex = group.materialIndex;\n\t\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst start = Math.max( 0, drawRange.start );\n\t\t\t\t\tconst end = Math.min( position.count, ( drawRange.start + drawRange.count ) );\n\n\t\t\t\t\tfor ( let i = start, il = end; i < il; i += 3 ) {\n\n\t\t\t\t\t\tconst a = i;\n\t\t\t\t\t\tconst b = i + 1;\n\t\t\t\t\t\tconst c = i + 2;\n\n\t\t\t\t\t\tintersection = checkBufferGeometryIntersection( this, material, raycaster, _ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c );\n\n\t\t\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\t\t\tintersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics\n\t\t\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst isMultiMaterial = Array.isArray( material );\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst faces = geometry.faces;\n\t\t\tlet uvs;\n\n\t\t\tconst faceVertexUvs = geometry.faceVertexUvs[ 0 ];\n\t\t\tif ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;\n\n\t\t\tfor ( let f = 0, fl = faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = faces[ f ];\n\t\t\t\tconst faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;\n\n\t\t\t\tif ( faceMaterial === undefined ) continue;\n\n\t\t\t\tconst fvA = vertices[ face.a ];\n\t\t\t\tconst fvB = vertices[ face.b ];\n\t\t\t\tconst fvC = vertices[ face.c ];\n\n\t\t\t\tintersection = checkIntersection( this, faceMaterial, raycaster, _ray, fvA, fvB, fvC, _intersectionPoint );\n\n\t\t\t\tif ( intersection ) {\n\n\t\t\t\t\tif ( uvs && uvs[ f ] ) {\n\n\t\t\t\t\t\tconst uvs_f = uvs[ f ];\n\t\t\t\t\t\t_uvA.copy( uvs_f[ 0 ] );\n\t\t\t\t\t\t_uvB.copy( uvs_f[ 1 ] );\n\t\t\t\t\t\t_uvC.copy( uvs_f[ 2 ] );\n\n\t\t\t\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, fvA, fvB, fvC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tintersection.face = face;\n\t\t\t\t\tintersection.faceIndex = f;\n\t\t\t\t\tintersects.push( intersection );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {\n\n\tlet intersect;\n\n\tif ( material.side === BackSide ) {\n\n\t\tintersect = ray.intersectTriangle( pC, pB, pA, true, point );\n\n\t} else {\n\n\t\tintersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );\n\n\t}\n\n\tif ( intersect === null ) return null;\n\n\t_intersectionPointWorld.copy( point );\n\t_intersectionPointWorld.applyMatrix4( object.matrixWorld );\n\n\tconst distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );\n\n\tif ( distance < raycaster.near || distance > raycaster.far ) return null;\n\n\treturn {\n\t\tdistance: distance,\n\t\tpoint: _intersectionPointWorld.clone(),\n\t\tobject: object\n\t};\n\n}\n\nfunction checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, morphTargetsRelative, uv, uv2, a, b, c ) {\n\n\t_vA.fromBufferAttribute( position, a );\n\t_vB.fromBufferAttribute( position, b );\n\t_vC.fromBufferAttribute( position, c );\n\n\tconst morphInfluences = object.morphTargetInfluences;\n\n\tif ( material.morphTargets && morphPosition && morphInfluences ) {\n\n\t\t_morphA.set( 0, 0, 0 );\n\t\t_morphB.set( 0, 0, 0 );\n\t\t_morphC.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0, il = morphPosition.length; i < il; i ++ ) {\n\n\t\t\tconst influence = morphInfluences[ i ];\n\t\t\tconst morphAttribute = morphPosition[ i ];\n\n\t\t\tif ( influence === 0 ) continue;\n\n\t\t\t_tempA.fromBufferAttribute( morphAttribute, a );\n\t\t\t_tempB.fromBufferAttribute( morphAttribute, b );\n\t\t\t_tempC.fromBufferAttribute( morphAttribute, c );\n\n\t\t\tif ( morphTargetsRelative ) {\n\n\t\t\t\t_morphA.addScaledVector( _tempA, influence );\n\t\t\t\t_morphB.addScaledVector( _tempB, influence );\n\t\t\t\t_morphC.addScaledVector( _tempC, influence );\n\n\t\t\t} else {\n\n\t\t\t\t_morphA.addScaledVector( _tempA.sub( _vA ), influence );\n\t\t\t\t_morphB.addScaledVector( _tempB.sub( _vB ), influence );\n\t\t\t\t_morphC.addScaledVector( _tempC.sub( _vC ), influence );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_vA.add( _morphA );\n\t\t_vB.add( _morphB );\n\t\t_vC.add( _morphC );\n\n\t}\n\n\tif ( object.isSkinnedMesh ) {\n\n\t\tobject.boneTransform( a, _vA );\n\t\tobject.boneTransform( b, _vB );\n\t\tobject.boneTransform( c, _vC );\n\n\t}\n\n\tconst intersection = checkIntersection( object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint );\n\n\tif ( intersection ) {\n\n\t\tif ( uv ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv, a );\n\t\t\t_uvB.fromBufferAttribute( uv, b );\n\t\t\t_uvC.fromBufferAttribute( uv, c );\n\n\t\t\tintersection.uv = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tif ( uv2 ) {\n\n\t\t\t_uvA.fromBufferAttribute( uv2, a );\n\t\t\t_uvB.fromBufferAttribute( uv2, b );\n\t\t\t_uvC.fromBufferAttribute( uv2, c );\n\n\t\t\tintersection.uv2 = Triangle.getUV( _intersectionPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() );\n\n\t\t}\n\n\t\tconst face = new Face3( a, b, c );\n\t\tTriangle.getNormal( _vA, _vB, _vC, face.normal );\n\n\t\tintersection.face = face;\n\n\t}\n\n\treturn intersection;\n\n}\n\nclass BoxBufferGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tconst scope = this;\n\n\t\t// segments\n\n\t\twidthSegments = Math.floor( widthSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\t\tdepthSegments = Math.floor( depthSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet numberOfVertices = 0;\n\t\tlet groupStart = 0;\n\n\t\t// build each side of the box geometry\n\n\t\tbuildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px\n\t\tbuildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx\n\t\tbuildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py\n\t\tbuildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny\n\t\tbuildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz\n\t\tbuildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {\n\n\t\t\tconst segmentWidth = width / gridX;\n\t\t\tconst segmentHeight = height / gridY;\n\n\t\t\tconst widthHalf = width / 2;\n\t\t\tconst heightHalf = height / 2;\n\t\t\tconst depthHalf = depth / 2;\n\n\t\t\tconst gridX1 = gridX + 1;\n\t\t\tconst gridY1 = gridY + 1;\n\n\t\t\tlet vertexCounter = 0;\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst vector = new Vector3();\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\t\tconst y = iy * segmentHeight - heightHalf;\n\n\t\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\t\tconst x = ix * segmentWidth - widthHalf;\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = x * udir;\n\t\t\t\t\tvector[ v ] = y * vdir;\n\t\t\t\t\tvector[ w ] = depthHalf;\n\n\t\t\t\t\t// now apply vector to vertex buffer\n\n\t\t\t\t\tvertices.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// set values to correct vector component\n\n\t\t\t\t\tvector[ u ] = 0;\n\t\t\t\t\tvector[ v ] = 0;\n\t\t\t\t\tvector[ w ] = depth > 0 ? 1 : - 1;\n\n\t\t\t\t\t// now apply vector to normal buffer\n\n\t\t\t\t\tnormals.push( vector.x, vector.y, vector.z );\n\n\t\t\t\t\t// uvs\n\n\t\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t\t\t// counters\n\n\t\t\t\t\tvertexCounter += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// indices\n\n\t\t\t// 1. you need three indices to draw a single face\n\t\t\t// 2. a single segment consists of two faces\n\t\t\t// 3. so we need to generate six (2*3) indices per segment\n\n\t\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\t\tconst a = numberOfVertices + ix + gridX1 * iy;\n\t\t\t\t\tconst b = numberOfVertices + ix + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\t\tconst d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// increase counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, materialIndex );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t\t// update total number of vertices\n\n\t\t\tnumberOfVertices += vertexCounter;\n\n\t\t}\n\n\t}\n\n}\n\n/**\n * Uniform Utilities\n */\n\nfunction cloneUniforms( src ) {\n\n\tconst dst = {};\n\n\tfor ( const u in src ) {\n\n\t\tdst[ u ] = {};\n\n\t\tfor ( const p in src[ u ] ) {\n\n\t\t\tconst property = src[ u ][ p ];\n\n\t\t\tif ( property && ( property.isColor ||\n\t\t\t\tproperty.isMatrix3 || property.isMatrix4 ||\n\t\t\t\tproperty.isVector2 || property.isVector3 || property.isVector4 ||\n\t\t\t\tproperty.isTexture ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.clone();\n\n\t\t\t} else if ( Array.isArray( property ) ) {\n\n\t\t\t\tdst[ u ][ p ] = property.slice();\n\n\t\t\t} else {\n\n\t\t\t\tdst[ u ][ p ] = property;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn dst;\n\n}\n\nfunction mergeUniforms( uniforms ) {\n\n\tconst merged = {};\n\n\tfor ( let u = 0; u < uniforms.length; u ++ ) {\n\n\t\tconst tmp = cloneUniforms( uniforms[ u ] );\n\n\t\tfor ( const p in tmp ) {\n\n\t\t\tmerged[ p ] = tmp[ p ];\n\n\t\t}\n\n\t}\n\n\treturn merged;\n\n}\n\n// Legacy\n\nconst UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };\n\nvar default_vertex = \"void main() {\\n\\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\";\n\nvar default_fragment = \"void main() {\\n\\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\\n}\";\n\n/**\n * parameters = {\n * defines: { \"label\" : \"value\" },\n * uniforms: { \"parameter1\": { value: 1.0 }, \"parameter2\": { value2: 2 } },\n *\n * fragmentShader: ,\n * vertexShader: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * lights: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction ShaderMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShaderMaterial';\n\n\tthis.defines = {};\n\tthis.uniforms = {};\n\n\tthis.vertexShader = default_vertex;\n\tthis.fragmentShader = default_fragment;\n\n\tthis.linewidth = 1;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false; // set to use scene fog\n\tthis.lights = false; // set to use scene lights\n\tthis.clipping = false; // set to use user-defined clipping planes\n\n\tthis.skinning = false; // set to use skinning attribute streams\n\tthis.morphTargets = false; // set to use morph targets\n\tthis.morphNormals = false; // set to use morph normals\n\n\tthis.extensions = {\n\t\tderivatives: false, // set to use derivatives\n\t\tfragDepth: false, // set to use fragment depth values\n\t\tdrawBuffers: false, // set to use draw buffers\n\t\tshaderTextureLOD: false // set to use shader texture LOD\n\t};\n\n\t// When rendered geometry doesn't include these attributes but the material does,\n\t// use these default values in WebGL. This avoids errors when buffer data is missing.\n\tthis.defaultAttributeValues = {\n\t\t'color': [ 1, 1, 1 ],\n\t\t'uv': [ 0, 0 ],\n\t\t'uv2': [ 0, 0 ]\n\t};\n\n\tthis.index0AttributeName = undefined;\n\tthis.uniformsNeedUpdate = false;\n\n\tthis.glslVersion = null;\n\n\tif ( parameters !== undefined ) {\n\n\t\tif ( parameters.attributes !== undefined ) {\n\n\t\t\tconsole.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );\n\n\t\t}\n\n\t\tthis.setValues( parameters );\n\n\t}\n\n}\n\nShaderMaterial.prototype = Object.create( Material.prototype );\nShaderMaterial.prototype.constructor = ShaderMaterial;\n\nShaderMaterial.prototype.isShaderMaterial = true;\n\nShaderMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.fragmentShader = source.fragmentShader;\n\tthis.vertexShader = source.vertexShader;\n\n\tthis.uniforms = cloneUniforms( source.uniforms );\n\n\tthis.defines = Object.assign( {}, source.defines );\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.lights = source.lights;\n\tthis.clipping = source.clipping;\n\n\tthis.skinning = source.skinning;\n\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.extensions = Object.assign( {}, source.extensions );\n\n\tthis.glslVersion = source.glslVersion;\n\n\treturn this;\n\n};\n\nShaderMaterial.prototype.toJSON = function ( meta ) {\n\n\tconst data = Material.prototype.toJSON.call( this, meta );\n\n\tdata.glslVersion = this.glslVersion;\n\tdata.uniforms = {};\n\n\tfor ( const name in this.uniforms ) {\n\n\t\tconst uniform = this.uniforms[ name ];\n\t\tconst value = uniform.value;\n\n\t\tif ( value && value.isTexture ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 't',\n\t\t\t\tvalue: value.toJSON( meta ).uuid\n\t\t\t};\n\n\t\t} else if ( value && value.isColor ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'c',\n\t\t\t\tvalue: value.getHex()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector2 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v2',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isVector4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'v4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix3 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm3',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else if ( value && value.isMatrix4 ) {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\ttype: 'm4',\n\t\t\t\tvalue: value.toArray()\n\t\t\t};\n\n\t\t} else {\n\n\t\t\tdata.uniforms[ name ] = {\n\t\t\t\tvalue: value\n\t\t\t};\n\n\t\t\t// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far\n\n\t\t}\n\n\t}\n\n\tif ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;\n\n\tdata.vertexShader = this.vertexShader;\n\tdata.fragmentShader = this.fragmentShader;\n\n\tconst extensions = {};\n\n\tfor ( const key in this.extensions ) {\n\n\t\tif ( this.extensions[ key ] === true ) extensions[ key ] = true;\n\n\t}\n\n\tif ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;\n\n\treturn data;\n\n};\n\nfunction Camera() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Camera';\n\n\tthis.matrixWorldInverse = new Matrix4();\n\n\tthis.projectionMatrix = new Matrix4();\n\tthis.projectionMatrixInverse = new Matrix4();\n\n}\n\nCamera.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Camera,\n\n\tisCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tObject3D.prototype.copy.call( this, source, recursive );\n\n\t\tthis.matrixWorldInverse.copy( source.matrixWorldInverse );\n\n\t\tthis.projectionMatrix.copy( source.projectionMatrix );\n\t\tthis.projectionMatrixInverse.copy( source.projectionMatrixInverse );\n\n\t\treturn this;\n\n\t},\n\n\tgetWorldDirection: function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Camera: .getWorldDirection() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\tthis.updateWorldMatrix( true, false );\n\n\t\tconst e = this.matrixWorld.elements;\n\n\t\treturn target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tupdateWorldMatrix: function ( updateParents, updateChildren ) {\n\n\t\tObject3D.prototype.updateWorldMatrix.call( this, updateParents, updateChildren );\n\n\t\tthis.matrixWorldInverse.copy( this.matrixWorld ).invert();\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n} );\n\nfunction PerspectiveCamera( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'PerspectiveCamera';\n\n\tthis.fov = fov;\n\tthis.zoom = 1;\n\n\tthis.near = near;\n\tthis.far = far;\n\tthis.focus = 10;\n\n\tthis.aspect = aspect;\n\tthis.view = null;\n\n\tthis.filmGauge = 35;\t// width of the film (default in millimeters)\n\tthis.filmOffset = 0;\t// horizontal film offset (same unit as gauge)\n\n\tthis.updateProjectionMatrix();\n\n}\n\nPerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: PerspectiveCamera,\n\n\tisPerspectiveCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.fov = source.fov;\n\t\tthis.zoom = source.zoom;\n\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\t\tthis.focus = source.focus;\n\n\t\tthis.aspect = source.aspect;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\tthis.filmGauge = source.filmGauge;\n\t\tthis.filmOffset = source.filmOffset;\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Sets the FOV by focal length in respect to the current .filmGauge.\n\t *\n\t * The default film gauge is 35, so that the focal length can be specified for\n\t * a 35mm (full frame) camera.\n\t *\n\t * Values for focal length and film gauge must have the same unit.\n\t */\n\tsetFocalLength: function ( focalLength ) {\n\n\t\t// see http://www.bobatkins.com/photography/technical/field_of_view.html\n\t\tconst vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;\n\n\t\tthis.fov = MathUtils.RAD2DEG * 2 * Math.atan( vExtentSlope );\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\t/**\n\t * Calculates the focal length from the current .fov and .filmGauge.\n\t */\n\tgetFocalLength: function () {\n\n\t\tconst vExtentSlope = Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov );\n\n\t\treturn 0.5 * this.getFilmHeight() / vExtentSlope;\n\n\t},\n\n\tgetEffectiveFOV: function () {\n\n\t\treturn MathUtils.RAD2DEG * 2 * Math.atan(\n\t\t\tMath.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom );\n\n\t},\n\n\tgetFilmWidth: function () {\n\n\t\t// film not completely covered in portrait format (aspect < 1)\n\t\treturn this.filmGauge * Math.min( this.aspect, 1 );\n\n\t},\n\n\tgetFilmHeight: function () {\n\n\t\t// film not completely covered in landscape format (aspect > 1)\n\t\treturn this.filmGauge / Math.max( this.aspect, 1 );\n\n\t},\n\n\t/**\n\t * Sets an offset in a larger frustum. This is useful for multi-window or\n\t * multi-monitor/multi-machine setups.\n\t *\n\t * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n\t * the monitors are in grid like this\n\t *\n\t * +---+---+---+\n\t * | A | B | C |\n\t * +---+---+---+\n\t * | D | E | F |\n\t * +---+---+---+\n\t *\n\t * then for each monitor you would call it like this\n\t *\n\t * const w = 1920;\n\t * const h = 1080;\n\t * const fullWidth = w * 3;\n\t * const fullHeight = h * 2;\n\t *\n\t * --A--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n\t * --B--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n\t * --C--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n\t * --D--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n\t * --E--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n\t * --F--\n\t * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n\t *\n\t * Note there is no reason monitors have to be the same size or in a grid.\n\t */\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tthis.aspect = fullWidth / fullHeight;\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst near = this.near;\n\t\tlet top = near * Math.tan( MathUtils.DEG2RAD * 0.5 * this.fov ) / this.zoom;\n\t\tlet height = 2 * top;\n\t\tlet width = this.aspect * height;\n\t\tlet left = - 0.5 * width;\n\t\tconst view = this.view;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst fullWidth = view.fullWidth,\n\t\t\t\tfullHeight = view.fullHeight;\n\n\t\t\tleft += view.offsetX * width / fullWidth;\n\t\t\ttop -= view.offsetY * height / fullHeight;\n\t\t\twidth *= view.width / fullWidth;\n\t\t\theight *= view.height / fullHeight;\n\n\t\t}\n\n\t\tconst skew = this.filmOffset;\n\t\tif ( skew !== 0 ) left += near * skew / this.getFilmWidth();\n\n\t\tthis.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.fov = this.fov;\n\t\tdata.object.zoom = this.zoom;\n\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\t\tdata.object.focus = this.focus;\n\n\t\tdata.object.aspect = this.aspect;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\tdata.object.filmGauge = this.filmGauge;\n\t\tdata.object.filmOffset = this.filmOffset;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst fov = 90, aspect = 1;\n\nfunction CubeCamera( near, far, renderTarget ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'CubeCamera';\n\n\tif ( renderTarget.isWebGLCubeRenderTarget !== true ) {\n\n\t\tconsole.error( 'THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.' );\n\t\treturn;\n\n\t}\n\n\tthis.renderTarget = renderTarget;\n\n\tconst cameraPX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPX.layers = this.layers;\n\tcameraPX.up.set( 0, - 1, 0 );\n\tcameraPX.lookAt( new Vector3( 1, 0, 0 ) );\n\tthis.add( cameraPX );\n\n\tconst cameraNX = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNX.layers = this.layers;\n\tcameraNX.up.set( 0, - 1, 0 );\n\tcameraNX.lookAt( new Vector3( - 1, 0, 0 ) );\n\tthis.add( cameraNX );\n\n\tconst cameraPY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPY.layers = this.layers;\n\tcameraPY.up.set( 0, 0, 1 );\n\tcameraPY.lookAt( new Vector3( 0, 1, 0 ) );\n\tthis.add( cameraPY );\n\n\tconst cameraNY = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNY.layers = this.layers;\n\tcameraNY.up.set( 0, 0, - 1 );\n\tcameraNY.lookAt( new Vector3( 0, - 1, 0 ) );\n\tthis.add( cameraNY );\n\n\tconst cameraPZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraPZ.layers = this.layers;\n\tcameraPZ.up.set( 0, - 1, 0 );\n\tcameraPZ.lookAt( new Vector3( 0, 0, 1 ) );\n\tthis.add( cameraPZ );\n\n\tconst cameraNZ = new PerspectiveCamera( fov, aspect, near, far );\n\tcameraNZ.layers = this.layers;\n\tcameraNZ.up.set( 0, - 1, 0 );\n\tcameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );\n\tthis.add( cameraNZ );\n\n\tthis.update = function ( renderer, scene ) {\n\n\t\tif ( this.parent === null ) this.updateMatrixWorld();\n\n\t\tconst currentXrEnabled = renderer.xr.enabled;\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\trenderer.xr.enabled = false;\n\n\t\tconst generateMipmaps = renderTarget.texture.generateMipmaps;\n\n\t\trenderTarget.texture.generateMipmaps = false;\n\n\t\trenderer.setRenderTarget( renderTarget, 0 );\n\t\trenderer.render( scene, cameraPX );\n\n\t\trenderer.setRenderTarget( renderTarget, 1 );\n\t\trenderer.render( scene, cameraNX );\n\n\t\trenderer.setRenderTarget( renderTarget, 2 );\n\t\trenderer.render( scene, cameraPY );\n\n\t\trenderer.setRenderTarget( renderTarget, 3 );\n\t\trenderer.render( scene, cameraNY );\n\n\t\trenderer.setRenderTarget( renderTarget, 4 );\n\t\trenderer.render( scene, cameraPZ );\n\n\t\trenderTarget.texture.generateMipmaps = generateMipmaps;\n\n\t\trenderer.setRenderTarget( renderTarget, 5 );\n\t\trenderer.render( scene, cameraNZ );\n\n\t\trenderer.setRenderTarget( currentRenderTarget );\n\n\t\trenderer.xr.enabled = currentXrEnabled;\n\n\t};\n\n}\n\nCubeCamera.prototype = Object.create( Object3D.prototype );\nCubeCamera.prototype.constructor = CubeCamera;\n\nfunction CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {\n\n\timages = images !== undefined ? images : [];\n\tmapping = mapping !== undefined ? mapping : CubeReflectionMapping;\n\tformat = format !== undefined ? format : RGBFormat;\n\n\tTexture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.flipY = false;\n\n\t// Why CubeTexture._needsFlipEnvMap is necessary:\n\t//\n\t// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)\n\t// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,\n\t// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.\n\n\t// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped\n\t// and the flag _needsFlipEnvMap controls this conversion. The flip is not required (and thus _needsFlipEnvMap is set to false)\n\t// when using WebGLCubeRenderTarget.texture as a cube texture.\n\n\tthis._needsFlipEnvMap = true;\n\n}\n\nCubeTexture.prototype = Object.create( Texture.prototype );\nCubeTexture.prototype.constructor = CubeTexture;\n\nCubeTexture.prototype.isCubeTexture = true;\n\nObject.defineProperty( CubeTexture.prototype, 'images', {\n\n\tget: function () {\n\n\t\treturn this.image;\n\n\t},\n\n\tset: function ( value ) {\n\n\t\tthis.image = value;\n\n\t}\n\n} );\n\nfunction WebGLCubeRenderTarget( size, options, dummy ) {\n\n\tif ( Number.isInteger( options ) ) {\n\n\t\tconsole.warn( 'THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )' );\n\n\t\toptions = dummy;\n\n\t}\n\n\tWebGLRenderTarget.call( this, size, size, options );\n\n\toptions = options || {};\n\n\tthis.texture = new CubeTexture( undefined, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );\n\n\tthis.texture._needsFlipEnvMap = false;\n\n}\n\nWebGLCubeRenderTarget.prototype = Object.create( WebGLRenderTarget.prototype );\nWebGLCubeRenderTarget.prototype.constructor = WebGLCubeRenderTarget;\n\nWebGLCubeRenderTarget.prototype.isWebGLCubeRenderTarget = true;\n\nWebGLCubeRenderTarget.prototype.fromEquirectangularTexture = function ( renderer, texture ) {\n\n\tthis.texture.type = texture.type;\n\tthis.texture.format = RGBAFormat; // see #18859\n\tthis.texture.encoding = texture.encoding;\n\n\tthis.texture.generateMipmaps = texture.generateMipmaps;\n\tthis.texture.minFilter = texture.minFilter;\n\tthis.texture.magFilter = texture.magFilter;\n\n\tconst shader = {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: /* glsl */`\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t#include \n\t\t\t\t#include \n\n\t\t\t}\n\t\t`,\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tuniform sampler2D tEquirect;\n\n\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t}\n\t\t`\n\t};\n\n\tconst geometry = new BoxBufferGeometry( 5, 5, 5 );\n\n\tconst material = new ShaderMaterial( {\n\n\t\tname: 'CubemapFromEquirect',\n\n\t\tuniforms: cloneUniforms( shader.uniforms ),\n\t\tvertexShader: shader.vertexShader,\n\t\tfragmentShader: shader.fragmentShader,\n\t\tside: BackSide,\n\t\tblending: NoBlending\n\n\t} );\n\n\tmaterial.uniforms.tEquirect.value = texture;\n\n\tconst mesh = new Mesh( geometry, material );\n\n\tconst currentMinFilter = texture.minFilter;\n\n\t// Avoid blurred poles\n\tif ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;\n\n\tconst camera = new CubeCamera( 1, 10, this );\n\tcamera.update( renderer, mesh );\n\n\ttexture.minFilter = currentMinFilter;\n\n\tmesh.geometry.dispose();\n\tmesh.material.dispose();\n\n\treturn this;\n\n};\n\nWebGLCubeRenderTarget.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\trenderer.setRenderTarget( this, i );\n\n\t\trenderer.clear( color, depth, stencil );\n\n\t}\n\n\trenderer.setRenderTarget( currentRenderTarget );\n\n};\n\nfunction DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { data: data || null, width: width || 1, height: height || 1 };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\tthis.unpackAlignment = 1;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture.prototype = Object.create( Texture.prototype );\nDataTexture.prototype.constructor = DataTexture;\n\nDataTexture.prototype.isDataTexture = true;\n\nconst _sphere$1 = /*@__PURE__*/ new Sphere();\nconst _vector$5 = /*@__PURE__*/ new Vector3();\n\nclass Frustum {\n\n\tconstructor( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tthis.planes = [\n\n\t\t\t( p0 !== undefined ) ? p0 : new Plane(),\n\t\t\t( p1 !== undefined ) ? p1 : new Plane(),\n\t\t\t( p2 !== undefined ) ? p2 : new Plane(),\n\t\t\t( p3 !== undefined ) ? p3 : new Plane(),\n\t\t\t( p4 !== undefined ) ? p4 : new Plane(),\n\t\t\t( p5 !== undefined ) ? p5 : new Plane()\n\n\t\t];\n\n\t}\n\n\tset( p0, p1, p2, p3, p4, p5 ) {\n\n\t\tconst planes = this.planes;\n\n\t\tplanes[ 0 ].copy( p0 );\n\t\tplanes[ 1 ].copy( p1 );\n\t\tplanes[ 2 ].copy( p2 );\n\t\tplanes[ 3 ].copy( p3 );\n\t\tplanes[ 4 ].copy( p4 );\n\t\tplanes[ 5 ].copy( p5 );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( frustum ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tplanes[ i ].copy( frustum.planes[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromProjectionMatrix( m ) {\n\n\t\tconst planes = this.planes;\n\t\tconst me = m.elements;\n\t\tconst me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];\n\t\tconst me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];\n\t\tconst me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];\n\t\tconst me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];\n\n\t\tplanes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();\n\t\tplanes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();\n\t\tplanes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();\n\t\tplanes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();\n\t\tplanes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();\n\t\tplanes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();\n\n\t\treturn this;\n\n\t}\n\n\tintersectsObject( object ) {\n\n\t\tconst geometry = object.geometry;\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$1.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSprite( sprite ) {\n\n\t\t_sphere$1.center.set( 0, 0, 0 );\n\t\t_sphere$1.radius = 0.7071067811865476;\n\t\t_sphere$1.applyMatrix4( sprite.matrixWorld );\n\n\t\treturn this.intersectsSphere( _sphere$1 );\n\n\t}\n\n\tintersectsSphere( sphere ) {\n\n\t\tconst planes = this.planes;\n\t\tconst center = sphere.center;\n\t\tconst negRadius = - sphere.radius;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst distance = planes[ i ].distanceToPoint( center );\n\n\t\t\tif ( distance < negRadius ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst plane = planes[ i ];\n\n\t\t\t// corner at max distance\n\n\t\t\t_vector$5.x = plane.normal.x > 0 ? box.max.x : box.min.x;\n\t\t\t_vector$5.y = plane.normal.y > 0 ? box.max.y : box.min.y;\n\t\t\t_vector$5.z = plane.normal.z > 0 ? box.max.z : box.min.z;\n\n\t\t\tif ( plane.distanceToPoint( _vector$5 ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\tconst planes = this.planes;\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( planes[ i ].distanceToPoint( point ) < 0 ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n}\n\nfunction WebGLAnimation() {\n\n\tlet context = null;\n\tlet isAnimating = false;\n\tlet animationLoop = null;\n\tlet requestId = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tanimationLoop( time, frame );\n\n\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t}\n\n\treturn {\n\n\t\tstart: function () {\n\n\t\t\tif ( isAnimating === true ) return;\n\t\t\tif ( animationLoop === null ) return;\n\n\t\t\trequestId = context.requestAnimationFrame( onAnimationFrame );\n\n\t\t\tisAnimating = true;\n\n\t\t},\n\n\t\tstop: function () {\n\n\t\t\tcontext.cancelAnimationFrame( requestId );\n\n\t\t\tisAnimating = false;\n\n\t\t},\n\n\t\tsetAnimationLoop: function ( callback ) {\n\n\t\t\tanimationLoop = callback;\n\n\t\t},\n\n\t\tsetContext: function ( value ) {\n\n\t\t\tcontext = value;\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLAttributes( gl, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tconst buffers = new WeakMap();\n\n\tfunction createBuffer( attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst usage = attribute.usage;\n\n\t\tconst buffer = gl.createBuffer();\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\t\tgl.bufferData( bufferType, array, usage );\n\n\t\tattribute.onUploadCallback();\n\n\t\tlet type = 5126;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\ttype = 5126;\n\n\t\t} else if ( array instanceof Float64Array ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );\n\n\t\t} else if ( array instanceof Uint16Array ) {\n\n\t\t\tif ( attribute.isFloat16BufferAttribute ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\ttype = 5131;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\ttype = 5123;\n\n\t\t\t}\n\n\t\t} else if ( array instanceof Int16Array ) {\n\n\t\t\ttype = 5122;\n\n\t\t} else if ( array instanceof Uint32Array ) {\n\n\t\t\ttype = 5125;\n\n\t\t} else if ( array instanceof Int32Array ) {\n\n\t\t\ttype = 5124;\n\n\t\t} else if ( array instanceof Int8Array ) {\n\n\t\t\ttype = 5120;\n\n\t\t} else if ( array instanceof Uint8Array ) {\n\n\t\t\ttype = 5121;\n\n\t\t}\n\n\t\treturn {\n\t\t\tbuffer: buffer,\n\t\t\ttype: type,\n\t\t\tbytesPerElement: array.BYTES_PER_ELEMENT,\n\t\t\tversion: attribute.version\n\t\t};\n\n\t}\n\n\tfunction updateBuffer( buffer, attribute, bufferType ) {\n\n\t\tconst array = attribute.array;\n\t\tconst updateRange = attribute.updateRange;\n\n\t\tgl.bindBuffer( bufferType, buffer );\n\n\t\tif ( updateRange.count === - 1 ) {\n\n\t\t\t// Not using update ranges\n\n\t\t\tgl.bufferSubData( bufferType, 0, array );\n\n\t\t} else {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray, updateRange.offset, updateRange.count );\n\n\t\t\t} else {\n\n\t\t\t\tgl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,\n\t\t\t\t\tarray.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );\n\n\t\t\t}\n\n\t\t\tupdateRange.count = - 1; // reset range\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction get( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\treturn buffers.get( attribute );\n\n\t}\n\n\tfunction remove( attribute ) {\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data ) {\n\n\t\t\tgl.deleteBuffer( data.buffer );\n\n\t\t\tbuffers.delete( attribute );\n\n\t\t}\n\n\t}\n\n\tfunction update( attribute, bufferType ) {\n\n\t\tif ( attribute.isGLBufferAttribute ) {\n\n\t\t\tconst cached = buffers.get( attribute );\n\n\t\t\tif ( ! cached || cached.version < attribute.version ) {\n\n\t\t\t\tbuffers.set( attribute, {\n\t\t\t\t\tbuffer: attribute.buffer,\n\t\t\t\t\ttype: attribute.type,\n\t\t\t\t\tbytesPerElement: attribute.elementSize,\n\t\t\t\t\tversion: attribute.version\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;\n\n\t\tconst data = buffers.get( attribute );\n\n\t\tif ( data === undefined ) {\n\n\t\t\tbuffers.set( attribute, createBuffer( attribute, bufferType ) );\n\n\t\t} else if ( data.version < attribute.version ) {\n\n\t\t\tupdateBuffer( data.buffer, attribute, bufferType );\n\n\t\t\tdata.version = attribute.version;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update\n\n\t};\n\n}\n\nclass PlaneBufferGeometry extends BufferGeometry {\n\n\tconstructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {\n\n\t\tsuper();\n\t\tthis.type = 'PlaneBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tconst width_half = width / 2;\n\t\tconst height_half = height / 2;\n\n\t\tconst gridX = Math.floor( widthSegments );\n\t\tconst gridY = Math.floor( heightSegments );\n\n\t\tconst gridX1 = gridX + 1;\n\t\tconst gridY1 = gridY + 1;\n\n\t\tconst segment_width = width / gridX;\n\t\tconst segment_height = height / gridY;\n\n\t\t//\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\tfor ( let iy = 0; iy < gridY1; iy ++ ) {\n\n\t\t\tconst y = iy * segment_height - height_half;\n\n\t\t\tfor ( let ix = 0; ix < gridX1; ix ++ ) {\n\n\t\t\t\tconst x = ix * segment_width - width_half;\n\n\t\t\t\tvertices.push( x, - y, 0 );\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\tuvs.push( ix / gridX );\n\t\t\t\tuvs.push( 1 - ( iy / gridY ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let iy = 0; iy < gridY; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < gridX; ix ++ ) {\n\n\t\t\t\tconst a = ix + gridX1 * iy;\n\t\t\t\tconst b = ix + gridX1 * ( iy + 1 );\n\t\t\t\tconst c = ( ix + 1 ) + gridX1 * ( iy + 1 );\n\t\t\t\tconst d = ( ix + 1 ) + gridX1 * iy;\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nvar alphamap_fragment = \"#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\\n#endif\";\n\nvar alphamap_pars_fragment = \"#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar alphatest_fragment = \"#ifdef ALPHATEST\\n\\tif ( diffuseColor.a < ALPHATEST ) discard;\\n#endif\";\n\nvar aomap_fragment = \"#ifdef USE_AOMAP\\n\\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\\n\\treflectedLight.indirectDiffuse *= ambientOcclusion;\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD )\\n\\t\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\\n\\t#endif\\n#endif\";\n\nvar aomap_pars_fragment = \"#ifdef USE_AOMAP\\n\\tuniform sampler2D aoMap;\\n\\tuniform float aoMapIntensity;\\n#endif\";\n\nvar begin_vertex = \"vec3 transformed = vec3( position );\";\n\nvar beginnormal_vertex = \"vec3 objectNormal = vec3( normal );\\n#ifdef USE_TANGENT\\n\\tvec3 objectTangent = vec3( tangent.xyz );\\n#endif\";\n\nvar bsdfs = \"vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\\n\\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\\n\\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\\n\\tvec4 r = roughness * c0 + c1;\\n\\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\\n\\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\\n}\\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\\n\\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\\n\\tif( cutoffDistance > 0.0 ) {\\n\\t\\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\\n\\t}\\n\\treturn distanceFalloff;\\n#else\\n\\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\\n\\t\\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\\n\\t}\\n\\treturn 1.0;\\n#endif\\n}\\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\\n\\treturn RECIPROCAL_PI * diffuseColor;\\n}\\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\\n\\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\\n}\\nvec3 F_Schlick_RoughnessDependent( const in vec3 F0, const in float dotNV, const in float roughness ) {\\n\\tfloat fresnel = exp2( ( -5.55473 * dotNV - 6.98316 ) * dotNV );\\n\\tvec3 Fr = max( vec3( 1.0 - roughness ), F0 ) - F0;\\n\\treturn Fr * fresnel + F0;\\n}\\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\treturn 1.0 / ( gl * gv );\\n}\\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\\n\\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\\n\\treturn 0.5 / max( gv + gl, EPSILON );\\n}\\nfloat D_GGX( const in float alpha, const in float dotNH ) {\\n\\tfloat a2 = pow2( alpha );\\n\\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\\n\\treturn RECIPROCAL_PI * a2 / pow2( denom );\\n}\\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat alpha = pow2( roughness );\\n\\tvec3 halfDir = normalize( incidentLight.direction + viewDir );\\n\\tfloat dotNL = saturate( dot( normal, incidentLight.direction ) );\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tfloat dotNH = saturate( dot( normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\\n\\tfloat D = D_GGX( alpha, dotNH );\\n\\treturn F * ( G * D );\\n}\\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\\n\\tconst float LUT_SIZE = 64.0;\\n\\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\\n\\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\\n\\tfloat dotNV = saturate( dot( N, V ) );\\n\\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\\n\\tuv = uv * LUT_SCALE + LUT_BIAS;\\n\\treturn uv;\\n}\\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\\n\\tfloat l = length( f );\\n\\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\\n}\\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\\n\\tfloat x = dot( v1, v2 );\\n\\tfloat y = abs( x );\\n\\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\\n\\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\\n\\tfloat v = a / b;\\n\\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\\n\\treturn cross( v1, v2 ) * theta_sintheta;\\n}\\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\\n\\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\\n\\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\\n\\tvec3 lightNormal = cross( v1, v2 );\\n\\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\\n\\tvec3 T1, T2;\\n\\tT1 = normalize( V - N * dot( V, N ) );\\n\\tT2 = - cross( N, T1 );\\n\\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\\n\\tvec3 coords[ 4 ];\\n\\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\\n\\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\\n\\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\\n\\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\\n\\tcoords[ 0 ] = normalize( coords[ 0 ] );\\n\\tcoords[ 1 ] = normalize( coords[ 1 ] );\\n\\tcoords[ 2 ] = normalize( coords[ 2 ] );\\n\\tcoords[ 3 ] = normalize( coords[ 3 ] );\\n\\tvec3 vectorFormFactor = vec3( 0.0 );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\\n\\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\\n\\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\\n\\treturn vec3( result );\\n}\\nvec3 BRDF_Specular_GGX_Environment( const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float roughness ) {\\n\\tfloat dotNV = saturate( dot( normal, viewDir ) );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\treturn specularColor * brdf.x + brdf.y;\\n}\\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\\n\\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\\n\\tvec3 F = F_Schlick_RoughnessDependent( specularColor, dotNV, roughness );\\n\\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\\n\\tvec3 FssEss = F * brdf.x + brdf.y;\\n\\tfloat Ess = brdf.x + brdf.y;\\n\\tfloat Ems = 1.0 - Ess;\\n\\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\\n\\tsingleScatter += FssEss;\\n\\tmultiScatter += Fms * Ems;\\n}\\nfloat G_BlinnPhong_Implicit( ) {\\n\\treturn 0.25;\\n}\\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\\n\\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\\n}\\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\\n\\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\\n\\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\\n\\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\\n\\tvec3 F = F_Schlick( specularColor, dotLH );\\n\\tfloat G = G_BlinnPhong_Implicit( );\\n\\tfloat D = D_BlinnPhong( shininess, dotNH );\\n\\treturn F * ( G * D );\\n}\\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\\n\\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\\n}\\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\\n\\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\\n}\\n#if defined( USE_SHEEN )\\nfloat D_Charlie(float roughness, float NoH) {\\n\\tfloat invAlpha = 1.0 / roughness;\\n\\tfloat cos2h = NoH * NoH;\\n\\tfloat sin2h = max(1.0 - cos2h, 0.0078125);\\treturn (2.0 + invAlpha) * pow(sin2h, invAlpha * 0.5) / (2.0 * PI);\\n}\\nfloat V_Neubelt(float NoV, float NoL) {\\n\\treturn saturate(1.0 / (4.0 * (NoL + NoV - NoL * NoV)));\\n}\\nvec3 BRDF_Specular_Sheen( const in float roughness, const in vec3 L, const in GeometricContext geometry, vec3 specularColor ) {\\n\\tvec3 N = geometry.normal;\\n\\tvec3 V = geometry.viewDir;\\n\\tvec3 H = normalize( V + L );\\n\\tfloat dotNH = saturate( dot( N, H ) );\\n\\treturn specularColor * D_Charlie( roughness, dotNH ) * V_Neubelt( dot(N, V), dot(N, L) );\\n}\\n#endif\";\n\nvar bumpmap_pars_fragment = \"#ifdef USE_BUMPMAP\\n\\tuniform sampler2D bumpMap;\\n\\tuniform float bumpScale;\\n\\tvec2 dHdxy_fwd() {\\n\\t\\tvec2 dSTdx = dFdx( vUv );\\n\\t\\tvec2 dSTdy = dFdy( vUv );\\n\\t\\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\\n\\t\\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\\n\\t\\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\\n\\t\\treturn vec2( dBx, dBy );\\n\\t}\\n\\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\\n\\t\\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\\n\\t\\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\\n\\t\\tvec3 vN = surf_norm;\\n\\t\\tvec3 R1 = cross( vSigmaY, vN );\\n\\t\\tvec3 R2 = cross( vN, vSigmaX );\\n\\t\\tfloat fDet = dot( vSigmaX, R1 );\\n\\t\\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\\n\\t\\treturn normalize( abs( fDet ) * surf_norm - vGrad );\\n\\t}\\n#endif\";\n\nvar clipping_planes_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvec4 plane;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\\n\\t\\tplane = clippingPlanes[ i ];\\n\\t\\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\\n\\t\\tbool clipped = true;\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\\n\\t\\t\\tplane = clippingPlanes[ i ];\\n\\t\\t\\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t\\tif ( clipped ) discard;\\n\\t#endif\\n#endif\";\n\nvar clipping_planes_pars_fragment = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n\\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\\n#endif\";\n\nvar clipping_planes_pars_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvarying vec3 vClipPosition;\\n#endif\";\n\nvar clipping_planes_vertex = \"#if NUM_CLIPPING_PLANES > 0\\n\\tvClipPosition = - mvPosition.xyz;\\n#endif\";\n\nvar color_fragment = \"#ifdef USE_COLOR\\n\\tdiffuseColor.rgb *= vColor;\\n#endif\";\n\nvar color_pars_fragment = \"#ifdef USE_COLOR\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_pars_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvarying vec3 vColor;\\n#endif\";\n\nvar color_vertex = \"#if defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\\n\\tvColor = vec3( 1.0 );\\n#endif\\n#ifdef USE_COLOR\\n\\tvColor.xyz *= color.xyz;\\n#endif\\n#ifdef USE_INSTANCING_COLOR\\n\\tvColor.xyz *= instanceColor.xyz;\\n#endif\";\n\nvar common = \"#define PI 3.141592653589793\\n#define PI2 6.283185307179586\\n#define PI_HALF 1.5707963267948966\\n#define RECIPROCAL_PI 0.3183098861837907\\n#define RECIPROCAL_PI2 0.15915494309189535\\n#define EPSILON 1e-6\\n#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\n#define whiteComplement(a) ( 1.0 - saturate( a ) )\\nfloat pow2( const in float x ) { return x*x; }\\nfloat pow3( const in float x ) { return x*x*x; }\\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\\nhighp float rand( const in vec2 uv ) {\\n\\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\\n\\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\\n\\treturn fract(sin(sn) * c);\\n}\\n#ifdef HIGH_PRECISION\\n\\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\\n#else\\n\\tfloat max3( vec3 v ) { return max( max( v.x, v.y ), v.z ); }\\n\\tfloat precisionSafeLength( vec3 v ) {\\n\\t\\tfloat maxComponent = max3( abs( v ) );\\n\\t\\treturn length( v / maxComponent ) * maxComponent;\\n\\t}\\n#endif\\nstruct IncidentLight {\\n\\tvec3 color;\\n\\tvec3 direction;\\n\\tbool visible;\\n};\\nstruct ReflectedLight {\\n\\tvec3 directDiffuse;\\n\\tvec3 directSpecular;\\n\\tvec3 indirectDiffuse;\\n\\tvec3 indirectSpecular;\\n};\\nstruct GeometricContext {\\n\\tvec3 position;\\n\\tvec3 normal;\\n\\tvec3 viewDir;\\n#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal;\\n#endif\\n};\\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\\n}\\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\\n\\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\\n}\\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\tfloat distance = dot( planeNormal, point - pointOnPlane );\\n\\treturn - distance * planeNormal + point;\\n}\\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn sign( dot( point - pointOnPlane, planeNormal ) );\\n}\\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\\n\\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\\n}\\nmat3 transposeMat3( const in mat3 m ) {\\n\\tmat3 tmp;\\n\\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\\n\\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\\n\\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\\n\\treturn tmp;\\n}\\nfloat linearToRelativeLuminance( const in vec3 color ) {\\n\\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\\n\\treturn dot( weights, color.rgb );\\n}\\nbool isPerspectiveMatrix( mat4 m ) {\\n\\treturn m[ 2 ][ 3 ] == - 1.0;\\n}\\nvec2 equirectUv( in vec3 dir ) {\\n\\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\\n\\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\\n\\treturn vec2( u, v );\\n}\";\n\nvar cube_uv_reflection_fragment = \"#ifdef ENVMAP_TYPE_CUBE_UV\\n\\t#define cubeUV_maxMipLevel 8.0\\n\\t#define cubeUV_minMipLevel 4.0\\n\\t#define cubeUV_maxTileSize 256.0\\n\\t#define cubeUV_minTileSize 16.0\\n\\tfloat getFace( vec3 direction ) {\\n\\t\\tvec3 absDirection = abs( direction );\\n\\t\\tfloat face = - 1.0;\\n\\t\\tif ( absDirection.x > absDirection.z ) {\\n\\t\\t\\tif ( absDirection.x > absDirection.y )\\n\\t\\t\\t\\tface = direction.x > 0.0 ? 0.0 : 3.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t} else {\\n\\t\\t\\tif ( absDirection.z > absDirection.y )\\n\\t\\t\\t\\tface = direction.z > 0.0 ? 2.0 : 5.0;\\n\\t\\t\\telse\\n\\t\\t\\t\\tface = direction.y > 0.0 ? 1.0 : 4.0;\\n\\t\\t}\\n\\t\\treturn face;\\n\\t}\\n\\tvec2 getUV( vec3 direction, float face ) {\\n\\t\\tvec2 uv;\\n\\t\\tif ( face == 0.0 ) {\\n\\t\\t\\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 1.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\\n\\t\\t} else if ( face == 2.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\\n\\t\\t} else if ( face == 3.0 ) {\\n\\t\\t\\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\\n\\t\\t} else if ( face == 4.0 ) {\\n\\t\\t\\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\\n\\t\\t} else {\\n\\t\\t\\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\\n\\t\\t}\\n\\t\\treturn 0.5 * ( uv + 1.0 );\\n\\t}\\n\\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\\n\\t\\tfloat face = getFace( direction );\\n\\t\\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\\n\\t\\tmipInt = max( mipInt, cubeUV_minMipLevel );\\n\\t\\tfloat faceSize = exp2( mipInt );\\n\\t\\tfloat texelSize = 1.0 / ( 3.0 * cubeUV_maxTileSize );\\n\\t\\tvec2 uv = getUV( direction, face ) * ( faceSize - 1.0 );\\n\\t\\tvec2 f = fract( uv );\\n\\t\\tuv += 0.5 - f;\\n\\t\\tif ( face > 2.0 ) {\\n\\t\\t\\tuv.y += faceSize;\\n\\t\\t\\tface -= 3.0;\\n\\t\\t}\\n\\t\\tuv.x += face * faceSize;\\n\\t\\tif ( mipInt < cubeUV_maxMipLevel ) {\\n\\t\\t\\tuv.y += 2.0 * cubeUV_maxTileSize;\\n\\t\\t}\\n\\t\\tuv.y += filterInt * 2.0 * cubeUV_minTileSize;\\n\\t\\tuv.x += 3.0 * max( 0.0, cubeUV_maxTileSize - 2.0 * faceSize );\\n\\t\\tuv *= texelSize;\\n\\t\\tvec3 tl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x += texelSize;\\n\\t\\tvec3 tr = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.y += texelSize;\\n\\t\\tvec3 br = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tuv.x -= texelSize;\\n\\t\\tvec3 bl = envMapTexelToLinear( texture2D( envMap, uv ) ).rgb;\\n\\t\\tvec3 tm = mix( tl, tr, f.x );\\n\\t\\tvec3 bm = mix( bl, br, f.x );\\n\\t\\treturn mix( tm, bm, f.y );\\n\\t}\\n\\t#define r0 1.0\\n\\t#define v0 0.339\\n\\t#define m0 - 2.0\\n\\t#define r1 0.8\\n\\t#define v1 0.276\\n\\t#define m1 - 1.0\\n\\t#define r4 0.4\\n\\t#define v4 0.046\\n\\t#define m4 2.0\\n\\t#define r5 0.305\\n\\t#define v5 0.016\\n\\t#define m5 3.0\\n\\t#define r6 0.21\\n\\t#define v6 0.0038\\n\\t#define m6 4.0\\n\\tfloat roughnessToMip( float roughness ) {\\n\\t\\tfloat mip = 0.0;\\n\\t\\tif ( roughness >= r1 ) {\\n\\t\\t\\tmip = ( r0 - roughness ) * ( m1 - m0 ) / ( r0 - r1 ) + m0;\\n\\t\\t} else if ( roughness >= r4 ) {\\n\\t\\t\\tmip = ( r1 - roughness ) * ( m4 - m1 ) / ( r1 - r4 ) + m1;\\n\\t\\t} else if ( roughness >= r5 ) {\\n\\t\\t\\tmip = ( r4 - roughness ) * ( m5 - m4 ) / ( r4 - r5 ) + m4;\\n\\t\\t} else if ( roughness >= r6 ) {\\n\\t\\t\\tmip = ( r5 - roughness ) * ( m6 - m5 ) / ( r5 - r6 ) + m5;\\n\\t\\t} else {\\n\\t\\t\\tmip = - 2.0 * log2( 1.16 * roughness );\\t\\t}\\n\\t\\treturn mip;\\n\\t}\\n\\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\\n\\t\\tfloat mip = clamp( roughnessToMip( roughness ), m0, cubeUV_maxMipLevel );\\n\\t\\tfloat mipF = fract( mip );\\n\\t\\tfloat mipInt = floor( mip );\\n\\t\\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\\n\\t\\tif ( mipF == 0.0 ) {\\n\\t\\t\\treturn vec4( color0, 1.0 );\\n\\t\\t} else {\\n\\t\\t\\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\\n\\t\\t\\treturn vec4( mix( color0, color1, mipF ), 1.0 );\\n\\t\\t}\\n\\t}\\n#endif\";\n\nvar defaultnormal_vertex = \"vec3 transformedNormal = objectNormal;\\n#ifdef USE_INSTANCING\\n\\tmat3 m = mat3( instanceMatrix );\\n\\ttransformedNormal /= vec3( dot( m[ 0 ], m[ 0 ] ), dot( m[ 1 ], m[ 1 ] ), dot( m[ 2 ], m[ 2 ] ) );\\n\\ttransformedNormal = m * transformedNormal;\\n#endif\\ntransformedNormal = normalMatrix * transformedNormal;\\n#ifdef FLIP_SIDED\\n\\ttransformedNormal = - transformedNormal;\\n#endif\\n#ifdef USE_TANGENT\\n\\tvec3 transformedTangent = ( modelViewMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#ifdef FLIP_SIDED\\n\\t\\ttransformedTangent = - transformedTangent;\\n\\t#endif\\n#endif\";\n\nvar displacementmap_pars_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\tuniform sampler2D displacementMap;\\n\\tuniform float displacementScale;\\n\\tuniform float displacementBias;\\n#endif\";\n\nvar displacementmap_vertex = \"#ifdef USE_DISPLACEMENTMAP\\n\\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\\n#endif\";\n\nvar emissivemap_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\\n\\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\\n\\ttotalEmissiveRadiance *= emissiveColor.rgb;\\n#endif\";\n\nvar emissivemap_pars_fragment = \"#ifdef USE_EMISSIVEMAP\\n\\tuniform sampler2D emissiveMap;\\n#endif\";\n\nvar encodings_fragment = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\";\n\nvar encodings_pars_fragment = \"\\nvec4 LinearToLinear( in vec4 value ) {\\n\\treturn value;\\n}\\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\\n}\\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\\n\\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\\n}\\nvec4 sRGBToLinear( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\\n}\\nvec4 LinearTosRGB( in vec4 value ) {\\n\\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\\n}\\nvec4 RGBEToLinear( in vec4 value ) {\\n\\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\\n}\\nvec4 LinearToRGBE( in vec4 value ) {\\n\\tfloat maxComponent = max( max( value.r, value.g ), value.b );\\n\\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\\n\\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\\n}\\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\\n}\\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\\n\\tM = ceil( M * 255.0 ) / 255.0;\\n\\treturn vec4( value.rgb / ( M * maxRange ), M );\\n}\\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\\n\\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\\n}\\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\\n\\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\\n\\tfloat D = max( maxRange / maxRGB, 1.0 );\\n\\tD = clamp( floor( D ) / 255.0, 0.0, 1.0 );\\n\\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\\n}\\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\\nvec4 LinearToLogLuv( in vec4 value ) {\\n\\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\\n\\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\\n\\tvec4 vResult;\\n\\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\\n\\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\\n\\tvResult.w = fract( Le );\\n\\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\\n\\treturn vResult;\\n}\\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\\nvec4 LogLuvToLinear( in vec4 value ) {\\n\\tfloat Le = value.z * 255.0 + value.w;\\n\\tvec3 Xp_Y_XYZp;\\n\\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\\n\\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\\n\\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\\n\\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\\n\\treturn vec4( max( vRGB, 0.0 ), 1.0 );\\n}\";\n\nvar envmap_fragment = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvec3 cameraToFrag;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#else\\n\\t\\tvec3 reflectVec = vReflect;\\n\\t#endif\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\\n\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tvec4 envColor = textureCubeUV( envMap, reflectVec, 0.0 );\\n\\t#else\\n\\t\\tvec4 envColor = vec4( 0.0 );\\n\\t#endif\\n\\t#ifndef ENVMAP_TYPE_CUBE_UV\\n\\t\\tenvColor = envMapTexelToLinear( envColor );\\n\\t#endif\\n\\t#ifdef ENVMAP_BLENDING_MULTIPLY\\n\\t\\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_MIX )\\n\\t\\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\\n\\t#elif defined( ENVMAP_BLENDING_ADD )\\n\\t\\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\\n\\t#endif\\n#endif\";\n\nvar envmap_common_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float envMapIntensity;\\n\\tuniform float flipEnvMap;\\n\\tuniform int maxMipLevel;\\n\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\tuniform samplerCube envMap;\\n\\t#else\\n\\t\\tuniform sampler2D envMap;\\n\\t#endif\\n\\t\\n#endif\";\n\nvar envmap_pars_fragment = \"#ifdef USE_ENVMAP\\n\\tuniform float reflectivity;\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t\\tuniform float refractionRatio;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t#endif\\n#endif\";\n\nvar envmap_pars_vertex = \"#ifdef USE_ENVMAP\\n\\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) ||defined( PHONG )\\n\\t\\t#define ENV_WORLDPOS\\n\\t#endif\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\t\\n\\t\\tvarying vec3 vWorldPosition;\\n\\t#else\\n\\t\\tvarying vec3 vReflect;\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n#endif\";\n\nvar envmap_vertex = \"#ifdef USE_ENVMAP\\n\\t#ifdef ENV_WORLDPOS\\n\\t\\tvWorldPosition = worldPosition.xyz;\\n\\t#else\\n\\t\\tvec3 cameraToVertex;\\n\\t\\tif ( isOrthographic ) {\\n\\t\\t\\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\\n\\t\\t} else {\\n\\t\\t\\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\\n\\t\\t}\\n\\t\\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvReflect = reflect( cameraToVertex, worldNormal );\\n\\t\\t#else\\n\\t\\t\\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\\n\\t\\t#endif\\n\\t#endif\\n#endif\";\n\nvar fog_vertex = \"#ifdef USE_FOG\\n\\tfogDepth = - mvPosition.z;\\n#endif\";\n\nvar fog_pars_vertex = \"#ifdef USE_FOG\\n\\tvarying float fogDepth;\\n#endif\";\n\nvar fog_fragment = \"#ifdef USE_FOG\\n\\t#ifdef FOG_EXP2\\n\\t\\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * fogDepth * fogDepth );\\n\\t#else\\n\\t\\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\\n\\t#endif\\n\\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\\n#endif\";\n\nvar fog_pars_fragment = \"#ifdef USE_FOG\\n\\tuniform vec3 fogColor;\\n\\tvarying float fogDepth;\\n\\t#ifdef FOG_EXP2\\n\\t\\tuniform float fogDensity;\\n\\t#else\\n\\t\\tuniform float fogNear;\\n\\t\\tuniform float fogFar;\\n\\t#endif\\n#endif\";\n\nvar gradientmap_pars_fragment = \"#ifdef USE_GRADIENTMAP\\n\\tuniform sampler2D gradientMap;\\n#endif\\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\\n\\tfloat dotNL = dot( normal, lightDirection );\\n\\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\\n\\t#ifdef USE_GRADIENTMAP\\n\\t\\treturn texture2D( gradientMap, coord ).rgb;\\n\\t#else\\n\\t\\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\\n\\t#endif\\n}\";\n\nvar lightmap_fragment = \"#ifdef USE_LIGHTMAP\\n\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n#endif\";\n\nvar lightmap_pars_fragment = \"#ifdef USE_LIGHTMAP\\n\\tuniform sampler2D lightMap;\\n\\tuniform float lightMapIntensity;\\n#endif\";\n\nvar lights_lambert_vertex = \"vec3 diffuse = vec3( 1.0 );\\nGeometricContext geometry;\\ngeometry.position = mvPosition.xyz;\\ngeometry.normal = normalize( transformedNormal );\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );\\nGeometricContext backGeometry;\\nbackGeometry.position = geometry.position;\\nbackGeometry.normal = -geometry.normal;\\nbackGeometry.viewDir = geometry.viewDir;\\nvLightFront = vec3( 0.0 );\\nvIndirectFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\n\\tvLightBack = vec3( 0.0 );\\n\\tvIndirectBack = vec3( 0.0 );\\n#endif\\nIncidentLight directLight;\\nfloat dotNL;\\nvec3 directLightColor_Diffuse;\\nvIndirectFront += getAmbientLightIrradiance( ambientLightColor );\\nvIndirectFront += getLightProbeIrradiance( lightProbe, geometry );\\n#ifdef DOUBLE_SIDED\\n\\tvIndirectBack += getAmbientLightIrradiance( ambientLightColor );\\n\\tvIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry );\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_DIR_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\\n\\t\\tdotNL = dot( geometry.normal, directLight.direction );\\n\\t\\tdirectLightColor_Diffuse = PI * directLight.color;\\n\\t\\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\\n\\t\\t#endif\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\";\n\nvar lights_pars_begin = \"uniform bool receiveShadow;\\nuniform vec3 ambientLightColor;\\nuniform vec3 lightProbe[ 9 ];\\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\\n\\tfloat x = normal.x, y = normal.y, z = normal.z;\\n\\tvec3 result = shCoefficients[ 0 ] * 0.886227;\\n\\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\\n\\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\\n\\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\\n\\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\\n\\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\\n\\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\\n\\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\\n\\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\\n\\treturn result;\\n}\\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in GeometricContext geometry ) {\\n\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\\n\\treturn irradiance;\\n}\\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\\n\\tvec3 irradiance = ambientLightColor;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treturn irradiance;\\n}\\n#if NUM_DIR_LIGHTS > 0\\n\\tstruct DirectionalLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t};\\n\\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\\n\\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tdirectLight.color = directionalLight.color;\\n\\t\\tdirectLight.direction = directionalLight.direction;\\n\\t\\tdirectLight.visible = true;\\n\\t}\\n#endif\\n#if NUM_POINT_LIGHTS > 0\\n\\tstruct PointLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t};\\n\\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\\n\\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = pointLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tdirectLight.color = pointLight.color;\\n\\t\\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\\n\\t\\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\\n\\t}\\n#endif\\n#if NUM_SPOT_LIGHTS > 0\\n\\tstruct SpotLight {\\n\\t\\tvec3 position;\\n\\t\\tvec3 direction;\\n\\t\\tvec3 color;\\n\\t\\tfloat distance;\\n\\t\\tfloat decay;\\n\\t\\tfloat coneCos;\\n\\t\\tfloat penumbraCos;\\n\\t};\\n\\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\\n\\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight ) {\\n\\t\\tvec3 lVector = spotLight.position - geometry.position;\\n\\t\\tdirectLight.direction = normalize( lVector );\\n\\t\\tfloat lightDistance = length( lVector );\\n\\t\\tfloat angleCos = dot( directLight.direction, spotLight.direction );\\n\\t\\tif ( angleCos > spotLight.coneCos ) {\\n\\t\\t\\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\\n\\t\\t\\tdirectLight.color = spotLight.color;\\n\\t\\t\\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\\n\\t\\t\\tdirectLight.visible = true;\\n\\t\\t} else {\\n\\t\\t\\tdirectLight.color = vec3( 0.0 );\\n\\t\\t\\tdirectLight.visible = false;\\n\\t\\t}\\n\\t}\\n#endif\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tstruct RectAreaLight {\\n\\t\\tvec3 color;\\n\\t\\tvec3 position;\\n\\t\\tvec3 halfWidth;\\n\\t\\tvec3 halfHeight;\\n\\t};\\n\\tuniform sampler2D ltc_1;\\tuniform sampler2D ltc_2;\\n\\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\\n#endif\\n#if NUM_HEMI_LIGHTS > 0\\n\\tstruct HemisphereLight {\\n\\t\\tvec3 direction;\\n\\t\\tvec3 skyColor;\\n\\t\\tvec3 groundColor;\\n\\t};\\n\\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\\n\\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\\n\\t\\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\\n\\t\\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\\n\\t\\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tirradiance *= PI;\\n\\t\\t#endif\\n\\t\\treturn irradiance;\\n\\t}\\n#endif\";\n\nvar envmap_physical_pars_fragment = \"#if defined( USE_ENVMAP )\\n\\t#ifdef ENVMAP_MODE_REFRACTION\\n\\t\\tuniform float refractionRatio;\\n\\t#endif\\n\\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\\n\\t\\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\\n\\t\\t#else\\n\\t\\t\\tvec4 envMapColor = vec4( 0.0 );\\n\\t\\t#endif\\n\\t\\treturn PI * envMapColor.rgb * envMapIntensity;\\n\\t}\\n\\tfloat getSpecularMIPLevel( const in float roughness, const in int maxMIPLevel ) {\\n\\t\\tfloat maxMIPLevelScalar = float( maxMIPLevel );\\n\\t\\tfloat sigma = PI * roughness * roughness / ( 1.0 + roughness );\\n\\t\\tfloat desiredMIPLevel = maxMIPLevelScalar + log2( sigma );\\n\\t\\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\\n\\t}\\n\\tvec3 getLightProbeIndirectRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in int maxMIPLevel ) {\\n\\t\\t#ifdef ENVMAP_MODE_REFLECTION\\n\\t\\t\\tvec3 reflectVec = reflect( -viewDir, normal );\\n\\t\\t\\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\\n\\t\\t#else\\n\\t\\t\\tvec3 reflectVec = refract( -viewDir, normal, refractionRatio );\\n\\t\\t#endif\\n\\t\\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\\n\\t\\tfloat specularMIPLevel = getSpecularMIPLevel( roughness, maxMIPLevel );\\n\\t\\t#ifdef ENVMAP_TYPE_CUBE\\n\\t\\t\\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\\n\\t\\t\\t#ifdef TEXTURE_LOD_EXT\\n\\t\\t\\t\\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#else\\n\\t\\t\\t\\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\\n\\t\\t\\t#endif\\n\\t\\t\\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\\n\\t\\t#elif defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\t\\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\\n\\t\\t#endif\\n\\t\\treturn envMapColor.rgb * envMapIntensity;\\n\\t}\\n#endif\";\n\nvar lights_toon_fragment = \"ToonMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\";\n\nvar lights_toon_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct ToonMaterial {\\n\\tvec3 diffuseColor;\\n};\\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Toon\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Toon\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_phong_fragment = \"BlinnPhongMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb;\\nmaterial.specularColor = specular;\\nmaterial.specularShininess = shininess;\\nmaterial.specularStrength = specularStrength;\";\n\nvar lights_phong_pars_fragment = \"varying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\nstruct BlinnPhongMaterial {\\n\\tvec3 diffuseColor;\\n\\tvec3 specularColor;\\n\\tfloat specularShininess;\\n\\tfloat specularStrength;\\n};\\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n\\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\\n}\\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_BlinnPhong\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_BlinnPhong\\n#define Material_LightProbeLOD( material )\\t(0)\";\n\nvar lights_physical_fragment = \"PhysicalMaterial material;\\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\\nvec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\\nmaterial.specularRoughness = max( roughnessFactor, 0.0525 );material.specularRoughness += geometryRoughness;\\nmaterial.specularRoughness = min( material.specularRoughness, 1.0 );\\n#ifdef REFLECTIVITY\\n\\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\\n#else\\n\\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\\n#endif\\n#ifdef CLEARCOAT\\n\\tmaterial.clearcoat = clearcoat;\\n\\tmaterial.clearcoatRoughness = clearcoatRoughness;\\n\\t#ifdef USE_CLEARCOATMAP\\n\\t\\tmaterial.clearcoat *= texture2D( clearcoatMap, vUv ).x;\\n\\t#endif\\n\\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\t\\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vUv ).y;\\n\\t#endif\\n\\tmaterial.clearcoat = saturate( material.clearcoat );\\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\\n\\tmaterial.clearcoatRoughness += geometryRoughness;\\n\\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\\n#endif\\n#ifdef USE_SHEEN\\n\\tmaterial.sheenColor = sheen;\\n#endif\";\n\nvar lights_physical_pars_fragment = \"struct PhysicalMaterial {\\n\\tvec3 diffuseColor;\\n\\tfloat specularRoughness;\\n\\tvec3 specularColor;\\n#ifdef CLEARCOAT\\n\\tfloat clearcoat;\\n\\tfloat clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tvec3 sheenColor;\\n#endif\\n};\\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\\nfloat clearcoatDHRApprox( const in float roughness, const in float dotNL ) {\\n\\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\\n}\\n#if NUM_RECT_AREA_LIGHTS > 0\\n\\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\t\\tvec3 normal = geometry.normal;\\n\\t\\tvec3 viewDir = geometry.viewDir;\\n\\t\\tvec3 position = geometry.position;\\n\\t\\tvec3 lightPos = rectAreaLight.position;\\n\\t\\tvec3 halfWidth = rectAreaLight.halfWidth;\\n\\t\\tvec3 halfHeight = rectAreaLight.halfHeight;\\n\\t\\tvec3 lightColor = rectAreaLight.color;\\n\\t\\tfloat roughness = material.specularRoughness;\\n\\t\\tvec3 rectCoords[ 4 ];\\n\\t\\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\\t\\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\\n\\t\\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\\n\\t\\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\\n\\t\\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\\n\\t\\tvec4 t1 = texture2D( ltc_1, uv );\\n\\t\\tvec4 t2 = texture2D( ltc_2, uv );\\n\\t\\tmat3 mInv = mat3(\\n\\t\\t\\tvec3( t1.x, 0, t1.y ),\\n\\t\\t\\tvec3( 0, 1, 0 ),\\n\\t\\t\\tvec3( t1.z, 0, t1.w )\\n\\t\\t);\\n\\t\\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\\n\\t\\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\\n\\t\\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\\n\\t}\\n#endif\\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\\n\\tvec3 irradiance = dotNL * directLight.color;\\n\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\tirradiance *= PI;\\n\\t#endif\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNL = saturate( dot( geometry.clearcoatNormal, directLight.direction ) );\\n\\t\\tvec3 ccIrradiance = ccDotNL * directLight.color;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tccIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t\\treflectedLight.directSpecular += ccIrradiance * material.clearcoat * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\t#ifdef USE_SHEEN\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_Sheen(\\n\\t\\t\\tmaterial.specularRoughness,\\n\\t\\t\\tdirectLight.direction,\\n\\t\\t\\tgeometry,\\n\\t\\t\\tmaterial.sheenColor\\n\\t\\t);\\n\\t#else\\n\\t\\treflectedLight.directSpecular += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness);\\n\\t#endif\\n\\treflectedLight.directDiffuse += ( 1.0 - clearcoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\\n\\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\\n}\\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\\n\\t#ifdef CLEARCOAT\\n\\t\\tfloat ccDotNV = saturate( dot( geometry.clearcoatNormal, geometry.viewDir ) );\\n\\t\\treflectedLight.indirectSpecular += clearcoatRadiance * material.clearcoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearcoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearcoatRoughness );\\n\\t\\tfloat ccDotNL = ccDotNV;\\n\\t\\tfloat clearcoatDHR = material.clearcoat * clearcoatDHRApprox( material.clearcoatRoughness, ccDotNL );\\n\\t#else\\n\\t\\tfloat clearcoatDHR = 0.0;\\n\\t#endif\\n\\tfloat clearcoatInv = 1.0 - clearcoatDHR;\\n\\tvec3 singleScattering = vec3( 0.0 );\\n\\tvec3 multiScattering = vec3( 0.0 );\\n\\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\\n\\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\\n\\tvec3 diffuse = material.diffuseColor * ( 1.0 - ( singleScattering + multiScattering ) );\\n\\treflectedLight.indirectSpecular += clearcoatInv * radiance * singleScattering;\\n\\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\\n\\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\\n}\\n#define RE_Direct\\t\\t\\t\\tRE_Direct_Physical\\n#define RE_Direct_RectArea\\t\\tRE_Direct_RectArea_Physical\\n#define RE_IndirectDiffuse\\t\\tRE_IndirectDiffuse_Physical\\n#define RE_IndirectSpecular\\t\\tRE_IndirectSpecular_Physical\\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\\n\\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\\n}\";\n\nvar lights_fragment_begin = \"\\nGeometricContext geometry;\\ngeometry.position = - vViewPosition;\\ngeometry.normal = normal;\\ngeometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\\n#ifdef CLEARCOAT\\n\\tgeometry.clearcoatNormal = clearcoatNormal;\\n#endif\\nIncidentLight directLight;\\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tPointLight pointLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\\n\\t\\tpointLight = pointLights[ i ];\\n\\t\\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\\n\\t\\tpointLightShadow = pointLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tSpotLight spotLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\\n\\t\\tspotLight = spotLights[ i ];\\n\\t\\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\\n\\t\\tspotLightShadow = spotLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\\n\\tDirectionalLight directionalLight;\\n\\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLightShadow;\\n\\t#endif\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLights[ i ];\\n\\t\\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\\n\\t\\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\\n\\t\\tdirectionalLightShadow = directionalLightShadows[ i ];\\n\\t\\tdirectLight.color *= all( bvec2( directLight.visible, receiveShadow ) ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t\\t#endif\\n\\t\\tRE_Direct( directLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\\n\\tRectAreaLight rectAreaLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\\n\\t\\trectAreaLight = rectAreaLights[ i ];\\n\\t\\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\\n\\t}\\n\\t#pragma unroll_loop_end\\n#endif\\n#if defined( RE_IndirectDiffuse )\\n\\tvec3 iblIrradiance = vec3( 0.0 );\\n\\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\\n\\tirradiance += getLightProbeIrradiance( lightProbe, geometry );\\n\\t#if ( NUM_HEMI_LIGHTS > 0 )\\n\\t\\t#pragma unroll_loop_start\\n\\t\\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\\n\\t\\t\\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\\n\\t\\t}\\n\\t\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tvec3 radiance = vec3( 0.0 );\\n\\tvec3 clearcoatRadiance = vec3( 0.0 );\\n#endif\";\n\nvar lights_fragment_maps = \"#if defined( RE_IndirectDiffuse )\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\tvec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t\\t#ifndef PHYSICALLY_CORRECT_LIGHTS\\n\\t\\t\\tlightMapIrradiance *= PI;\\n\\t\\t#endif\\n\\t\\tirradiance += lightMapIrradiance;\\n\\t#endif\\n\\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\\n\\t\\tiblIrradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\\n\\t#endif\\n#endif\\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\\n\\tradiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.normal, material.specularRoughness, maxMipLevel );\\n\\t#ifdef CLEARCOAT\\n\\t\\tclearcoatRadiance += getLightProbeIndirectRadiance( geometry.viewDir, geometry.clearcoatNormal, material.clearcoatRoughness, maxMipLevel );\\n\\t#endif\\n#endif\";\n\nvar lights_fragment_end = \"#if defined( RE_IndirectDiffuse )\\n\\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\\n#endif\\n#if defined( RE_IndirectSpecular )\\n\\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight );\\n#endif\";\n\nvar logdepthbuf_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\\n#endif\";\n\nvar logdepthbuf_pars_fragment = \"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\\n\\tuniform float logDepthBufFC;\\n\\tvarying float vFragDepth;\\n\\tvarying float vIsPerspective;\\n#endif\";\n\nvar logdepthbuf_pars_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvarying float vFragDepth;\\n\\t\\tvarying float vIsPerspective;\\n\\t#else\\n\\t\\tuniform float logDepthBufFC;\\n\\t#endif\\n#endif\";\n\nvar logdepthbuf_vertex = \"#ifdef USE_LOGDEPTHBUF\\n\\t#ifdef USE_LOGDEPTHBUF_EXT\\n\\t\\tvFragDepth = 1.0 + gl_Position.w;\\n\\t\\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\\n\\t#else\\n\\t\\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\\n\\t\\t\\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\\n\\t\\t\\tgl_Position.z *= gl_Position.w;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar map_fragment = \"#ifdef USE_MAP\\n\\tvec4 texelColor = texture2D( map, vUv );\\n\\ttexelColor = mapTexelToLinear( texelColor );\\n\\tdiffuseColor *= texelColor;\\n#endif\";\n\nvar map_pars_fragment = \"#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\";\n\nvar map_particle_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\\n#endif\\n#ifdef USE_MAP\\n\\tvec4 mapTexel = texture2D( map, uv );\\n\\tdiffuseColor *= mapTexelToLinear( mapTexel );\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\\n#endif\";\n\nvar map_particle_pars_fragment = \"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\\n\\tuniform mat3 uvTransform;\\n#endif\\n#ifdef USE_MAP\\n\\tuniform sampler2D map;\\n#endif\\n#ifdef USE_ALPHAMAP\\n\\tuniform sampler2D alphaMap;\\n#endif\";\n\nvar metalnessmap_fragment = \"float metalnessFactor = metalness;\\n#ifdef USE_METALNESSMAP\\n\\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\\n\\tmetalnessFactor *= texelMetalness.b;\\n#endif\";\n\nvar metalnessmap_pars_fragment = \"#ifdef USE_METALNESSMAP\\n\\tuniform sampler2D metalnessMap;\\n#endif\";\n\nvar morphnormal_vertex = \"#ifdef USE_MORPHNORMALS\\n\\tobjectNormal *= morphTargetBaseInfluence;\\n\\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\\n\\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\\n\\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\\n\\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\\n#endif\";\n\nvar morphtarget_pars_vertex = \"#ifdef USE_MORPHTARGETS\\n\\tuniform float morphTargetBaseInfluence;\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\tuniform float morphTargetInfluences[ 8 ];\\n\\t#else\\n\\t\\tuniform float morphTargetInfluences[ 4 ];\\n\\t#endif\\n#endif\";\n\nvar morphtarget_vertex = \"#ifdef USE_MORPHTARGETS\\n\\ttransformed *= morphTargetBaseInfluence;\\n\\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\\n\\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\\n\\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\\n\\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\\n\\t#ifndef USE_MORPHNORMALS\\n\\t\\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\\n\\t\\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\\n\\t\\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\\n\\t\\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\\n\\t#endif\\n#endif\";\n\nvar normal_fragment_begin = \"#ifdef FLAT_SHADED\\n\\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\\n\\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\\n\\tvec3 normal = normalize( cross( fdx, fdy ) );\\n#else\\n\\tvec3 normal = normalize( vNormal );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\t#ifdef USE_TANGENT\\n\\t\\tvec3 tangent = normalize( vTangent );\\n\\t\\tvec3 bitangent = normalize( vBitangent );\\n\\t\\t#ifdef DOUBLE_SIDED\\n\\t\\t\\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t\\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\t#endif\\n\\t\\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\\n\\t\\t\\tmat3 vTBN = mat3( tangent, bitangent, normal );\\n\\t\\t#endif\\n\\t#endif\\n#endif\\nvec3 geometryNormal = normal;\";\n\nvar normal_fragment_maps = \"#ifdef OBJECTSPACE_NORMALMAP\\n\\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\t#ifdef FLIP_SIDED\\n\\t\\tnormal = - normal;\\n\\t#endif\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t#endif\\n\\tnormal = normalize( normalMatrix * normal );\\n#elif defined( TANGENTSPACE_NORMALMAP )\\n\\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tmapN.xy *= normalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tnormal = normalize( vTBN * mapN );\\n\\t#else\\n\\t\\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN );\\n\\t#endif\\n#elif defined( USE_BUMPMAP )\\n\\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\";\n\nvar normalmap_pars_fragment = \"#ifdef USE_NORMALMAP\\n\\tuniform sampler2D normalMap;\\n\\tuniform vec2 normalScale;\\n#endif\\n#ifdef OBJECTSPACE_NORMALMAP\\n\\tuniform mat3 normalMatrix;\\n#endif\\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\\n\\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {\\n\\t\\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\\n\\t\\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\\n\\t\\tvec2 st0 = dFdx( vUv.st );\\n\\t\\tvec2 st1 = dFdy( vUv.st );\\n\\t\\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\\n\\t\\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\\n\\t\\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\\n\\t\\tvec3 N = normalize( surf_norm );\\n\\t\\tmat3 tsn = mat3( S, T, N );\\n\\t\\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\\n\\t\\treturn normalize( tsn * mapN );\\n\\t}\\n#endif\";\n\nvar clearcoat_normal_fragment_begin = \"#ifdef CLEARCOAT\\n\\tvec3 clearcoatNormal = geometryNormal;\\n#endif\";\n\nvar clearcoat_normal_fragment_maps = \"#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\\n\\tclearcoatMapN.xy *= clearcoatNormalScale;\\n\\t#ifdef USE_TANGENT\\n\\t\\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\\n\\t#else\\n\\t\\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN );\\n\\t#endif\\n#endif\";\n\nvar clearcoat_pars_fragment = \"#ifdef USE_CLEARCOATMAP\\n\\tuniform sampler2D clearcoatMap;\\n#endif\\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\\n\\tuniform sampler2D clearcoatRoughnessMap;\\n#endif\\n#ifdef USE_CLEARCOAT_NORMALMAP\\n\\tuniform sampler2D clearcoatNormalMap;\\n\\tuniform vec2 clearcoatNormalScale;\\n#endif\";\n\nvar packing = \"vec3 packNormalToRGB( const in vec3 normal ) {\\n\\treturn normalize( normal ) * 0.5 + 0.5;\\n}\\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\\n\\treturn 2.0 * rgb.xyz - 1.0;\\n}\\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\\nconst float ShiftRight8 = 1. / 256.;\\nvec4 packDepthToRGBA( const in float v ) {\\n\\tvec4 r = vec4( fract( v * PackFactors ), v );\\n\\tr.yzw -= r.xyz * ShiftRight8;\\treturn r * PackUpscale;\\n}\\nfloat unpackRGBAToDepth( const in vec4 v ) {\\n\\treturn dot( v, UnpackFactors );\\n}\\nvec4 pack2HalfToRGBA( vec2 v ) {\\n\\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ));\\n\\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\\n}\\nvec2 unpackRGBATo2Half( vec4 v ) {\\n\\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\\n}\\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn ( viewZ + near ) / ( near - far );\\n}\\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\\n\\treturn linearClipZ * ( near - far ) - near;\\n}\\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\\n\\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\\n}\\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\\n\\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\\n}\";\n\nvar premultiplied_alpha_fragment = \"#ifdef PREMULTIPLIED_ALPHA\\n\\tgl_FragColor.rgb *= gl_FragColor.a;\\n#endif\";\n\nvar project_vertex = \"vec4 mvPosition = vec4( transformed, 1.0 );\\n#ifdef USE_INSTANCING\\n\\tmvPosition = instanceMatrix * mvPosition;\\n#endif\\nmvPosition = modelViewMatrix * mvPosition;\\ngl_Position = projectionMatrix * mvPosition;\";\n\nvar dithering_fragment = \"#ifdef DITHERING\\n\\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\\n#endif\";\n\nvar dithering_pars_fragment = \"#ifdef DITHERING\\n\\tvec3 dithering( vec3 color ) {\\n\\t\\tfloat grid_position = rand( gl_FragCoord.xy );\\n\\t\\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\\n\\t\\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\\n\\t\\treturn color + dither_shift_RGB;\\n\\t}\\n#endif\";\n\nvar roughnessmap_fragment = \"float roughnessFactor = roughness;\\n#ifdef USE_ROUGHNESSMAP\\n\\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\\n\\troughnessFactor *= texelRoughness.g;\\n#endif\";\n\nvar roughnessmap_pars_fragment = \"#ifdef USE_ROUGHNESSMAP\\n\\tuniform sampler2D roughnessMap;\\n#endif\";\n\nvar shadowmap_pars_fragment = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\\n\\t\\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\\n\\t}\\n\\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\\n\\t\\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\\n\\t}\\n\\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\\n\\t\\tfloat occlusion = 1.0;\\n\\t\\tvec2 distribution = texture2DDistribution( shadow, uv );\\n\\t\\tfloat hard_shadow = step( compare , distribution.x );\\n\\t\\tif (hard_shadow != 1.0 ) {\\n\\t\\t\\tfloat distance = compare - distribution.x ;\\n\\t\\t\\tfloat variance = max( 0.00000, distribution.y * distribution.y );\\n\\t\\t\\tfloat softness_probability = variance / (variance + distance * distance );\\t\\t\\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\\t\\t\\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\\n\\t\\t}\\n\\t\\treturn occlusion;\\n\\t}\\n\\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\\n\\t\\tfloat shadow = 1.0;\\n\\t\\tshadowCoord.xyz /= shadowCoord.w;\\n\\t\\tshadowCoord.z += shadowBias;\\n\\t\\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\n\\t\\tbool inFrustum = all( inFrustumVec );\\n\\t\\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n\\t\\tbool frustumTest = all( frustumTestVec );\\n\\t\\tif ( frustumTest ) {\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx0 = - texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy0 = - texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx1 = + texelSize.x * shadowRadius;\\n\\t\\t\\tfloat dy1 = + texelSize.y * shadowRadius;\\n\\t\\t\\tfloat dx2 = dx0 / 2.0;\\n\\t\\t\\tfloat dy2 = dy0 / 2.0;\\n\\t\\t\\tfloat dx3 = dx1 / 2.0;\\n\\t\\t\\tfloat dy3 = dy1 / 2.0;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\\n\\t\\t\\t) * ( 1.0 / 17.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\n\\t\\t\\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\\n\\t\\t\\tfloat dx = texelSize.x;\\n\\t\\t\\tfloat dy = texelSize.y;\\n\\t\\t\\tvec2 uv = shadowCoord.xy;\\n\\t\\t\\tvec2 f = fract( uv * shadowMapSize + 0.5 );\\n\\t\\t\\tuv -= f * texelSize;\\n\\t\\t\\tshadow = (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.x ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t f.y ) +\\n\\t\\t\\t\\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ), \\n\\t\\t\\t\\t\\t\\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\\n\\t\\t\\t\\t\\t\\t f.x ),\\n\\t\\t\\t\\t\\t f.y )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#elif defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#else\\n\\t\\t\\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\\n\\t\\t#endif\\n\\t\\t}\\n\\t\\treturn shadow;\\n\\t}\\n\\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\\n\\t\\tvec3 absV = abs( v );\\n\\t\\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\\n\\t\\tabsV *= scaleToCube;\\n\\t\\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\\n\\t\\tvec2 planar = v.xy;\\n\\t\\tfloat almostATexel = 1.5 * texelSizeY;\\n\\t\\tfloat almostOne = 1.0 - almostATexel;\\n\\t\\tif ( absV.z >= almostOne ) {\\n\\t\\t\\tif ( v.z > 0.0 )\\n\\t\\t\\t\\tplanar.x = 4.0 - v.x;\\n\\t\\t} else if ( absV.x >= almostOne ) {\\n\\t\\t\\tfloat signX = sign( v.x );\\n\\t\\t\\tplanar.x = v.z * signX + 2.0 * signX;\\n\\t\\t} else if ( absV.y >= almostOne ) {\\n\\t\\t\\tfloat signY = sign( v.y );\\n\\t\\t\\tplanar.x = v.x + 2.0 * signY + 2.0;\\n\\t\\t\\tplanar.y = v.z * signY - 2.0;\\n\\t\\t}\\n\\t\\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\\n\\t}\\n\\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\\n\\t\\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\\n\\t\\tvec3 lightToPosition = shadowCoord.xyz;\\n\\t\\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\\t\\tdp += shadowBias;\\n\\t\\tvec3 bd3D = normalize( lightToPosition );\\n\\t\\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\\n\\t\\t\\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\\n\\t\\t\\treturn (\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\\n\\t\\t\\t\\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\\n\\t\\t\\t) * ( 1.0 / 9.0 );\\n\\t\\t#else\\n\\t\\t\\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\\n\\t\\t#endif\\n\\t}\\n#endif\";\n\nvar shadowmap_pars_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t\\tstruct DirectionalLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t\\tstruct SpotLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t};\\n\\t\\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t\\tstruct PointLightShadow {\\n\\t\\t\\tfloat shadowBias;\\n\\t\\t\\tfloat shadowNormalBias;\\n\\t\\t\\tfloat shadowRadius;\\n\\t\\t\\tvec2 shadowMapSize;\\n\\t\\t\\tfloat shadowCameraNear;\\n\\t\\t\\tfloat shadowCameraFar;\\n\\t\\t};\\n\\t\\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\\n\\t#endif\\n#endif\";\n\nvar shadowmap_vertex = \"#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0 || NUM_SPOT_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0\\n\\t\\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\\n\\t\\tvec4 shadowWorldPosition;\\n\\t#endif\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\\n\\t\\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n#endif\";\n\nvar shadowmask_pars_fragment = \"float getShadowMask() {\\n\\tfloat shadow = 1.0;\\n\\t#ifdef USE_SHADOWMAP\\n\\t#if NUM_DIR_LIGHT_SHADOWS > 0\\n\\tDirectionalLightShadow directionalLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tdirectionalLight = directionalLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_SPOT_LIGHT_SHADOWS > 0\\n\\tSpotLightShadow spotLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tspotLight = spotLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#if NUM_POINT_LIGHT_SHADOWS > 0\\n\\tPointLightShadow pointLight;\\n\\t#pragma unroll_loop_start\\n\\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\\n\\t\\tpointLight = pointLightShadows[ i ];\\n\\t\\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\\n\\t}\\n\\t#pragma unroll_loop_end\\n\\t#endif\\n\\t#endif\\n\\treturn shadow;\\n}\";\n\nvar skinbase_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\\n\\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\\n\\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\n\\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\";\n\nvar skinning_pars_vertex = \"#ifdef USE_SKINNING\\n\\tuniform mat4 bindMatrix;\\n\\tuniform mat4 bindMatrixInverse;\\n\\t#ifdef BONE_TEXTURE\\n\\t\\tuniform highp sampler2D boneTexture;\\n\\t\\tuniform int boneTextureSize;\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tfloat j = i * 4.0;\\n\\t\\t\\tfloat x = mod( j, float( boneTextureSize ) );\\n\\t\\t\\tfloat y = floor( j / float( boneTextureSize ) );\\n\\t\\t\\tfloat dx = 1.0 / float( boneTextureSize );\\n\\t\\t\\tfloat dy = 1.0 / float( boneTextureSize );\\n\\t\\t\\ty = dy * ( y + 0.5 );\\n\\t\\t\\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\n\\t\\t\\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\n\\t\\t\\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\n\\t\\t\\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\n\\t\\t\\tmat4 bone = mat4( v1, v2, v3, v4 );\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#else\\n\\t\\tuniform mat4 boneMatrices[ MAX_BONES ];\\n\\t\\tmat4 getBoneMatrix( const in float i ) {\\n\\t\\t\\tmat4 bone = boneMatrices[ int(i) ];\\n\\t\\t\\treturn bone;\\n\\t\\t}\\n\\t#endif\\n#endif\";\n\nvar skinning_vertex = \"#ifdef USE_SKINNING\\n\\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\\n\\tvec4 skinned = vec4( 0.0 );\\n\\tskinned += boneMatX * skinVertex * skinWeight.x;\\n\\tskinned += boneMatY * skinVertex * skinWeight.y;\\n\\tskinned += boneMatZ * skinVertex * skinWeight.z;\\n\\tskinned += boneMatW * skinVertex * skinWeight.w;\\n\\ttransformed = ( bindMatrixInverse * skinned ).xyz;\\n#endif\";\n\nvar skinnormal_vertex = \"#ifdef USE_SKINNING\\n\\tmat4 skinMatrix = mat4( 0.0 );\\n\\tskinMatrix += skinWeight.x * boneMatX;\\n\\tskinMatrix += skinWeight.y * boneMatY;\\n\\tskinMatrix += skinWeight.z * boneMatZ;\\n\\tskinMatrix += skinWeight.w * boneMatW;\\n\\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\\n\\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\\n\\t#ifdef USE_TANGENT\\n\\t\\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\\n\\t#endif\\n#endif\";\n\nvar specularmap_fragment = \"float specularStrength;\\n#ifdef USE_SPECULARMAP\\n\\tvec4 texelSpecular = texture2D( specularMap, vUv );\\n\\tspecularStrength = texelSpecular.r;\\n#else\\n\\tspecularStrength = 1.0;\\n#endif\";\n\nvar specularmap_pars_fragment = \"#ifdef USE_SPECULARMAP\\n\\tuniform sampler2D specularMap;\\n#endif\";\n\nvar tonemapping_fragment = \"#if defined( TONE_MAPPING )\\n\\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\\n#endif\";\n\nvar tonemapping_pars_fragment = \"#ifndef saturate\\n#define saturate(a) clamp( a, 0.0, 1.0 )\\n#endif\\nuniform float toneMappingExposure;\\nvec3 LinearToneMapping( vec3 color ) {\\n\\treturn toneMappingExposure * color;\\n}\\nvec3 ReinhardToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\treturn saturate( color / ( vec3( 1.0 ) + color ) );\\n}\\nvec3 OptimizedCineonToneMapping( vec3 color ) {\\n\\tcolor *= toneMappingExposure;\\n\\tcolor = max( vec3( 0.0 ), color - 0.004 );\\n\\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\\n}\\nvec3 RRTAndODTFit( vec3 v ) {\\n\\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\\n\\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\\n\\treturn a / b;\\n}\\nvec3 ACESFilmicToneMapping( vec3 color ) {\\n\\tconst mat3 ACESInputMat = mat3(\\n\\t\\tvec3( 0.59719, 0.07600, 0.02840 ),\\t\\tvec3( 0.35458, 0.90834, 0.13383 ),\\n\\t\\tvec3( 0.04823, 0.01566, 0.83777 )\\n\\t);\\n\\tconst mat3 ACESOutputMat = mat3(\\n\\t\\tvec3( 1.60475, -0.10208, -0.00327 ),\\t\\tvec3( -0.53108, 1.10813, -0.07276 ),\\n\\t\\tvec3( -0.07367, -0.00605, 1.07602 )\\n\\t);\\n\\tcolor *= toneMappingExposure / 0.6;\\n\\tcolor = ACESInputMat * color;\\n\\tcolor = RRTAndODTFit( color );\\n\\tcolor = ACESOutputMat * color;\\n\\treturn saturate( color );\\n}\\nvec3 CustomToneMapping( vec3 color ) { return color; }\";\n\nvar transmissionmap_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\ttotalTransmission *= texture2D( transmissionMap, vUv ).r;\\n#endif\";\n\nvar transmissionmap_pars_fragment = \"#ifdef USE_TRANSMISSIONMAP\\n\\tuniform sampler2D transmissionMap;\\n#endif\";\n\nvar uv_pars_fragment = \"#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\\n\\tvarying vec2 vUv;\\n#endif\";\n\nvar uv_pars_vertex = \"#ifdef USE_UV\\n\\t#ifdef UVS_VERTEX_ONLY\\n\\t\\tvec2 vUv;\\n\\t#else\\n\\t\\tvarying vec2 vUv;\\n\\t#endif\\n\\tuniform mat3 uvTransform;\\n#endif\";\n\nvar uv_vertex = \"#ifdef USE_UV\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n#endif\";\n\nvar uv2_pars_fragment = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvarying vec2 vUv2;\\n#endif\";\n\nvar uv2_pars_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tattribute vec2 uv2;\\n\\tvarying vec2 vUv2;\\n\\tuniform mat3 uv2Transform;\\n#endif\";\n\nvar uv2_vertex = \"#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\\n\\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\\n#endif\";\n\nvar worldpos_vertex = \"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\\n\\tvec4 worldPosition = vec4( transformed, 1.0 );\\n\\t#ifdef USE_INSTANCING\\n\\t\\tworldPosition = instanceMatrix * worldPosition;\\n\\t#endif\\n\\tworldPosition = modelMatrix * worldPosition;\\n#endif\";\n\nvar background_frag = \"uniform sampler2D t2D;\\nvarying vec2 vUv;\\nvoid main() {\\n\\tvec4 texColor = texture2D( t2D, vUv );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar background_vert = \"varying vec2 vUv;\\nuniform mat3 uvTransform;\\nvoid main() {\\n\\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\\n\\tgl_Position = vec4( position.xy, 1.0, 1.0 );\\n}\";\n\nvar cube_frag = \"#include \\nuniform float opacity;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 vReflect = vWorldDirection;\\n\\t#include \\n\\tgl_FragColor = envColor;\\n\\tgl_FragColor.a *= opacity;\\n\\t#include \\n\\t#include \\n}\";\n\nvar cube_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n\\tgl_Position.z = gl_Position.w;\\n}\";\n\nvar depth_frag = \"#if DEPTH_PACKING == 3200\\n\\tuniform float opacity;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tdiffuseColor.a = opacity;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\\n\\t#if DEPTH_PACKING == 3200\\n\\t\\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\\n\\t#elif DEPTH_PACKING == 3201\\n\\t\\tgl_FragColor = packDepthToRGBA( fragCoordZ );\\n\\t#endif\\n}\";\n\nvar depth_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvarying vec2 vHighPrecisionZW;\\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvHighPrecisionZW = gl_Position.zw;\\n}\";\n\nvar distanceRGBA_frag = \"#define DISTANCE\\nuniform vec3 referencePosition;\\nuniform float nearDistance;\\nuniform float farDistance;\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main () {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( 1.0 );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\tfloat dist = length( vWorldPosition - referencePosition );\\n\\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\\n\\tdist = saturate( dist );\\n\\tgl_FragColor = packDepthToRGBA( dist );\\n}\";\n\nvar distanceRGBA_vert = \"#define DISTANCE\\nvarying vec3 vWorldPosition;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#ifdef USE_DISPLACEMENTMAP\\n\\t\\t#include \\n\\t\\t#include \\n\\t\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvWorldPosition = worldPosition.xyz;\\n}\";\n\nvar equirect_frag = \"uniform sampler2D tEquirect;\\nvarying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvec3 direction = normalize( vWorldDirection );\\n\\tvec2 sampleUV = equirectUv( direction );\\n\\tvec4 texColor = texture2D( tEquirect, sampleUV );\\n\\tgl_FragColor = mapTexelToLinear( texColor );\\n\\t#include \\n\\t#include \\n}\";\n\nvar equirect_vert = \"varying vec3 vWorldDirection;\\n#include \\nvoid main() {\\n\\tvWorldDirection = transformDirection( position, modelMatrix );\\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\nuniform float dashSize;\\nuniform float totalSize;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\\n\\t\\tdiscard;\\n\\t}\\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar linedashed_vert = \"uniform float scale;\\nattribute float lineDistance;\\nvarying float vLineDistance;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tvLineDistance = scale * lineDistance;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\t#ifdef USE_LIGHTMAP\\n\\t\\n\\t\\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\\n\\t\\treflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vec3( 1.0 );\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\\n\\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshbasic_vert = \"#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef USE_ENVMAP\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_frag = \"uniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\\n\\t#else\\n\\t\\treflectedLight.indirectDiffuse += vIndirectFront;\\n\\t#endif\\n\\t#include \\n\\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\\n\\t#ifdef DOUBLE_SIDED\\n\\t\\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\\n\\t#else\\n\\t\\treflectedLight.directDiffuse = vLightFront;\\n\\t#endif\\n\\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshlambert_vert = \"#define LAMBERT\\nvarying vec3 vLightFront;\\nvarying vec3 vIndirectFront;\\n#ifdef DOUBLE_SIDED\\n\\tvarying vec3 vLightBack;\\n\\tvarying vec3 vIndirectBack;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_frag = \"#define MATCAP\\nuniform vec3 diffuse;\\nuniform float opacity;\\nuniform sampler2D matcap;\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 viewDir = normalize( vViewPosition );\\n\\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\\n\\tvec3 y = cross( viewDir, x );\\n\\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\\n\\t#ifdef USE_MATCAP\\n\\t\\tvec4 matcapColor = texture2D( matcap, uv );\\n\\t\\tmatcapColor = matcapTexelToLinear( matcapColor );\\n\\t#else\\n\\t\\tvec4 matcapColor = vec4( 1.0 );\\n\\t#endif\\n\\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshmatcap_vert = \"#define MATCAP\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#ifndef FLAT_SHADED\\n\\t\\tvNormal = normalize( transformedNormal );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n}\";\n\nvar meshtoon_frag = \"#define TOON\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshtoon_vert = \"#define TOON\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_frag = \"#define PHONG\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#include \\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphong_vert = \"#define PHONG\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_frag = \"#define STANDARD\\n#ifdef PHYSICAL\\n\\t#define REFLECTIVITY\\n\\t#define CLEARCOAT\\n\\t#define TRANSMISSION\\n#endif\\nuniform vec3 diffuse;\\nuniform vec3 emissive;\\nuniform float roughness;\\nuniform float metalness;\\nuniform float opacity;\\n#ifdef TRANSMISSION\\n\\tuniform float transmission;\\n#endif\\n#ifdef REFLECTIVITY\\n\\tuniform float reflectivity;\\n#endif\\n#ifdef CLEARCOAT\\n\\tuniform float clearcoat;\\n\\tuniform float clearcoatRoughness;\\n#endif\\n#ifdef USE_SHEEN\\n\\tuniform vec3 sheen;\\n#endif\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\\n\\tvec3 totalEmissiveRadiance = emissive;\\n\\t#ifdef TRANSMISSION\\n\\t\\tfloat totalTransmission = transmission;\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\\n\\t#ifdef TRANSMISSION\\n\\t\\tdiffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );\\n\\t#endif\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar meshphysical_vert = \"#define STANDARD\\nvarying vec3 vViewPosition;\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tvViewPosition = - mvPosition.xyz;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar normal_frag = \"#define NORMAL\\nuniform float opacity;\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\\n}\";\n\nvar normal_vert = \"#define NORMAL\\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvarying vec3 vViewPosition;\\n#endif\\n#ifndef FLAT_SHADED\\n\\tvarying vec3 vNormal;\\n\\t#ifdef USE_TANGENT\\n\\t\\tvarying vec3 vTangent;\\n\\t\\tvarying vec3 vBitangent;\\n\\t#endif\\n#endif\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#ifndef FLAT_SHADED\\n\\tvNormal = normalize( transformedNormal );\\n\\t#ifdef USE_TANGENT\\n\\t\\tvTangent = normalize( transformedTangent );\\n\\t\\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\\n\\t#endif\\n#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( TANGENTSPACE_NORMALMAP )\\n\\tvViewPosition = - mvPosition.xyz;\\n#endif\\n}\";\n\nvar points_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar points_vert = \"uniform float size;\\nuniform float scale;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\tgl_PointSize = size;\\n\\t#ifdef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\\n\\t#endif\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_frag = \"uniform vec3 color;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar shadow_vert = \"#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_frag = \"uniform vec3 diffuse;\\nuniform float opacity;\\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec3 outgoingLight = vec3( 0.0 );\\n\\tvec4 diffuseColor = vec4( diffuse, opacity );\\n\\t#include \\n\\t#include \\n\\t#include \\n\\t#include \\n\\toutgoingLight = diffuseColor.rgb;\\n\\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nvar sprite_vert = \"uniform float rotation;\\nuniform vec2 center;\\n#include \\n#include \\n#include \\n#include \\n#include \\nvoid main() {\\n\\t#include \\n\\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\\n\\tvec2 scale;\\n\\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\\n\\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\\n\\t#ifndef USE_SIZEATTENUATION\\n\\t\\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\\n\\t\\tif ( isPerspective ) scale *= - mvPosition.z;\\n\\t#endif\\n\\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\\n\\tvec2 rotatedPosition;\\n\\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\\n\\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\\n\\tmvPosition.xy += rotatedPosition;\\n\\tgl_Position = projectionMatrix * mvPosition;\\n\\t#include \\n\\t#include \\n\\t#include \\n}\";\n\nconst ShaderChunk = {\n\talphamap_fragment: alphamap_fragment,\n\talphamap_pars_fragment: alphamap_pars_fragment,\n\talphatest_fragment: alphatest_fragment,\n\taomap_fragment: aomap_fragment,\n\taomap_pars_fragment: aomap_pars_fragment,\n\tbegin_vertex: begin_vertex,\n\tbeginnormal_vertex: beginnormal_vertex,\n\tbsdfs: bsdfs,\n\tbumpmap_pars_fragment: bumpmap_pars_fragment,\n\tclipping_planes_fragment: clipping_planes_fragment,\n\tclipping_planes_pars_fragment: clipping_planes_pars_fragment,\n\tclipping_planes_pars_vertex: clipping_planes_pars_vertex,\n\tclipping_planes_vertex: clipping_planes_vertex,\n\tcolor_fragment: color_fragment,\n\tcolor_pars_fragment: color_pars_fragment,\n\tcolor_pars_vertex: color_pars_vertex,\n\tcolor_vertex: color_vertex,\n\tcommon: common,\n\tcube_uv_reflection_fragment: cube_uv_reflection_fragment,\n\tdefaultnormal_vertex: defaultnormal_vertex,\n\tdisplacementmap_pars_vertex: displacementmap_pars_vertex,\n\tdisplacementmap_vertex: displacementmap_vertex,\n\temissivemap_fragment: emissivemap_fragment,\n\temissivemap_pars_fragment: emissivemap_pars_fragment,\n\tencodings_fragment: encodings_fragment,\n\tencodings_pars_fragment: encodings_pars_fragment,\n\tenvmap_fragment: envmap_fragment,\n\tenvmap_common_pars_fragment: envmap_common_pars_fragment,\n\tenvmap_pars_fragment: envmap_pars_fragment,\n\tenvmap_pars_vertex: envmap_pars_vertex,\n\tenvmap_physical_pars_fragment: envmap_physical_pars_fragment,\n\tenvmap_vertex: envmap_vertex,\n\tfog_vertex: fog_vertex,\n\tfog_pars_vertex: fog_pars_vertex,\n\tfog_fragment: fog_fragment,\n\tfog_pars_fragment: fog_pars_fragment,\n\tgradientmap_pars_fragment: gradientmap_pars_fragment,\n\tlightmap_fragment: lightmap_fragment,\n\tlightmap_pars_fragment: lightmap_pars_fragment,\n\tlights_lambert_vertex: lights_lambert_vertex,\n\tlights_pars_begin: lights_pars_begin,\n\tlights_toon_fragment: lights_toon_fragment,\n\tlights_toon_pars_fragment: lights_toon_pars_fragment,\n\tlights_phong_fragment: lights_phong_fragment,\n\tlights_phong_pars_fragment: lights_phong_pars_fragment,\n\tlights_physical_fragment: lights_physical_fragment,\n\tlights_physical_pars_fragment: lights_physical_pars_fragment,\n\tlights_fragment_begin: lights_fragment_begin,\n\tlights_fragment_maps: lights_fragment_maps,\n\tlights_fragment_end: lights_fragment_end,\n\tlogdepthbuf_fragment: logdepthbuf_fragment,\n\tlogdepthbuf_pars_fragment: logdepthbuf_pars_fragment,\n\tlogdepthbuf_pars_vertex: logdepthbuf_pars_vertex,\n\tlogdepthbuf_vertex: logdepthbuf_vertex,\n\tmap_fragment: map_fragment,\n\tmap_pars_fragment: map_pars_fragment,\n\tmap_particle_fragment: map_particle_fragment,\n\tmap_particle_pars_fragment: map_particle_pars_fragment,\n\tmetalnessmap_fragment: metalnessmap_fragment,\n\tmetalnessmap_pars_fragment: metalnessmap_pars_fragment,\n\tmorphnormal_vertex: morphnormal_vertex,\n\tmorphtarget_pars_vertex: morphtarget_pars_vertex,\n\tmorphtarget_vertex: morphtarget_vertex,\n\tnormal_fragment_begin: normal_fragment_begin,\n\tnormal_fragment_maps: normal_fragment_maps,\n\tnormalmap_pars_fragment: normalmap_pars_fragment,\n\tclearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,\n\tclearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,\n\tclearcoat_pars_fragment: clearcoat_pars_fragment,\n\tpacking: packing,\n\tpremultiplied_alpha_fragment: premultiplied_alpha_fragment,\n\tproject_vertex: project_vertex,\n\tdithering_fragment: dithering_fragment,\n\tdithering_pars_fragment: dithering_pars_fragment,\n\troughnessmap_fragment: roughnessmap_fragment,\n\troughnessmap_pars_fragment: roughnessmap_pars_fragment,\n\tshadowmap_pars_fragment: shadowmap_pars_fragment,\n\tshadowmap_pars_vertex: shadowmap_pars_vertex,\n\tshadowmap_vertex: shadowmap_vertex,\n\tshadowmask_pars_fragment: shadowmask_pars_fragment,\n\tskinbase_vertex: skinbase_vertex,\n\tskinning_pars_vertex: skinning_pars_vertex,\n\tskinning_vertex: skinning_vertex,\n\tskinnormal_vertex: skinnormal_vertex,\n\tspecularmap_fragment: specularmap_fragment,\n\tspecularmap_pars_fragment: specularmap_pars_fragment,\n\ttonemapping_fragment: tonemapping_fragment,\n\ttonemapping_pars_fragment: tonemapping_pars_fragment,\n\ttransmissionmap_fragment: transmissionmap_fragment,\n\ttransmissionmap_pars_fragment: transmissionmap_pars_fragment,\n\tuv_pars_fragment: uv_pars_fragment,\n\tuv_pars_vertex: uv_pars_vertex,\n\tuv_vertex: uv_vertex,\n\tuv2_pars_fragment: uv2_pars_fragment,\n\tuv2_pars_vertex: uv2_pars_vertex,\n\tuv2_vertex: uv2_vertex,\n\tworldpos_vertex: worldpos_vertex,\n\n\tbackground_frag: background_frag,\n\tbackground_vert: background_vert,\n\tcube_frag: cube_frag,\n\tcube_vert: cube_vert,\n\tdepth_frag: depth_frag,\n\tdepth_vert: depth_vert,\n\tdistanceRGBA_frag: distanceRGBA_frag,\n\tdistanceRGBA_vert: distanceRGBA_vert,\n\tequirect_frag: equirect_frag,\n\tequirect_vert: equirect_vert,\n\tlinedashed_frag: linedashed_frag,\n\tlinedashed_vert: linedashed_vert,\n\tmeshbasic_frag: meshbasic_frag,\n\tmeshbasic_vert: meshbasic_vert,\n\tmeshlambert_frag: meshlambert_frag,\n\tmeshlambert_vert: meshlambert_vert,\n\tmeshmatcap_frag: meshmatcap_frag,\n\tmeshmatcap_vert: meshmatcap_vert,\n\tmeshtoon_frag: meshtoon_frag,\n\tmeshtoon_vert: meshtoon_vert,\n\tmeshphong_frag: meshphong_frag,\n\tmeshphong_vert: meshphong_vert,\n\tmeshphysical_frag: meshphysical_frag,\n\tmeshphysical_vert: meshphysical_vert,\n\tnormal_frag: normal_frag,\n\tnormal_vert: normal_vert,\n\tpoints_frag: points_frag,\n\tpoints_vert: points_vert,\n\tshadow_frag: shadow_frag,\n\tshadow_vert: shadow_vert,\n\tsprite_frag: sprite_frag,\n\tsprite_vert: sprite_vert\n};\n\n/**\n * Uniforms library for shared webgl shaders\n */\n\nconst UniformsLib = {\n\n\tcommon: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\n\t\tmap: { value: null },\n\t\tuvTransform: { value: new Matrix3() },\n\t\tuv2Transform: { value: new Matrix3() },\n\n\t\talphaMap: { value: null },\n\n\t},\n\n\tspecularmap: {\n\n\t\tspecularMap: { value: null },\n\n\t},\n\n\tenvmap: {\n\n\t\tenvMap: { value: null },\n\t\tflipEnvMap: { value: - 1 },\n\t\treflectivity: { value: 1.0 },\n\t\trefractionRatio: { value: 0.98 },\n\t\tmaxMipLevel: { value: 0 }\n\n\t},\n\n\taomap: {\n\n\t\taoMap: { value: null },\n\t\taoMapIntensity: { value: 1 }\n\n\t},\n\n\tlightmap: {\n\n\t\tlightMap: { value: null },\n\t\tlightMapIntensity: { value: 1 }\n\n\t},\n\n\temissivemap: {\n\n\t\temissiveMap: { value: null }\n\n\t},\n\n\tbumpmap: {\n\n\t\tbumpMap: { value: null },\n\t\tbumpScale: { value: 1 }\n\n\t},\n\n\tnormalmap: {\n\n\t\tnormalMap: { value: null },\n\t\tnormalScale: { value: new Vector2( 1, 1 ) }\n\n\t},\n\n\tdisplacementmap: {\n\n\t\tdisplacementMap: { value: null },\n\t\tdisplacementScale: { value: 1 },\n\t\tdisplacementBias: { value: 0 }\n\n\t},\n\n\troughnessmap: {\n\n\t\troughnessMap: { value: null }\n\n\t},\n\n\tmetalnessmap: {\n\n\t\tmetalnessMap: { value: null }\n\n\t},\n\n\tgradientmap: {\n\n\t\tgradientMap: { value: null }\n\n\t},\n\n\tfog: {\n\n\t\tfogDensity: { value: 0.00025 },\n\t\tfogNear: { value: 1 },\n\t\tfogFar: { value: 2000 },\n\t\tfogColor: { value: new Color( 0xffffff ) }\n\n\t},\n\n\tlights: {\n\n\t\tambientLightColor: { value: [] },\n\n\t\tlightProbe: { value: [] },\n\n\t\tdirectionalLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tcolor: {}\n\t\t} },\n\n\t\tdirectionalLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tdirectionalShadowMap: { value: [] },\n\t\tdirectionalShadowMatrix: { value: [] },\n\n\t\tspotLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdirection: {},\n\t\t\tdistance: {},\n\t\t\tconeCos: {},\n\t\t\tpenumbraCos: {},\n\t\t\tdecay: {}\n\t\t} },\n\n\t\tspotLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {}\n\t\t} },\n\n\t\tspotShadowMap: { value: [] },\n\t\tspotShadowMatrix: { value: [] },\n\n\t\tpointLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\tdecay: {},\n\t\t\tdistance: {}\n\t\t} },\n\n\t\tpointLightShadows: { value: [], properties: {\n\t\t\tshadowBias: {},\n\t\t\tshadowNormalBias: {},\n\t\t\tshadowRadius: {},\n\t\t\tshadowMapSize: {},\n\t\t\tshadowCameraNear: {},\n\t\t\tshadowCameraFar: {}\n\t\t} },\n\n\t\tpointShadowMap: { value: [] },\n\t\tpointShadowMatrix: { value: [] },\n\n\t\themisphereLights: { value: [], properties: {\n\t\t\tdirection: {},\n\t\t\tskyColor: {},\n\t\t\tgroundColor: {}\n\t\t} },\n\n\t\t// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n\t\trectAreaLights: { value: [], properties: {\n\t\t\tcolor: {},\n\t\t\tposition: {},\n\t\t\twidth: {},\n\t\t\theight: {}\n\t\t} },\n\n\t\tltc_1: { value: null },\n\t\tltc_2: { value: null }\n\n\t},\n\n\tpoints: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tsize: { value: 1.0 },\n\t\tscale: { value: 1.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t},\n\n\tsprite: {\n\n\t\tdiffuse: { value: new Color( 0xeeeeee ) },\n\t\topacity: { value: 1.0 },\n\t\tcenter: { value: new Vector2( 0.5, 0.5 ) },\n\t\trotation: { value: 0.0 },\n\t\tmap: { value: null },\n\t\talphaMap: { value: null },\n\t\tuvTransform: { value: new Matrix3() }\n\n\t}\n\n};\n\nconst ShaderLib = {\n\n\tbasic: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshbasic_vert,\n\t\tfragmentShader: ShaderChunk.meshbasic_frag\n\n\t},\n\n\tlambert: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshlambert_vert,\n\t\tfragmentShader: ShaderChunk.meshlambert_frag\n\n\t},\n\n\tphong: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.specularmap,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\tspecular: { value: new Color( 0x111111 ) },\n\t\t\t\tshininess: { value: 30 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphong_vert,\n\t\tfragmentShader: ShaderChunk.meshphong_frag\n\n\t},\n\n\tstandard: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.envmap,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.roughnessmap,\n\t\t\tUniformsLib.metalnessmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) },\n\t\t\t\troughness: { value: 1.0 },\n\t\t\t\tmetalness: { value: 0.0 },\n\t\t\t\tenvMapIntensity: { value: 1 } // temporary\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshphysical_vert,\n\t\tfragmentShader: ShaderChunk.meshphysical_frag\n\n\t},\n\n\ttoon: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.aomap,\n\t\t\tUniformsLib.lightmap,\n\t\t\tUniformsLib.emissivemap,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.gradientmap,\n\t\t\tUniformsLib.fog,\n\t\t\tUniformsLib.lights,\n\t\t\t{\n\t\t\t\temissive: { value: new Color( 0x000000 ) }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshtoon_vert,\n\t\tfragmentShader: ShaderChunk.meshtoon_frag\n\n\t},\n\n\tmatcap: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tmatcap: { value: null }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.meshmatcap_vert,\n\t\tfragmentShader: ShaderChunk.meshmatcap_frag\n\n\t},\n\n\tpoints: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.points,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.points_vert,\n\t\tfragmentShader: ShaderChunk.points_frag\n\n\t},\n\n\tdashed: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tscale: { value: 1 },\n\t\t\t\tdashSize: { value: 1 },\n\t\t\t\ttotalSize: { value: 2 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.linedashed_vert,\n\t\tfragmentShader: ShaderChunk.linedashed_frag\n\n\t},\n\n\tdepth: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.depth_vert,\n\t\tfragmentShader: ShaderChunk.depth_frag\n\n\t},\n\n\tnormal: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.bumpmap,\n\t\t\tUniformsLib.normalmap,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.normal_vert,\n\t\tfragmentShader: ShaderChunk.normal_frag\n\n\t},\n\n\tsprite: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.sprite,\n\t\t\tUniformsLib.fog\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.sprite_vert,\n\t\tfragmentShader: ShaderChunk.sprite_frag\n\n\t},\n\n\tbackground: {\n\n\t\tuniforms: {\n\t\t\tuvTransform: { value: new Matrix3() },\n\t\t\tt2D: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.background_vert,\n\t\tfragmentShader: ShaderChunk.background_frag\n\n\t},\n\t/* -------------------------------------------------------------------------\n\t//\tCube map shader\n\t ------------------------------------------------------------------------- */\n\n\tcube: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.envmap,\n\t\t\t{\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.cube_vert,\n\t\tfragmentShader: ShaderChunk.cube_frag\n\n\t},\n\n\tequirect: {\n\n\t\tuniforms: {\n\t\t\ttEquirect: { value: null },\n\t\t},\n\n\t\tvertexShader: ShaderChunk.equirect_vert,\n\t\tfragmentShader: ShaderChunk.equirect_frag\n\n\t},\n\n\tdistanceRGBA: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.common,\n\t\t\tUniformsLib.displacementmap,\n\t\t\t{\n\t\t\t\treferencePosition: { value: new Vector3() },\n\t\t\t\tnearDistance: { value: 1 },\n\t\t\t\tfarDistance: { value: 1000 }\n\t\t\t}\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.distanceRGBA_vert,\n\t\tfragmentShader: ShaderChunk.distanceRGBA_frag\n\n\t},\n\n\tshadow: {\n\n\t\tuniforms: mergeUniforms( [\n\t\t\tUniformsLib.lights,\n\t\t\tUniformsLib.fog,\n\t\t\t{\n\t\t\t\tcolor: { value: new Color( 0x00000 ) },\n\t\t\t\topacity: { value: 1.0 }\n\t\t\t},\n\t\t] ),\n\n\t\tvertexShader: ShaderChunk.shadow_vert,\n\t\tfragmentShader: ShaderChunk.shadow_frag\n\n\t}\n\n};\n\nShaderLib.physical = {\n\n\tuniforms: mergeUniforms( [\n\t\tShaderLib.standard.uniforms,\n\t\t{\n\t\t\tclearcoat: { value: 0 },\n\t\t\tclearcoatMap: { value: null },\n\t\t\tclearcoatRoughness: { value: 0 },\n\t\t\tclearcoatRoughnessMap: { value: null },\n\t\t\tclearcoatNormalScale: { value: new Vector2( 1, 1 ) },\n\t\t\tclearcoatNormalMap: { value: null },\n\t\t\tsheen: { value: new Color( 0x000000 ) },\n\t\t\ttransmission: { value: 0 },\n\t\t\ttransmissionMap: { value: null },\n\t\t}\n\t] ),\n\n\tvertexShader: ShaderChunk.meshphysical_vert,\n\tfragmentShader: ShaderChunk.meshphysical_frag\n\n};\n\nfunction WebGLBackground( renderer, cubemaps, state, objects, premultipliedAlpha ) {\n\n\tconst clearColor = new Color( 0x000000 );\n\tlet clearAlpha = 0;\n\n\tlet planeMesh;\n\tlet boxMesh;\n\n\tlet currentBackground = null;\n\tlet currentBackgroundVersion = 0;\n\tlet currentTonemapping = null;\n\n\tfunction render( renderList, scene, camera, forceClear ) {\n\n\t\tlet background = scene.isScene === true ? scene.background : null;\n\n\t\tif ( background && background.isTexture ) {\n\n\t\t\tbackground = cubemaps.get( background );\n\n\t\t}\n\n\t\t// Ignore background in AR\n\t\t// TODO: Reconsider this.\n\n\t\tconst xr = renderer.xr;\n\t\tconst session = xr.getSession && xr.getSession();\n\n\t\tif ( session && session.environmentBlendMode === 'additive' ) {\n\n\t\t\tbackground = null;\n\n\t\t}\n\n\t\tif ( background === null ) {\n\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t} else if ( background && background.isColor ) {\n\n\t\t\tsetClear( background, 1 );\n\t\t\tforceClear = true;\n\n\t\t}\n\n\t\tif ( renderer.autoClear || forceClear ) {\n\n\t\t\trenderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );\n\n\t\t}\n\n\t\tif ( background && ( background.isCubeTexture || background.isWebGLCubeRenderTarget || background.mapping === CubeUVReflectionMapping ) ) {\n\n\t\t\tif ( boxMesh === undefined ) {\n\n\t\t\t\tboxMesh = new Mesh(\n\t\t\t\t\tnew BoxBufferGeometry( 1, 1, 1 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundCubeMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.cube.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.cube.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.cube.fragmentShader,\n\t\t\t\t\t\tside: BackSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'normal' );\n\t\t\t\tboxMesh.geometry.deleteAttribute( 'uv' );\n\n\t\t\t\tboxMesh.onBeforeRender = function ( renderer, scene, camera ) {\n\n\t\t\t\t\tthis.matrixWorld.copyPosition( camera.matrixWorld );\n\n\t\t\t\t};\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( boxMesh.material, 'envMap', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.envMap.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( boxMesh );\n\n\t\t\t}\n\n\t\t\tif ( background.isWebGLCubeRenderTarget ) {\n\n\t\t\t\t// TODO Deprecate\n\n\t\t\t\tbackground = background.texture;\n\n\t\t\t}\n\n\t\t\tboxMesh.material.uniforms.envMap.value = background;\n\t\t\tboxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tboxMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );\n\n\t\t} else if ( background && background.isTexture ) {\n\n\t\t\tif ( planeMesh === undefined ) {\n\n\t\t\t\tplaneMesh = new Mesh(\n\t\t\t\t\tnew PlaneBufferGeometry( 2, 2 ),\n\t\t\t\t\tnew ShaderMaterial( {\n\t\t\t\t\t\tname: 'BackgroundMaterial',\n\t\t\t\t\t\tuniforms: cloneUniforms( ShaderLib.background.uniforms ),\n\t\t\t\t\t\tvertexShader: ShaderLib.background.vertexShader,\n\t\t\t\t\t\tfragmentShader: ShaderLib.background.fragmentShader,\n\t\t\t\t\t\tside: FrontSide,\n\t\t\t\t\t\tdepthTest: false,\n\t\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\t\tfog: false\n\t\t\t\t\t} )\n\t\t\t\t);\n\n\t\t\t\tplaneMesh.geometry.deleteAttribute( 'normal' );\n\n\t\t\t\t// enable code injection for non-built-in material\n\t\t\t\tObject.defineProperty( planeMesh.material, 'map', {\n\n\t\t\t\t\tget: function () {\n\n\t\t\t\t\t\treturn this.uniforms.t2D.value;\n\n\t\t\t\t\t}\n\n\t\t\t\t} );\n\n\t\t\t\tobjects.update( planeMesh );\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.t2D.value = background;\n\n\t\t\tif ( background.matrixAutoUpdate === true ) {\n\n\t\t\t\tbackground.updateMatrix();\n\n\t\t\t}\n\n\t\t\tplaneMesh.material.uniforms.uvTransform.value.copy( background.matrix );\n\n\t\t\tif ( currentBackground !== background ||\n\t\t\t\tcurrentBackgroundVersion !== background.version ||\n\t\t\t\tcurrentTonemapping !== renderer.toneMapping ) {\n\n\t\t\t\tplaneMesh.material.needsUpdate = true;\n\n\t\t\t\tcurrentBackground = background;\n\t\t\t\tcurrentBackgroundVersion = background.version;\n\t\t\t\tcurrentTonemapping = renderer.toneMapping;\n\n\t\t\t}\n\n\n\t\t\t// push to the pre-sorted opaque render list\n\t\t\trenderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );\n\n\t\t}\n\n\t}\n\n\tfunction setClear( color, alpha ) {\n\n\t\tstate.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );\n\n\t}\n\n\treturn {\n\n\t\tgetClearColor: function () {\n\n\t\t\treturn clearColor;\n\n\t\t},\n\t\tsetClearColor: function ( color, alpha = 1 ) {\n\n\t\t\tclearColor.set( color );\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\tgetClearAlpha: function () {\n\n\t\t\treturn clearAlpha;\n\n\t\t},\n\t\tsetClearAlpha: function ( alpha ) {\n\n\t\t\tclearAlpha = alpha;\n\t\t\tsetClear( clearColor, clearAlpha );\n\n\t\t},\n\t\trender: render\n\n\t};\n\n}\n\nfunction WebGLBindingStates( gl, extensions, attributes, capabilities ) {\n\n\tconst maxVertexAttributes = gl.getParameter( 34921 );\n\n\tconst extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );\n\tconst vaoAvailable = capabilities.isWebGL2 || extension !== null;\n\n\tconst bindingStates = {};\n\n\tconst defaultState = createBindingState( null );\n\tlet currentState = defaultState;\n\n\tfunction setup( object, material, program, geometry, index ) {\n\n\t\tlet updateBuffers = false;\n\n\t\tif ( vaoAvailable ) {\n\n\t\t\tconst state = getBindingState( geometry, program, material );\n\n\t\t\tif ( currentState !== state ) {\n\n\t\t\t\tcurrentState = state;\n\t\t\t\tbindVertexArrayObject( currentState.object );\n\n\t\t\t}\n\n\t\t\tupdateBuffers = needsUpdate( geometry, index );\n\n\t\t\tif ( updateBuffers ) saveCache( geometry, index );\n\n\t\t} else {\n\n\t\t\tconst wireframe = ( material.wireframe === true );\n\n\t\t\tif ( currentState.geometry !== geometry.id ||\n\t\t\t\tcurrentState.program !== program.id ||\n\t\t\t\tcurrentState.wireframe !== wireframe ) {\n\n\t\t\t\tcurrentState.geometry = geometry.id;\n\t\t\t\tcurrentState.program = program.id;\n\t\t\t\tcurrentState.wireframe = wireframe;\n\n\t\t\t\tupdateBuffers = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh === true ) {\n\n\t\t\tupdateBuffers = true;\n\n\t\t}\n\n\t\tif ( index !== null ) {\n\n\t\t\tattributes.update( index, 34963 );\n\n\t\t}\n\n\t\tif ( updateBuffers ) {\n\n\t\t\tsetupVertexAttributes( object, material, program, geometry );\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tgl.bindBuffer( 34963, attributes.get( index ).buffer );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createVertexArrayObject() {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.createVertexArray();\n\n\t\treturn extension.createVertexArrayOES();\n\n\t}\n\n\tfunction bindVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );\n\n\t\treturn extension.bindVertexArrayOES( vao );\n\n\t}\n\n\tfunction deleteVertexArrayObject( vao ) {\n\n\t\tif ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );\n\n\t\treturn extension.deleteVertexArrayOES( vao );\n\n\t}\n\n\tfunction getBindingState( geometry, program, material ) {\n\n\t\tconst wireframe = ( material.wireframe === true );\n\n\t\tlet programMap = bindingStates[ geometry.id ];\n\n\t\tif ( programMap === undefined ) {\n\n\t\t\tprogramMap = {};\n\t\t\tbindingStates[ geometry.id ] = programMap;\n\n\t\t}\n\n\t\tlet stateMap = programMap[ program.id ];\n\n\t\tif ( stateMap === undefined ) {\n\n\t\t\tstateMap = {};\n\t\t\tprogramMap[ program.id ] = stateMap;\n\n\t\t}\n\n\t\tlet state = stateMap[ wireframe ];\n\n\t\tif ( state === undefined ) {\n\n\t\t\tstate = createBindingState( createVertexArrayObject() );\n\t\t\tstateMap[ wireframe ] = state;\n\n\t\t}\n\n\t\treturn state;\n\n\t}\n\n\tfunction createBindingState( vao ) {\n\n\t\tconst newAttributes = [];\n\t\tconst enabledAttributes = [];\n\t\tconst attributeDivisors = [];\n\n\t\tfor ( let i = 0; i < maxVertexAttributes; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\t\t\tenabledAttributes[ i ] = 0;\n\t\t\tattributeDivisors[ i ] = 0;\n\n\t\t}\n\n\t\treturn {\n\n\t\t\t// for backward compatibility on non-VAO support browser\n\t\t\tgeometry: null,\n\t\t\tprogram: null,\n\t\t\twireframe: false,\n\n\t\t\tnewAttributes: newAttributes,\n\t\t\tenabledAttributes: enabledAttributes,\n\t\t\tattributeDivisors: attributeDivisors,\n\t\t\tobject: vao,\n\t\t\tattributes: {},\n\t\t\tindex: null\n\n\t\t};\n\n\t}\n\n\tfunction needsUpdate( geometry, index ) {\n\n\t\tconst cachedAttributes = currentState.attributes;\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in geometryAttributes ) {\n\n\t\t\tconst cachedAttribute = cachedAttributes[ key ];\n\t\t\tconst geometryAttribute = geometryAttributes[ key ];\n\n\t\t\tif ( cachedAttribute === undefined ) return true;\n\n\t\t\tif ( cachedAttribute.attribute !== geometryAttribute ) return true;\n\n\t\t\tif ( cachedAttribute.data !== geometryAttribute.data ) return true;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tif ( currentState.attributesNum !== attributesNum ) return true;\n\n\t\tif ( currentState.index !== index ) return true;\n\n\t\treturn false;\n\n\t}\n\n\tfunction saveCache( geometry, index ) {\n\n\t\tconst cache = {};\n\t\tconst attributes = geometry.attributes;\n\t\tlet attributesNum = 0;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\n\t\t\tconst data = {};\n\t\t\tdata.attribute = attribute;\n\n\t\t\tif ( attribute.data ) {\n\n\t\t\t\tdata.data = attribute.data;\n\n\t\t\t}\n\n\t\t\tcache[ key ] = data;\n\n\t\t\tattributesNum ++;\n\n\t\t}\n\n\t\tcurrentState.attributes = cache;\n\t\tcurrentState.attributesNum = attributesNum;\n\n\t\tcurrentState.index = index;\n\n\t}\n\n\tfunction initAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\n\t\tfor ( let i = 0, il = newAttributes.length; i < il; i ++ ) {\n\n\t\t\tnewAttributes[ i ] = 0;\n\n\t\t}\n\n\t}\n\n\tfunction enableAttribute( attribute ) {\n\n\t\tenableAttributeAndDivisor( attribute, 0 );\n\n\t}\n\n\tfunction enableAttributeAndDivisor( attribute, meshPerAttribute ) {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\t\tconst attributeDivisors = currentState.attributeDivisors;\n\n\t\tnewAttributes[ attribute ] = 1;\n\n\t\tif ( enabledAttributes[ attribute ] === 0 ) {\n\n\t\t\tgl.enableVertexAttribArray( attribute );\n\t\t\tenabledAttributes[ attribute ] = 1;\n\n\t\t}\n\n\t\tif ( attributeDivisors[ attribute ] !== meshPerAttribute ) {\n\n\t\t\tconst extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t\textension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );\n\t\t\tattributeDivisors[ attribute ] = meshPerAttribute;\n\n\t\t}\n\n\t}\n\n\tfunction disableUnusedAttributes() {\n\n\t\tconst newAttributes = currentState.newAttributes;\n\t\tconst enabledAttributes = currentState.enabledAttributes;\n\n\t\tfor ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {\n\n\t\t\tif ( enabledAttributes[ i ] !== newAttributes[ i ] ) {\n\n\t\t\t\tgl.disableVertexAttribArray( i );\n\t\t\t\tenabledAttributes[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction vertexAttribPointer( index, size, type, normalized, stride, offset ) {\n\n\t\tif ( capabilities.isWebGL2 === true && ( type === 5124 || type === 5125 ) ) {\n\n\t\t\tgl.vertexAttribIPointer( index, size, type, stride, offset );\n\n\t\t} else {\n\n\t\t\tgl.vertexAttribPointer( index, size, type, normalized, stride, offset );\n\n\t\t}\n\n\t}\n\n\tfunction setupVertexAttributes( object, material, program, geometry ) {\n\n\t\tif ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {\n\n\t\t\tif ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;\n\n\t\t}\n\n\t\tinitAttributes();\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tconst materialDefaultAttributeValues = material.defaultAttributeValues;\n\n\t\tfor ( const name in programAttributes ) {\n\n\t\t\tconst programAttribute = programAttributes[ name ];\n\n\t\t\tif ( programAttribute >= 0 ) {\n\n\t\t\t\tconst geometryAttribute = geometryAttributes[ name ];\n\n\t\t\t\tif ( geometryAttribute !== undefined ) {\n\n\t\t\t\t\tconst normalized = geometryAttribute.normalized;\n\t\t\t\t\tconst size = geometryAttribute.itemSize;\n\n\t\t\t\t\tconst attribute = attributes.get( geometryAttribute );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\t\t\t\t\tconst bytesPerElement = attribute.bytesPerElement;\n\n\t\t\t\t\tif ( geometryAttribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst data = geometryAttribute.data;\n\t\t\t\t\t\tconst stride = data.stride;\n\t\t\t\t\t\tconst offset = geometryAttribute.offset;\n\n\t\t\t\t\t\tif ( data && data.isInstancedInterleavedBuffer ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, data.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = data.meshPerAttribute * data.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( geometryAttribute.isInstancedBufferAttribute ) {\n\n\t\t\t\t\t\t\tenableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );\n\n\t\t\t\t\t\t\tif ( geometry._maxInstanceCount === undefined ) {\n\n\t\t\t\t\t\t\t\tgeometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tenableAttribute( programAttribute );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\t\t\t\t\t\tvertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( name === 'instanceMatrix' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceMatrix );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 0, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 1, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 2, 1 );\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute + 3, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 2, 4, type, false, 64, 32 );\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute + 3, 4, type, false, 64, 48 );\n\n\t\t\t\t} else if ( name === 'instanceColor' ) {\n\n\t\t\t\t\tconst attribute = attributes.get( object.instanceColor );\n\n\t\t\t\t\t// TODO Attribute may not be available on context restore\n\n\t\t\t\t\tif ( attribute === undefined ) continue;\n\n\t\t\t\t\tconst buffer = attribute.buffer;\n\t\t\t\t\tconst type = attribute.type;\n\n\t\t\t\t\tenableAttributeAndDivisor( programAttribute, 1 );\n\n\t\t\t\t\tgl.bindBuffer( 34962, buffer );\n\n\t\t\t\t\tgl.vertexAttribPointer( programAttribute, 3, type, false, 12, 0 );\n\n\t\t\t\t} else if ( materialDefaultAttributeValues !== undefined ) {\n\n\t\t\t\t\tconst value = materialDefaultAttributeValues[ name ];\n\n\t\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\t\tswitch ( value.length ) {\n\n\t\t\t\t\t\t\tcase 2:\n\t\t\t\t\t\t\t\tgl.vertexAttrib2fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 3:\n\t\t\t\t\t\t\t\tgl.vertexAttrib3fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase 4:\n\t\t\t\t\t\t\t\tgl.vertexAttrib4fv( programAttribute, value );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\t\tgl.vertexAttrib1fv( programAttribute, value );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tdisableUnusedAttributes();\n\n\t}\n\n\tfunction dispose() {\n\n\t\treset();\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tfor ( const programId in programMap ) {\n\n\t\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t\t}\n\n\t\t\t\tdelete programMap[ programId ];\n\n\t\t\t}\n\n\t\t\tdelete bindingStates[ geometryId ];\n\n\t\t}\n\n\t}\n\n\tfunction releaseStatesOfGeometry( geometry ) {\n\n\t\tif ( bindingStates[ geometry.id ] === undefined ) return;\n\n\t\tconst programMap = bindingStates[ geometry.id ];\n\n\t\tfor ( const programId in programMap ) {\n\n\t\t\tconst stateMap = programMap[ programId ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ programId ];\n\n\t\t}\n\n\t\tdelete bindingStates[ geometry.id ];\n\n\t}\n\n\tfunction releaseStatesOfProgram( program ) {\n\n\t\tfor ( const geometryId in bindingStates ) {\n\n\t\t\tconst programMap = bindingStates[ geometryId ];\n\n\t\t\tif ( programMap[ program.id ] === undefined ) continue;\n\n\t\t\tconst stateMap = programMap[ program.id ];\n\n\t\t\tfor ( const wireframe in stateMap ) {\n\n\t\t\t\tdeleteVertexArrayObject( stateMap[ wireframe ].object );\n\n\t\t\t\tdelete stateMap[ wireframe ];\n\n\t\t\t}\n\n\t\t\tdelete programMap[ program.id ];\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\tresetDefaultState();\n\n\t\tif ( currentState === defaultState ) return;\n\n\t\tcurrentState = defaultState;\n\t\tbindVertexArrayObject( currentState.object );\n\n\t}\n\n\t// for backward-compatilibity\n\n\tfunction resetDefaultState() {\n\n\t\tdefaultState.geometry = null;\n\t\tdefaultState.program = null;\n\t\tdefaultState.wireframe = false;\n\n\t}\n\n\treturn {\n\n\t\tsetup: setup,\n\t\treset: reset,\n\t\tresetDefaultState: resetDefaultState,\n\t\tdispose: dispose,\n\t\treleaseStatesOfGeometry: releaseStatesOfGeometry,\n\t\treleaseStatesOfProgram: releaseStatesOfProgram,\n\n\t\tinitAttributes: initAttributes,\n\t\tenableAttribute: enableAttribute,\n\t\tdisableUnusedAttributes: disableUnusedAttributes\n\n\t};\n\n}\n\nfunction WebGLBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawArrays( mode, start, count );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawArraysInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawArraysInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, start, count, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLCapabilities( gl, extensions, parameters ) {\n\n\tlet maxAnisotropy;\n\n\tfunction getMaxAnisotropy() {\n\n\t\tif ( maxAnisotropy !== undefined ) return maxAnisotropy;\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tmaxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );\n\n\t\t} else {\n\n\t\t\tmaxAnisotropy = 0;\n\n\t\t}\n\n\t\treturn maxAnisotropy;\n\n\t}\n\n\tfunction getMaxPrecision( precision ) {\n\n\t\tif ( precision === 'highp' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {\n\n\t\t\t\treturn 'highp';\n\n\t\t\t}\n\n\t\t\tprecision = 'mediump';\n\n\t\t}\n\n\t\tif ( precision === 'mediump' ) {\n\n\t\t\tif ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&\n\t\t\t\tgl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {\n\n\t\t\t\treturn 'mediump';\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn 'lowp';\n\n\t}\n\n\t/* eslint-disable no-undef */\n\tconst isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext ) ||\n\t\t( typeof WebGL2ComputeRenderingContext !== 'undefined' && gl instanceof WebGL2ComputeRenderingContext );\n\t/* eslint-enable no-undef */\n\n\tlet precision = parameters.precision !== undefined ? parameters.precision : 'highp';\n\tconst maxPrecision = getMaxPrecision( precision );\n\n\tif ( maxPrecision !== precision ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );\n\t\tprecision = maxPrecision;\n\n\t}\n\n\tconst logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;\n\n\tconst maxTextures = gl.getParameter( 34930 );\n\tconst maxVertexTextures = gl.getParameter( 35660 );\n\tconst maxTextureSize = gl.getParameter( 3379 );\n\tconst maxCubemapSize = gl.getParameter( 34076 );\n\n\tconst maxAttributes = gl.getParameter( 34921 );\n\tconst maxVertexUniforms = gl.getParameter( 36347 );\n\tconst maxVaryings = gl.getParameter( 36348 );\n\tconst maxFragmentUniforms = gl.getParameter( 36349 );\n\n\tconst vertexTextures = maxVertexTextures > 0;\n\tconst floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );\n\tconst floatVertexTextures = vertexTextures && floatFragmentTextures;\n\n\tconst maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;\n\n\treturn {\n\n\t\tisWebGL2: isWebGL2,\n\n\t\tgetMaxAnisotropy: getMaxAnisotropy,\n\t\tgetMaxPrecision: getMaxPrecision,\n\n\t\tprecision: precision,\n\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\tmaxTextures: maxTextures,\n\t\tmaxVertexTextures: maxVertexTextures,\n\t\tmaxTextureSize: maxTextureSize,\n\t\tmaxCubemapSize: maxCubemapSize,\n\n\t\tmaxAttributes: maxAttributes,\n\t\tmaxVertexUniforms: maxVertexUniforms,\n\t\tmaxVaryings: maxVaryings,\n\t\tmaxFragmentUniforms: maxFragmentUniforms,\n\n\t\tvertexTextures: vertexTextures,\n\t\tfloatFragmentTextures: floatFragmentTextures,\n\t\tfloatVertexTextures: floatVertexTextures,\n\n\t\tmaxSamples: maxSamples\n\n\t};\n\n}\n\nfunction WebGLClipping( properties ) {\n\n\tconst scope = this;\n\n\tlet globalState = null,\n\t\tnumGlobalPlanes = 0,\n\t\tlocalClippingEnabled = false,\n\t\trenderingShadows = false;\n\n\tconst plane = new Plane(),\n\t\tviewNormalMatrix = new Matrix3(),\n\n\t\tuniform = { value: null, needsUpdate: false };\n\n\tthis.uniform = uniform;\n\tthis.numPlanes = 0;\n\tthis.numIntersection = 0;\n\n\tthis.init = function ( planes, enableLocalClipping, camera ) {\n\n\t\tconst enabled =\n\t\t\tplanes.length !== 0 ||\n\t\t\tenableLocalClipping ||\n\t\t\t// enable state of previous frame - the clipping code has to\n\t\t\t// run another frame in order to reset the state:\n\t\t\tnumGlobalPlanes !== 0 ||\n\t\t\tlocalClippingEnabled;\n\n\t\tlocalClippingEnabled = enableLocalClipping;\n\n\t\tglobalState = projectPlanes( planes, camera, 0 );\n\t\tnumGlobalPlanes = planes.length;\n\n\t\treturn enabled;\n\n\t};\n\n\tthis.beginShadows = function () {\n\n\t\trenderingShadows = true;\n\t\tprojectPlanes( null );\n\n\t};\n\n\tthis.endShadows = function () {\n\n\t\trenderingShadows = false;\n\t\tresetGlobalState();\n\n\t};\n\n\tthis.setState = function ( material, camera, useCache ) {\n\n\t\tconst planes = material.clippingPlanes,\n\t\t\tclipIntersection = material.clipIntersection,\n\t\t\tclipShadows = material.clipShadows;\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {\n\n\t\t\t// there's no local clipping\n\n\t\t\tif ( renderingShadows ) {\n\n\t\t\t\t// there's no global clipping\n\n\t\t\t\tprojectPlanes( null );\n\n\t\t\t} else {\n\n\t\t\t\tresetGlobalState();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst nGlobal = renderingShadows ? 0 : numGlobalPlanes,\n\t\t\t\tlGlobal = nGlobal * 4;\n\n\t\t\tlet dstArray = materialProperties.clippingState || null;\n\n\t\t\tuniform.value = dstArray; // ensure unique state\n\n\t\t\tdstArray = projectPlanes( planes, camera, lGlobal, useCache );\n\n\t\t\tfor ( let i = 0; i !== lGlobal; ++ i ) {\n\n\t\t\t\tdstArray[ i ] = globalState[ i ];\n\n\t\t\t}\n\n\t\t\tmaterialProperties.clippingState = dstArray;\n\t\t\tthis.numIntersection = clipIntersection ? this.numPlanes : 0;\n\t\t\tthis.numPlanes += nGlobal;\n\n\t\t}\n\n\n\t};\n\n\tfunction resetGlobalState() {\n\n\t\tif ( uniform.value !== globalState ) {\n\n\t\t\tuniform.value = globalState;\n\t\t\tuniform.needsUpdate = numGlobalPlanes > 0;\n\n\t\t}\n\n\t\tscope.numPlanes = numGlobalPlanes;\n\t\tscope.numIntersection = 0;\n\n\t}\n\n\tfunction projectPlanes( planes, camera, dstOffset, skipTransform ) {\n\n\t\tconst nPlanes = planes !== null ? planes.length : 0;\n\t\tlet dstArray = null;\n\n\t\tif ( nPlanes !== 0 ) {\n\n\t\t\tdstArray = uniform.value;\n\n\t\t\tif ( skipTransform !== true || dstArray === null ) {\n\n\t\t\t\tconst flatSize = dstOffset + nPlanes * 4,\n\t\t\t\t\tviewMatrix = camera.matrixWorldInverse;\n\n\t\t\t\tviewNormalMatrix.getNormalMatrix( viewMatrix );\n\n\t\t\t\tif ( dstArray === null || dstArray.length < flatSize ) {\n\n\t\t\t\t\tdstArray = new Float32Array( flatSize );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {\n\n\t\t\t\t\tplane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );\n\n\t\t\t\t\tplane.normal.toArray( dstArray, i4 );\n\t\t\t\t\tdstArray[ i4 + 3 ] = plane.constant;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tuniform.value = dstArray;\n\t\t\tuniform.needsUpdate = true;\n\n\t\t}\n\n\t\tscope.numPlanes = nPlanes;\n\t\tscope.numIntersection = 0;\n\n\t\treturn dstArray;\n\n\t}\n\n}\n\nfunction WebGLCubeMaps( renderer ) {\n\n\tlet cubemaps = new WeakMap();\n\n\tfunction mapTextureMapping( texture, mapping ) {\n\n\t\tif ( mapping === EquirectangularReflectionMapping ) {\n\n\t\t\ttexture.mapping = CubeReflectionMapping;\n\n\t\t} else if ( mapping === EquirectangularRefractionMapping ) {\n\n\t\t\ttexture.mapping = CubeRefractionMapping;\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction get( texture ) {\n\n\t\tif ( texture && texture.isTexture ) {\n\n\t\t\tconst mapping = texture.mapping;\n\n\t\t\tif ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {\n\n\t\t\t\tif ( cubemaps.has( texture ) ) {\n\n\t\t\t\t\tconst cubemap = cubemaps.get( texture ).texture;\n\t\t\t\t\treturn mapTextureMapping( cubemap, texture.mapping );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst image = texture.image;\n\n\t\t\t\t\tif ( image && image.height > 0 ) {\n\n\t\t\t\t\t\tconst currentRenderList = renderer.getRenderList();\n\t\t\t\t\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\t\t\t\t\tconst renderTarget = new WebGLCubeRenderTarget( image.height / 2 );\n\t\t\t\t\t\trenderTarget.fromEquirectangularTexture( renderer, texture );\n\t\t\t\t\t\tcubemaps.set( texture, renderTarget );\n\n\t\t\t\t\t\trenderer.setRenderTarget( currentRenderTarget );\n\t\t\t\t\t\trenderer.setRenderList( currentRenderList );\n\n\t\t\t\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\t\t\t\treturn mapTextureMapping( renderTarget.texture, texture.mapping );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// image not yet ready. try the conversion next frame\n\n\t\t\t\t\t\treturn null;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tconst cubemap = cubemaps.get( texture );\n\n\t\tif ( cubemap !== undefined ) {\n\n\t\t\tcubemaps.delete( texture );\n\t\t\tcubemap.dispose();\n\n\t\t}\n\n\t}\n\n\tfunction dispose() {\n\n\t\tcubemaps = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction WebGLExtensions( gl ) {\n\n\tconst extensions = {};\n\n\treturn {\n\n\t\thas: function ( name ) {\n\n\t\t\tif ( extensions[ name ] !== undefined ) {\n\n\t\t\t\treturn extensions[ name ] !== null;\n\n\t\t\t}\n\n\t\t\tlet extension;\n\n\t\t\tswitch ( name ) {\n\n\t\t\t\tcase 'WEBGL_depth_texture':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'EXT_texture_filter_anisotropic':\n\t\t\t\t\textension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_s3tc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'WEBGL_compressed_texture_pvrtc':\n\t\t\t\t\textension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\textension = gl.getExtension( name );\n\n\t\t\t}\n\n\t\t\textensions[ name ] = extension;\n\n\t\t\treturn extension !== null;\n\n\t\t},\n\n\t\tget: function ( name ) {\n\n\t\t\tif ( ! this.has( name ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );\n\n\t\t\t}\n\n\t\t\treturn extensions[ name ];\n\n\t\t}\n\n\t};\n\n}\n\nfunction WebGLGeometries( gl, attributes, info, bindingStates ) {\n\n\tconst geometries = new WeakMap();\n\tconst wireframeAttributes = new WeakMap();\n\n\tfunction onGeometryDispose( event ) {\n\n\t\tconst geometry = event.target;\n\t\tconst buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry.index !== null ) {\n\n\t\t\tattributes.remove( buffergeometry.index );\n\n\t\t}\n\n\t\tfor ( const name in buffergeometry.attributes ) {\n\n\t\t\tattributes.remove( buffergeometry.attributes[ name ] );\n\n\t\t}\n\n\t\tgeometry.removeEventListener( 'dispose', onGeometryDispose );\n\n\t\tgeometries.delete( geometry );\n\n\t\tconst attribute = wireframeAttributes.get( buffergeometry );\n\n\t\tif ( attribute ) {\n\n\t\t\tattributes.remove( attribute );\n\t\t\twireframeAttributes.delete( buffergeometry );\n\n\t\t}\n\n\t\tbindingStates.releaseStatesOfGeometry( buffergeometry );\n\n\t\tif ( geometry.isInstancedBufferGeometry === true ) {\n\n\t\t\tdelete geometry._maxInstanceCount;\n\n\t\t}\n\n\t\t//\n\n\t\tinfo.memory.geometries --;\n\n\t}\n\n\tfunction get( object, geometry ) {\n\n\t\tlet buffergeometry = geometries.get( geometry );\n\n\t\tif ( buffergeometry ) return buffergeometry;\n\n\t\tgeometry.addEventListener( 'dispose', onGeometryDispose );\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tbuffergeometry = geometry;\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tif ( geometry._bufferGeometry === undefined ) {\n\n\t\t\t\tgeometry._bufferGeometry = new BufferGeometry().setFromObject( object );\n\n\t\t\t}\n\n\t\t\tbuffergeometry = geometry._bufferGeometry;\n\n\t\t}\n\n\t\tgeometries.set( geometry, buffergeometry );\n\n\t\tinfo.memory.geometries ++;\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction update( geometry ) {\n\n\t\tconst geometryAttributes = geometry.attributes;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates.\n\n\t\tfor ( const name in geometryAttributes ) {\n\n\t\t\tattributes.update( geometryAttributes[ name ], 34962 );\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphAttributes = geometry.morphAttributes;\n\n\t\tfor ( const name in morphAttributes ) {\n\n\t\t\tconst array = morphAttributes[ name ];\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i ++ ) {\n\n\t\t\t\tattributes.update( array[ i ], 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction updateWireframeAttribute( geometry ) {\n\n\t\tconst indices = [];\n\n\t\tconst geometryIndex = geometry.index;\n\t\tconst geometryPosition = geometry.attributes.position;\n\t\tlet version = 0;\n\n\t\tif ( geometryIndex !== null ) {\n\n\t\t\tconst array = geometryIndex.array;\n\t\t\tversion = geometryIndex.version;\n\n\t\t\tfor ( let i = 0, l = array.length; i < l; i += 3 ) {\n\n\t\t\t\tconst a = array[ i + 0 ];\n\t\t\t\tconst b = array[ i + 1 ];\n\t\t\t\tconst c = array[ i + 2 ];\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst array = geometryPosition.array;\n\t\t\tversion = geometryPosition.version;\n\n\t\t\tfor ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {\n\n\t\t\t\tconst a = i + 0;\n\t\t\t\tconst b = i + 1;\n\t\t\t\tconst c = i + 2;\n\n\t\t\t\tindices.push( a, b, b, c, c, a );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );\n\t\tattribute.version = version;\n\n\t\t// Updating index buffer in VAO now. See WebGLBindingStates\n\n\t\t//\n\n\t\tconst previousAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( previousAttribute ) attributes.remove( previousAttribute );\n\n\t\t//\n\n\t\twireframeAttributes.set( geometry, attribute );\n\n\t}\n\n\tfunction getWireframeAttribute( geometry ) {\n\n\t\tconst currentAttribute = wireframeAttributes.get( geometry );\n\n\t\tif ( currentAttribute ) {\n\n\t\t\tconst geometryIndex = geometry.index;\n\n\t\t\tif ( geometryIndex !== null ) {\n\n\t\t\t\t// if the attribute is obsolete, create a new one\n\n\t\t\t\tif ( currentAttribute.version < geometryIndex.version ) {\n\n\t\t\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tupdateWireframeAttribute( geometry );\n\n\t\t}\n\n\t\treturn wireframeAttributes.get( geometry );\n\n\t}\n\n\treturn {\n\n\t\tget: get,\n\t\tupdate: update,\n\n\t\tgetWireframeAttribute: getWireframeAttribute\n\n\t};\n\n}\n\nfunction WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tlet mode;\n\n\tfunction setMode( value ) {\n\n\t\tmode = value;\n\n\t}\n\n\tlet type, bytesPerElement;\n\n\tfunction setIndex( value ) {\n\n\t\ttype = value.type;\n\t\tbytesPerElement = value.bytesPerElement;\n\n\t}\n\n\tfunction render( start, count ) {\n\n\t\tgl.drawElements( mode, count, type, start * bytesPerElement );\n\n\t\tinfo.update( count, mode, 1 );\n\n\t}\n\n\tfunction renderInstances( start, count, primcount ) {\n\n\t\tif ( primcount === 0 ) return;\n\n\t\tlet extension, methodName;\n\n\t\tif ( isWebGL2 ) {\n\n\t\t\textension = gl;\n\t\t\tmethodName = 'drawElementsInstanced';\n\n\t\t} else {\n\n\t\t\textension = extensions.get( 'ANGLE_instanced_arrays' );\n\t\t\tmethodName = 'drawElementsInstancedANGLE';\n\n\t\t\tif ( extension === null ) {\n\n\t\t\t\tconsole.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\textension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );\n\n\t\tinfo.update( count, mode, primcount );\n\n\t}\n\n\t//\n\n\tthis.setMode = setMode;\n\tthis.setIndex = setIndex;\n\tthis.render = render;\n\tthis.renderInstances = renderInstances;\n\n}\n\nfunction WebGLInfo( gl ) {\n\n\tconst memory = {\n\t\tgeometries: 0,\n\t\ttextures: 0\n\t};\n\n\tconst render = {\n\t\tframe: 0,\n\t\tcalls: 0,\n\t\ttriangles: 0,\n\t\tpoints: 0,\n\t\tlines: 0\n\t};\n\n\tfunction update( count, mode, instanceCount ) {\n\n\t\trender.calls ++;\n\n\t\tswitch ( mode ) {\n\n\t\t\tcase 4:\n\t\t\t\trender.triangles += instanceCount * ( count / 3 );\n\t\t\t\tbreak;\n\n\t\t\tcase 1:\n\t\t\t\trender.lines += instanceCount * ( count / 2 );\n\t\t\t\tbreak;\n\n\t\t\tcase 3:\n\t\t\t\trender.lines += instanceCount * ( count - 1 );\n\t\t\t\tbreak;\n\n\t\t\tcase 2:\n\t\t\t\trender.lines += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tcase 0:\n\t\t\t\trender.points += instanceCount * count;\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tconsole.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\tfunction reset() {\n\n\t\trender.frame ++;\n\t\trender.calls = 0;\n\t\trender.triangles = 0;\n\t\trender.points = 0;\n\t\trender.lines = 0;\n\n\t}\n\n\treturn {\n\t\tmemory: memory,\n\t\trender: render,\n\t\tprograms: null,\n\t\tautoReset: true,\n\t\treset: reset,\n\t\tupdate: update\n\t};\n\n}\n\nfunction numericalSort( a, b ) {\n\n\treturn a[ 0 ] - b[ 0 ];\n\n}\n\nfunction absNumericalSort( a, b ) {\n\n\treturn Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );\n\n}\n\nfunction WebGLMorphtargets( gl ) {\n\n\tconst influencesList = {};\n\tconst morphInfluences = new Float32Array( 8 );\n\n\tconst workInfluences = [];\n\n\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\tworkInfluences[ i ] = [ i, 0 ];\n\n\t}\n\n\tfunction update( object, geometry, material, program ) {\n\n\t\tconst objectInfluences = object.morphTargetInfluences;\n\n\t\t// When object doesn't have morph target influences defined, we treat it as a 0-length array\n\t\t// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences\n\n\t\tconst length = objectInfluences === undefined ? 0 : objectInfluences.length;\n\n\t\tlet influences = influencesList[ geometry.id ];\n\n\t\tif ( influences === undefined ) {\n\n\t\t\t// initialise list\n\n\t\t\tinfluences = [];\n\n\t\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\t\tinfluences[ i ] = [ i, 0 ];\n\n\t\t\t}\n\n\t\t\tinfluencesList[ geometry.id ] = influences;\n\n\t\t}\n\n\t\t// Collect influences\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst influence = influences[ i ];\n\n\t\t\tinfluence[ 0 ] = i;\n\t\t\tinfluence[ 1 ] = objectInfluences[ i ];\n\n\t\t}\n\n\t\tinfluences.sort( absNumericalSort );\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tif ( i < length && influences[ i ][ 1 ] ) {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = influences[ i ][ 0 ];\n\t\t\t\tworkInfluences[ i ][ 1 ] = influences[ i ][ 1 ];\n\n\t\t\t} else {\n\n\t\t\t\tworkInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;\n\t\t\t\tworkInfluences[ i ][ 1 ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tworkInfluences.sort( numericalSort );\n\n\t\tconst morphTargets = material.morphTargets && geometry.morphAttributes.position;\n\t\tconst morphNormals = material.morphNormals && geometry.morphAttributes.normal;\n\n\t\tlet morphInfluencesSum = 0;\n\n\t\tfor ( let i = 0; i < 8; i ++ ) {\n\n\t\t\tconst influence = workInfluences[ i ];\n\t\t\tconst index = influence[ 0 ];\n\t\t\tconst value = influence[ 1 ];\n\n\t\t\tif ( index !== Number.MAX_SAFE_INTEGER && value ) {\n\n\t\t\t\tif ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {\n\n\t\t\t\t\tgeometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = value;\n\t\t\t\tmorphInfluencesSum += value;\n\n\t\t\t} else {\n\n\t\t\t\tif ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphTarget' + i );\n\n\t\t\t\t}\n\n\t\t\t\tif ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {\n\n\t\t\t\t\tgeometry.deleteAttribute( 'morphNormal' + i );\n\n\t\t\t\t}\n\n\t\t\t\tmorphInfluences[ i ] = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// GLSL shader uses formula baseinfluence * base + sum(target * influence)\n\t\t// This allows us to switch between absolute morphs and relative morphs without changing shader code\n\t\t// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)\n\t\tconst morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;\n\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );\n\t\tprogram.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update\n\n\t};\n\n}\n\nfunction WebGLObjects( gl, geometries, attributes, info ) {\n\n\tlet updateMap = new WeakMap();\n\n\tfunction update( object ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\tconst geometry = object.geometry;\n\t\tconst buffergeometry = geometries.get( object, geometry );\n\n\t\t// Update once per frame\n\n\t\tif ( updateMap.get( buffergeometry ) !== frame ) {\n\n\t\t\tif ( geometry.isGeometry ) {\n\n\t\t\t\tbuffergeometry.updateFromObject( object );\n\n\t\t\t}\n\n\t\t\tgeometries.update( buffergeometry );\n\n\t\t\tupdateMap.set( buffergeometry, frame );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\tif ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {\n\n\t\t\t\tobject.addEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\t\t}\n\n\t\t\tattributes.update( object.instanceMatrix, 34962 );\n\n\t\t\tif ( object.instanceColor !== null ) {\n\n\t\t\t\tattributes.update( object.instanceColor, 34962 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn buffergeometry;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tupdateMap = new WeakMap();\n\n\t}\n\n\tfunction onInstancedMeshDispose( event ) {\n\n\t\tconst instancedMesh = event.target;\n\n\t\tinstancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );\n\n\t\tattributes.remove( instancedMesh.instanceMatrix );\n\n\t\tif ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );\n\n\t}\n\n\treturn {\n\n\t\tupdate: update,\n\t\tdispose: dispose\n\n\t};\n\n}\n\nfunction DataTexture2DArray( data = null, width = 1, height = 1, depth = 1 ) {\n\n\tTexture.call( this, null );\n\n\tthis.image = { data, width, height, depth };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n}\n\nDataTexture2DArray.prototype = Object.create( Texture.prototype );\nDataTexture2DArray.prototype.constructor = DataTexture2DArray;\nDataTexture2DArray.prototype.isDataTexture2DArray = true;\n\nfunction DataTexture3D( data = null, width = 1, height = 1, depth = 1 ) {\n\n\t// We're going to add .setXXX() methods for setting properties later.\n\t// Users can still set in DataTexture3D directly.\n\t//\n\t//\tconst texture = new THREE.DataTexture3D( data, width, height, depth );\n\t// \ttexture.anisotropy = 16;\n\t//\n\t// See #14839\n\n\tTexture.call( this, null );\n\n\tthis.image = { data, width, height, depth };\n\n\tthis.magFilter = NearestFilter;\n\tthis.minFilter = NearestFilter;\n\n\tthis.wrapR = ClampToEdgeWrapping;\n\n\tthis.generateMipmaps = false;\n\tthis.flipY = false;\n\n\tthis.needsUpdate = true;\n\n\n}\n\nDataTexture3D.prototype = Object.create( Texture.prototype );\nDataTexture3D.prototype.constructor = DataTexture3D;\nDataTexture3D.prototype.isDataTexture3D = true;\n\n/**\n * Uniforms of a program.\n * Those form a tree structure with a special top-level container for the root,\n * which you get by calling 'new WebGLUniforms( gl, program )'.\n *\n *\n * Properties of inner nodes including the top-level container:\n *\n * .seq - array of nested uniforms\n * .map - nested uniforms by name\n *\n *\n * Methods of all nodes except the top-level container:\n *\n * .setValue( gl, value, [textures] )\n *\n * \t\tuploads a uniform value(s)\n * \tthe 'textures' parameter is needed for sampler uniforms\n *\n *\n * Static methods of the top-level container (textures factorizations):\n *\n * .upload( gl, seq, values, textures )\n *\n * \t\tsets uniforms in 'seq' to 'values[id].value'\n *\n * .seqWithValue( seq, values ) : filteredSeq\n *\n * \t\tfilters 'seq' entries with corresponding entry in values\n *\n *\n * Methods of the top-level container (textures factorizations):\n *\n * .setValue( gl, name, value, textures )\n *\n * \t\tsets uniform with name 'name' to 'value'\n *\n * .setOptional( gl, obj, prop )\n *\n * \t\tlike .set for an optional property of the object\n *\n */\n\nconst emptyTexture = new Texture();\nconst emptyTexture2dArray = new DataTexture2DArray();\nconst emptyTexture3d = new DataTexture3D();\nconst emptyCubeTexture = new CubeTexture();\n\n// --- Utilities ---\n\n// Array Caches (provide typed arrays for temporary by size)\n\nconst arrayCacheF32 = [];\nconst arrayCacheI32 = [];\n\n// Float32Array caches used for uploading Matrix uniforms\n\nconst mat4array = new Float32Array( 16 );\nconst mat3array = new Float32Array( 9 );\nconst mat2array = new Float32Array( 4 );\n\n// Flattening for arrays of vectors and matrices\n\nfunction flatten( array, nBlocks, blockSize ) {\n\n\tconst firstElem = array[ 0 ];\n\n\tif ( firstElem <= 0 || firstElem > 0 ) return array;\n\t// unoptimized: ! isNaN( firstElem )\n\t// see http://jacksondunstan.com/articles/983\n\n\tconst n = nBlocks * blockSize;\n\tlet r = arrayCacheF32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Float32Array( n );\n\t\tarrayCacheF32[ n ] = r;\n\n\t}\n\n\tif ( nBlocks !== 0 ) {\n\n\t\tfirstElem.toArray( r, 0 );\n\n\t\tfor ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {\n\n\t\t\toffset += blockSize;\n\t\t\tarray[ i ].toArray( r, offset );\n\n\t\t}\n\n\t}\n\n\treturn r;\n\n}\n\nfunction arraysEqual( a, b ) {\n\n\tif ( a.length !== b.length ) return false;\n\n\tfor ( let i = 0, l = a.length; i < l; i ++ ) {\n\n\t\tif ( a[ i ] !== b[ i ] ) return false;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction copyArray( a, b ) {\n\n\tfor ( let i = 0, l = b.length; i < l; i ++ ) {\n\n\t\ta[ i ] = b[ i ];\n\n\t}\n\n}\n\n// Texture unit allocation\n\nfunction allocTexUnits( textures, n ) {\n\n\tlet r = arrayCacheI32[ n ];\n\n\tif ( r === undefined ) {\n\n\t\tr = new Int32Array( n );\n\t\tarrayCacheI32[ n ] = r;\n\n\t}\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\tr[ i ] = textures.allocateTextureUnit();\n\n\t}\n\n\treturn r;\n\n}\n\n// --- Setters ---\n\n// Note: Defining these methods externally, because they come in a bunch\n// and this way their names minify.\n\n// Single scalar\n\nfunction setValueV1f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1f( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Single float vector (from flat array or THREE.VectorN)\n\nfunction setValueV2f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {\n\n\t\t\tgl.uniform2f( this.addr, v.x, v.y );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform2fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV3f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {\n\n\t\t\tgl.uniform3f( this.addr, v.x, v.y, v.z );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\n\t\t}\n\n\t} else if ( v.r !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {\n\n\t\t\tgl.uniform3f( this.addr, v.r, v.g, v.b );\n\n\t\t\tcache[ 0 ] = v.r;\n\t\t\tcache[ 1 ] = v.g;\n\t\t\tcache[ 2 ] = v.b;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform3fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\nfunction setValueV4f( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( v.x !== undefined ) {\n\n\t\tif ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {\n\n\t\t\tgl.uniform4f( this.addr, v.x, v.y, v.z, v.w );\n\n\t\t\tcache[ 0 ] = v.x;\n\t\t\tcache[ 1 ] = v.y;\n\t\t\tcache[ 2 ] = v.z;\n\t\t\tcache[ 3 ] = v.w;\n\n\t\t}\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniform4fv( this.addr, v );\n\n\t\tcopyArray( cache, v );\n\n\t}\n\n}\n\n// Single matrix (from flat array or MatrixN)\n\nfunction setValueM2( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix2fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat2array.set( elements );\n\n\t\tgl.uniformMatrix2fv( this.addr, false, mat2array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM3( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix3fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat3array.set( elements );\n\n\t\tgl.uniformMatrix3fv( this.addr, false, mat3array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\nfunction setValueM4( gl, v ) {\n\n\tconst cache = this.cache;\n\tconst elements = v.elements;\n\n\tif ( elements === undefined ) {\n\n\t\tif ( arraysEqual( cache, v ) ) return;\n\n\t\tgl.uniformMatrix4fv( this.addr, false, v );\n\n\t\tcopyArray( cache, v );\n\n\t} else {\n\n\t\tif ( arraysEqual( cache, elements ) ) return;\n\n\t\tmat4array.set( elements );\n\n\t\tgl.uniformMatrix4fv( this.addr, false, mat4array );\n\n\t\tcopyArray( cache, elements );\n\n\t}\n\n}\n\n// Single texture (2D / Cube)\n\nfunction setValueT1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTexture2D( v || emptyTexture, unit );\n\n}\n\nfunction setValueT2DArray1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture2DArray( v || emptyTexture2dArray, unit );\n\n}\n\nfunction setValueT3D1( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.setTexture3D( v || emptyTexture3d, unit );\n\n}\n\nfunction setValueT6( gl, v, textures ) {\n\n\tconst cache = this.cache;\n\tconst unit = textures.allocateTextureUnit();\n\n\tif ( cache[ 0 ] !== unit ) {\n\n\t\tgl.uniform1i( this.addr, unit );\n\t\tcache[ 0 ] = unit;\n\n\t}\n\n\ttextures.safeSetTextureCube( v || emptyCubeTexture, unit );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\n\nfunction setValueV1i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1i( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\nfunction setValueV2i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform2iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV3i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform3iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\nfunction setValueV4i( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( arraysEqual( cache, v ) ) return;\n\n\tgl.uniform4iv( this.addr, v );\n\n\tcopyArray( cache, v );\n\n}\n\n// uint\n\nfunction setValueV1ui( gl, v ) {\n\n\tconst cache = this.cache;\n\n\tif ( cache[ 0 ] === v ) return;\n\n\tgl.uniform1ui( this.addr, v );\n\n\tcache[ 0 ] = v;\n\n}\n\n// Helper to pick the right setter for the singular case\n\nfunction getSingularSetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1f; // FLOAT\n\t\tcase 0x8b50: return setValueV2f; // _VEC2\n\t\tcase 0x8b51: return setValueV3f; // _VEC3\n\t\tcase 0x8b52: return setValueV4f; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2; // _MAT2\n\t\tcase 0x8b5b: return setValueM3; // _MAT3\n\t\tcase 0x8b5c: return setValueM4; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2i; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3i; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4i; // _VEC4\n\n\t\tcase 0x1405: return setValueV1ui; // UINT\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1;\n\n\t\tcase 0x8b5f: // SAMPLER_3D\n\t\tcase 0x8dcb: // INT_SAMPLER_3D\n\t\tcase 0x8dd3: // UNSIGNED_INT_SAMPLER_3D\n\t\t\treturn setValueT3D1;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6;\n\n\t\tcase 0x8dc1: // SAMPLER_2D_ARRAY\n\t\tcase 0x8dcf: // INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY\n\t\tcase 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW\n\t\t\treturn setValueT2DArray1;\n\n\t}\n\n}\n\n// Array of scalars\nfunction setValueV1fArray( gl, v ) {\n\n\tgl.uniform1fv( this.addr, v );\n\n}\n\n// Integer / Boolean vectors or arrays thereof (always flat arrays)\nfunction setValueV1iArray( gl, v ) {\n\n\tgl.uniform1iv( this.addr, v );\n\n}\n\nfunction setValueV2iArray( gl, v ) {\n\n\tgl.uniform2iv( this.addr, v );\n\n}\n\nfunction setValueV3iArray( gl, v ) {\n\n\tgl.uniform3iv( this.addr, v );\n\n}\n\nfunction setValueV4iArray( gl, v ) {\n\n\tgl.uniform4iv( this.addr, v );\n\n}\n\n\n// Array of vectors (flat or from THREE classes)\n\nfunction setValueV2fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 2 );\n\n\tgl.uniform2fv( this.addr, data );\n\n}\n\nfunction setValueV3fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 3 );\n\n\tgl.uniform3fv( this.addr, data );\n\n}\n\nfunction setValueV4fArray( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniform4fv( this.addr, data );\n\n}\n\n// Array of matrices (flat or from THREE clases)\n\nfunction setValueM2Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 4 );\n\n\tgl.uniformMatrix2fv( this.addr, false, data );\n\n}\n\nfunction setValueM3Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 9 );\n\n\tgl.uniformMatrix3fv( this.addr, false, data );\n\n}\n\nfunction setValueM4Array( gl, v ) {\n\n\tconst data = flatten( v, this.size, 16 );\n\n\tgl.uniformMatrix4fv( this.addr, false, data );\n\n}\n\n// Array of textures (2D / Cube)\n\nfunction setValueT1Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );\n\n\t}\n\n}\n\nfunction setValueT6Array( gl, v, textures ) {\n\n\tconst n = v.length;\n\n\tconst units = allocTexUnits( textures, n );\n\n\tgl.uniform1iv( this.addr, units );\n\n\tfor ( let i = 0; i !== n; ++ i ) {\n\n\t\ttextures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );\n\n\t}\n\n}\n\n// Helper to pick the right setter for a pure (bottom-level) array\n\nfunction getPureArraySetter( type ) {\n\n\tswitch ( type ) {\n\n\t\tcase 0x1406: return setValueV1fArray; // FLOAT\n\t\tcase 0x8b50: return setValueV2fArray; // _VEC2\n\t\tcase 0x8b51: return setValueV3fArray; // _VEC3\n\t\tcase 0x8b52: return setValueV4fArray; // _VEC4\n\n\t\tcase 0x8b5a: return setValueM2Array; // _MAT2\n\t\tcase 0x8b5b: return setValueM3Array; // _MAT3\n\t\tcase 0x8b5c: return setValueM4Array; // _MAT4\n\n\t\tcase 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL\n\t\tcase 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2\n\t\tcase 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3\n\t\tcase 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4\n\n\t\tcase 0x8b5e: // SAMPLER_2D\n\t\tcase 0x8d66: // SAMPLER_EXTERNAL_OES\n\t\tcase 0x8dca: // INT_SAMPLER_2D\n\t\tcase 0x8dd2: // UNSIGNED_INT_SAMPLER_2D\n\t\tcase 0x8b62: // SAMPLER_2D_SHADOW\n\t\t\treturn setValueT1Array;\n\n\t\tcase 0x8b60: // SAMPLER_CUBE\n\t\tcase 0x8dcc: // INT_SAMPLER_CUBE\n\t\tcase 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE\n\t\tcase 0x8dc5: // SAMPLER_CUBE_SHADOW\n\t\t\treturn setValueT6Array;\n\n\t}\n\n}\n\n// --- Uniform Classes ---\n\nfunction SingleUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.setValue = getSingularSetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nfunction PureArrayUniform( id, activeInfo, addr ) {\n\n\tthis.id = id;\n\tthis.addr = addr;\n\tthis.cache = [];\n\tthis.size = activeInfo.size;\n\tthis.setValue = getPureArraySetter( activeInfo.type );\n\n\t// this.path = activeInfo.name; // DEBUG\n\n}\n\nPureArrayUniform.prototype.updateCache = function ( data ) {\n\n\tconst cache = this.cache;\n\n\tif ( data instanceof Float32Array && cache.length !== data.length ) {\n\n\t\tthis.cache = new Float32Array( data.length );\n\n\t}\n\n\tcopyArray( cache, data );\n\n};\n\nfunction StructuredUniform( id ) {\n\n\tthis.id = id;\n\n\tthis.seq = [];\n\tthis.map = {};\n\n}\n\nStructuredUniform.prototype.setValue = function ( gl, value, textures ) {\n\n\tconst seq = this.seq;\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tu.setValue( gl, value[ u.id ], textures );\n\n\t}\n\n};\n\n// --- Top-level ---\n\n// Parser - builds up the property tree from the path strings\n\nconst RePathPart = /(\\w+)(\\])?(\\[|\\.)?/g;\n\n// extracts\n// \t- the identifier (member name or array index)\n// - followed by an optional right bracket (found when array index)\n// - followed by an optional left bracket or dot (type of subscript)\n//\n// Note: These portions can be read in a non-overlapping fashion and\n// allow straightforward parsing of the hierarchy that WebGL encodes\n// in the uniform names.\n\nfunction addUniform( container, uniformObject ) {\n\n\tcontainer.seq.push( uniformObject );\n\tcontainer.map[ uniformObject.id ] = uniformObject;\n\n}\n\nfunction parseUniform( activeInfo, addr, container ) {\n\n\tconst path = activeInfo.name,\n\t\tpathLength = path.length;\n\n\t// reset RegExp object, because of the early exit of a previous run\n\tRePathPart.lastIndex = 0;\n\n\twhile ( true ) {\n\n\t\tconst match = RePathPart.exec( path ),\n\t\t\tmatchEnd = RePathPart.lastIndex;\n\n\t\tlet id = match[ 1 ];\n\t\tconst idIsIndex = match[ 2 ] === ']',\n\t\t\tsubscript = match[ 3 ];\n\n\t\tif ( idIsIndex ) id = id | 0; // convert to integer\n\n\t\tif ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {\n\n\t\t\t// bare name or \"pure\" bottom-level array \"[0]\" suffix\n\n\t\t\taddUniform( container, subscript === undefined ?\n\t\t\t\tnew SingleUniform( id, activeInfo, addr ) :\n\t\t\t\tnew PureArrayUniform( id, activeInfo, addr ) );\n\n\t\t\tbreak;\n\n\t\t} else {\n\n\t\t\t// step into inner node / create it in case it doesn't exist\n\n\t\t\tconst map = container.map;\n\t\t\tlet next = map[ id ];\n\n\t\t\tif ( next === undefined ) {\n\n\t\t\t\tnext = new StructuredUniform( id );\n\t\t\t\taddUniform( container, next );\n\n\t\t\t}\n\n\t\t\tcontainer = next;\n\n\t\t}\n\n\t}\n\n}\n\n// Root Container\n\nfunction WebGLUniforms( gl, program ) {\n\n\tthis.seq = [];\n\tthis.map = {};\n\n\tconst n = gl.getProgramParameter( program, 35718 );\n\n\tfor ( let i = 0; i < n; ++ i ) {\n\n\t\tconst info = gl.getActiveUniform( program, i ),\n\t\t\taddr = gl.getUniformLocation( program, info.name );\n\n\t\tparseUniform( info, addr, this );\n\n\t}\n\n}\n\nWebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {\n\n\tconst u = this.map[ name ];\n\n\tif ( u !== undefined ) u.setValue( gl, value, textures );\n\n};\n\nWebGLUniforms.prototype.setOptional = function ( gl, object, name ) {\n\n\tconst v = object[ name ];\n\n\tif ( v !== undefined ) this.setValue( gl, name, v );\n\n};\n\n\n// Static interface\n\nWebGLUniforms.upload = function ( gl, seq, values, textures ) {\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ],\n\t\t\tv = values[ u.id ];\n\n\t\tif ( v.needsUpdate !== false ) {\n\n\t\t\t// note: always updating when .needsUpdate is undefined\n\t\t\tu.setValue( gl, v.value, textures );\n\n\t\t}\n\n\t}\n\n};\n\nWebGLUniforms.seqWithValue = function ( seq, values ) {\n\n\tconst r = [];\n\n\tfor ( let i = 0, n = seq.length; i !== n; ++ i ) {\n\n\t\tconst u = seq[ i ];\n\t\tif ( u.id in values ) r.push( u );\n\n\t}\n\n\treturn r;\n\n};\n\nfunction WebGLShader( gl, type, string ) {\n\n\tconst shader = gl.createShader( type );\n\n\tgl.shaderSource( shader, string );\n\tgl.compileShader( shader );\n\n\treturn shader;\n\n}\n\nlet programIdCount = 0;\n\nfunction addLineNumbers( string ) {\n\n\tconst lines = string.split( '\\n' );\n\n\tfor ( let i = 0; i < lines.length; i ++ ) {\n\n\t\tlines[ i ] = ( i + 1 ) + ': ' + lines[ i ];\n\n\t}\n\n\treturn lines.join( '\\n' );\n\n}\n\nfunction getEncodingComponents( encoding ) {\n\n\tswitch ( encoding ) {\n\n\t\tcase LinearEncoding:\n\t\t\treturn [ 'Linear', '( value )' ];\n\t\tcase sRGBEncoding:\n\t\t\treturn [ 'sRGB', '( value )' ];\n\t\tcase RGBEEncoding:\n\t\t\treturn [ 'RGBE', '( value )' ];\n\t\tcase RGBM7Encoding:\n\t\t\treturn [ 'RGBM', '( value, 7.0 )' ];\n\t\tcase RGBM16Encoding:\n\t\t\treturn [ 'RGBM', '( value, 16.0 )' ];\n\t\tcase RGBDEncoding:\n\t\t\treturn [ 'RGBD', '( value, 256.0 )' ];\n\t\tcase GammaEncoding:\n\t\t\treturn [ 'Gamma', '( value, float( GAMMA_FACTOR ) )' ];\n\t\tcase LogLuvEncoding:\n\t\t\treturn [ 'LogLuv', '( value )' ];\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported encoding:', encoding );\n\t\t\treturn [ 'Linear', '( value )' ];\n\n\t}\n\n}\n\nfunction getShaderErrors( gl, shader, type ) {\n\n\tconst status = gl.getShaderParameter( shader, 35713 );\n\tconst log = gl.getShaderInfoLog( shader ).trim();\n\n\tif ( status && log === '' ) return '';\n\n\t// --enable-privileged-webgl-extension\n\t// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );\n\n\tconst source = gl.getShaderSource( shader );\n\n\treturn 'THREE.WebGLShader: gl.getShaderInfoLog() ' + type + '\\n' + log + addLineNumbers( source );\n\n}\n\nfunction getTexelDecodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return ' + components[ 0 ] + 'ToLinear' + components[ 1 ] + '; }';\n\n}\n\nfunction getTexelEncodingFunction( functionName, encoding ) {\n\n\tconst components = getEncodingComponents( encoding );\n\treturn 'vec4 ' + functionName + '( vec4 value ) { return LinearTo' + components[ 0 ] + components[ 1 ] + '; }';\n\n}\n\nfunction getToneMappingFunction( functionName, toneMapping ) {\n\n\tlet toneMappingName;\n\n\tswitch ( toneMapping ) {\n\n\t\tcase LinearToneMapping:\n\t\t\ttoneMappingName = 'Linear';\n\t\t\tbreak;\n\n\t\tcase ReinhardToneMapping:\n\t\t\ttoneMappingName = 'Reinhard';\n\t\t\tbreak;\n\n\t\tcase CineonToneMapping:\n\t\t\ttoneMappingName = 'OptimizedCineon';\n\t\t\tbreak;\n\n\t\tcase ACESFilmicToneMapping:\n\t\t\ttoneMappingName = 'ACESFilmic';\n\t\t\tbreak;\n\n\t\tcase CustomToneMapping:\n\t\t\ttoneMappingName = 'Custom';\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tconsole.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );\n\t\t\ttoneMappingName = 'Linear';\n\n\t}\n\n\treturn 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';\n\n}\n\nfunction generateExtensions( parameters ) {\n\n\tconst chunks = [\n\t\t( parameters.extensionDerivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.tangentSpaceNormalMap || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',\n\t\t( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',\n\t\t( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',\n\t\t( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''\n\t];\n\n\treturn chunks.filter( filterEmptyLine ).join( '\\n' );\n\n}\n\nfunction generateDefines( defines ) {\n\n\tconst chunks = [];\n\n\tfor ( const name in defines ) {\n\n\t\tconst value = defines[ name ];\n\n\t\tif ( value === false ) continue;\n\n\t\tchunks.push( '#define ' + name + ' ' + value );\n\n\t}\n\n\treturn chunks.join( '\\n' );\n\n}\n\nfunction fetchAttributeLocations( gl, program ) {\n\n\tconst attributes = {};\n\n\tconst n = gl.getProgramParameter( program, 35721 );\n\n\tfor ( let i = 0; i < n; i ++ ) {\n\n\t\tconst info = gl.getActiveAttrib( program, i );\n\t\tconst name = info.name;\n\n\t\t// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );\n\n\t\tattributes[ name ] = gl.getAttribLocation( program, name );\n\n\t}\n\n\treturn attributes;\n\n}\n\nfunction filterEmptyLine( string ) {\n\n\treturn string !== '';\n\n}\n\nfunction replaceLightNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )\n\t\t.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )\n\t\t.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )\n\t\t.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )\n\t\t.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )\n\t\t.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )\n\t\t.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )\n\t\t.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );\n\n}\n\nfunction replaceClippingPlaneNums( string, parameters ) {\n\n\treturn string\n\t\t.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )\n\t\t.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );\n\n}\n\n// Resolve Includes\n\nconst includePattern = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\n\nfunction resolveIncludes( string ) {\n\n\treturn string.replace( includePattern, includeReplacer );\n\n}\n\nfunction includeReplacer( match, include ) {\n\n\tconst string = ShaderChunk[ include ];\n\n\tif ( string === undefined ) {\n\n\t\tthrow new Error( 'Can not resolve #include <' + include + '>' );\n\n\t}\n\n\treturn resolveIncludes( string );\n\n}\n\n// Unroll Loops\n\nconst deprecatedUnrollLoopPattern = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g;\nconst unrollLoopPattern = /#pragma unroll_loop_start\\s+for\\s*\\(\\s*int\\s+i\\s*=\\s*(\\d+)\\s*;\\s*i\\s*<\\s*(\\d+)\\s*;\\s*i\\s*\\+\\+\\s*\\)\\s*{([\\s\\S]+?)}\\s+#pragma unroll_loop_end/g;\n\nfunction unrollLoops( string ) {\n\n\treturn string\n\t\t.replace( unrollLoopPattern, loopReplacer )\n\t\t.replace( deprecatedUnrollLoopPattern, deprecatedLoopReplacer );\n\n}\n\nfunction deprecatedLoopReplacer( match, start, end, snippet ) {\n\n\tconsole.warn( 'WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.' );\n\treturn loopReplacer( match, start, end, snippet );\n\n}\n\nfunction loopReplacer( match, start, end, snippet ) {\n\n\tlet string = '';\n\n\tfor ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {\n\n\t\tstring += snippet\n\t\t\t.replace( /\\[\\s*i\\s*\\]/g, '[ ' + i + ' ]' )\n\t\t\t.replace( /UNROLLED_LOOP_INDEX/g, i );\n\n\t}\n\n\treturn string;\n\n}\n\n//\n\nfunction generatePrecision( parameters ) {\n\n\tlet precisionstring = 'precision ' + parameters.precision + ' float;\\nprecision ' + parameters.precision + ' int;';\n\n\tif ( parameters.precision === 'highp' ) {\n\n\t\tprecisionstring += '\\n#define HIGH_PRECISION';\n\n\t} else if ( parameters.precision === 'mediump' ) {\n\n\t\tprecisionstring += '\\n#define MEDIUM_PRECISION';\n\n\t} else if ( parameters.precision === 'lowp' ) {\n\n\t\tprecisionstring += '\\n#define LOW_PRECISION';\n\n\t}\n\n\treturn precisionstring;\n\n}\n\nfunction generateShadowMapTypeDefine( parameters ) {\n\n\tlet shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';\n\n\tif ( parameters.shadowMapType === PCFShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';\n\n\t} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';\n\n\t} else if ( parameters.shadowMapType === VSMShadowMap ) {\n\n\t\tshadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';\n\n\t}\n\n\treturn shadowMapTypeDefine;\n\n}\n\nfunction generateEnvMapTypeDefine( parameters ) {\n\n\tlet envMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeReflectionMapping:\n\t\t\tcase CubeRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE';\n\t\t\t\tbreak;\n\n\t\t\tcase CubeUVReflectionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\t\t\t\tenvMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapTypeDefine;\n\n}\n\nfunction generateEnvMapModeDefine( parameters ) {\n\n\tlet envMapModeDefine = 'ENVMAP_MODE_REFLECTION';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.envMapMode ) {\n\n\t\t\tcase CubeRefractionMapping:\n\t\t\tcase CubeUVRefractionMapping:\n\n\t\t\t\tenvMapModeDefine = 'ENVMAP_MODE_REFRACTION';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapModeDefine;\n\n}\n\nfunction generateEnvMapBlendingDefine( parameters ) {\n\n\tlet envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';\n\n\tif ( parameters.envMap ) {\n\n\t\tswitch ( parameters.combine ) {\n\n\t\t\tcase MultiplyOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';\n\t\t\t\tbreak;\n\n\t\t\tcase MixOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_MIX';\n\t\t\t\tbreak;\n\n\t\t\tcase AddOperation:\n\t\t\t\tenvMapBlendingDefine = 'ENVMAP_BLENDING_ADD';\n\t\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n\treturn envMapBlendingDefine;\n\n}\n\nfunction WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {\n\n\tconst gl = renderer.getContext();\n\n\tconst defines = parameters.defines;\n\n\tlet vertexShader = parameters.vertexShader;\n\tlet fragmentShader = parameters.fragmentShader;\n\n\tconst shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );\n\tconst envMapTypeDefine = generateEnvMapTypeDefine( parameters );\n\tconst envMapModeDefine = generateEnvMapModeDefine( parameters );\n\tconst envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );\n\n\n\tconst gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;\n\n\tconst customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters );\n\n\tconst customDefines = generateDefines( defines );\n\n\tconst program = gl.createProgram();\n\n\tlet prefixVertex, prefixFragment;\n\tlet versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\\n' : '';\n\n\tif ( parameters.isRawShaderMaterial ) {\n\n\t\tprefixVertex = [\n\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixVertex.length > 0 ) {\n\n\t\t\tprefixVertex += '\\n';\n\n\t\t}\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\t\t\tcustomDefines\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tif ( prefixFragment.length > 0 ) {\n\n\t\t\tprefixFragment += '\\n';\n\n\t\t}\n\n\t} else {\n\n\t\tprefixVertex = [\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.instancing ? '#define USE_INSTANCING' : '',\n\t\t\tparameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',\n\n\t\t\tparameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t'#define MAX_BONES ' + parameters.maxBones,\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.skinning ? '#define USE_SKINNING' : '',\n\t\t\tparameters.useVertexTexture ? '#define BONE_TEXTURE' : '',\n\n\t\t\tparameters.morphTargets ? '#define USE_MORPHTARGETS' : '',\n\t\t\tparameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t'uniform mat4 modelMatrix;',\n\t\t\t'uniform mat4 modelViewMatrix;',\n\t\t\t'uniform mat4 projectionMatrix;',\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform mat3 normalMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t'#ifdef USE_INSTANCING',\n\n\t\t\t'\tattribute mat4 instanceMatrix;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_INSTANCING_COLOR',\n\n\t\t\t'\tattribute vec3 instanceColor;',\n\n\t\t\t'#endif',\n\n\t\t\t'attribute vec3 position;',\n\t\t\t'attribute vec3 normal;',\n\t\t\t'attribute vec2 uv;',\n\n\t\t\t'#ifdef USE_TANGENT',\n\n\t\t\t'\tattribute vec4 tangent;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_COLOR',\n\n\t\t\t'\tattribute vec3 color;',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_MORPHTARGETS',\n\n\t\t\t'\tattribute vec3 morphTarget0;',\n\t\t\t'\tattribute vec3 morphTarget1;',\n\t\t\t'\tattribute vec3 morphTarget2;',\n\t\t\t'\tattribute vec3 morphTarget3;',\n\n\t\t\t'\t#ifdef USE_MORPHNORMALS',\n\n\t\t\t'\t\tattribute vec3 morphNormal0;',\n\t\t\t'\t\tattribute vec3 morphNormal1;',\n\t\t\t'\t\tattribute vec3 morphNormal2;',\n\t\t\t'\t\tattribute vec3 morphNormal3;',\n\n\t\t\t'\t#else',\n\n\t\t\t'\t\tattribute vec3 morphTarget4;',\n\t\t\t'\t\tattribute vec3 morphTarget5;',\n\t\t\t'\t\tattribute vec3 morphTarget6;',\n\t\t\t'\t\tattribute vec3 morphTarget7;',\n\n\t\t\t'\t#endif',\n\n\t\t\t'#endif',\n\n\t\t\t'#ifdef USE_SKINNING',\n\n\t\t\t'\tattribute vec4 skinIndex;',\n\t\t\t'\tattribute vec4 skinWeight;',\n\n\t\t\t'#endif',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t\tprefixFragment = [\n\n\t\t\tcustomExtensions,\n\n\t\t\tgeneratePrecision( parameters ),\n\n\t\t\t'#define SHADER_NAME ' + parameters.shaderName,\n\n\t\t\tcustomDefines,\n\n\t\t\tparameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer\n\n\t\t\t'#define GAMMA_FACTOR ' + gammaFactorDefine,\n\n\t\t\t( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',\n\t\t\t( parameters.useFog && parameters.fogExp2 ) ? '#define FOG_EXP2' : '',\n\n\t\t\tparameters.map ? '#define USE_MAP' : '',\n\t\t\tparameters.matcap ? '#define USE_MATCAP' : '',\n\t\t\tparameters.envMap ? '#define USE_ENVMAP' : '',\n\t\t\tparameters.envMap ? '#define ' + envMapTypeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapModeDefine : '',\n\t\t\tparameters.envMap ? '#define ' + envMapBlendingDefine : '',\n\t\t\tparameters.lightMap ? '#define USE_LIGHTMAP' : '',\n\t\t\tparameters.aoMap ? '#define USE_AOMAP' : '',\n\t\t\tparameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',\n\t\t\tparameters.bumpMap ? '#define USE_BUMPMAP' : '',\n\t\t\tparameters.normalMap ? '#define USE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',\n\t\t\t( parameters.normalMap && parameters.tangentSpaceNormalMap ) ? '#define TANGENTSPACE_NORMALMAP' : '',\n\t\t\tparameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',\n\t\t\tparameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',\n\t\t\tparameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',\n\t\t\tparameters.specularMap ? '#define USE_SPECULARMAP' : '',\n\t\t\tparameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',\n\t\t\tparameters.metalnessMap ? '#define USE_METALNESSMAP' : '',\n\t\t\tparameters.alphaMap ? '#define USE_ALPHAMAP' : '',\n\n\t\t\tparameters.sheen ? '#define USE_SHEEN' : '',\n\t\t\tparameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',\n\n\t\t\tparameters.vertexTangents ? '#define USE_TANGENT' : '',\n\t\t\tparameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '',\n\t\t\tparameters.vertexUvs ? '#define USE_UV' : '',\n\t\t\tparameters.uvsVertexOnly ? '#define UVS_VERTEX_ONLY' : '',\n\n\t\t\tparameters.gradientMap ? '#define USE_GRADIENTMAP' : '',\n\n\t\t\tparameters.flatShading ? '#define FLAT_SHADED' : '',\n\n\t\t\tparameters.doubleSided ? '#define DOUBLE_SIDED' : '',\n\t\t\tparameters.flipSided ? '#define FLIP_SIDED' : '',\n\n\t\t\tparameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',\n\t\t\tparameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',\n\n\t\t\tparameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',\n\n\t\t\tparameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',\n\n\t\t\tparameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',\n\t\t\t( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',\n\n\t\t\t( ( parameters.extensionShaderTextureLOD || parameters.envMap ) && parameters.rendererExtensionShaderTextureLod ) ? '#define TEXTURE_LOD_EXT' : '',\n\n\t\t\t'uniform mat4 viewMatrix;',\n\t\t\t'uniform vec3 cameraPosition;',\n\t\t\t'uniform bool isOrthographic;',\n\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below\n\t\t\t( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',\n\n\t\t\tparameters.dithering ? '#define DITHERING' : '',\n\n\t\t\tShaderChunk[ 'encodings_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below\n\t\t\tparameters.map ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',\n\t\t\tparameters.matcap ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',\n\t\t\tparameters.envMap ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',\n\t\t\tparameters.emissiveMap ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',\n\t\t\tparameters.lightMap ? getTexelDecodingFunction( 'lightMapTexelToLinear', parameters.lightMapEncoding ) : '',\n\t\t\tgetTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ),\n\n\t\t\tparameters.depthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',\n\n\t\t\t'\\n'\n\n\t\t].filter( filterEmptyLine ).join( '\\n' );\n\n\t}\n\n\tvertexShader = resolveIncludes( vertexShader );\n\tvertexShader = replaceLightNums( vertexShader, parameters );\n\tvertexShader = replaceClippingPlaneNums( vertexShader, parameters );\n\n\tfragmentShader = resolveIncludes( fragmentShader );\n\tfragmentShader = replaceLightNums( fragmentShader, parameters );\n\tfragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );\n\n\tvertexShader = unrollLoops( vertexShader );\n\tfragmentShader = unrollLoops( fragmentShader );\n\n\tif ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) {\n\n\t\t// GLSL 3.0 conversion for built-in materials and ShaderMaterial\n\n\t\tversionString = '#version 300 es\\n';\n\n\t\tprefixVertex = [\n\t\t\t'#define attribute in',\n\t\t\t'#define varying out',\n\t\t\t'#define texture2D texture'\n\t\t].join( '\\n' ) + '\\n' + prefixVertex;\n\n\t\tprefixFragment = [\n\t\t\t'#define varying in',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : 'out highp vec4 pc_fragColor;',\n\t\t\t( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',\n\t\t\t'#define gl_FragDepthEXT gl_FragDepth',\n\t\t\t'#define texture2D texture',\n\t\t\t'#define textureCube texture',\n\t\t\t'#define texture2DProj textureProj',\n\t\t\t'#define texture2DLodEXT textureLod',\n\t\t\t'#define texture2DProjLodEXT textureProjLod',\n\t\t\t'#define textureCubeLodEXT textureLod',\n\t\t\t'#define texture2DGradEXT textureGrad',\n\t\t\t'#define texture2DProjGradEXT textureProjGrad',\n\t\t\t'#define textureCubeGradEXT textureGrad'\n\t\t].join( '\\n' ) + '\\n' + prefixFragment;\n\n\t}\n\n\tconst vertexGlsl = versionString + prefixVertex + vertexShader;\n\tconst fragmentGlsl = versionString + prefixFragment + fragmentShader;\n\n\t// console.log( '*VERTEX*', vertexGlsl );\n\t// console.log( '*FRAGMENT*', fragmentGlsl );\n\n\tconst glVertexShader = WebGLShader( gl, 35633, vertexGlsl );\n\tconst glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );\n\n\tgl.attachShader( program, glVertexShader );\n\tgl.attachShader( program, glFragmentShader );\n\n\t// Force a particular attribute to index 0.\n\n\tif ( parameters.index0AttributeName !== undefined ) {\n\n\t\tgl.bindAttribLocation( program, 0, parameters.index0AttributeName );\n\n\t} else if ( parameters.morphTargets === true ) {\n\n\t\t// programs with morphTargets displace position out of attribute 0\n\t\tgl.bindAttribLocation( program, 0, 'position' );\n\n\t}\n\n\tgl.linkProgram( program );\n\n\t// check for link errors\n\tif ( renderer.debug.checkShaderErrors ) {\n\n\t\tconst programLog = gl.getProgramInfoLog( program ).trim();\n\t\tconst vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();\n\t\tconst fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();\n\n\t\tlet runnable = true;\n\t\tlet haveDiagnostics = true;\n\n\t\tif ( gl.getProgramParameter( program, 35714 ) === false ) {\n\n\t\t\trunnable = false;\n\n\t\t\tconst vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );\n\t\t\tconst fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );\n\n\t\t\tconsole.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), 'gl.getProgramInfoLog', programLog, vertexErrors, fragmentErrors );\n\n\t\t} else if ( programLog !== '' ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );\n\n\t\t} else if ( vertexLog === '' || fragmentLog === '' ) {\n\n\t\t\thaveDiagnostics = false;\n\n\t\t}\n\n\t\tif ( haveDiagnostics ) {\n\n\t\t\tthis.diagnostics = {\n\n\t\t\t\trunnable: runnable,\n\n\t\t\t\tprogramLog: programLog,\n\n\t\t\t\tvertexShader: {\n\n\t\t\t\t\tlog: vertexLog,\n\t\t\t\t\tprefix: prefixVertex\n\n\t\t\t\t},\n\n\t\t\t\tfragmentShader: {\n\n\t\t\t\t\tlog: fragmentLog,\n\t\t\t\t\tprefix: prefixFragment\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t}\n\n\t// Clean up\n\n\t// Crashes in iOS9 and iOS10. #18402\n\t// gl.detachShader( program, glVertexShader );\n\t// gl.detachShader( program, glFragmentShader );\n\n\tgl.deleteShader( glVertexShader );\n\tgl.deleteShader( glFragmentShader );\n\n\t// set up caching for uniform locations\n\n\tlet cachedUniforms;\n\n\tthis.getUniforms = function () {\n\n\t\tif ( cachedUniforms === undefined ) {\n\n\t\t\tcachedUniforms = new WebGLUniforms( gl, program );\n\n\t\t}\n\n\t\treturn cachedUniforms;\n\n\t};\n\n\t// set up caching for attribute locations\n\n\tlet cachedAttributes;\n\n\tthis.getAttributes = function () {\n\n\t\tif ( cachedAttributes === undefined ) {\n\n\t\t\tcachedAttributes = fetchAttributeLocations( gl, program );\n\n\t\t}\n\n\t\treturn cachedAttributes;\n\n\t};\n\n\t// free resource\n\n\tthis.destroy = function () {\n\n\t\tbindingStates.releaseStatesOfProgram( this );\n\n\t\tgl.deleteProgram( program );\n\t\tthis.program = undefined;\n\n\t};\n\n\t//\n\n\tthis.name = parameters.shaderName;\n\tthis.id = programIdCount ++;\n\tthis.cacheKey = cacheKey;\n\tthis.usedTimes = 1;\n\tthis.program = program;\n\tthis.vertexShader = glVertexShader;\n\tthis.fragmentShader = glFragmentShader;\n\n\treturn this;\n\n}\n\nfunction WebGLPrograms( renderer, cubemaps, extensions, capabilities, bindingStates, clipping ) {\n\n\tconst programs = [];\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;\n\tconst floatVertexTextures = capabilities.floatVertexTextures;\n\tconst maxVertexUniforms = capabilities.maxVertexUniforms;\n\tconst vertexTextures = capabilities.vertexTextures;\n\n\tlet precision = capabilities.precision;\n\n\tconst shaderIDs = {\n\t\tMeshDepthMaterial: 'depth',\n\t\tMeshDistanceMaterial: 'distanceRGBA',\n\t\tMeshNormalMaterial: 'normal',\n\t\tMeshBasicMaterial: 'basic',\n\t\tMeshLambertMaterial: 'lambert',\n\t\tMeshPhongMaterial: 'phong',\n\t\tMeshToonMaterial: 'toon',\n\t\tMeshStandardMaterial: 'physical',\n\t\tMeshPhysicalMaterial: 'physical',\n\t\tMeshMatcapMaterial: 'matcap',\n\t\tLineBasicMaterial: 'basic',\n\t\tLineDashedMaterial: 'dashed',\n\t\tPointsMaterial: 'points',\n\t\tShadowMaterial: 'shadow',\n\t\tSpriteMaterial: 'sprite'\n\t};\n\n\tconst parameterNames = [\n\t\t'precision', 'isWebGL2', 'supportsVertexTextures', 'outputEncoding', 'instancing', 'instancingColor',\n\t\t'map', 'mapEncoding', 'matcap', 'matcapEncoding', 'envMap', 'envMapMode', 'envMapEncoding', 'envMapCubeUV',\n\t\t'lightMap', 'lightMapEncoding', 'aoMap', 'emissiveMap', 'emissiveMapEncoding', 'bumpMap', 'normalMap', 'objectSpaceNormalMap', 'tangentSpaceNormalMap', 'clearcoatMap', 'clearcoatRoughnessMap', 'clearcoatNormalMap', 'displacementMap', 'specularMap',\n\t\t'roughnessMap', 'metalnessMap', 'gradientMap',\n\t\t'alphaMap', 'combine', 'vertexColors', 'vertexTangents', 'vertexUvs', 'uvsVertexOnly', 'fog', 'useFog', 'fogExp2',\n\t\t'flatShading', 'sizeAttenuation', 'logarithmicDepthBuffer', 'skinning',\n\t\t'maxBones', 'useVertexTexture', 'morphTargets', 'morphNormals',\n\t\t'maxMorphTargets', 'maxMorphNormals', 'premultipliedAlpha',\n\t\t'numDirLights', 'numPointLights', 'numSpotLights', 'numHemiLights', 'numRectAreaLights',\n\t\t'numDirLightShadows', 'numPointLightShadows', 'numSpotLightShadows',\n\t\t'shadowMapEnabled', 'shadowMapType', 'toneMapping', 'physicallyCorrectLights',\n\t\t'alphaTest', 'doubleSided', 'flipSided', 'numClippingPlanes', 'numClipIntersection', 'depthPacking', 'dithering',\n\t\t'sheen', 'transmissionMap'\n\t];\n\n\tfunction getMaxBones( object ) {\n\n\t\tconst skeleton = object.skeleton;\n\t\tconst bones = skeleton.bones;\n\n\t\tif ( floatVertexTextures ) {\n\n\t\t\treturn 1024;\n\n\t\t} else {\n\n\t\t\t// default for when object is not specified\n\t\t\t// ( for example when prebuilding shader to be used with multiple objects )\n\t\t\t//\n\t\t\t// - leave some extra space for other uniforms\n\t\t\t// - limit here is ANGLE's 254 max uniform vectors\n\t\t\t// (up to 54 should be safe)\n\n\t\t\tconst nVertexUniforms = maxVertexUniforms;\n\t\t\tconst nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );\n\n\t\t\tconst maxBones = Math.min( nVertexMatrices, bones.length );\n\n\t\t\tif ( maxBones < bones.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );\n\t\t\t\treturn 0;\n\n\t\t\t}\n\n\t\t\treturn maxBones;\n\n\t\t}\n\n\t}\n\n\tfunction getTextureEncodingFromMap( map ) {\n\n\t\tlet encoding;\n\n\t\tif ( map && map.isTexture ) {\n\n\t\t\tencoding = map.encoding;\n\n\t\t} else if ( map && map.isWebGLRenderTarget ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLPrograms.getTextureEncodingFromMap: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\tencoding = map.texture.encoding;\n\n\t\t} else {\n\n\t\t\tencoding = LinearEncoding;\n\n\t\t}\n\n\t\treturn encoding;\n\n\t}\n\n\tfunction getParameters( material, lights, shadows, scene, object ) {\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\n\t\t// heuristics to create shader parameters according to lights in the scene\n\t\t// (not to blow over maxLights budget)\n\n\t\tconst maxBones = object.isSkinnedMesh ? getMaxBones( object ) : 0;\n\n\t\tif ( material.precision !== null ) {\n\n\t\t\tprecision = capabilities.getMaxPrecision( material.precision );\n\n\t\t\tif ( precision !== material.precision ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet vertexShader, fragmentShader;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\n\t\t\tvertexShader = shader.vertexShader;\n\t\t\tfragmentShader = shader.fragmentShader;\n\n\t\t} else {\n\n\t\t\tvertexShader = material.vertexShader;\n\t\t\tfragmentShader = material.fragmentShader;\n\n\t\t}\n\n\t\tconst currentRenderTarget = renderer.getRenderTarget();\n\n\t\tconst parameters = {\n\n\t\t\tisWebGL2: isWebGL2,\n\n\t\t\tshaderID: shaderID,\n\t\t\tshaderName: material.type,\n\n\t\t\tvertexShader: vertexShader,\n\t\t\tfragmentShader: fragmentShader,\n\t\t\tdefines: material.defines,\n\n\t\t\tisRawShaderMaterial: material.isRawShaderMaterial === true,\n\t\t\tglslVersion: material.glslVersion,\n\n\t\t\tprecision: precision,\n\n\t\t\tinstancing: object.isInstancedMesh === true,\n\t\t\tinstancingColor: object.isInstancedMesh === true && object.instanceColor !== null,\n\n\t\t\tsupportsVertexTextures: vertexTextures,\n\t\t\toutputEncoding: ( currentRenderTarget !== null ) ? getTextureEncodingFromMap( currentRenderTarget.texture ) : renderer.outputEncoding,\n\t\t\tmap: !! material.map,\n\t\t\tmapEncoding: getTextureEncodingFromMap( material.map ),\n\t\t\tmatcap: !! material.matcap,\n\t\t\tmatcapEncoding: getTextureEncodingFromMap( material.matcap ),\n\t\t\tenvMap: !! envMap,\n\t\t\tenvMapMode: envMap && envMap.mapping,\n\t\t\tenvMapEncoding: getTextureEncodingFromMap( envMap ),\n\t\t\tenvMapCubeUV: ( !! envMap ) && ( ( envMap.mapping === CubeUVReflectionMapping ) || ( envMap.mapping === CubeUVRefractionMapping ) ),\n\t\t\tlightMap: !! material.lightMap,\n\t\t\tlightMapEncoding: getTextureEncodingFromMap( material.lightMap ),\n\t\t\taoMap: !! material.aoMap,\n\t\t\temissiveMap: !! material.emissiveMap,\n\t\t\temissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap ),\n\t\t\tbumpMap: !! material.bumpMap,\n\t\t\tnormalMap: !! material.normalMap,\n\t\t\tobjectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,\n\t\t\ttangentSpaceNormalMap: material.normalMapType === TangentSpaceNormalMap,\n\t\t\tclearcoatMap: !! material.clearcoatMap,\n\t\t\tclearcoatRoughnessMap: !! material.clearcoatRoughnessMap,\n\t\t\tclearcoatNormalMap: !! material.clearcoatNormalMap,\n\t\t\tdisplacementMap: !! material.displacementMap,\n\t\t\troughnessMap: !! material.roughnessMap,\n\t\t\tmetalnessMap: !! material.metalnessMap,\n\t\t\tspecularMap: !! material.specularMap,\n\t\t\talphaMap: !! material.alphaMap,\n\n\t\t\tgradientMap: !! material.gradientMap,\n\n\t\t\tsheen: !! material.sheen,\n\n\t\t\ttransmissionMap: !! material.transmissionMap,\n\n\t\t\tcombine: material.combine,\n\n\t\t\tvertexTangents: ( material.normalMap && material.vertexTangents ),\n\t\t\tvertexColors: material.vertexColors,\n\t\t\tvertexUvs: !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatMap || !! material.clearcoatRoughnessMap || !! material.clearcoatNormalMap || !! material.displacementMap || !! material.transmissionMap,\n\t\t\tuvsVertexOnly: ! ( !! material.map || !! material.bumpMap || !! material.normalMap || !! material.specularMap || !! material.alphaMap || !! material.emissiveMap || !! material.roughnessMap || !! material.metalnessMap || !! material.clearcoatNormalMap || !! material.transmissionMap ) && !! material.displacementMap,\n\n\t\t\tfog: !! fog,\n\t\t\tuseFog: material.fog,\n\t\t\tfogExp2: ( fog && fog.isFogExp2 ),\n\n\t\t\tflatShading: material.flatShading,\n\n\t\t\tsizeAttenuation: material.sizeAttenuation,\n\t\t\tlogarithmicDepthBuffer: logarithmicDepthBuffer,\n\n\t\t\tskinning: material.skinning && maxBones > 0,\n\t\t\tmaxBones: maxBones,\n\t\t\tuseVertexTexture: floatVertexTextures,\n\n\t\t\tmorphTargets: material.morphTargets,\n\t\t\tmorphNormals: material.morphNormals,\n\t\t\tmaxMorphTargets: renderer.maxMorphTargets,\n\t\t\tmaxMorphNormals: renderer.maxMorphNormals,\n\n\t\t\tnumDirLights: lights.directional.length,\n\t\t\tnumPointLights: lights.point.length,\n\t\t\tnumSpotLights: lights.spot.length,\n\t\t\tnumRectAreaLights: lights.rectArea.length,\n\t\t\tnumHemiLights: lights.hemi.length,\n\n\t\t\tnumDirLightShadows: lights.directionalShadowMap.length,\n\t\t\tnumPointLightShadows: lights.pointShadowMap.length,\n\t\t\tnumSpotLightShadows: lights.spotShadowMap.length,\n\n\t\t\tnumClippingPlanes: clipping.numPlanes,\n\t\t\tnumClipIntersection: clipping.numIntersection,\n\n\t\t\tdithering: material.dithering,\n\n\t\t\tshadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,\n\t\t\tshadowMapType: renderer.shadowMap.type,\n\n\t\t\ttoneMapping: material.toneMapped ? renderer.toneMapping : NoToneMapping,\n\t\t\tphysicallyCorrectLights: renderer.physicallyCorrectLights,\n\n\t\t\tpremultipliedAlpha: material.premultipliedAlpha,\n\n\t\t\talphaTest: material.alphaTest,\n\t\t\tdoubleSided: material.side === DoubleSide,\n\t\t\tflipSided: material.side === BackSide,\n\n\t\t\tdepthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false,\n\n\t\t\tindex0AttributeName: material.index0AttributeName,\n\n\t\t\textensionDerivatives: material.extensions && material.extensions.derivatives,\n\t\t\textensionFragDepth: material.extensions && material.extensions.fragDepth,\n\t\t\textensionDrawBuffers: material.extensions && material.extensions.drawBuffers,\n\t\t\textensionShaderTextureLOD: material.extensions && material.extensions.shaderTextureLOD,\n\n\t\t\trendererExtensionFragDepth: isWebGL2 || extensions.has( 'EXT_frag_depth' ),\n\t\t\trendererExtensionDrawBuffers: isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ),\n\t\t\trendererExtensionShaderTextureLod: isWebGL2 || extensions.has( 'EXT_shader_texture_lod' ),\n\n\t\t\tcustomProgramCacheKey: material.customProgramCacheKey()\n\n\t\t};\n\n\t\treturn parameters;\n\n\t}\n\n\tfunction getProgramCacheKey( parameters ) {\n\n\t\tconst array = [];\n\n\t\tif ( parameters.shaderID ) {\n\n\t\t\tarray.push( parameters.shaderID );\n\n\t\t} else {\n\n\t\t\tarray.push( parameters.fragmentShader );\n\t\t\tarray.push( parameters.vertexShader );\n\n\t\t}\n\n\t\tif ( parameters.defines !== undefined ) {\n\n\t\t\tfor ( const name in parameters.defines ) {\n\n\t\t\t\tarray.push( name );\n\t\t\t\tarray.push( parameters.defines[ name ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( parameters.isRawShaderMaterial === false ) {\n\n\t\t\tfor ( let i = 0; i < parameterNames.length; i ++ ) {\n\n\t\t\t\tarray.push( parameters[ parameterNames[ i ] ] );\n\n\t\t\t}\n\n\t\t\tarray.push( renderer.outputEncoding );\n\t\t\tarray.push( renderer.gammaFactor );\n\n\t\t}\n\n\t\tarray.push( parameters.customProgramCacheKey );\n\n\t\treturn array.join();\n\n\t}\n\n\tfunction getUniforms( material ) {\n\n\t\tconst shaderID = shaderIDs[ material.type ];\n\t\tlet uniforms;\n\n\t\tif ( shaderID ) {\n\n\t\t\tconst shader = ShaderLib[ shaderID ];\n\t\t\tuniforms = UniformsUtils.clone( shader.uniforms );\n\n\t\t} else {\n\n\t\t\tuniforms = material.uniforms;\n\n\t\t}\n\n\t\treturn uniforms;\n\n\t}\n\n\tfunction acquireProgram( parameters, cacheKey ) {\n\n\t\tlet program;\n\n\t\t// Check if code has been already compiled\n\t\tfor ( let p = 0, pl = programs.length; p < pl; p ++ ) {\n\n\t\t\tconst preexistingProgram = programs[ p ];\n\n\t\t\tif ( preexistingProgram.cacheKey === cacheKey ) {\n\n\t\t\t\tprogram = preexistingProgram;\n\t\t\t\t++ program.usedTimes;\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( program === undefined ) {\n\n\t\t\tprogram = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );\n\t\t\tprograms.push( program );\n\n\t\t}\n\n\t\treturn program;\n\n\t}\n\n\tfunction releaseProgram( program ) {\n\n\t\tif ( -- program.usedTimes === 0 ) {\n\n\t\t\t// Remove from unordered set\n\t\t\tconst i = programs.indexOf( program );\n\t\t\tprograms[ i ] = programs[ programs.length - 1 ];\n\t\t\tprograms.pop();\n\n\t\t\t// Free WebGL resources\n\t\t\tprogram.destroy();\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tgetParameters: getParameters,\n\t\tgetProgramCacheKey: getProgramCacheKey,\n\t\tgetUniforms: getUniforms,\n\t\tacquireProgram: acquireProgram,\n\t\treleaseProgram: releaseProgram,\n\t\t// Exposed for resource monitoring & error feedback via renderer.info:\n\t\tprograms: programs\n\t};\n\n}\n\nfunction WebGLProperties() {\n\n\tlet properties = new WeakMap();\n\n\tfunction get( object ) {\n\n\t\tlet map = properties.get( object );\n\n\t\tif ( map === undefined ) {\n\n\t\t\tmap = {};\n\t\t\tproperties.set( object, map );\n\n\t\t}\n\n\t\treturn map;\n\n\t}\n\n\tfunction remove( object ) {\n\n\t\tproperties.delete( object );\n\n\t}\n\n\tfunction update( object, key, value ) {\n\n\t\tproperties.get( object )[ key ] = value;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tproperties = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tremove: remove,\n\t\tupdate: update,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction painterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.program !== b.program ) {\n\n\t\treturn a.program.id - b.program.id;\n\n\t} else if ( a.material.id !== b.material.id ) {\n\n\t\treturn a.material.id - b.material.id;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn a.z - b.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\nfunction reversePainterSortStable( a, b ) {\n\n\tif ( a.groupOrder !== b.groupOrder ) {\n\n\t\treturn a.groupOrder - b.groupOrder;\n\n\t} else if ( a.renderOrder !== b.renderOrder ) {\n\n\t\treturn a.renderOrder - b.renderOrder;\n\n\t} else if ( a.z !== b.z ) {\n\n\t\treturn b.z - a.z;\n\n\t} else {\n\n\t\treturn a.id - b.id;\n\n\t}\n\n}\n\n\nfunction WebGLRenderList( properties ) {\n\n\tconst renderItems = [];\n\tlet renderItemsIndex = 0;\n\n\tconst opaque = [];\n\tconst transparent = [];\n\n\tconst defaultProgram = { id: - 1 };\n\n\tfunction init() {\n\n\t\trenderItemsIndex = 0;\n\n\t\topaque.length = 0;\n\t\ttransparent.length = 0;\n\n\t}\n\n\tfunction getNextRenderItem( object, geometry, material, groupOrder, z, group ) {\n\n\t\tlet renderItem = renderItems[ renderItemsIndex ];\n\t\tconst materialProperties = properties.get( material );\n\n\t\tif ( renderItem === undefined ) {\n\n\t\t\trenderItem = {\n\t\t\t\tid: object.id,\n\t\t\t\tobject: object,\n\t\t\t\tgeometry: geometry,\n\t\t\t\tmaterial: material,\n\t\t\t\tprogram: materialProperties.program || defaultProgram,\n\t\t\t\tgroupOrder: groupOrder,\n\t\t\t\trenderOrder: object.renderOrder,\n\t\t\t\tz: z,\n\t\t\t\tgroup: group\n\t\t\t};\n\n\t\t\trenderItems[ renderItemsIndex ] = renderItem;\n\n\t\t} else {\n\n\t\t\trenderItem.id = object.id;\n\t\t\trenderItem.object = object;\n\t\t\trenderItem.geometry = geometry;\n\t\t\trenderItem.material = material;\n\t\t\trenderItem.program = materialProperties.program || defaultProgram;\n\t\t\trenderItem.groupOrder = groupOrder;\n\t\t\trenderItem.renderOrder = object.renderOrder;\n\t\t\trenderItem.z = z;\n\t\t\trenderItem.group = group;\n\n\t\t}\n\n\t\trenderItemsIndex ++;\n\n\t\treturn renderItem;\n\n\t}\n\n\tfunction push( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).push( renderItem );\n\n\t}\n\n\tfunction unshift( object, geometry, material, groupOrder, z, group ) {\n\n\t\tconst renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );\n\n\t\t( material.transparent === true ? transparent : opaque ).unshift( renderItem );\n\n\t}\n\n\tfunction sort( customOpaqueSort, customTransparentSort ) {\n\n\t\tif ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );\n\t\tif ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );\n\n\t}\n\n\tfunction finish() {\n\n\t\t// Clear references from inactive renderItems in the list\n\n\t\tfor ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {\n\n\t\t\tconst renderItem = renderItems[ i ];\n\n\t\t\tif ( renderItem.id === null ) break;\n\n\t\t\trenderItem.id = null;\n\t\t\trenderItem.object = null;\n\t\t\trenderItem.geometry = null;\n\t\t\trenderItem.material = null;\n\t\t\trenderItem.program = null;\n\t\t\trenderItem.group = null;\n\n\t\t}\n\n\t}\n\n\treturn {\n\n\t\topaque: opaque,\n\t\ttransparent: transparent,\n\n\t\tinit: init,\n\t\tpush: push,\n\t\tunshift: unshift,\n\t\tfinish: finish,\n\n\t\tsort: sort\n\t};\n\n}\n\nfunction WebGLRenderLists( properties ) {\n\n\tlet lists = new WeakMap();\n\n\tfunction get( scene, camera ) {\n\n\t\tconst cameras = lists.get( scene );\n\t\tlet list;\n\n\t\tif ( cameras === undefined ) {\n\n\t\t\tlist = new WebGLRenderList( properties );\n\t\t\tlists.set( scene, new WeakMap() );\n\t\t\tlists.get( scene ).set( camera, list );\n\n\t\t} else {\n\n\t\t\tlist = cameras.get( camera );\n\t\t\tif ( list === undefined ) {\n\n\t\t\t\tlist = new WebGLRenderList( properties );\n\t\t\t\tcameras.set( camera, list );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn list;\n\n\t}\n\n\tfunction dispose() {\n\n\t\tlists = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\nfunction UniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tconeCos: 0,\n\t\t\t\t\t\tpenumbraCos: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tdistance: 0,\n\t\t\t\t\t\tdecay: 0\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'HemisphereLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tdirection: new Vector3(),\n\t\t\t\t\t\tskyColor: new Color(),\n\t\t\t\t\t\tgroundColor: new Color()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'RectAreaLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tcolor: new Color(),\n\t\t\t\t\t\tposition: new Vector3(),\n\t\t\t\t\t\thalfWidth: new Vector3(),\n\t\t\t\t\t\thalfHeight: new Vector3()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\nfunction ShadowUniformsCache() {\n\n\tconst lights = {};\n\n\treturn {\n\n\t\tget: function ( light ) {\n\n\t\t\tif ( lights[ light.id ] !== undefined ) {\n\n\t\t\t\treturn lights[ light.id ];\n\n\t\t\t}\n\n\t\t\tlet uniforms;\n\n\t\t\tswitch ( light.type ) {\n\n\t\t\t\tcase 'DirectionalLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'SpotLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2()\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'PointLight':\n\t\t\t\t\tuniforms = {\n\t\t\t\t\t\tshadowBias: 0,\n\t\t\t\t\t\tshadowNormalBias: 0,\n\t\t\t\t\t\tshadowRadius: 1,\n\t\t\t\t\t\tshadowMapSize: new Vector2(),\n\t\t\t\t\t\tshadowCameraNear: 1,\n\t\t\t\t\t\tshadowCameraFar: 1000\n\t\t\t\t\t};\n\t\t\t\t\tbreak;\n\n\t\t\t\t// TODO (abelnation): set RectAreaLight shadow uniforms\n\n\t\t\t}\n\n\t\t\tlights[ light.id ] = uniforms;\n\n\t\t\treturn uniforms;\n\n\t\t}\n\n\t};\n\n}\n\n\n\nlet nextVersion = 0;\n\nfunction shadowCastingLightsFirst( lightA, lightB ) {\n\n\treturn ( lightB.castShadow ? 1 : 0 ) - ( lightA.castShadow ? 1 : 0 );\n\n}\n\nfunction WebGLLights( extensions, capabilities ) {\n\n\tconst cache = new UniformsCache();\n\n\tconst shadowCache = ShadowUniformsCache();\n\n\tconst state = {\n\n\t\tversion: 0,\n\n\t\thash: {\n\t\t\tdirectionalLength: - 1,\n\t\t\tpointLength: - 1,\n\t\t\tspotLength: - 1,\n\t\t\trectAreaLength: - 1,\n\t\t\themiLength: - 1,\n\n\t\t\tnumDirectionalShadows: - 1,\n\t\t\tnumPointShadows: - 1,\n\t\t\tnumSpotShadows: - 1\n\t\t},\n\n\t\tambient: [ 0, 0, 0 ],\n\t\tprobe: [],\n\t\tdirectional: [],\n\t\tdirectionalShadow: [],\n\t\tdirectionalShadowMap: [],\n\t\tdirectionalShadowMatrix: [],\n\t\tspot: [],\n\t\tspotShadow: [],\n\t\tspotShadowMap: [],\n\t\tspotShadowMatrix: [],\n\t\trectArea: [],\n\t\trectAreaLTC1: null,\n\t\trectAreaLTC2: null,\n\t\tpoint: [],\n\t\tpointShadow: [],\n\t\tpointShadowMap: [],\n\t\tpointShadowMatrix: [],\n\t\themi: []\n\n\t};\n\n\tfor ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );\n\n\tconst vector3 = new Vector3();\n\tconst matrix4 = new Matrix4();\n\tconst matrix42 = new Matrix4();\n\n\tfunction setup( lights ) {\n\n\t\tlet r = 0, g = 0, b = 0;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tlet numDirectionalShadows = 0;\n\t\tlet numPointShadows = 0;\n\t\tlet numSpotShadows = 0;\n\n\t\tlights.sort( shadowCastingLightsFirst );\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tconst color = light.color;\n\t\t\tconst intensity = light.intensity;\n\t\t\tconst distance = light.distance;\n\n\t\t\tconst shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;\n\n\t\t\tif ( light.isAmbientLight ) {\n\n\t\t\t\tr += color.r * intensity;\n\t\t\t\tg += color.g * intensity;\n\t\t\t\tb += color.b * intensity;\n\n\t\t\t} else if ( light.isLightProbe ) {\n\n\t\t\t\tfor ( let j = 0; j < 9; j ++ ) {\n\n\t\t\t\t\tstate.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );\n\n\t\t\t\t}\n\n\t\t\t} else if ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.directionalShadow[ directionalLength ] = shadowUniforms;\n\t\t\t\t\tstate.directionalShadowMap[ directionalLength ] = shadowMap;\n\t\t\t\t\tstate.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumDirectionalShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.directional[ directionalLength ] = uniforms;\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.distance = distance;\n\n\t\t\t\tuniforms.coneCos = Math.cos( light.angle );\n\t\t\t\tuniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\n\t\t\t\t\tstate.spotShadow[ spotLength ] = shadowUniforms;\n\t\t\t\t\tstate.spotShadowMap[ spotLength ] = shadowMap;\n\t\t\t\t\tstate.spotShadowMatrix[ spotLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumSpotShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.spot[ spotLength ] = uniforms;\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\t// (a) intensity is the total visible light emitted\n\t\t\t\t//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );\n\n\t\t\t\t// (b) intensity is the brightness of the light\n\t\t\t\tuniforms.color.copy( color ).multiplyScalar( intensity );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tstate.rectArea[ rectAreaLength ] = uniforms;\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.color.copy( light.color ).multiplyScalar( light.intensity );\n\t\t\t\tuniforms.distance = light.distance;\n\t\t\t\tuniforms.decay = light.decay;\n\n\t\t\t\tif ( light.castShadow ) {\n\n\t\t\t\t\tconst shadow = light.shadow;\n\n\t\t\t\t\tconst shadowUniforms = shadowCache.get( light );\n\n\t\t\t\t\tshadowUniforms.shadowBias = shadow.bias;\n\t\t\t\t\tshadowUniforms.shadowNormalBias = shadow.normalBias;\n\t\t\t\t\tshadowUniforms.shadowRadius = shadow.radius;\n\t\t\t\t\tshadowUniforms.shadowMapSize = shadow.mapSize;\n\t\t\t\t\tshadowUniforms.shadowCameraNear = shadow.camera.near;\n\t\t\t\t\tshadowUniforms.shadowCameraFar = shadow.camera.far;\n\n\t\t\t\t\tstate.pointShadow[ pointLength ] = shadowUniforms;\n\t\t\t\t\tstate.pointShadowMap[ pointLength ] = shadowMap;\n\t\t\t\t\tstate.pointShadowMatrix[ pointLength ] = light.shadow.matrix;\n\n\t\t\t\t\tnumPointShadows ++;\n\n\t\t\t\t}\n\n\t\t\t\tstate.point[ pointLength ] = uniforms;\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = cache.get( light );\n\n\t\t\t\tuniforms.skyColor.copy( light.color ).multiplyScalar( intensity );\n\t\t\t\tuniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );\n\n\t\t\t\tstate.hemi[ hemiLength ] = uniforms;\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( rectAreaLength > 0 ) {\n\n\t\t\tif ( capabilities.isWebGL2 ) {\n\n\t\t\t\t// WebGL 2\n\n\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t} else {\n\n\t\t\t\t// WebGL 1\n\n\t\t\t\tif ( extensions.has( 'OES_texture_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;\n\n\t\t\t\t} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {\n\n\t\t\t\t\tstate.rectAreaLTC1 = UniformsLib.LTC_HALF_1;\n\t\t\t\t\tstate.rectAreaLTC2 = UniformsLib.LTC_HALF_2;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.ambient[ 0 ] = r;\n\t\tstate.ambient[ 1 ] = g;\n\t\tstate.ambient[ 2 ] = b;\n\n\t\tconst hash = state.hash;\n\n\t\tif ( hash.directionalLength !== directionalLength ||\n\t\t\thash.pointLength !== pointLength ||\n\t\t\thash.spotLength !== spotLength ||\n\t\t\thash.rectAreaLength !== rectAreaLength ||\n\t\t\thash.hemiLength !== hemiLength ||\n\t\t\thash.numDirectionalShadows !== numDirectionalShadows ||\n\t\t\thash.numPointShadows !== numPointShadows ||\n\t\t\thash.numSpotShadows !== numSpotShadows ) {\n\n\t\t\tstate.directional.length = directionalLength;\n\t\t\tstate.spot.length = spotLength;\n\t\t\tstate.rectArea.length = rectAreaLength;\n\t\t\tstate.point.length = pointLength;\n\t\t\tstate.hemi.length = hemiLength;\n\n\t\t\tstate.directionalShadow.length = numDirectionalShadows;\n\t\t\tstate.directionalShadowMap.length = numDirectionalShadows;\n\t\t\tstate.pointShadow.length = numPointShadows;\n\t\t\tstate.pointShadowMap.length = numPointShadows;\n\t\t\tstate.spotShadow.length = numSpotShadows;\n\t\t\tstate.spotShadowMap.length = numSpotShadows;\n\t\t\tstate.directionalShadowMatrix.length = numDirectionalShadows;\n\t\t\tstate.pointShadowMatrix.length = numPointShadows;\n\t\t\tstate.spotShadowMatrix.length = numSpotShadows;\n\n\t\t\thash.directionalLength = directionalLength;\n\t\t\thash.pointLength = pointLength;\n\t\t\thash.spotLength = spotLength;\n\t\t\thash.rectAreaLength = rectAreaLength;\n\t\t\thash.hemiLength = hemiLength;\n\n\t\t\thash.numDirectionalShadows = numDirectionalShadows;\n\t\t\thash.numPointShadows = numPointShadows;\n\t\t\thash.numSpotShadows = numSpotShadows;\n\n\t\t\tstate.version = nextVersion ++;\n\n\t\t}\n\n\t}\n\n\tfunction setupView( lights, camera ) {\n\n\t\tlet directionalLength = 0;\n\t\tlet pointLength = 0;\n\t\tlet spotLength = 0;\n\t\tlet rectAreaLength = 0;\n\t\tlet hemiLength = 0;\n\n\t\tconst viewMatrix = camera.matrixWorldInverse;\n\n\t\tfor ( let i = 0, l = lights.length; i < l; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\n\t\t\tif ( light.isDirectionalLight ) {\n\n\t\t\t\tconst uniforms = state.directional[ directionalLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tdirectionalLength ++;\n\n\t\t\t} else if ( light.isSpotLight ) {\n\n\t\t\t\tconst uniforms = state.spot[ spotLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tvector3.setFromMatrixPosition( light.target.matrixWorld );\n\t\t\t\tuniforms.direction.sub( vector3 );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\n\t\t\t\tspotLength ++;\n\n\t\t\t} else if ( light.isRectAreaLight ) {\n\n\t\t\t\tconst uniforms = state.rectArea[ rectAreaLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\t// extract local rotation of light to derive width/height half vectors\n\t\t\t\tmatrix42.identity();\n\t\t\t\tmatrix4.copy( light.matrixWorld );\n\t\t\t\tmatrix4.premultiply( viewMatrix );\n\t\t\t\tmatrix42.extractRotation( matrix4 );\n\n\t\t\t\tuniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );\n\t\t\t\tuniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );\n\n\t\t\t\tuniforms.halfWidth.applyMatrix4( matrix42 );\n\t\t\t\tuniforms.halfHeight.applyMatrix4( matrix42 );\n\n\t\t\t\trectAreaLength ++;\n\n\t\t\t} else if ( light.isPointLight ) {\n\n\t\t\t\tconst uniforms = state.point[ pointLength ];\n\n\t\t\t\tuniforms.position.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.position.applyMatrix4( viewMatrix );\n\n\t\t\t\tpointLength ++;\n\n\t\t\t} else if ( light.isHemisphereLight ) {\n\n\t\t\t\tconst uniforms = state.hemi[ hemiLength ];\n\n\t\t\t\tuniforms.direction.setFromMatrixPosition( light.matrixWorld );\n\t\t\t\tuniforms.direction.transformDirection( viewMatrix );\n\t\t\t\tuniforms.direction.normalize();\n\n\t\t\t\themiLength ++;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\tsetup: setup,\n\t\tsetupView: setupView,\n\t\tstate: state\n\t};\n\n}\n\nfunction WebGLRenderState( extensions, capabilities ) {\n\n\tconst lights = new WebGLLights( extensions, capabilities );\n\n\tconst lightsArray = [];\n\tconst shadowsArray = [];\n\n\tfunction init() {\n\n\t\tlightsArray.length = 0;\n\t\tshadowsArray.length = 0;\n\n\t}\n\n\tfunction pushLight( light ) {\n\n\t\tlightsArray.push( light );\n\n\t}\n\n\tfunction pushShadow( shadowLight ) {\n\n\t\tshadowsArray.push( shadowLight );\n\n\t}\n\n\tfunction setupLights() {\n\n\t\tlights.setup( lightsArray );\n\n\t}\n\n\tfunction setupLightsView( camera ) {\n\n\t\tlights.setupView( lightsArray, camera );\n\n\t}\n\n\tconst state = {\n\t\tlightsArray: lightsArray,\n\t\tshadowsArray: shadowsArray,\n\n\t\tlights: lights\n\t};\n\n\treturn {\n\t\tinit: init,\n\t\tstate: state,\n\t\tsetupLights: setupLights,\n\t\tsetupLightsView: setupLightsView,\n\n\t\tpushLight: pushLight,\n\t\tpushShadow: pushShadow\n\t};\n\n}\n\nfunction WebGLRenderStates( extensions, capabilities ) {\n\n\tlet renderStates = new WeakMap();\n\n\tfunction get( scene, renderCallDepth = 0 ) {\n\n\t\tlet renderState;\n\n\t\tif ( renderStates.has( scene ) === false ) {\n\n\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\trenderStates.set( scene, [] );\n\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t} else {\n\n\t\t\tif ( renderCallDepth >= renderStates.get( scene ).length ) {\n\n\t\t\t\trenderState = new WebGLRenderState( extensions, capabilities );\n\t\t\t\trenderStates.get( scene ).push( renderState );\n\n\t\t\t} else {\n\n\t\t\t\trenderState = renderStates.get( scene )[ renderCallDepth ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn renderState;\n\n\t}\n\n\tfunction dispose() {\n\n\t\trenderStates = new WeakMap();\n\n\t}\n\n\treturn {\n\t\tget: get,\n\t\tdispose: dispose\n\t};\n\n}\n\n/**\n * parameters = {\n *\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n * }\n */\n\nfunction MeshDepthMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDepthMaterial';\n\n\tthis.depthPacking = BasicDepthPacking;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDepthMaterial.prototype = Object.create( Material.prototype );\nMeshDepthMaterial.prototype.constructor = MeshDepthMaterial;\n\nMeshDepthMaterial.prototype.isMeshDepthMaterial = true;\n\nMeshDepthMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.depthPacking = source.depthPacking;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n *\n * referencePosition: ,\n * nearDistance: ,\n * farDistance: ,\n *\n * skinning: ,\n * morphTargets: ,\n *\n * map: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: \n *\n * }\n */\n\nfunction MeshDistanceMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshDistanceMaterial';\n\n\tthis.referencePosition = new Vector3();\n\tthis.nearDistance = 1;\n\tthis.farDistance = 1000;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.fog = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshDistanceMaterial.prototype = Object.create( Material.prototype );\nMeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;\n\nMeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;\n\nMeshDistanceMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.referencePosition.copy( source.referencePosition );\n\tthis.nearDistance = source.nearDistance;\n\tthis.farDistance = source.farDistance;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\treturn this;\n\n};\n\nvar vsm_frag = \"uniform sampler2D shadow_pass;\\nuniform vec2 resolution;\\nuniform float radius;\\n#include \\nvoid main() {\\n\\tfloat mean = 0.0;\\n\\tfloat squared_mean = 0.0;\\n\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy ) / resolution ) );\\n\\tfor ( float i = -1.0; i < 1.0 ; i += SAMPLE_RATE) {\\n\\t\\t#ifdef HORIZONTAL_PASS\\n\\t\\t\\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( i, 0.0 ) * radius ) / resolution ) );\\n\\t\\t\\tmean += distribution.x;\\n\\t\\t\\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\\n\\t\\t#else\\n\\t\\t\\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, i ) * radius ) / resolution ) );\\n\\t\\t\\tmean += depth;\\n\\t\\t\\tsquared_mean += depth * depth;\\n\\t\\t#endif\\n\\t}\\n\\tmean = mean * HALF_SAMPLE_RATE;\\n\\tsquared_mean = squared_mean * HALF_SAMPLE_RATE;\\n\\tfloat std_dev = sqrt( squared_mean - mean * mean );\\n\\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\\n}\";\n\nvar vsm_vert = \"void main() {\\n\\tgl_Position = vec4( position, 1.0 );\\n}\";\n\nfunction WebGLShadowMap( _renderer, _objects, maxTextureSize ) {\n\n\tlet _frustum = new Frustum();\n\n\tconst _shadowMapSize = new Vector2(),\n\t\t_viewportSize = new Vector2(),\n\n\t\t_viewport = new Vector4(),\n\n\t\t_depthMaterials = [],\n\t\t_distanceMaterials = [],\n\n\t\t_materialCache = {};\n\n\tconst shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };\n\n\tconst shadowMaterialVertical = new ShaderMaterial( {\n\n\t\tdefines: {\n\t\t\tSAMPLE_RATE: 2.0 / 8.0,\n\t\t\tHALF_SAMPLE_RATE: 1.0 / 8.0\n\t\t},\n\n\t\tuniforms: {\n\t\t\tshadow_pass: { value: null },\n\t\t\tresolution: { value: new Vector2() },\n\t\t\tradius: { value: 4.0 }\n\t\t},\n\n\t\tvertexShader: vsm_vert,\n\n\t\tfragmentShader: vsm_frag\n\n\t} );\n\n\tconst shadowMaterialHorizontal = shadowMaterialVertical.clone();\n\tshadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;\n\n\tconst fullScreenTri = new BufferGeometry();\n\tfullScreenTri.setAttribute(\n\t\t'position',\n\t\tnew BufferAttribute(\n\t\t\tnew Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),\n\t\t\t3\n\t\t)\n\t);\n\n\tconst fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );\n\n\tconst scope = this;\n\n\tthis.enabled = false;\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis.type = PCFShadowMap;\n\n\tthis.render = function ( lights, scene, camera ) {\n\n\t\tif ( scope.enabled === false ) return;\n\t\tif ( scope.autoUpdate === false && scope.needsUpdate === false ) return;\n\n\t\tif ( lights.length === 0 ) return;\n\n\t\tconst currentRenderTarget = _renderer.getRenderTarget();\n\t\tconst activeCubeFace = _renderer.getActiveCubeFace();\n\t\tconst activeMipmapLevel = _renderer.getActiveMipmapLevel();\n\n\t\tconst _state = _renderer.state;\n\n\t\t// Set GL state for depth map.\n\t\t_state.setBlending( NoBlending );\n\t\t_state.buffers.color.setClear( 1, 1, 1, 1 );\n\t\t_state.buffers.depth.setTest( true );\n\t\t_state.setScissorTest( false );\n\n\t\t// render depth map\n\n\t\tfor ( let i = 0, il = lights.length; i < il; i ++ ) {\n\n\t\t\tconst light = lights[ i ];\n\t\t\tconst shadow = light.shadow;\n\n\t\t\tif ( shadow === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\tif ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;\n\n\t\t\t_shadowMapSize.copy( shadow.mapSize );\n\n\t\t\tconst shadowFrameExtents = shadow.getFrameExtents();\n\n\t\t\t_shadowMapSize.multiply( shadowFrameExtents );\n\n\t\t\t_viewportSize.copy( shadow.mapSize );\n\n\t\t\tif ( _shadowMapSize.x > maxTextureSize || _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\tif ( _shadowMapSize.x > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.x = Math.floor( maxTextureSize / shadowFrameExtents.x );\n\t\t\t\t\t_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;\n\t\t\t\t\tshadow.mapSize.x = _viewportSize.x;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _shadowMapSize.y > maxTextureSize ) {\n\n\t\t\t\t\t_viewportSize.y = Math.floor( maxTextureSize / shadowFrameExtents.y );\n\t\t\t\t\t_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;\n\t\t\t\t\tshadow.mapSize.y = _viewportSize.y;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null && ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tconst pars = { minFilter: LinearFilter, magFilter: LinearFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\tif ( shadow.map === null ) {\n\n\t\t\t\tconst pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };\n\n\t\t\t\tshadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );\n\t\t\t\tshadow.map.texture.name = light.name + '.shadowMap';\n\n\t\t\t\tshadow.camera.updateProjectionMatrix();\n\n\t\t\t}\n\n\t\t\t_renderer.setRenderTarget( shadow.map );\n\t\t\t_renderer.clear();\n\n\t\t\tconst viewportCount = shadow.getViewportCount();\n\n\t\t\tfor ( let vp = 0; vp < viewportCount; vp ++ ) {\n\n\t\t\t\tconst viewport = shadow.getViewport( vp );\n\n\t\t\t\t_viewport.set(\n\t\t\t\t\t_viewportSize.x * viewport.x,\n\t\t\t\t\t_viewportSize.y * viewport.y,\n\t\t\t\t\t_viewportSize.x * viewport.z,\n\t\t\t\t\t_viewportSize.y * viewport.w\n\t\t\t\t);\n\n\t\t\t\t_state.viewport( _viewport );\n\n\t\t\t\tshadow.updateMatrices( light, vp );\n\n\t\t\t\t_frustum = shadow.getFrustum();\n\n\t\t\t\trenderObject( scene, camera, shadow.camera, light, this.type );\n\n\t\t\t}\n\n\t\t\t// do blur pass for VSM\n\n\t\t\tif ( ! shadow.isPointLightShadow && this.type === VSMShadowMap ) {\n\n\t\t\t\tVSMPass( shadow, camera );\n\n\t\t\t}\n\n\t\t\tshadow.needsUpdate = false;\n\n\t\t}\n\n\t\tscope.needsUpdate = false;\n\n\t\t_renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );\n\n\t};\n\n\tfunction VSMPass( shadow, camera ) {\n\n\t\tconst geometry = _objects.update( fullScreenMesh );\n\n\t\t// vertical pass\n\n\t\tshadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;\n\t\tshadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialVertical.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.mapPass );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );\n\n\t\t// horizontal pass\n\n\t\tshadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;\n\t\tshadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;\n\t\tshadowMaterialHorizontal.uniforms.radius.value = shadow.radius;\n\t\t_renderer.setRenderTarget( shadow.map );\n\t\t_renderer.clear();\n\t\t_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );\n\n\t}\n\n\tfunction getDepthMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _depthMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDepthMaterial( {\n\n\t\t\t\tdepthPacking: RGBADepthPacking,\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_depthMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDistanceMaterialVariant( useMorphing, useSkinning, useInstancing ) {\n\n\t\tconst index = useMorphing << 0 | useSkinning << 1 | useInstancing << 2;\n\n\t\tlet material = _distanceMaterials[ index ];\n\n\t\tif ( material === undefined ) {\n\n\t\t\tmaterial = new MeshDistanceMaterial( {\n\n\t\t\t\tmorphTargets: useMorphing,\n\t\t\t\tskinning: useSkinning\n\n\t\t\t} );\n\n\t\t\t_distanceMaterials[ index ] = material;\n\n\t\t}\n\n\t\treturn material;\n\n\t}\n\n\tfunction getDepthMaterial( object, geometry, material, light, shadowCameraNear, shadowCameraFar, type ) {\n\n\t\tlet result = null;\n\n\t\tlet getMaterialVariant = getDepthMaterialVariant;\n\t\tlet customMaterial = object.customDepthMaterial;\n\n\t\tif ( light.isPointLight === true ) {\n\n\t\t\tgetMaterialVariant = getDistanceMaterialVariant;\n\t\t\tcustomMaterial = object.customDistanceMaterial;\n\n\t\t}\n\n\t\tif ( customMaterial === undefined ) {\n\n\t\t\tlet useMorphing = false;\n\n\t\t\tif ( material.morphTargets === true ) {\n\n\t\t\t\tuseMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;\n\n\t\t\t}\n\n\t\t\tlet useSkinning = false;\n\n\t\t\tif ( object.isSkinnedMesh === true ) {\n\n\t\t\t\tif ( material.skinning === true ) {\n\n\t\t\t\t\tuseSkinning = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst useInstancing = object.isInstancedMesh === true;\n\n\t\t\tresult = getMaterialVariant( useMorphing, useSkinning, useInstancing );\n\n\t\t} else {\n\n\t\t\tresult = customMaterial;\n\n\t\t}\n\n\t\tif ( _renderer.localClippingEnabled &&\n\t\t\t\tmaterial.clipShadows === true &&\n\t\t\t\tmaterial.clippingPlanes.length !== 0 ) {\n\n\t\t\t// in this case we need a unique material instance reflecting the\n\t\t\t// appropriate state\n\n\t\t\tconst keyA = result.uuid, keyB = material.uuid;\n\n\t\t\tlet materialsForVariant = _materialCache[ keyA ];\n\n\t\t\tif ( materialsForVariant === undefined ) {\n\n\t\t\t\tmaterialsForVariant = {};\n\t\t\t\t_materialCache[ keyA ] = materialsForVariant;\n\n\t\t\t}\n\n\t\t\tlet cachedMaterial = materialsForVariant[ keyB ];\n\n\t\t\tif ( cachedMaterial === undefined ) {\n\n\t\t\t\tcachedMaterial = result.clone();\n\t\t\t\tmaterialsForVariant[ keyB ] = cachedMaterial;\n\n\t\t\t}\n\n\t\t\tresult = cachedMaterial;\n\n\t\t}\n\n\t\tresult.visible = material.visible;\n\t\tresult.wireframe = material.wireframe;\n\n\t\tif ( type === VSMShadowMap ) {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;\n\n\t\t} else {\n\n\t\t\tresult.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];\n\n\t\t}\n\n\t\tresult.clipShadows = material.clipShadows;\n\t\tresult.clippingPlanes = material.clippingPlanes;\n\t\tresult.clipIntersection = material.clipIntersection;\n\n\t\tresult.wireframeLinewidth = material.wireframeLinewidth;\n\t\tresult.linewidth = material.linewidth;\n\n\t\tif ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {\n\n\t\t\tresult.referencePosition.setFromMatrixPosition( light.matrixWorld );\n\t\t\tresult.nearDistance = shadowCameraNear;\n\t\t\tresult.farDistance = shadowCameraFar;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n\tfunction renderObject( object, camera, shadowCamera, light, type ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {\n\n\t\t\tif ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {\n\n\t\t\t\tobject.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );\n\n\t\t\t\tconst geometry = _objects.update( object );\n\t\t\t\tconst material = object.material;\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\tfor ( let k = 0, kl = groups.length; k < kl; k ++ ) {\n\n\t\t\t\t\t\tconst group = groups[ k ];\n\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, groupMaterial, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\tconst depthMaterial = getDepthMaterial( object, geometry, material, light, shadowCamera.near, shadowCamera.far, type );\n\n\t\t\t\t\t_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\trenderObject( children[ i ], camera, shadowCamera, light, type );\n\n\t\t}\n\n\t}\n\n}\n\nfunction WebGLState( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction ColorBuffer() {\n\n\t\tlet locked = false;\n\n\t\tconst color = new Vector4();\n\t\tlet currentColorMask = null;\n\t\tconst currentColorClear = new Vector4( 0, 0, 0, 0 );\n\n\t\treturn {\n\n\t\t\tsetMask: function ( colorMask ) {\n\n\t\t\t\tif ( currentColorMask !== colorMask && ! locked ) {\n\n\t\t\t\t\tgl.colorMask( colorMask, colorMask, colorMask, colorMask );\n\t\t\t\t\tcurrentColorMask = colorMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( r, g, b, a, premultipliedAlpha ) {\n\n\t\t\t\tif ( premultipliedAlpha === true ) {\n\n\t\t\t\t\tr *= a; g *= a; b *= a;\n\n\t\t\t\t}\n\n\t\t\t\tcolor.set( r, g, b, a );\n\n\t\t\t\tif ( currentColorClear.equals( color ) === false ) {\n\n\t\t\t\t\tgl.clearColor( r, g, b, a );\n\t\t\t\t\tcurrentColorClear.copy( color );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentColorMask = null;\n\t\t\t\tcurrentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction DepthBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentDepthMask = null;\n\t\tlet currentDepthFunc = null;\n\t\tlet currentDepthClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( depthTest ) {\n\n\t\t\t\tif ( depthTest ) {\n\n\t\t\t\t\tenable( 2929 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tdisable( 2929 );\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( depthMask ) {\n\n\t\t\t\tif ( currentDepthMask !== depthMask && ! locked ) {\n\n\t\t\t\t\tgl.depthMask( depthMask );\n\t\t\t\t\tcurrentDepthMask = depthMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( depthFunc ) {\n\n\t\t\t\tif ( currentDepthFunc !== depthFunc ) {\n\n\t\t\t\t\tif ( depthFunc ) {\n\n\t\t\t\t\t\tswitch ( depthFunc ) {\n\n\t\t\t\t\t\t\tcase NeverDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 512 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase AlwaysDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 519 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 513 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase LessEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase EqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 514 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 518 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase GreaterDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 516 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tcase NotEqualDepth:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 517 );\n\t\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tgl.depthFunc( 515 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrentDepthFunc = depthFunc;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( depth ) {\n\n\t\t\t\tif ( currentDepthClear !== depth ) {\n\n\t\t\t\t\tgl.clearDepth( depth );\n\t\t\t\t\tcurrentDepthClear = depth;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentDepthMask = null;\n\t\t\t\tcurrentDepthFunc = null;\n\t\t\t\tcurrentDepthClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\tfunction StencilBuffer() {\n\n\t\tlet locked = false;\n\n\t\tlet currentStencilMask = null;\n\t\tlet currentStencilFunc = null;\n\t\tlet currentStencilRef = null;\n\t\tlet currentStencilFuncMask = null;\n\t\tlet currentStencilFail = null;\n\t\tlet currentStencilZFail = null;\n\t\tlet currentStencilZPass = null;\n\t\tlet currentStencilClear = null;\n\n\t\treturn {\n\n\t\t\tsetTest: function ( stencilTest ) {\n\n\t\t\t\tif ( ! locked ) {\n\n\t\t\t\t\tif ( stencilTest ) {\n\n\t\t\t\t\t\tenable( 2960 );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdisable( 2960 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetMask: function ( stencilMask ) {\n\n\t\t\t\tif ( currentStencilMask !== stencilMask && ! locked ) {\n\n\t\t\t\t\tgl.stencilMask( stencilMask );\n\t\t\t\t\tcurrentStencilMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetFunc: function ( stencilFunc, stencilRef, stencilMask ) {\n\n\t\t\t\tif ( currentStencilFunc !== stencilFunc ||\n\t\t\t\t currentStencilRef !== stencilRef ||\n\t\t\t\t currentStencilFuncMask !== stencilMask ) {\n\n\t\t\t\t\tgl.stencilFunc( stencilFunc, stencilRef, stencilMask );\n\n\t\t\t\t\tcurrentStencilFunc = stencilFunc;\n\t\t\t\t\tcurrentStencilRef = stencilRef;\n\t\t\t\t\tcurrentStencilFuncMask = stencilMask;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetOp: function ( stencilFail, stencilZFail, stencilZPass ) {\n\n\t\t\t\tif ( currentStencilFail !== stencilFail ||\n\t\t\t\t currentStencilZFail !== stencilZFail ||\n\t\t\t\t currentStencilZPass !== stencilZPass ) {\n\n\t\t\t\t\tgl.stencilOp( stencilFail, stencilZFail, stencilZPass );\n\n\t\t\t\t\tcurrentStencilFail = stencilFail;\n\t\t\t\t\tcurrentStencilZFail = stencilZFail;\n\t\t\t\t\tcurrentStencilZPass = stencilZPass;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tsetLocked: function ( lock ) {\n\n\t\t\t\tlocked = lock;\n\n\t\t\t},\n\n\t\t\tsetClear: function ( stencil ) {\n\n\t\t\t\tif ( currentStencilClear !== stencil ) {\n\n\t\t\t\t\tgl.clearStencil( stencil );\n\t\t\t\t\tcurrentStencilClear = stencil;\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\treset: function () {\n\n\t\t\t\tlocked = false;\n\n\t\t\t\tcurrentStencilMask = null;\n\t\t\t\tcurrentStencilFunc = null;\n\t\t\t\tcurrentStencilRef = null;\n\t\t\t\tcurrentStencilFuncMask = null;\n\t\t\t\tcurrentStencilFail = null;\n\t\t\t\tcurrentStencilZFail = null;\n\t\t\t\tcurrentStencilZPass = null;\n\t\t\t\tcurrentStencilClear = null;\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t//\n\n\tconst colorBuffer = new ColorBuffer();\n\tconst depthBuffer = new DepthBuffer();\n\tconst stencilBuffer = new StencilBuffer();\n\n\tlet enabledCapabilities = {};\n\n\tlet currentProgram = null;\n\n\tlet currentBlendingEnabled = null;\n\tlet currentBlending = null;\n\tlet currentBlendEquation = null;\n\tlet currentBlendSrc = null;\n\tlet currentBlendDst = null;\n\tlet currentBlendEquationAlpha = null;\n\tlet currentBlendSrcAlpha = null;\n\tlet currentBlendDstAlpha = null;\n\tlet currentPremultipledAlpha = false;\n\n\tlet currentFlipSided = null;\n\tlet currentCullFace = null;\n\n\tlet currentLineWidth = null;\n\n\tlet currentPolygonOffsetFactor = null;\n\tlet currentPolygonOffsetUnits = null;\n\n\tconst maxTextures = gl.getParameter( 35661 );\n\n\tlet lineWidthAvailable = false;\n\tlet version = 0;\n\tconst glVersion = gl.getParameter( 7938 );\n\n\tif ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^WebGL (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 1.0 );\n\n\t} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {\n\n\t\tversion = parseFloat( /^OpenGL ES (\\d)/.exec( glVersion )[ 1 ] );\n\t\tlineWidthAvailable = ( version >= 2.0 );\n\n\t}\n\n\tlet currentTextureSlot = null;\n\tlet currentBoundTextures = {};\n\n\tconst currentScissor = new Vector4();\n\tconst currentViewport = new Vector4();\n\n\tfunction createTexture( type, target, count ) {\n\n\t\tconst data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.\n\t\tconst texture = gl.createTexture();\n\n\t\tgl.bindTexture( type, texture );\n\t\tgl.texParameteri( type, 10241, 9728 );\n\t\tgl.texParameteri( type, 10240, 9728 );\n\n\t\tfor ( let i = 0; i < count; i ++ ) {\n\n\t\t\tgl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n\tconst emptyTextures = {};\n\temptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );\n\temptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );\n\n\t// init\n\n\tcolorBuffer.setClear( 0, 0, 0, 1 );\n\tdepthBuffer.setClear( 1 );\n\tstencilBuffer.setClear( 0 );\n\n\tenable( 2929 );\n\tdepthBuffer.setFunc( LessEqualDepth );\n\n\tsetFlipSided( false );\n\tsetCullFace( CullFaceBack );\n\tenable( 2884 );\n\n\tsetBlending( NoBlending );\n\n\t//\n\n\tfunction enable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== true ) {\n\n\t\t\tgl.enable( id );\n\t\t\tenabledCapabilities[ id ] = true;\n\n\t\t}\n\n\t}\n\n\tfunction disable( id ) {\n\n\t\tif ( enabledCapabilities[ id ] !== false ) {\n\n\t\t\tgl.disable( id );\n\t\t\tenabledCapabilities[ id ] = false;\n\n\t\t}\n\n\t}\n\n\tfunction useProgram( program ) {\n\n\t\tif ( currentProgram !== program ) {\n\n\t\t\tgl.useProgram( program );\n\n\t\t\tcurrentProgram = program;\n\n\t\t\treturn true;\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\tconst equationToGL = {\n\t\t[ AddEquation ]: 32774,\n\t\t[ SubtractEquation ]: 32778,\n\t\t[ ReverseSubtractEquation ]: 32779\n\t};\n\n\tif ( isWebGL2 ) {\n\n\t\tequationToGL[ MinEquation ] = 32775;\n\t\tequationToGL[ MaxEquation ] = 32776;\n\n\t} else {\n\n\t\tconst extension = extensions.get( 'EXT_blend_minmax' );\n\n\t\tif ( extension !== null ) {\n\n\t\t\tequationToGL[ MinEquation ] = extension.MIN_EXT;\n\t\t\tequationToGL[ MaxEquation ] = extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tconst factorToGL = {\n\t\t[ ZeroFactor ]: 0,\n\t\t[ OneFactor ]: 1,\n\t\t[ SrcColorFactor ]: 768,\n\t\t[ SrcAlphaFactor ]: 770,\n\t\t[ SrcAlphaSaturateFactor ]: 776,\n\t\t[ DstColorFactor ]: 774,\n\t\t[ DstAlphaFactor ]: 772,\n\t\t[ OneMinusSrcColorFactor ]: 769,\n\t\t[ OneMinusSrcAlphaFactor ]: 771,\n\t\t[ OneMinusDstColorFactor ]: 775,\n\t\t[ OneMinusDstAlphaFactor ]: 773\n\t};\n\n\tfunction setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {\n\n\t\tif ( blending === NoBlending ) {\n\n\t\t\tif ( currentBlendingEnabled ) {\n\n\t\t\t\tdisable( 3042 );\n\t\t\t\tcurrentBlendingEnabled = false;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( ! currentBlendingEnabled ) {\n\n\t\t\tenable( 3042 );\n\t\t\tcurrentBlendingEnabled = true;\n\n\t\t}\n\n\t\tif ( blending !== CustomBlending ) {\n\n\t\t\tif ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {\n\n\t\t\t\tif ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {\n\n\t\t\t\t\tgl.blendEquation( 32774 );\n\n\t\t\t\t\tcurrentBlendEquation = AddEquation;\n\t\t\t\t\tcurrentBlendEquationAlpha = AddEquation;\n\n\t\t\t\t}\n\n\t\t\t\tif ( premultipliedAlpha ) {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 1, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 1, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 0, 769, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 0, 768, 0, 770 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tswitch ( blending ) {\n\n\t\t\t\t\t\tcase NormalBlending:\n\t\t\t\t\t\t\tgl.blendFuncSeparate( 770, 771, 1, 771 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase AdditiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 770, 1 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase SubtractiveBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 769 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase MultiplyBlending:\n\t\t\t\t\t\t\tgl.blendFunc( 0, 768 );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\t\t\t\t\t\t\tconsole.error( 'THREE.WebGLState: Invalid blending: ', blending );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tcurrentBlendSrc = null;\n\t\t\t\tcurrentBlendDst = null;\n\t\t\t\tcurrentBlendSrcAlpha = null;\n\t\t\t\tcurrentBlendDstAlpha = null;\n\n\t\t\t\tcurrentBlending = blending;\n\t\t\t\tcurrentPremultipledAlpha = premultipliedAlpha;\n\n\t\t\t}\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// custom blending\n\n\t\tblendEquationAlpha = blendEquationAlpha || blendEquation;\n\t\tblendSrcAlpha = blendSrcAlpha || blendSrc;\n\t\tblendDstAlpha = blendDstAlpha || blendDst;\n\n\t\tif ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {\n\n\t\t\tgl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );\n\n\t\t\tcurrentBlendEquation = blendEquation;\n\t\t\tcurrentBlendEquationAlpha = blendEquationAlpha;\n\n\t\t}\n\n\t\tif ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {\n\n\t\t\tgl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );\n\n\t\t\tcurrentBlendSrc = blendSrc;\n\t\t\tcurrentBlendDst = blendDst;\n\t\t\tcurrentBlendSrcAlpha = blendSrcAlpha;\n\t\t\tcurrentBlendDstAlpha = blendDstAlpha;\n\n\t\t}\n\n\t\tcurrentBlending = blending;\n\t\tcurrentPremultipledAlpha = null;\n\n\t}\n\n\tfunction setMaterial( material, frontFaceCW ) {\n\n\t\tmaterial.side === DoubleSide\n\t\t\t? disable( 2884 )\n\t\t\t: enable( 2884 );\n\n\t\tlet flipSided = ( material.side === BackSide );\n\t\tif ( frontFaceCW ) flipSided = ! flipSided;\n\n\t\tsetFlipSided( flipSided );\n\n\t\t( material.blending === NormalBlending && material.transparent === false )\n\t\t\t? setBlending( NoBlending )\n\t\t\t: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );\n\n\t\tdepthBuffer.setFunc( material.depthFunc );\n\t\tdepthBuffer.setTest( material.depthTest );\n\t\tdepthBuffer.setMask( material.depthWrite );\n\t\tcolorBuffer.setMask( material.colorWrite );\n\n\t\tconst stencilWrite = material.stencilWrite;\n\t\tstencilBuffer.setTest( stencilWrite );\n\t\tif ( stencilWrite ) {\n\n\t\t\tstencilBuffer.setMask( material.stencilWriteMask );\n\t\t\tstencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );\n\t\t\tstencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );\n\n\t\t}\n\n\t\tsetPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );\n\n\t}\n\n\t//\n\n\tfunction setFlipSided( flipSided ) {\n\n\t\tif ( currentFlipSided !== flipSided ) {\n\n\t\t\tif ( flipSided ) {\n\n\t\t\t\tgl.frontFace( 2304 );\n\n\t\t\t} else {\n\n\t\t\t\tgl.frontFace( 2305 );\n\n\t\t\t}\n\n\t\t\tcurrentFlipSided = flipSided;\n\n\t\t}\n\n\t}\n\n\tfunction setCullFace( cullFace ) {\n\n\t\tif ( cullFace !== CullFaceNone ) {\n\n\t\t\tenable( 2884 );\n\n\t\t\tif ( cullFace !== currentCullFace ) {\n\n\t\t\t\tif ( cullFace === CullFaceBack ) {\n\n\t\t\t\t\tgl.cullFace( 1029 );\n\n\t\t\t\t} else if ( cullFace === CullFaceFront ) {\n\n\t\t\t\t\tgl.cullFace( 1028 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tgl.cullFace( 1032 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 2884 );\n\n\t\t}\n\n\t\tcurrentCullFace = cullFace;\n\n\t}\n\n\tfunction setLineWidth( width ) {\n\n\t\tif ( width !== currentLineWidth ) {\n\n\t\t\tif ( lineWidthAvailable ) gl.lineWidth( width );\n\n\t\t\tcurrentLineWidth = width;\n\n\t\t}\n\n\t}\n\n\tfunction setPolygonOffset( polygonOffset, factor, units ) {\n\n\t\tif ( polygonOffset ) {\n\n\t\t\tenable( 32823 );\n\n\t\t\tif ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {\n\n\t\t\t\tgl.polygonOffset( factor, units );\n\n\t\t\t\tcurrentPolygonOffsetFactor = factor;\n\t\t\t\tcurrentPolygonOffsetUnits = units;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tdisable( 32823 );\n\n\t\t}\n\n\t}\n\n\tfunction setScissorTest( scissorTest ) {\n\n\t\tif ( scissorTest ) {\n\n\t\t\tenable( 3089 );\n\n\t\t} else {\n\n\t\t\tdisable( 3089 );\n\n\t\t}\n\n\t}\n\n\t// texture\n\n\tfunction activeTexture( webglSlot ) {\n\n\t\tif ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;\n\n\t\tif ( currentTextureSlot !== webglSlot ) {\n\n\t\t\tgl.activeTexture( webglSlot );\n\t\t\tcurrentTextureSlot = webglSlot;\n\n\t\t}\n\n\t}\n\n\tfunction bindTexture( webglType, webglTexture ) {\n\n\t\tif ( currentTextureSlot === null ) {\n\n\t\t\tactiveTexture();\n\n\t\t}\n\n\t\tlet boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture === undefined ) {\n\n\t\t\tboundTexture = { type: undefined, texture: undefined };\n\t\t\tcurrentBoundTextures[ currentTextureSlot ] = boundTexture;\n\n\t\t}\n\n\t\tif ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {\n\n\t\t\tgl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );\n\n\t\t\tboundTexture.type = webglType;\n\t\t\tboundTexture.texture = webglTexture;\n\n\t\t}\n\n\t}\n\n\tfunction unbindTexture() {\n\n\t\tconst boundTexture = currentBoundTextures[ currentTextureSlot ];\n\n\t\tif ( boundTexture !== undefined && boundTexture.type !== undefined ) {\n\n\t\t\tgl.bindTexture( boundTexture.type, null );\n\n\t\t\tboundTexture.type = undefined;\n\t\t\tboundTexture.texture = undefined;\n\n\t\t}\n\n\t}\n\n\tfunction compressedTexImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.compressedTexImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage2D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage2D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\tfunction texImage3D() {\n\n\t\ttry {\n\n\t\t\tgl.texImage3D.apply( gl, arguments );\n\n\t\t} catch ( error ) {\n\n\t\t\tconsole.error( 'THREE.WebGLState:', error );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction scissor( scissor ) {\n\n\t\tif ( currentScissor.equals( scissor ) === false ) {\n\n\t\t\tgl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );\n\t\t\tcurrentScissor.copy( scissor );\n\n\t\t}\n\n\t}\n\n\tfunction viewport( viewport ) {\n\n\t\tif ( currentViewport.equals( viewport ) === false ) {\n\n\t\t\tgl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );\n\t\t\tcurrentViewport.copy( viewport );\n\n\t\t}\n\n\t}\n\n\t//\n\n\tfunction reset() {\n\n\t\tenabledCapabilities = {};\n\n\t\tcurrentTextureSlot = null;\n\t\tcurrentBoundTextures = {};\n\n\t\tcurrentProgram = null;\n\n\t\tcurrentBlendingEnabled = null;\n\t\tcurrentBlending = null;\n\t\tcurrentBlendEquation = null;\n\t\tcurrentBlendSrc = null;\n\t\tcurrentBlendDst = null;\n\t\tcurrentBlendEquationAlpha = null;\n\t\tcurrentBlendSrcAlpha = null;\n\t\tcurrentBlendDstAlpha = null;\n\t\tcurrentPremultipledAlpha = false;\n\n\t\tcurrentFlipSided = null;\n\t\tcurrentCullFace = null;\n\n\t\tcurrentLineWidth = null;\n\n\t\tcurrentPolygonOffsetFactor = null;\n\t\tcurrentPolygonOffsetUnits = null;\n\n\t\tcolorBuffer.reset();\n\t\tdepthBuffer.reset();\n\t\tstencilBuffer.reset();\n\n\t}\n\n\treturn {\n\n\t\tbuffers: {\n\t\t\tcolor: colorBuffer,\n\t\t\tdepth: depthBuffer,\n\t\t\tstencil: stencilBuffer\n\t\t},\n\n\t\tenable: enable,\n\t\tdisable: disable,\n\n\t\tuseProgram: useProgram,\n\n\t\tsetBlending: setBlending,\n\t\tsetMaterial: setMaterial,\n\n\t\tsetFlipSided: setFlipSided,\n\t\tsetCullFace: setCullFace,\n\n\t\tsetLineWidth: setLineWidth,\n\t\tsetPolygonOffset: setPolygonOffset,\n\n\t\tsetScissorTest: setScissorTest,\n\n\t\tactiveTexture: activeTexture,\n\t\tbindTexture: bindTexture,\n\t\tunbindTexture: unbindTexture,\n\t\tcompressedTexImage2D: compressedTexImage2D,\n\t\ttexImage2D: texImage2D,\n\t\ttexImage3D: texImage3D,\n\n\t\tscissor: scissor,\n\t\tviewport: viewport,\n\n\t\treset: reset\n\n\t};\n\n}\n\nfunction WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\tconst maxTextures = capabilities.maxTextures;\n\tconst maxCubemapSize = capabilities.maxCubemapSize;\n\tconst maxTextureSize = capabilities.maxTextureSize;\n\tconst maxSamples = capabilities.maxSamples;\n\n\tconst _videoTextures = new WeakMap();\n\tlet _canvas;\n\n\t// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,\n\t// also OffscreenCanvas.getContext(\"webgl\"), but not OffscreenCanvas.getContext(\"2d\")!\n\t// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).\n\n\tlet useOffscreenCanvas = false;\n\n\ttry {\n\n\t\tuseOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'\n\t\t\t&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;\n\n\t} catch ( err ) {\n\n\t\t// Ignore any errors\n\n\t}\n\n\tfunction createCanvas( width, height ) {\n\n\t\t// Use OffscreenCanvas when available. Specially needed in web workers\n\n\t\treturn useOffscreenCanvas ?\n\t\t\tnew OffscreenCanvas( width, height ) :\n\t\t\tdocument.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\n\t}\n\n\tfunction resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {\n\n\t\tlet scale = 1;\n\n\t\t// handle case if texture exceeds max size\n\n\t\tif ( image.width > maxSize || image.height > maxSize ) {\n\n\t\t\tscale = maxSize / Math.max( image.width, image.height );\n\n\t\t}\n\n\t\t// only perform resize if necessary\n\n\t\tif ( scale < 1 || needsPowerOfTwo === true ) {\n\n\t\t\t// only perform resize for certain image types\n\n\t\t\tif ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||\n\t\t\t\t( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||\n\t\t\t\t( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {\n\n\t\t\t\tconst floor = needsPowerOfTwo ? MathUtils.floorPowerOfTwo : Math.floor;\n\n\t\t\t\tconst width = floor( scale * image.width );\n\t\t\t\tconst height = floor( scale * image.height );\n\n\t\t\t\tif ( _canvas === undefined ) _canvas = createCanvas( width, height );\n\n\t\t\t\t// cube textures can't reuse the same canvas\n\n\t\t\t\tconst canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;\n\n\t\t\t\tcanvas.width = width;\n\t\t\t\tcanvas.height = height;\n\n\t\t\t\tconst context = canvas.getContext( '2d' );\n\t\t\t\tcontext.drawImage( image, 0, 0, width, height );\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );\n\n\t\t\t\treturn canvas;\n\n\t\t\t} else {\n\n\t\t\t\tif ( 'data' in image ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );\n\n\t\t\t\t}\n\n\t\t\t\treturn image;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn image;\n\n\t}\n\n\tfunction isPowerOfTwo( image ) {\n\n\t\treturn MathUtils.isPowerOfTwo( image.width ) && MathUtils.isPowerOfTwo( image.height );\n\n\t}\n\n\tfunction textureNeedsPowerOfTwo( texture ) {\n\n\t\tif ( isWebGL2 ) return false;\n\n\t\treturn ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||\n\t\t\t( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );\n\n\t}\n\n\tfunction textureNeedsGenerateMipmaps( texture, supportsMips ) {\n\n\t\treturn texture.generateMipmaps && supportsMips &&\n\t\t\ttexture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;\n\n\t}\n\n\tfunction generateMipmap( target, texture, width, height ) {\n\n\t\t_gl.generateMipmap( target );\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\t// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11\n\t\ttextureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;\n\n\t}\n\n\tfunction getInternalFormat( internalFormatName, glFormat, glType ) {\n\n\t\tif ( isWebGL2 === false ) return glFormat;\n\n\t\tif ( internalFormatName !== null ) {\n\n\t\t\tif ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \\'' + internalFormatName + '\\'' );\n\n\t\t}\n\n\t\tlet internalFormat = glFormat;\n\n\t\tif ( glFormat === 6403 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 33326;\n\t\t\tif ( glType === 5131 ) internalFormat = 33325;\n\t\t\tif ( glType === 5121 ) internalFormat = 33321;\n\n\t\t}\n\n\t\tif ( glFormat === 6407 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34837;\n\t\t\tif ( glType === 5131 ) internalFormat = 34843;\n\t\t\tif ( glType === 5121 ) internalFormat = 32849;\n\n\t\t}\n\n\t\tif ( glFormat === 6408 ) {\n\n\t\t\tif ( glType === 5126 ) internalFormat = 34836;\n\t\t\tif ( glType === 5131 ) internalFormat = 34842;\n\t\t\tif ( glType === 5121 ) internalFormat = 32856;\n\n\t\t}\n\n\t\tif ( internalFormat === 33325 || internalFormat === 33326 ||\n\t\t\tinternalFormat === 34842 || internalFormat === 34836 ) {\n\n\t\t\textensions.get( 'EXT_color_buffer_float' );\n\n\t\t}\n\n\t\treturn internalFormat;\n\n\t}\n\n\t// Fallback filters for non-power-of-2 textures\n\n\tfunction filterFallback( f ) {\n\n\t\tif ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {\n\n\t\t\treturn 9728;\n\n\t\t}\n\n\t\treturn 9729;\n\n\t}\n\n\t//\n\n\tfunction onTextureDispose( event ) {\n\n\t\tconst texture = event.target;\n\n\t\ttexture.removeEventListener( 'dispose', onTextureDispose );\n\n\t\tdeallocateTexture( texture );\n\n\t\tif ( texture.isVideoTexture ) {\n\n\t\t\t_videoTextures.delete( texture );\n\n\t\t}\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\tfunction onRenderTargetDispose( event ) {\n\n\t\tconst renderTarget = event.target;\n\n\t\trenderTarget.removeEventListener( 'dispose', onRenderTargetDispose );\n\n\t\tdeallocateRenderTarget( renderTarget );\n\n\t\tinfo.memory.textures --;\n\n\t}\n\n\t//\n\n\tfunction deallocateTexture( texture ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( textureProperties.__webglInit === undefined ) return;\n\n\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\tproperties.remove( texture );\n\n\t}\n\n\tfunction deallocateRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\tif ( ! renderTarget ) return;\n\n\t\tif ( textureProperties.__webglTexture !== undefined ) {\n\n\t\t\t_gl.deleteTexture( textureProperties.__webglTexture );\n\n\t\t}\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\trenderTarget.depthTexture.dispose();\n\n\t\t}\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );\n\t\t\tif ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\tif ( renderTargetProperties.__webglColorRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer );\n\t\t\tif ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );\n\n\t\t}\n\n\t\tproperties.remove( renderTarget.texture );\n\t\tproperties.remove( renderTarget );\n\n\t}\n\n\t//\n\n\tlet textureUnits = 0;\n\n\tfunction resetTextureUnits() {\n\n\t\ttextureUnits = 0;\n\n\t}\n\n\tfunction allocateTextureUnit() {\n\n\t\tconst textureUnit = textureUnits;\n\n\t\tif ( textureUnit >= maxTextures ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + maxTextures );\n\n\t\t}\n\n\t\ttextureUnits += 1;\n\n\t\treturn textureUnit;\n\n\t}\n\n\t//\n\n\tfunction setTexture2D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.isVideoTexture ) updateVideoTexture( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tconst image = texture.image;\n\n\t\t\tif ( image === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );\n\n\t\t\t} else if ( image.complete === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );\n\n\t\t\t} else {\n\n\t\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture2DArray( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 35866, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTexture3D( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 32879, textureProperties.__webglTexture );\n\n\t}\n\n\tfunction setTextureCube( texture, slot ) {\n\n\t\tconst textureProperties = properties.get( texture );\n\n\t\tif ( texture.version > 0 && textureProperties.__version !== texture.version ) {\n\n\t\t\tuploadCubeTexture( textureProperties, texture, slot );\n\t\t\treturn;\n\n\t\t}\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t}\n\n\tconst wrappingToGL = {\n\t\t[ RepeatWrapping ]: 10497,\n\t\t[ ClampToEdgeWrapping ]: 33071,\n\t\t[ MirroredRepeatWrapping ]: 33648\n\t};\n\n\tconst filterToGL = {\n\t\t[ NearestFilter ]: 9728,\n\t\t[ NearestMipmapNearestFilter ]: 9984,\n\t\t[ NearestMipmapLinearFilter ]: 9986,\n\n\t\t[ LinearFilter ]: 9729,\n\t\t[ LinearMipmapNearestFilter ]: 9985,\n\t\t[ LinearMipmapLinearFilter ]: 9987\n\t};\n\n\tfunction setTextureParameters( textureType, texture, supportsMips ) {\n\n\t\tif ( supportsMips ) {\n\n\t\t\t_gl.texParameteri( textureType, 10242, wrappingToGL[ texture.wrapS ] );\n\t\t\t_gl.texParameteri( textureType, 10243, wrappingToGL[ texture.wrapT ] );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, wrappingToGL[ texture.wrapR ] );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterToGL[ texture.magFilter ] );\n\t\t\t_gl.texParameteri( textureType, 10241, filterToGL[ texture.minFilter ] );\n\n\t\t} else {\n\n\t\t\t_gl.texParameteri( textureType, 10242, 33071 );\n\t\t\t_gl.texParameteri( textureType, 10243, 33071 );\n\n\t\t\tif ( textureType === 32879 || textureType === 35866 ) {\n\n\t\t\t\t_gl.texParameteri( textureType, 32882, 33071 );\n\n\t\t\t}\n\n\t\t\tif ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );\n\n\t\t\t}\n\n\t\t\t_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );\n\t\t\t_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );\n\n\t\t\tif ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst extension = extensions.get( 'EXT_texture_filter_anisotropic' );\n\n\t\tif ( extension ) {\n\n\t\t\tif ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;\n\t\t\tif ( texture.type === HalfFloatType && ( isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;\n\n\t\t\tif ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {\n\n\t\t\t\t_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );\n\t\t\t\tproperties.get( texture ).__currentAnisotropy = texture.anisotropy;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction initTexture( textureProperties, texture ) {\n\n\t\tif ( textureProperties.__webglInit === undefined ) {\n\n\t\t\ttextureProperties.__webglInit = true;\n\n\t\t\ttexture.addEventListener( 'dispose', onTextureDispose );\n\n\t\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\t\tinfo.memory.textures ++;\n\n\t\t}\n\n\t}\n\n\tfunction uploadTexture( textureProperties, texture, slot ) {\n\n\t\tlet textureType = 3553;\n\n\t\tif ( texture.isDataTexture2DArray ) textureType = 35866;\n\t\tif ( texture.isDataTexture3D ) textureType = 32879;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( textureType, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\t\t_gl.pixelStorei( 37441, texture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, texture.unpackAlignment );\n\n\t\tconst needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;\n\t\tconst image = resizeImage( texture.image, needsPowerOfTwo, false, maxTextureSize );\n\n\t\tconst supportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format );\n\n\t\tlet glType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( textureType, texture, supportsMips );\n\n\t\tlet mipmap;\n\t\tconst mipmaps = texture.mipmaps;\n\n\t\tif ( texture.isDepthTexture ) {\n\n\t\t\t// populate depth texture with dummy data\n\n\t\t\tglInternalFormat = 6402;\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t} else if ( texture.type === UnsignedIntType ) {\n\n\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t} else if ( texture.type === UnsignedInt248Type ) {\n\n\t\t\t\t\tglInternalFormat = 35056;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tglInternalFormat = 33189; // WebGL2 requires sized internalformat for glTexImage2D\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( texture.type === FloatType ) {\n\n\t\t\t\t\tconsole.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// validation checks for WebGL 1\n\n\t\t\tif ( texture.format === DepthFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedShortType;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( texture.format === DepthStencilFormat && glInternalFormat === 6402 ) {\n\n\t\t\t\t// Depth stencil textures need the DEPTH_STENCIL internal format\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tglInternalFormat = 34041;\n\n\t\t\t\t// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are\n\t\t\t\t// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.\n\t\t\t\t// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)\n\t\t\t\tif ( texture.type !== UnsignedInt248Type ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );\n\n\t\t\t\t\ttexture.type = UnsignedInt248Type;\n\t\t\t\t\tglType = utils.convert( texture.type );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );\n\n\t\t} else if ( texture.isDataTexture ) {\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t} else if ( texture.isCompressedTexture ) {\n\n\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\tmipmap = mipmaps[ i ];\n\n\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\tstate.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else if ( texture.isDataTexture2DArray ) {\n\n\t\t\tstate.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else if ( texture.isDataTexture3D ) {\n\n\t\t\tstate.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );\n\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t} else {\n\n\t\t\t// regular Texture (image, video, canvas)\n\n\t\t\t// use manually created mipmaps if available\n\t\t\t// if there are no manual mipmaps\n\t\t\t// set 0 level mipmap and then use GL to generate other mipmap levels\n\n\t\t\tif ( mipmaps.length > 0 && supportsMips ) {\n\n\t\t\t\tfor ( let i = 0, il = mipmaps.length; i < il; i ++ ) {\n\n\t\t\t\t\tmipmap = mipmaps[ i ];\n\t\t\t\t\tstate.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );\n\n\t\t\t\t}\n\n\t\t\t\ttexture.generateMipmaps = false;\n\t\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\tstate.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );\n\t\t\t\ttextureProperties.__maxMipLevel = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tgenerateMipmap( textureType, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\tfunction uploadCubeTexture( textureProperties, texture, slot ) {\n\n\t\tif ( texture.image.length !== 6 ) return;\n\n\t\tinitTexture( textureProperties, texture );\n\n\t\tstate.activeTexture( 33984 + slot );\n\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\n\t\t_gl.pixelStorei( 37440, texture.flipY );\n\n\t\tconst isCompressed = ( texture && ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ) );\n\t\tconst isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );\n\n\t\tconst cubeImage = [];\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tif ( ! isCompressed && ! isDataTexture ) {\n\n\t\t\t\tcubeImage[ i ] = resizeImage( texture.image[ i ], false, true, maxCubemapSize );\n\n\t\t\t} else {\n\n\t\t\t\tcubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst image = cubeImage[ 0 ],\n\t\t\tsupportsMips = isPowerOfTwo( image ) || isWebGL2,\n\t\t\tglFormat = utils.convert( texture.format ),\n\t\t\tglType = utils.convert( texture.type ),\n\t\t\tglInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType );\n\n\t\tsetTextureParameters( 34067, texture, supportsMips );\n\n\t\tlet mipmaps;\n\n\t\tif ( isCompressed ) {\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tmipmaps = cubeImage[ i ].mipmaps;\n\n\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\tif ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {\n\n\t\t\t\t\t\tif ( glFormat !== null ) {\n\n\t\t\t\t\t\t\tstate.compressedTexImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length - 1;\n\n\t\t} else {\n\n\t\t\tmipmaps = texture.mipmaps;\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tif ( isDataTexture ) {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\t\t\t\t\t\tconst mipmapImage = mipmap.image[ i ].image;\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tstate.texImage2D( 34069 + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );\n\n\t\t\t\t\tfor ( let j = 0; j < mipmaps.length; j ++ ) {\n\n\t\t\t\t\t\tconst mipmap = mipmaps[ j ];\n\n\t\t\t\t\t\tstate.texImage2D( 34069 + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\ttextureProperties.__maxMipLevel = mipmaps.length;\n\n\t\t}\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\t// We assume images for cube map have the same size.\n\t\t\tgenerateMipmap( 34067, texture, image.width, image.height );\n\n\t\t}\n\n\t\ttextureProperties.__version = texture.version;\n\n\t\tif ( texture.onUpdate ) texture.onUpdate( texture );\n\n\t}\n\n\t// Render targets\n\n\t// Setup storage for target texture and bind it to correct framebuffer\n\tfunction setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {\n\n\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\tstate.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Setup storage for internal depth/stencil buffers and bind to correct framebuffer\n\tfunction setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {\n\n\t\t_gl.bindRenderbuffer( 36161, renderbuffer );\n\n\t\tif ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {\n\n\t\t\tlet glInternalFormat = 33189;\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst depthTexture = renderTarget.depthTexture;\n\n\t\t\t\tif ( depthTexture && depthTexture.isDepthTexture ) {\n\n\t\t\t\t\tif ( depthTexture.type === FloatType ) {\n\n\t\t\t\t\t\tglInternalFormat = 36012;\n\n\t\t\t\t\t} else if ( depthTexture.type === UnsignedIntType ) {\n\n\t\t\t\t\t\tglInternalFormat = 33190;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );\n\n\t\t} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, 35056, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\n\t\t\t_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );\n\n\t\t} else {\n\n\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\n\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t}\n\n\t// Setup resources for a Depth Texture for a FBO (needs an extension)\n\tfunction setupDepthTexture( framebuffer, renderTarget ) {\n\n\t\tconst isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );\n\t\tif ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );\n\n\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\tif ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {\n\n\t\t\tthrow new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );\n\n\t\t}\n\n\t\t// upload an empty depth texture with framebuffer size\n\t\tif ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||\n\t\t\t\trenderTarget.depthTexture.image.width !== renderTarget.width ||\n\t\t\t\trenderTarget.depthTexture.image.height !== renderTarget.height ) {\n\n\t\t\trenderTarget.depthTexture.image.width = renderTarget.width;\n\t\t\trenderTarget.depthTexture.image.height = renderTarget.height;\n\t\t\trenderTarget.depthTexture.needsUpdate = true;\n\n\t\t}\n\n\t\tsetTexture2D( renderTarget.depthTexture, 0 );\n\n\t\tconst webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;\n\n\t\tif ( renderTarget.depthTexture.format === DepthFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );\n\n\t\t} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {\n\n\t\t\t_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );\n\n\t\t} else {\n\n\t\t\tthrow new Error( 'Unknown depthTexture format' );\n\n\t\t}\n\n\t}\n\n\t// Setup GL resources for a non-texture depth buffer\n\tfunction setupDepthRenderbuffer( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\n\t\tif ( renderTarget.depthTexture ) {\n\n\t\t\tif ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );\n\n\t\t\tsetupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );\n\n\t\t} else {\n\n\t\t\tif ( isCube ) {\n\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = [];\n\n\t\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );\n\t\t\t\t\trenderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();\n\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );\n\t\t\t\trenderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();\n\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );\n\n\t\t\t}\n\n\t\t}\n\n\t\t_gl.bindFramebuffer( 36160, null );\n\n\t}\n\n\t// Set up GL resources for the render target\n\tfunction setupRenderTarget( renderTarget ) {\n\n\t\tconst renderTargetProperties = properties.get( renderTarget );\n\t\tconst textureProperties = properties.get( renderTarget.texture );\n\n\t\trenderTarget.addEventListener( 'dispose', onRenderTargetDispose );\n\n\t\ttextureProperties.__webglTexture = _gl.createTexture();\n\n\t\tinfo.memory.textures ++;\n\n\t\tconst isCube = ( renderTarget.isWebGLCubeRenderTarget === true );\n\t\tconst isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\t// Handles WebGL2 RGBFormat fallback - #18858\n\n\t\tif ( isWebGL2 && renderTarget.texture.format === RGBFormat && ( renderTarget.texture.type === FloatType || renderTarget.texture.type === HalfFloatType ) ) {\n\n\t\t\trenderTarget.texture.format = RGBAFormat;\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.' );\n\n\t\t}\n\n\t\t// Setup framebuffer\n\n\t\tif ( isCube ) {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = [];\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\trenderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\trenderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();\n\n\t\t\tif ( isMultisample ) {\n\n\t\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\t\trenderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();\n\t\t\t\t\trenderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();\n\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );\n\n\t\t\t\t\tconst glFormat = utils.convert( renderTarget.texture.format );\n\t\t\t\t\tconst glType = utils.convert( renderTarget.texture.type );\n\t\t\t\t\tconst glInternalFormat = getInternalFormat( renderTarget.texture.internalFormat, glFormat, glType );\n\t\t\t\t\tconst samples = getRenderTargetSamples( renderTarget );\n\t\t\t\t\t_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t\t_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );\n\t\t\t\t\t_gl.bindRenderbuffer( 36161, null );\n\n\t\t\t\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\t\t\t\trenderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();\n\t\t\t\t\t\tsetupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, null );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Setup color buffer\n\n\t\tif ( isCube ) {\n\n\t\t\tstate.bindTexture( 34067, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 34067, renderTarget.texture, supportsMips );\n\n\t\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );\n\n\t\t\t}\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 34067, null );\n\n\t\t} else {\n\n\t\t\tstate.bindTexture( 3553, textureProperties.__webglTexture );\n\t\t\tsetTextureParameters( 3553, renderTarget.texture, supportsMips );\n\t\t\tsetupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );\n\n\t\t\tif ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {\n\n\t\t\t\tgenerateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );\n\n\t\t\t}\n\n\t\t\tstate.bindTexture( 3553, null );\n\n\t\t}\n\n\t\t// Setup depth and stencil buffers\n\n\t\tif ( renderTarget.depthBuffer ) {\n\n\t\t\tsetupDepthRenderbuffer( renderTarget );\n\n\t\t}\n\n\t}\n\n\tfunction updateRenderTargetMipmap( renderTarget ) {\n\n\t\tconst texture = renderTarget.texture;\n\t\tconst supportsMips = isPowerOfTwo( renderTarget ) || isWebGL2;\n\n\t\tif ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {\n\n\t\t\tconst target = renderTarget.isWebGLCubeRenderTarget ? 34067 : 3553;\n\t\t\tconst webglTexture = properties.get( texture ).__webglTexture;\n\n\t\t\tstate.bindTexture( target, webglTexture );\n\t\t\tgenerateMipmap( target, texture, renderTarget.width, renderTarget.height );\n\t\t\tstate.bindTexture( target, null );\n\n\t\t}\n\n\t}\n\n\tfunction updateMultisampleRenderTarget( renderTarget ) {\n\n\t\tif ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\tif ( isWebGL2 ) {\n\n\t\t\t\tconst renderTargetProperties = properties.get( renderTarget );\n\n\t\t\t\t_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );\n\t\t\t\t_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );\n\n\t\t\t\tconst width = renderTarget.width;\n\t\t\t\tconst height = renderTarget.height;\n\t\t\t\tlet mask = 16384;\n\n\t\t\t\tif ( renderTarget.depthBuffer ) mask |= 256;\n\t\t\t\tif ( renderTarget.stencilBuffer ) mask |= 1024;\n\n\t\t\t\t_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );\n\n\t\t\t\t_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction getRenderTargetSamples( renderTarget ) {\n\n\t\treturn ( isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?\n\t\t\tMath.min( maxSamples, renderTarget.samples ) : 0;\n\n\t}\n\n\tfunction updateVideoTexture( texture ) {\n\n\t\tconst frame = info.render.frame;\n\n\t\t// Check the last frame we updated the VideoTexture\n\n\t\tif ( _videoTextures.get( texture ) !== frame ) {\n\n\t\t\t_videoTextures.set( texture, frame );\n\t\t\ttexture.update();\n\n\t\t}\n\n\t}\n\n\t// backwards compatibility\n\n\tlet warnedTexture2D = false;\n\tlet warnedTextureCube = false;\n\n\tfunction safeSetTexture2D( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLRenderTarget ) {\n\n\t\t\tif ( warnedTexture2D === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTexture2D: don\\'t use render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTexture2D = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\t\tsetTexture2D( texture, slot );\n\n\t}\n\n\tfunction safeSetTextureCube( texture, slot ) {\n\n\t\tif ( texture && texture.isWebGLCubeRenderTarget ) {\n\n\t\t\tif ( warnedTextureCube === false ) {\n\n\t\t\t\tconsole.warn( 'THREE.WebGLTextures.safeSetTextureCube: don\\'t use cube render targets as textures. Use their .texture property instead.' );\n\t\t\t\twarnedTextureCube = true;\n\n\t\t\t}\n\n\t\t\ttexture = texture.texture;\n\n\t\t}\n\n\n\t\tsetTextureCube( texture, slot );\n\n\t}\n\n\t//\n\n\tthis.allocateTextureUnit = allocateTextureUnit;\n\tthis.resetTextureUnits = resetTextureUnits;\n\n\tthis.setTexture2D = setTexture2D;\n\tthis.setTexture2DArray = setTexture2DArray;\n\tthis.setTexture3D = setTexture3D;\n\tthis.setTextureCube = setTextureCube;\n\tthis.setupRenderTarget = setupRenderTarget;\n\tthis.updateRenderTargetMipmap = updateRenderTargetMipmap;\n\tthis.updateMultisampleRenderTarget = updateMultisampleRenderTarget;\n\n\tthis.safeSetTexture2D = safeSetTexture2D;\n\tthis.safeSetTextureCube = safeSetTextureCube;\n\n}\n\nfunction WebGLUtils( gl, extensions, capabilities ) {\n\n\tconst isWebGL2 = capabilities.isWebGL2;\n\n\tfunction convert( p ) {\n\n\t\tlet extension;\n\n\t\tif ( p === UnsignedByteType ) return 5121;\n\t\tif ( p === UnsignedShort4444Type ) return 32819;\n\t\tif ( p === UnsignedShort5551Type ) return 32820;\n\t\tif ( p === UnsignedShort565Type ) return 33635;\n\n\t\tif ( p === ByteType ) return 5120;\n\t\tif ( p === ShortType ) return 5122;\n\t\tif ( p === UnsignedShortType ) return 5123;\n\t\tif ( p === IntType ) return 5124;\n\t\tif ( p === UnsignedIntType ) return 5125;\n\t\tif ( p === FloatType ) return 5126;\n\n\t\tif ( p === HalfFloatType ) {\n\n\t\t\tif ( isWebGL2 ) return 5131;\n\n\t\t\textension = extensions.get( 'OES_texture_half_float' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.HALF_FLOAT_OES;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === AlphaFormat ) return 6406;\n\t\tif ( p === RGBFormat ) return 6407;\n\t\tif ( p === RGBAFormat ) return 6408;\n\t\tif ( p === LuminanceFormat ) return 6409;\n\t\tif ( p === LuminanceAlphaFormat ) return 6410;\n\t\tif ( p === DepthFormat ) return 6402;\n\t\tif ( p === DepthStencilFormat ) return 34041;\n\t\tif ( p === RedFormat ) return 6403;\n\n\t\t// WebGL2 formats.\n\n\t\tif ( p === RedIntegerFormat ) return 36244;\n\t\tif ( p === RGFormat ) return 33319;\n\t\tif ( p === RGIntegerFormat ) return 33320;\n\t\tif ( p === RGBIntegerFormat ) return 36248;\n\t\tif ( p === RGBAIntegerFormat ) return 36249;\n\n\t\tif ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\t\tp === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\t\tif ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||\n\t\t\tp === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\t\tif ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC1_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc1' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_etc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\tif ( p === RGB_ETC2_Format ) return extension.COMPRESSED_RGB8_ETC2;\n\t\t\t\tif ( p === RGBA_ETC2_EAC_Format ) return extension.COMPRESSED_RGBA8_ETC2_EAC;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||\n\t\t\tp === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||\n\t\t\tp === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||\n\t\t\tp === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||\n\t\t\tp === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_4x4_Format || p === SRGB8_ALPHA8_ASTC_5x4_Format || p === SRGB8_ALPHA8_ASTC_5x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_6x5_Format || p === SRGB8_ALPHA8_ASTC_6x6_Format || p === SRGB8_ALPHA8_ASTC_8x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_8x6_Format || p === SRGB8_ALPHA8_ASTC_8x8_Format || p === SRGB8_ALPHA8_ASTC_10x5_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_10x6_Format || p === SRGB8_ALPHA8_ASTC_10x8_Format || p === SRGB8_ALPHA8_ASTC_10x10_Format ||\n\t\t\tp === SRGB8_ALPHA8_ASTC_12x10_Format || p === SRGB8_ALPHA8_ASTC_12x12_Format ) {\n\n\t\t\textension = extensions.get( 'WEBGL_compressed_texture_astc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === RGBA_BPTC_Format ) {\n\n\t\t\textension = extensions.get( 'EXT_texture_compression_bptc' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\t// TODO Complete?\n\n\t\t\t\treturn p;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( p === UnsignedInt248Type ) {\n\n\t\t\tif ( isWebGL2 ) return 34042;\n\n\t\t\textension = extensions.get( 'WEBGL_depth_texture' );\n\n\t\t\tif ( extension !== null ) {\n\n\t\t\t\treturn extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t\t\t} else {\n\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { convert: convert };\n\n}\n\nfunction ArrayCamera( array = [] ) {\n\n\tPerspectiveCamera.call( this );\n\n\tthis.cameras = array;\n\n}\n\nArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {\n\n\tconstructor: ArrayCamera,\n\n\tisArrayCamera: true\n\n} );\n\nfunction Group() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Group';\n\n}\n\nGroup.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Group,\n\n\tisGroup: true\n\n} );\n\nfunction WebXRController() {\n\n\tthis._targetRay = null;\n\tthis._grip = null;\n\tthis._hand = null;\n\n}\n\nObject.assign( WebXRController.prototype, {\n\n\tconstructor: WebXRController,\n\n\tgetHandSpace: function () {\n\n\t\tif ( this._hand === null ) {\n\n\t\t\tthis._hand = new Group();\n\t\t\tthis._hand.matrixAutoUpdate = false;\n\t\t\tthis._hand.visible = false;\n\n\t\t\tthis._hand.joints = [];\n\t\t\tthis._hand.inputState = { pinching: false };\n\n\t\t\tif ( window.XRHand ) {\n\n\t\t\t\tfor ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {\n\n\t\t\t\t\t// The transform of this joint will be updated with the joint pose on each frame\n\t\t\t\t\tconst joint = new Group();\n\t\t\t\t\tjoint.matrixAutoUpdate = false;\n\t\t\t\t\tjoint.visible = false;\n\t\t\t\t\tthis._hand.joints.push( joint );\n\t\t\t\t\t// ??\n\t\t\t\t\tthis._hand.add( joint );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this._hand;\n\n\t},\n\n\tgetTargetRaySpace: function () {\n\n\t\tif ( this._targetRay === null ) {\n\n\t\t\tthis._targetRay = new Group();\n\t\t\tthis._targetRay.matrixAutoUpdate = false;\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\treturn this._targetRay;\n\n\t},\n\n\tgetGripSpace: function () {\n\n\t\tif ( this._grip === null ) {\n\n\t\t\tthis._grip = new Group();\n\t\t\tthis._grip.matrixAutoUpdate = false;\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\treturn this._grip;\n\n\t},\n\n\tdispatchEvent: function ( event ) {\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.dispatchEvent( event );\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.dispatchEvent( event );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tdisconnect: function ( inputSource ) {\n\n\t\tthis.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\n\t\tif ( this._targetRay !== null ) {\n\n\t\t\tthis._targetRay.visible = false;\n\n\t\t}\n\n\t\tif ( this._grip !== null ) {\n\n\t\t\tthis._grip.visible = false;\n\n\t\t}\n\n\t\tif ( this._hand !== null ) {\n\n\t\t\tthis._hand.visible = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tupdate: function ( inputSource, frame, referenceSpace ) {\n\n\t\tlet inputPose = null;\n\t\tlet gripPose = null;\n\t\tlet handPose = null;\n\n\t\tconst targetRay = this._targetRay;\n\t\tconst grip = this._grip;\n\t\tconst hand = this._hand;\n\n\t\tif ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {\n\n\t\t\tif ( hand && inputSource.hand ) {\n\n\t\t\t\thandPose = true;\n\n\t\t\t\tfor ( let i = 0; i <= window.XRHand.LITTLE_PHALANX_TIP; i ++ ) {\n\n\t\t\t\t\tif ( inputSource.hand[ i ] ) {\n\n\t\t\t\t\t\t// Update the joints groups with the XRJoint poses\n\t\t\t\t\t\tconst jointPose = frame.getJointPose( inputSource.hand[ i ], referenceSpace );\n\t\t\t\t\t\tconst joint = hand.joints[ i ];\n\n\t\t\t\t\t\tif ( jointPose !== null ) {\n\n\t\t\t\t\t\t\tjoint.matrix.fromArray( jointPose.transform.matrix );\n\t\t\t\t\t\t\tjoint.matrix.decompose( joint.position, joint.rotation, joint.scale );\n\t\t\t\t\t\t\tjoint.jointRadius = jointPose.radius;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tjoint.visible = jointPose !== null;\n\n\t\t\t\t\t\t// Custom events\n\n\t\t\t\t\t\t// Check pinch\n\t\t\t\t\t\tconst indexTip = hand.joints[ window.XRHand.INDEX_PHALANX_TIP ];\n\t\t\t\t\t\tconst thumbTip = hand.joints[ window.XRHand.THUMB_PHALANX_TIP ];\n\t\t\t\t\t\tconst distance = indexTip.position.distanceTo( thumbTip.position );\n\n\t\t\t\t\t\tconst distanceToPinch = 0.02;\n\t\t\t\t\t\tconst threshold = 0.005;\n\n\t\t\t\t\t\tif ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {\n\n\t\t\t\t\t\t\thand.inputState.pinching = false;\n\t\t\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\t\t\ttype: 'pinchend',\n\t\t\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\t\t\ttarget: this\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {\n\n\t\t\t\t\t\t\thand.inputState.pinching = true;\n\t\t\t\t\t\t\tthis.dispatchEvent( {\n\t\t\t\t\t\t\t\ttype: 'pinchstart',\n\t\t\t\t\t\t\t\thandedness: inputSource.handedness,\n\t\t\t\t\t\t\t\ttarget: this\n\t\t\t\t\t\t\t} );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tif ( targetRay !== null ) {\n\n\t\t\t\t\tinputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );\n\n\t\t\t\t\tif ( inputPose !== null ) {\n\n\t\t\t\t\t\ttargetRay.matrix.fromArray( inputPose.transform.matrix );\n\t\t\t\t\t\ttargetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( grip !== null && inputSource.gripSpace ) {\n\n\t\t\t\t\tgripPose = frame.getPose( inputSource.gripSpace, referenceSpace );\n\n\t\t\t\t\tif ( gripPose !== null ) {\n\n\t\t\t\t\t\tgrip.matrix.fromArray( gripPose.transform.matrix );\n\t\t\t\t\t\tgrip.matrix.decompose( grip.position, grip.rotation, grip.scale );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( targetRay !== null ) {\n\n\t\t\ttargetRay.visible = ( inputPose !== null );\n\n\t\t}\n\n\t\tif ( grip !== null ) {\n\n\t\t\tgrip.visible = ( gripPose !== null );\n\n\t\t}\n\n\t\tif ( hand !== null ) {\n\n\t\t\thand.visible = ( handPose !== null );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction WebXRManager( renderer, gl ) {\n\n\tconst scope = this;\n\n\tlet session = null;\n\n\tlet framebufferScaleFactor = 1.0;\n\n\tlet referenceSpace = null;\n\tlet referenceSpaceType = 'local-floor';\n\n\tlet pose = null;\n\n\tconst controllers = [];\n\tconst inputSourcesMap = new Map();\n\n\t//\n\n\tconst cameraL = new PerspectiveCamera();\n\tcameraL.layers.enable( 1 );\n\tcameraL.viewport = new Vector4();\n\n\tconst cameraR = new PerspectiveCamera();\n\tcameraR.layers.enable( 2 );\n\tcameraR.viewport = new Vector4();\n\n\tconst cameras = [ cameraL, cameraR ];\n\n\tconst cameraVR = new ArrayCamera();\n\tcameraVR.layers.enable( 1 );\n\tcameraVR.layers.enable( 2 );\n\n\tlet _currentDepthNear = null;\n\tlet _currentDepthFar = null;\n\n\t//\n\n\tthis.enabled = false;\n\n\tthis.isPresenting = false;\n\n\tthis.getController = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getTargetRaySpace();\n\n\t};\n\n\tthis.getControllerGrip = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getGripSpace();\n\n\t};\n\n\tthis.getHand = function ( index ) {\n\n\t\tlet controller = controllers[ index ];\n\n\t\tif ( controller === undefined ) {\n\n\t\t\tcontroller = new WebXRController();\n\t\t\tcontrollers[ index ] = controller;\n\n\t\t}\n\n\t\treturn controller.getHandSpace();\n\n\t};\n\n\t//\n\n\tfunction onSessionEvent( event ) {\n\n\t\tconst controller = inputSourcesMap.get( event.inputSource );\n\n\t\tif ( controller ) {\n\n\t\t\tcontroller.dispatchEvent( { type: event.type, data: event.inputSource } );\n\n\t\t}\n\n\t}\n\n\tfunction onSessionEnd() {\n\n\t\tinputSourcesMap.forEach( function ( controller, inputSource ) {\n\n\t\t\tcontroller.disconnect( inputSource );\n\n\t\t} );\n\n\t\tinputSourcesMap.clear();\n\n\t\t//\n\n\t\trenderer.setFramebuffer( null );\n\t\trenderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830\n\t\tanimation.stop();\n\n\t\tscope.isPresenting = false;\n\n\t\tscope.dispatchEvent( { type: 'sessionend' } );\n\n\t}\n\n\tfunction onRequestReferenceSpace( value ) {\n\n\t\treferenceSpace = value;\n\n\t\tanimation.setContext( session );\n\t\tanimation.start();\n\n\t\tscope.isPresenting = true;\n\n\t\tscope.dispatchEvent( { type: 'sessionstart' } );\n\n\t}\n\n\tthis.setFramebufferScaleFactor = function ( value ) {\n\n\t\tframebufferScaleFactor = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.setReferenceSpaceType = function ( value ) {\n\n\t\treferenceSpaceType = value;\n\n\t\tif ( scope.isPresenting === true ) {\n\n\t\t\tconsole.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );\n\n\t\t}\n\n\t};\n\n\tthis.getReferenceSpace = function () {\n\n\t\treturn referenceSpace;\n\n\t};\n\n\tthis.getSession = function () {\n\n\t\treturn session;\n\n\t};\n\n\tthis.setSession = function ( value ) {\n\n\t\tsession = value;\n\n\t\tif ( session !== null ) {\n\n\t\t\tsession.addEventListener( 'select', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectstart', onSessionEvent );\n\t\t\tsession.addEventListener( 'selectend', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeeze', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezestart', onSessionEvent );\n\t\t\tsession.addEventListener( 'squeezeend', onSessionEvent );\n\t\t\tsession.addEventListener( 'end', onSessionEnd );\n\n\t\t\tconst attributes = gl.getContextAttributes();\n\n\t\t\tif ( attributes.xrCompatible !== true ) {\n\n\t\t\t\tgl.makeXRCompatible();\n\n\t\t\t}\n\n\t\t\tconst layerInit = {\n\t\t\t\tantialias: attributes.antialias,\n\t\t\t\talpha: attributes.alpha,\n\t\t\t\tdepth: attributes.depth,\n\t\t\t\tstencil: attributes.stencil,\n\t\t\t\tframebufferScaleFactor: framebufferScaleFactor\n\t\t\t};\n\n\t\t\t// eslint-disable-next-line no-undef\n\t\t\tconst baseLayer = new XRWebGLLayer( session, gl, layerInit );\n\n\t\t\tsession.updateRenderState( { baseLayer: baseLayer } );\n\n\t\t\tsession.requestReferenceSpace( referenceSpaceType ).then( onRequestReferenceSpace );\n\n\t\t\t//\n\n\t\t\tsession.addEventListener( 'inputsourceschange', updateInputSources );\n\n\t\t}\n\n\t};\n\n\tfunction updateInputSources( event ) {\n\n\t\tconst inputSources = session.inputSources;\n\n\t\t// Assign inputSources to available controllers\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tinputSourcesMap.set( inputSources[ i ], controllers[ i ] );\n\n\t\t}\n\n\t\t// Notify disconnected\n\n\t\tfor ( let i = 0; i < event.removed.length; i ++ ) {\n\n\t\t\tconst inputSource = event.removed[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'disconnected', data: inputSource } );\n\t\t\t\tinputSourcesMap.delete( inputSource );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Notify connected\n\n\t\tfor ( let i = 0; i < event.added.length; i ++ ) {\n\n\t\t\tconst inputSource = event.added[ i ];\n\t\t\tconst controller = inputSourcesMap.get( inputSource );\n\n\t\t\tif ( controller ) {\n\n\t\t\t\tcontroller.dispatchEvent( { type: 'connected', data: inputSource } );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t//\n\n\tconst cameraLPos = new Vector3();\n\tconst cameraRPos = new Vector3();\n\n\t/**\n\t * Assumes 2 cameras that are parallel and share an X-axis, and that\n\t * the cameras' projection and world matrices have already been set.\n\t * And that near and far planes are identical for both cameras.\n\t * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765\n\t */\n\tfunction setProjectionFromUnion( camera, cameraL, cameraR ) {\n\n\t\tcameraLPos.setFromMatrixPosition( cameraL.matrixWorld );\n\t\tcameraRPos.setFromMatrixPosition( cameraR.matrixWorld );\n\n\t\tconst ipd = cameraLPos.distanceTo( cameraRPos );\n\n\t\tconst projL = cameraL.projectionMatrix.elements;\n\t\tconst projR = cameraR.projectionMatrix.elements;\n\n\t\t// VR systems will have identical far and near planes, and\n\t\t// most likely identical top and bottom frustum extents.\n\t\t// Use the left camera for these values.\n\t\tconst near = projL[ 14 ] / ( projL[ 10 ] - 1 );\n\t\tconst far = projL[ 14 ] / ( projL[ 10 ] + 1 );\n\t\tconst topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];\n\t\tconst bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];\n\n\t\tconst leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];\n\t\tconst rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];\n\t\tconst left = near * leftFov;\n\t\tconst right = near * rightFov;\n\n\t\t// Calculate the new camera's position offset from the\n\t\t// left camera. xOffset should be roughly half `ipd`.\n\t\tconst zOffset = ipd / ( - leftFov + rightFov );\n\t\tconst xOffset = zOffset * - leftFov;\n\n\t\t// TODO: Better way to apply this offset?\n\t\tcameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.translateX( xOffset );\n\t\tcamera.translateZ( zOffset );\n\t\tcamera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t\t// Find the union of the frustum values of the cameras and scale\n\t\t// the values so that the near plane's position does not change in world space,\n\t\t// although must now be relative to the new union camera.\n\t\tconst near2 = near + zOffset;\n\t\tconst far2 = far + zOffset;\n\t\tconst left2 = left - xOffset;\n\t\tconst right2 = right + ( ipd - xOffset );\n\t\tconst top2 = topFov * far / far2 * near2;\n\t\tconst bottom2 = bottomFov * far / far2 * near2;\n\n\t\tcamera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );\n\n\t}\n\n\tfunction updateCamera( camera, parent ) {\n\n\t\tif ( parent === null ) {\n\n\t\t\tcamera.matrixWorld.copy( camera.matrix );\n\n\t\t} else {\n\n\t\t\tcamera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );\n\n\t\t}\n\n\t\tcamera.matrixWorldInverse.copy( camera.matrixWorld ).invert();\n\n\t}\n\n\tthis.getCamera = function ( camera ) {\n\n\t\tcameraVR.near = cameraR.near = cameraL.near = camera.near;\n\t\tcameraVR.far = cameraR.far = cameraL.far = camera.far;\n\n\t\tif ( _currentDepthNear !== cameraVR.near || _currentDepthFar !== cameraVR.far ) {\n\n\t\t\t// Note that the new renderState won't apply until the next frame. See #18320\n\n\t\t\tsession.updateRenderState( {\n\t\t\t\tdepthNear: cameraVR.near,\n\t\t\t\tdepthFar: cameraVR.far\n\t\t\t} );\n\n\t\t\t_currentDepthNear = cameraVR.near;\n\t\t\t_currentDepthFar = cameraVR.far;\n\n\t\t}\n\n\t\tconst parent = camera.parent;\n\t\tconst cameras = cameraVR.cameras;\n\n\t\tupdateCamera( cameraVR, parent );\n\n\t\tfor ( let i = 0; i < cameras.length; i ++ ) {\n\n\t\t\tupdateCamera( cameras[ i ], parent );\n\n\t\t}\n\n\t\t// update camera and its children\n\n\t\tcamera.matrixWorld.copy( cameraVR.matrixWorld );\n\n\t\tconst children = camera.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tchildren[ i ].updateMatrixWorld( true );\n\n\t\t}\n\n\t\t// update projection matrix for proper view frustum culling\n\n\t\tif ( cameras.length === 2 ) {\n\n\t\t\tsetProjectionFromUnion( cameraVR, cameraL, cameraR );\n\n\t\t} else {\n\n\t\t\t// assume single camera setup (AR)\n\n\t\t\tcameraVR.projectionMatrix.copy( cameraL.projectionMatrix );\n\n\t\t}\n\n\t\treturn cameraVR;\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time, frame ) {\n\n\t\tpose = frame.getViewerPose( referenceSpace );\n\n\t\tif ( pose !== null ) {\n\n\t\t\tconst views = pose.views;\n\t\t\tconst baseLayer = session.renderState.baseLayer;\n\n\t\t\trenderer.setFramebuffer( baseLayer.framebuffer );\n\n\t\t\tlet cameraVRNeedsUpdate = false;\n\n\t\t\t// check if it's necessary to rebuild cameraVR's camera list\n\n\t\t\tif ( views.length !== cameraVR.cameras.length ) {\n\n\t\t\t\tcameraVR.cameras.length = 0;\n\t\t\t\tcameraVRNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0; i < views.length; i ++ ) {\n\n\t\t\t\tconst view = views[ i ];\n\t\t\t\tconst viewport = baseLayer.getViewport( view );\n\n\t\t\t\tconst camera = cameras[ i ];\n\t\t\t\tcamera.matrix.fromArray( view.transform.matrix );\n\t\t\t\tcamera.projectionMatrix.fromArray( view.projectionMatrix );\n\t\t\t\tcamera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );\n\n\t\t\t\tif ( i === 0 ) {\n\n\t\t\t\t\tcameraVR.matrix.copy( camera.matrix );\n\n\t\t\t\t}\n\n\t\t\t\tif ( cameraVRNeedsUpdate === true ) {\n\n\t\t\t\t\tcameraVR.cameras.push( camera );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tconst inputSources = session.inputSources;\n\n\t\tfor ( let i = 0; i < controllers.length; i ++ ) {\n\n\t\t\tconst controller = controllers[ i ];\n\t\t\tconst inputSource = inputSources[ i ];\n\n\t\t\tcontroller.update( inputSource, frame, referenceSpace );\n\n\t\t}\n\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\n\t};\n\n\tthis.dispose = function () {};\n\n}\n\nObject.assign( WebXRManager.prototype, EventDispatcher.prototype );\n\nfunction WebGLMaterials( properties ) {\n\n\tfunction refreshFogUniforms( uniforms, fog ) {\n\n\t\tuniforms.fogColor.value.copy( fog.color );\n\n\t\tif ( fog.isFog ) {\n\n\t\t\tuniforms.fogNear.value = fog.near;\n\t\t\tuniforms.fogFar.value = fog.far;\n\n\t\t} else if ( fog.isFogExp2 ) {\n\n\t\t\tuniforms.fogDensity.value = fog.density;\n\n\t\t}\n\n\t}\n\n\tfunction refreshMaterialUniforms( uniforms, material, pixelRatio, height ) {\n\n\t\tif ( material.isMeshBasicMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t} else if ( material.isMeshLambertMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsLambert( uniforms, material );\n\n\t\t} else if ( material.isMeshToonMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsToon( uniforms, material );\n\n\t\t} else if ( material.isMeshPhongMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsPhong( uniforms, material );\n\n\t\t} else if ( material.isMeshStandardMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\n\t\t\tif ( material.isMeshPhysicalMaterial ) {\n\n\t\t\t\trefreshUniformsPhysical( uniforms, material );\n\n\t\t\t} else {\n\n\t\t\t\trefreshUniformsStandard( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isMeshMatcapMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsMatcap( uniforms, material );\n\n\t\t} else if ( material.isMeshDepthMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDepth( uniforms, material );\n\n\t\t} else if ( material.isMeshDistanceMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsDistance( uniforms, material );\n\n\t\t} else if ( material.isMeshNormalMaterial ) {\n\n\t\t\trefreshUniformsCommon( uniforms, material );\n\t\t\trefreshUniformsNormal( uniforms, material );\n\n\t\t} else if ( material.isLineBasicMaterial ) {\n\n\t\t\trefreshUniformsLine( uniforms, material );\n\n\t\t\tif ( material.isLineDashedMaterial ) {\n\n\t\t\t\trefreshUniformsDash( uniforms, material );\n\n\t\t\t}\n\n\t\t} else if ( material.isPointsMaterial ) {\n\n\t\t\trefreshUniformsPoints( uniforms, material, pixelRatio, height );\n\n\t\t} else if ( material.isSpriteMaterial ) {\n\n\t\t\trefreshUniformsSprites( uniforms, material );\n\n\t\t} else if ( material.isShadowMaterial ) {\n\n\t\t\tuniforms.color.value.copy( material.color );\n\t\t\tuniforms.opacity.value = material.opacity;\n\n\t\t} else if ( material.isShaderMaterial ) {\n\n\t\t\tmaterial.uniformsNeedUpdate = false; // #15581\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsCommon( uniforms, material ) {\n\n\t\tuniforms.opacity.value = material.opacity;\n\n\t\tif ( material.color ) {\n\n\t\t\tuniforms.diffuse.value.copy( material.color );\n\n\t\t}\n\n\t\tif ( material.emissive ) {\n\n\t\t\tuniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );\n\n\t\t}\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\tif ( material.specularMap ) {\n\n\t\t\tuniforms.specularMap.value = material.specularMap;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\tuniforms.envMap.value = envMap;\n\n\t\t\tuniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap._needsFlipEnvMap ) ? - 1 : 1;\n\n\t\t\tuniforms.reflectivity.value = material.reflectivity;\n\t\t\tuniforms.refractionRatio.value = material.refractionRatio;\n\n\t\t\tconst maxMipLevel = properties.get( envMap ).__maxMipLevel;\n\n\t\t\tif ( maxMipLevel !== undefined ) {\n\n\t\t\t\tuniforms.maxMipLevel.value = maxMipLevel;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.lightMap ) {\n\n\t\t\tuniforms.lightMap.value = material.lightMap;\n\t\t\tuniforms.lightMapIntensity.value = material.lightMapIntensity;\n\n\t\t}\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuniforms.aoMap.value = material.aoMap;\n\t\t\tuniforms.aoMapIntensity.value = material.aoMapIntensity;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. specular map\n\t\t// 3. displacementMap map\n\t\t// 4. normal map\n\t\t// 5. bump map\n\t\t// 6. roughnessMap map\n\t\t// 7. metalnessMap map\n\t\t// 8. alphaMap map\n\t\t// 9. emissiveMap map\n\t\t// 10. clearcoat map\n\t\t// 11. clearcoat normal map\n\t\t// 12. clearcoat roughnessMap map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.specularMap ) {\n\n\t\t\tuvScaleMap = material.specularMap;\n\n\t\t} else if ( material.displacementMap ) {\n\n\t\t\tuvScaleMap = material.displacementMap;\n\n\t\t} else if ( material.normalMap ) {\n\n\t\t\tuvScaleMap = material.normalMap;\n\n\t\t} else if ( material.bumpMap ) {\n\n\t\t\tuvScaleMap = material.bumpMap;\n\n\t\t} else if ( material.roughnessMap ) {\n\n\t\t\tuvScaleMap = material.roughnessMap;\n\n\t\t} else if ( material.metalnessMap ) {\n\n\t\t\tuvScaleMap = material.metalnessMap;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t} else if ( material.emissiveMap ) {\n\n\t\t\tuvScaleMap = material.emissiveMap;\n\n\t\t} else if ( material.clearcoatMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatMap;\n\n\t\t} else if ( material.clearcoatNormalMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatNormalMap;\n\n\t\t} else if ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuvScaleMap = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uvScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuvScaleMap = uvScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities for uv2\n\t\t// 1. ao map\n\t\t// 2. light map\n\n\t\tlet uv2ScaleMap;\n\n\t\tif ( material.aoMap ) {\n\n\t\t\tuv2ScaleMap = material.aoMap;\n\n\t\t} else if ( material.lightMap ) {\n\n\t\t\tuv2ScaleMap = material.lightMap;\n\n\t\t}\n\n\t\tif ( uv2ScaleMap !== undefined ) {\n\n\t\t\t// backwards compatibility\n\t\t\tif ( uv2ScaleMap.isWebGLRenderTarget ) {\n\n\t\t\t\tuv2ScaleMap = uv2ScaleMap.texture;\n\n\t\t\t}\n\n\t\t\tif ( uv2ScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuv2ScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uv2Transform.value.copy( uv2ScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLine( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\n\t}\n\n\tfunction refreshUniformsDash( uniforms, material ) {\n\n\t\tuniforms.dashSize.value = material.dashSize;\n\t\tuniforms.totalSize.value = material.dashSize + material.gapSize;\n\t\tuniforms.scale.value = material.scale;\n\n\t}\n\n\tfunction refreshUniformsPoints( uniforms, material, pixelRatio, height ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.size.value = material.size * pixelRatio;\n\t\tuniforms.scale.value = height * 0.5;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsSprites( uniforms, material ) {\n\n\t\tuniforms.diffuse.value.copy( material.color );\n\t\tuniforms.opacity.value = material.opacity;\n\t\tuniforms.rotation.value = material.rotation;\n\n\t\tif ( material.map ) {\n\n\t\t\tuniforms.map.value = material.map;\n\n\t\t}\n\n\t\tif ( material.alphaMap ) {\n\n\t\t\tuniforms.alphaMap.value = material.alphaMap;\n\n\t\t}\n\n\t\t// uv repeat and offset setting priorities\n\t\t// 1. color map\n\t\t// 2. alpha map\n\n\t\tlet uvScaleMap;\n\n\t\tif ( material.map ) {\n\n\t\t\tuvScaleMap = material.map;\n\n\t\t} else if ( material.alphaMap ) {\n\n\t\t\tuvScaleMap = material.alphaMap;\n\n\t\t}\n\n\t\tif ( uvScaleMap !== undefined ) {\n\n\t\t\tif ( uvScaleMap.matrixAutoUpdate === true ) {\n\n\t\t\t\tuvScaleMap.updateMatrix();\n\n\t\t\t}\n\n\t\t\tuniforms.uvTransform.value.copy( uvScaleMap.matrix );\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsLambert( uniforms, material ) {\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhong( uniforms, material ) {\n\n\t\tuniforms.specular.value.copy( material.specular );\n\t\tuniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsToon( uniforms, material ) {\n\n\t\tif ( material.gradientMap ) {\n\n\t\t\tuniforms.gradientMap.value = material.gradientMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsStandard( uniforms, material ) {\n\n\t\tuniforms.roughness.value = material.roughness;\n\t\tuniforms.metalness.value = material.metalness;\n\n\t\tif ( material.roughnessMap ) {\n\n\t\t\tuniforms.roughnessMap.value = material.roughnessMap;\n\n\t\t}\n\n\t\tif ( material.metalnessMap ) {\n\n\t\t\tuniforms.metalnessMap.value = material.metalnessMap;\n\n\t\t}\n\n\t\tif ( material.emissiveMap ) {\n\n\t\t\tuniforms.emissiveMap.value = material.emissiveMap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tconst envMap = properties.get( material ).envMap;\n\n\t\tif ( envMap ) {\n\n\t\t\t//uniforms.envMap.value = material.envMap; // part of uniforms common\n\t\t\tuniforms.envMapIntensity.value = material.envMapIntensity;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsPhysical( uniforms, material ) {\n\n\t\trefreshUniformsStandard( uniforms, material );\n\n\t\tuniforms.reflectivity.value = material.reflectivity; // also part of uniforms common\n\n\t\tuniforms.clearcoat.value = material.clearcoat;\n\t\tuniforms.clearcoatRoughness.value = material.clearcoatRoughness;\n\t\tif ( material.sheen ) uniforms.sheen.value.copy( material.sheen );\n\n\t\tif ( material.clearcoatMap ) {\n\n\t\t\tuniforms.clearcoatMap.value = material.clearcoatMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatRoughnessMap ) {\n\n\t\t\tuniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalMap ) {\n\n\t\t\tuniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );\n\t\t\tuniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;\n\n\t\t\tif ( material.side === BackSide ) {\n\n\t\t\t\tuniforms.clearcoatNormalScale.value.negate();\n\n\t\t\t}\n\n\t\t}\n\n\t\tuniforms.transmission.value = material.transmission;\n\n\t\tif ( material.transmissionMap ) {\n\n\t\t\tuniforms.transmissionMap.value = material.transmissionMap;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsMatcap( uniforms, material ) {\n\n\t\tif ( material.matcap ) {\n\n\t\t\tuniforms.matcap.value = material.matcap;\n\n\t\t}\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDepth( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\tfunction refreshUniformsDistance( uniforms, material ) {\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t\tuniforms.referencePosition.value.copy( material.referencePosition );\n\t\tuniforms.nearDistance.value = material.nearDistance;\n\t\tuniforms.farDistance.value = material.farDistance;\n\n\t}\n\n\tfunction refreshUniformsNormal( uniforms, material ) {\n\n\t\tif ( material.bumpMap ) {\n\n\t\t\tuniforms.bumpMap.value = material.bumpMap;\n\t\t\tuniforms.bumpScale.value = material.bumpScale;\n\t\t\tif ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;\n\n\t\t}\n\n\t\tif ( material.normalMap ) {\n\n\t\t\tuniforms.normalMap.value = material.normalMap;\n\t\t\tuniforms.normalScale.value.copy( material.normalScale );\n\t\t\tif ( material.side === BackSide ) uniforms.normalScale.value.negate();\n\n\t\t}\n\n\t\tif ( material.displacementMap ) {\n\n\t\t\tuniforms.displacementMap.value = material.displacementMap;\n\t\t\tuniforms.displacementScale.value = material.displacementScale;\n\t\t\tuniforms.displacementBias.value = material.displacementBias;\n\n\t\t}\n\n\t}\n\n\treturn {\n\t\trefreshFogUniforms: refreshFogUniforms,\n\t\trefreshMaterialUniforms: refreshMaterialUniforms\n\t};\n\n}\n\nfunction createCanvasElement() {\n\n\tconst canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );\n\tcanvas.style.display = 'block';\n\treturn canvas;\n\n}\n\nfunction WebGLRenderer( parameters ) {\n\n\tparameters = parameters || {};\n\n\tconst _canvas = parameters.canvas !== undefined ? parameters.canvas : createCanvasElement(),\n\t\t_context = parameters.context !== undefined ? parameters.context : null,\n\n\t\t_alpha = parameters.alpha !== undefined ? parameters.alpha : false,\n\t\t_depth = parameters.depth !== undefined ? parameters.depth : true,\n\t\t_stencil = parameters.stencil !== undefined ? parameters.stencil : true,\n\t\t_antialias = parameters.antialias !== undefined ? parameters.antialias : false,\n\t\t_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,\n\t\t_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,\n\t\t_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default',\n\t\t_failIfMajorPerformanceCaveat = parameters.failIfMajorPerformanceCaveat !== undefined ? parameters.failIfMajorPerformanceCaveat : false;\n\n\tlet currentRenderList = null;\n\tlet currentRenderState = null;\n\n\t// render() can be called from within a callback triggered by another render.\n\t// We track this so that the nested render call gets its state isolated from the parent render call.\n\n\tconst renderStateStack = [];\n\n\t// public properties\n\n\tthis.domElement = _canvas;\n\n\t// Debug configuration container\n\tthis.debug = {\n\n\t\t/**\n\t\t * Enables error checking and reporting when shader programs are being compiled\n\t\t * @type {boolean}\n\t\t */\n\t\tcheckShaderErrors: true\n\t};\n\n\t// clearing\n\n\tthis.autoClear = true;\n\tthis.autoClearColor = true;\n\tthis.autoClearDepth = true;\n\tthis.autoClearStencil = true;\n\n\t// scene graph\n\n\tthis.sortObjects = true;\n\n\t// user-defined clipping\n\n\tthis.clippingPlanes = [];\n\tthis.localClippingEnabled = false;\n\n\t// physically based shading\n\n\tthis.gammaFactor = 2.0;\t// for backwards compatibility\n\tthis.outputEncoding = LinearEncoding;\n\n\t// physical lights\n\n\tthis.physicallyCorrectLights = false;\n\n\t// tone mapping\n\n\tthis.toneMapping = NoToneMapping;\n\tthis.toneMappingExposure = 1.0;\n\n\t// morphs\n\n\tthis.maxMorphTargets = 8;\n\tthis.maxMorphNormals = 4;\n\n\t// internal properties\n\n\tconst _this = this;\n\n\tlet _isContextLost = false;\n\n\t// internal state cache\n\n\tlet _framebuffer = null;\n\n\tlet _currentActiveCubeFace = 0;\n\tlet _currentActiveMipmapLevel = 0;\n\tlet _currentRenderTarget = null;\n\tlet _currentFramebuffer = null;\n\tlet _currentMaterialId = - 1;\n\n\tlet _currentCamera = null;\n\n\tconst _currentViewport = new Vector4();\n\tconst _currentScissor = new Vector4();\n\tlet _currentScissorTest = null;\n\n\t//\n\n\tlet _width = _canvas.width;\n\tlet _height = _canvas.height;\n\n\tlet _pixelRatio = 1;\n\tlet _opaqueSort = null;\n\tlet _transparentSort = null;\n\n\tconst _viewport = new Vector4( 0, 0, _width, _height );\n\tconst _scissor = new Vector4( 0, 0, _width, _height );\n\tlet _scissorTest = false;\n\n\t// frustum\n\n\tconst _frustum = new Frustum();\n\n\t// clipping\n\n\tlet _clippingEnabled = false;\n\tlet _localClippingEnabled = false;\n\n\t// camera matrices cache\n\n\tconst _projScreenMatrix = new Matrix4();\n\n\tconst _vector3 = new Vector3();\n\n\tconst _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };\n\n\tfunction getTargetPixelRatio() {\n\n\t\treturn _currentRenderTarget === null ? _pixelRatio : 1;\n\n\t}\n\n\t// initialize\n\n\tlet _gl = _context;\n\n\tfunction getContext( contextNames, contextAttributes ) {\n\n\t\tfor ( let i = 0; i < contextNames.length; i ++ ) {\n\n\t\t\tconst contextName = contextNames[ i ];\n\t\t\tconst context = _canvas.getContext( contextName, contextAttributes );\n\t\t\tif ( context !== null ) return context;\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n\ttry {\n\n\t\tconst contextAttributes = {\n\t\t\talpha: _alpha,\n\t\t\tdepth: _depth,\n\t\t\tstencil: _stencil,\n\t\t\tantialias: _antialias,\n\t\t\tpremultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: _preserveDrawingBuffer,\n\t\t\tpowerPreference: _powerPreference,\n\t\t\tfailIfMajorPerformanceCaveat: _failIfMajorPerformanceCaveat\n\t\t};\n\n\t\t// event listeners must be registered before WebGL context is created, see #12753\n\n\t\t_canvas.addEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\tif ( _gl === null ) {\n\n\t\t\tconst contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];\n\n\t\t\tif ( _this.isWebGL1Renderer === true ) {\n\n\t\t\t\tcontextNames.shift();\n\n\t\t\t}\n\n\t\t\t_gl = getContext( contextNames, contextAttributes );\n\n\t\t\tif ( _gl === null ) {\n\n\t\t\t\tif ( getContext( contextNames ) ) {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context with your selected attributes.' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'Error creating WebGL context.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Some experimental-webgl implementations do not have getShaderPrecisionFormat\n\n\t\tif ( _gl.getShaderPrecisionFormat === undefined ) {\n\n\t\t\t_gl.getShaderPrecisionFormat = function () {\n\n\t\t\t\treturn { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };\n\n\t\t\t};\n\n\t\t}\n\n\t} catch ( error ) {\n\n\t\tconsole.error( 'THREE.WebGLRenderer: ' + error.message );\n\t\tthrow error;\n\n\t}\n\n\tlet extensions, capabilities, state, info;\n\tlet properties, textures, cubemaps, attributes, geometries, objects;\n\tlet programCache, materials, renderLists, renderStates, clipping;\n\n\tlet background, morphtargets, bufferRenderer, indexedBufferRenderer;\n\n\tlet utils, bindingStates;\n\n\tfunction initGLContext() {\n\n\t\textensions = new WebGLExtensions( _gl );\n\n\t\tcapabilities = new WebGLCapabilities( _gl, extensions, parameters );\n\n\t\tif ( capabilities.isWebGL2 === false ) {\n\n\t\t\textensions.get( 'WEBGL_depth_texture' );\n\t\t\textensions.get( 'OES_texture_float' );\n\t\t\textensions.get( 'OES_texture_half_float' );\n\t\t\textensions.get( 'OES_texture_half_float_linear' );\n\t\t\textensions.get( 'OES_standard_derivatives' );\n\t\t\textensions.get( 'OES_element_index_uint' );\n\t\t\textensions.get( 'OES_vertex_array_object' );\n\t\t\textensions.get( 'ANGLE_instanced_arrays' );\n\n\t\t}\n\n\t\textensions.get( 'OES_texture_float_linear' );\n\n\t\tutils = new WebGLUtils( _gl, extensions, capabilities );\n\n\t\tstate = new WebGLState( _gl, extensions, capabilities );\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t\tinfo = new WebGLInfo( _gl );\n\t\tproperties = new WebGLProperties();\n\t\ttextures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );\n\t\tcubemaps = new WebGLCubeMaps( _this );\n\t\tattributes = new WebGLAttributes( _gl, capabilities );\n\t\tbindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );\n\t\tgeometries = new WebGLGeometries( _gl, attributes, info, bindingStates );\n\t\tobjects = new WebGLObjects( _gl, geometries, attributes, info );\n\t\tmorphtargets = new WebGLMorphtargets( _gl );\n\t\tclipping = new WebGLClipping( properties );\n\t\tprogramCache = new WebGLPrograms( _this, cubemaps, extensions, capabilities, bindingStates, clipping );\n\t\tmaterials = new WebGLMaterials( properties );\n\t\trenderLists = new WebGLRenderLists( properties );\n\t\trenderStates = new WebGLRenderStates( extensions, capabilities );\n\t\tbackground = new WebGLBackground( _this, cubemaps, state, objects, _premultipliedAlpha );\n\n\t\tbufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );\n\t\tindexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );\n\n\t\tinfo.programs = programCache.programs;\n\n\t\t_this.capabilities = capabilities;\n\t\t_this.extensions = extensions;\n\t\t_this.properties = properties;\n\t\t_this.renderLists = renderLists;\n\t\t_this.state = state;\n\t\t_this.info = info;\n\n\t}\n\n\tinitGLContext();\n\n\t// xr\n\n\tconst xr = new WebXRManager( _this, _gl );\n\n\tthis.xr = xr;\n\n\t// shadow map\n\n\tconst shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );\n\n\tthis.shadowMap = shadowMap;\n\n\t// API\n\n\tthis.getContext = function () {\n\n\t\treturn _gl;\n\n\t};\n\n\tthis.getContextAttributes = function () {\n\n\t\treturn _gl.getContextAttributes();\n\n\t};\n\n\tthis.forceContextLoss = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.loseContext();\n\n\t};\n\n\tthis.forceContextRestore = function () {\n\n\t\tconst extension = extensions.get( 'WEBGL_lose_context' );\n\t\tif ( extension ) extension.restoreContext();\n\n\t};\n\n\tthis.getPixelRatio = function () {\n\n\t\treturn _pixelRatio;\n\n\t};\n\n\tthis.setPixelRatio = function ( value ) {\n\n\t\tif ( value === undefined ) return;\n\n\t\t_pixelRatio = value;\n\n\t\tthis.setSize( _width, _height, false );\n\n\t};\n\n\tthis.getSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width, _height );\n\n\t};\n\n\tthis.setSize = function ( width, height, updateStyle ) {\n\n\t\tif ( xr.isPresenting ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: Can\\'t change size while VR device is presenting.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_canvas.width = Math.floor( width * _pixelRatio );\n\t\t_canvas.height = Math.floor( height * _pixelRatio );\n\n\t\tif ( updateStyle !== false ) {\n\n\t\t\t_canvas.style.width = width + 'px';\n\t\t\t_canvas.style.height = height + 'px';\n\n\t\t}\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getDrawingBufferSize = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );\n\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();\n\n\t};\n\n\tthis.setDrawingBufferSize = function ( width, height, pixelRatio ) {\n\n\t\t_width = width;\n\t\t_height = height;\n\n\t\t_pixelRatio = pixelRatio;\n\n\t\t_canvas.width = Math.floor( width * pixelRatio );\n\t\t_canvas.height = Math.floor( height * pixelRatio );\n\n\t\tthis.setViewport( 0, 0, width, height );\n\n\t};\n\n\tthis.getCurrentViewport = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );\n\n\t\t\ttarget = new Vector4();\n\n\t\t}\n\n\t\treturn target.copy( _currentViewport );\n\n\t};\n\n\tthis.getViewport = function ( target ) {\n\n\t\treturn target.copy( _viewport );\n\n\t};\n\n\tthis.setViewport = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_viewport.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_viewport.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissor = function ( target ) {\n\n\t\treturn target.copy( _scissor );\n\n\t};\n\n\tthis.setScissor = function ( x, y, width, height ) {\n\n\t\tif ( x.isVector4 ) {\n\n\t\t\t_scissor.set( x.x, x.y, x.z, x.w );\n\n\t\t} else {\n\n\t\t\t_scissor.set( x, y, width, height );\n\n\t\t}\n\n\t\tstate.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );\n\n\t};\n\n\tthis.getScissorTest = function () {\n\n\t\treturn _scissorTest;\n\n\t};\n\n\tthis.setScissorTest = function ( boolean ) {\n\n\t\tstate.setScissorTest( _scissorTest = boolean );\n\n\t};\n\n\tthis.setOpaqueSort = function ( method ) {\n\n\t\t_opaqueSort = method;\n\n\t};\n\n\tthis.setTransparentSort = function ( method ) {\n\n\t\t_transparentSort = method;\n\n\t};\n\n\t// Clearing\n\n\tthis.getClearColor = function ( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'WebGLRenderer: .getClearColor() now requires a Color as an argument' );\n\n\t\t\ttarget = new Color();\n\n\t\t}\n\n\t\treturn target.copy( background.getClearColor() );\n\n\t};\n\n\tthis.setClearColor = function () {\n\n\t\tbackground.setClearColor.apply( background, arguments );\n\n\t};\n\n\tthis.getClearAlpha = function () {\n\n\t\treturn background.getClearAlpha();\n\n\t};\n\n\tthis.setClearAlpha = function () {\n\n\t\tbackground.setClearAlpha.apply( background, arguments );\n\n\t};\n\n\tthis.clear = function ( color, depth, stencil ) {\n\n\t\tlet bits = 0;\n\n\t\tif ( color === undefined || color ) bits |= 16384;\n\t\tif ( depth === undefined || depth ) bits |= 256;\n\t\tif ( stencil === undefined || stencil ) bits |= 1024;\n\n\t\t_gl.clear( bits );\n\n\t};\n\n\tthis.clearColor = function () {\n\n\t\tthis.clear( true, false, false );\n\n\t};\n\n\tthis.clearDepth = function () {\n\n\t\tthis.clear( false, true, false );\n\n\t};\n\n\tthis.clearStencil = function () {\n\n\t\tthis.clear( false, false, true );\n\n\t};\n\n\t//\n\n\tthis.dispose = function () {\n\n\t\t_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );\n\t\t_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );\n\n\t\trenderLists.dispose();\n\t\trenderStates.dispose();\n\t\tproperties.dispose();\n\t\tcubemaps.dispose();\n\t\tobjects.dispose();\n\t\tbindingStates.dispose();\n\n\t\txr.dispose();\n\n\t\tanimation.stop();\n\n\t};\n\n\t// Events\n\n\tfunction onContextLost( event ) {\n\n\t\tevent.preventDefault();\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Lost.' );\n\n\t\t_isContextLost = true;\n\n\t}\n\n\tfunction onContextRestore( /* event */ ) {\n\n\t\tconsole.log( 'THREE.WebGLRenderer: Context Restored.' );\n\n\t\t_isContextLost = false;\n\n\t\tinitGLContext();\n\n\t}\n\n\tfunction onMaterialDispose( event ) {\n\n\t\tconst material = event.target;\n\n\t\tmaterial.removeEventListener( 'dispose', onMaterialDispose );\n\n\t\tdeallocateMaterial( material );\n\n\t}\n\n\t// Buffer deallocation\n\n\tfunction deallocateMaterial( material ) {\n\n\t\treleaseMaterialProgramReference( material );\n\n\t\tproperties.remove( material );\n\n\t}\n\n\n\tfunction releaseMaterialProgramReference( material ) {\n\n\t\tconst programInfo = properties.get( material ).program;\n\n\t\tif ( programInfo !== undefined ) {\n\n\t\t\tprogramCache.releaseProgram( programInfo );\n\n\t\t}\n\n\t}\n\n\t// Buffer rendering\n\n\tfunction renderObjectImmediate( object, program ) {\n\n\t\tobject.render( function ( object ) {\n\n\t\t\t_this.renderBufferImmediate( object, program );\n\n\t\t} );\n\n\t}\n\n\tthis.renderBufferImmediate = function ( object, program ) {\n\n\t\tbindingStates.initAttributes();\n\n\t\tconst buffers = properties.get( object );\n\n\t\tif ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();\n\t\tif ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();\n\t\tif ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();\n\t\tif ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();\n\n\t\tconst programAttributes = program.getAttributes();\n\n\t\tif ( object.hasPositions ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.position );\n\t\t\t_gl.bufferData( 34962, object.positionArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.position );\n\t\t\t_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasNormals ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.normal );\n\t\t\t_gl.bufferData( 34962, object.normalArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.normal );\n\t\t\t_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasUvs ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.uv );\n\t\t\t_gl.bufferData( 34962, object.uvArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.uv );\n\t\t\t_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tif ( object.hasColors ) {\n\n\t\t\t_gl.bindBuffer( 34962, buffers.color );\n\t\t\t_gl.bufferData( 34962, object.colorArray, 35048 );\n\n\t\t\tbindingStates.enableAttribute( programAttributes.color );\n\t\t\t_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );\n\n\t\t}\n\n\t\tbindingStates.disableUnusedAttributes();\n\n\t\t_gl.drawArrays( 4, 0, object.count );\n\n\t\tobject.count = 0;\n\n\t};\n\n\tthis.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {\n\n\t\tif ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)\n\n\t\tconst frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );\n\n\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\tstate.setMaterial( material, frontFaceCW );\n\n\t\t//\n\n\t\tlet index = geometry.index;\n\t\tconst position = geometry.attributes.position;\n\n\t\t//\n\n\t\tif ( index === null ) {\n\n\t\t\tif ( position === undefined || position.count === 0 ) return;\n\n\t\t} else if ( index.count === 0 ) {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t//\n\n\t\tlet rangeFactor = 1;\n\n\t\tif ( material.wireframe === true ) {\n\n\t\t\tindex = geometries.getWireframeAttribute( geometry );\n\t\t\trangeFactor = 2;\n\n\t\t}\n\n\t\tif ( material.morphTargets || material.morphNormals ) {\n\n\t\t\tmorphtargets.update( object, geometry, material, program );\n\n\t\t}\n\n\t\tbindingStates.setup( object, material, program, geometry, index );\n\n\t\tlet attribute;\n\t\tlet renderer = bufferRenderer;\n\n\t\tif ( index !== null ) {\n\n\t\t\tattribute = attributes.get( index );\n\n\t\t\trenderer = indexedBufferRenderer;\n\t\t\trenderer.setIndex( attribute );\n\n\t\t}\n\n\t\t//\n\n\t\tconst dataCount = ( index !== null ) ? index.count : position.count;\n\n\t\tconst rangeStart = geometry.drawRange.start * rangeFactor;\n\t\tconst rangeCount = geometry.drawRange.count * rangeFactor;\n\n\t\tconst groupStart = group !== null ? group.start * rangeFactor : 0;\n\t\tconst groupCount = group !== null ? group.count * rangeFactor : Infinity;\n\n\t\tconst drawStart = Math.max( rangeStart, groupStart );\n\t\tconst drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;\n\n\t\tconst drawCount = Math.max( 0, drawEnd - drawStart + 1 );\n\n\t\tif ( drawCount === 0 ) return;\n\n\t\t//\n\n\t\tif ( object.isMesh ) {\n\n\t\t\tif ( material.wireframe === true ) {\n\n\t\t\t\tstate.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 4 );\n\n\t\t\t}\n\n\t\t} else if ( object.isLine ) {\n\n\t\t\tlet lineWidth = material.linewidth;\n\n\t\t\tif ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material\n\n\t\t\tstate.setLineWidth( lineWidth * getTargetPixelRatio() );\n\n\t\t\tif ( object.isLineSegments ) {\n\n\t\t\t\trenderer.setMode( 1 );\n\n\t\t\t} else if ( object.isLineLoop ) {\n\n\t\t\t\trenderer.setMode( 2 );\n\n\t\t\t} else {\n\n\t\t\t\trenderer.setMode( 3 );\n\n\t\t\t}\n\n\t\t} else if ( object.isPoints ) {\n\n\t\t\trenderer.setMode( 0 );\n\n\t\t} else if ( object.isSprite ) {\n\n\t\t\trenderer.setMode( 4 );\n\n\t\t}\n\n\t\tif ( object.isInstancedMesh ) {\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, object.count );\n\n\t\t} else if ( geometry.isInstancedBufferGeometry ) {\n\n\t\t\tconst instanceCount = Math.min( geometry.instanceCount, geometry._maxInstanceCount );\n\n\t\t\trenderer.renderInstances( drawStart, drawCount, instanceCount );\n\n\t\t} else {\n\n\t\t\trenderer.render( drawStart, drawCount );\n\n\t\t}\n\n\t};\n\n\t// Compile\n\n\tthis.compile = function ( scene, camera ) {\n\n\t\tcurrentRenderState = renderStates.get( scene );\n\t\tcurrentRenderState.init();\n\n\t\tscene.traverseVisible( function ( object ) {\n\n\t\t\tif ( object.isLight && object.layers.test( camera.layers ) ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t\tcurrentRenderState.setupLights();\n\n\t\tconst compiled = new WeakMap();\n\n\t\tscene.traverse( function ( object ) {\n\n\t\t\tconst material = object.material;\n\n\t\t\tif ( material ) {\n\n\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\tfor ( let i = 0; i < material.length; i ++ ) {\n\n\t\t\t\t\t\tconst material2 = material[ i ];\n\n\t\t\t\t\t\tif ( compiled.has( material2 ) === false ) {\n\n\t\t\t\t\t\t\tinitMaterial( material2, scene, object );\n\t\t\t\t\t\t\tcompiled.set( material2 );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( compiled.has( material ) === false ) {\n\n\t\t\t\t\tinitMaterial( material, scene, object );\n\t\t\t\t\tcompiled.set( material );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t};\n\n\t// Animation Loop\n\n\tlet onAnimationFrameCallback = null;\n\n\tfunction onAnimationFrame( time ) {\n\n\t\tif ( xr.isPresenting ) return;\n\t\tif ( onAnimationFrameCallback ) onAnimationFrameCallback( time );\n\n\t}\n\n\tconst animation = new WebGLAnimation();\n\tanimation.setAnimationLoop( onAnimationFrame );\n\n\tif ( typeof window !== 'undefined' ) animation.setContext( window );\n\n\tthis.setAnimationLoop = function ( callback ) {\n\n\t\tonAnimationFrameCallback = callback;\n\t\txr.setAnimationLoop( callback );\n\n\t\t( callback === null ) ? animation.stop() : animation.start();\n\n\t};\n\n\t// Rendering\n\n\tthis.render = function ( scene, camera ) {\n\n\t\tlet renderTarget, forceClear;\n\n\t\tif ( arguments[ 2 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );\n\t\t\trenderTarget = arguments[ 2 ];\n\n\t\t}\n\n\t\tif ( arguments[ 3 ] !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );\n\t\t\tforceClear = arguments[ 3 ];\n\n\t\t}\n\n\t\tif ( camera !== undefined && camera.isCamera !== true ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( _isContextLost === true ) return;\n\n\t\t// reset caching for this frame\n\n\t\tbindingStates.resetDefaultState();\n\t\t_currentMaterialId = - 1;\n\t\t_currentCamera = null;\n\n\t\t// update scene graph\n\n\t\tif ( scene.autoUpdate === true ) scene.updateMatrixWorld();\n\n\t\t// update camera matrices and frustum\n\n\t\tif ( camera.parent === null ) camera.updateMatrixWorld();\n\n\t\tif ( xr.enabled === true && xr.isPresenting === true ) {\n\n\t\t\tcamera = xr.getCamera( camera );\n\n\t\t}\n\n\t\t//\n\t\tif ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );\n\n\t\tcurrentRenderState = renderStates.get( scene, renderStateStack.length );\n\t\tcurrentRenderState.init();\n\n\t\trenderStateStack.push( currentRenderState );\n\n\t\t_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\t_frustum.setFromProjectionMatrix( _projScreenMatrix );\n\n\t\t_localClippingEnabled = this.localClippingEnabled;\n\t\t_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled, camera );\n\n\t\tcurrentRenderList = renderLists.get( scene, camera );\n\t\tcurrentRenderList.init();\n\n\t\tprojectObject( scene, camera, 0, _this.sortObjects );\n\n\t\tcurrentRenderList.finish();\n\n\t\tif ( _this.sortObjects === true ) {\n\n\t\t\tcurrentRenderList.sort( _opaqueSort, _transparentSort );\n\n\t\t}\n\n\t\t//\n\n\t\tif ( _clippingEnabled === true ) clipping.beginShadows();\n\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tshadowMap.render( shadowsArray, scene, camera );\n\n\t\tcurrentRenderState.setupLights();\n\t\tcurrentRenderState.setupLightsView( camera );\n\n\t\tif ( _clippingEnabled === true ) clipping.endShadows();\n\n\t\t//\n\n\t\tif ( this.info.autoReset === true ) this.info.reset();\n\n\t\tif ( renderTarget !== undefined ) {\n\n\t\t\tthis.setRenderTarget( renderTarget );\n\n\t\t}\n\n\t\t//\n\n\t\tbackground.render( currentRenderList, scene, camera, forceClear );\n\n\t\t// render scene\n\n\t\tconst opaqueObjects = currentRenderList.opaque;\n\t\tconst transparentObjects = currentRenderList.transparent;\n\n\t\tif ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );\n\t\tif ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );\n\n\t\t//\n\n\t\tif ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );\n\n\t\t//\n\n\t\tif ( _currentRenderTarget !== null ) {\n\n\t\t\t// Generate mipmap if we're using any kind of mipmap filtering\n\n\t\t\ttextures.updateRenderTargetMipmap( _currentRenderTarget );\n\n\t\t\t// resolve multisample renderbuffers to a single-sample texture if necessary\n\n\t\t\ttextures.updateMultisampleRenderTarget( _currentRenderTarget );\n\n\t\t}\n\n\t\t// Ensure depth buffer writing is enabled so it can be cleared on next render\n\n\t\tstate.buffers.depth.setTest( true );\n\t\tstate.buffers.depth.setMask( true );\n\t\tstate.buffers.color.setMask( true );\n\n\t\tstate.setPolygonOffset( false );\n\n\t\t// _gl.finish();\n\n\t\trenderStateStack.pop();\n\t\tif ( renderStateStack.length > 0 ) {\n\n\t\t\tcurrentRenderState = renderStateStack[ renderStateStack.length - 1 ];\n\n\t\t} else {\n\n\t\t\tcurrentRenderState = null;\n\n\t\t}\n\n\t\tcurrentRenderList = null;\n\n\t};\n\n\tfunction projectObject( object, camera, groupOrder, sortObjects ) {\n\n\t\tif ( object.visible === false ) return;\n\n\t\tconst visible = object.layers.test( camera.layers );\n\n\t\tif ( visible ) {\n\n\t\t\tif ( object.isGroup ) {\n\n\t\t\t\tgroupOrder = object.renderOrder;\n\n\t\t\t} else if ( object.isLOD ) {\n\n\t\t\t\tif ( object.autoUpdate === true ) object.update( camera );\n\n\t\t\t} else if ( object.isLight ) {\n\n\t\t\t\tcurrentRenderState.pushLight( object );\n\n\t\t\t\tif ( object.castShadow ) {\n\n\t\t\t\t\tcurrentRenderState.pushShadow( object );\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isSprite ) {\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else if ( object.isImmediateRenderObject ) {\n\n\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t}\n\n\t\t\t\tcurrentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );\n\n\t\t\t} else if ( object.isMesh || object.isLine || object.isPoints ) {\n\n\t\t\t\tif ( object.isSkinnedMesh ) {\n\n\t\t\t\t\t// update skeleton only once in a frame\n\n\t\t\t\t\tif ( object.skeleton.frame !== info.render.frame ) {\n\n\t\t\t\t\t\tobject.skeleton.update();\n\t\t\t\t\t\tobject.skeleton.frame = info.render.frame;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {\n\n\t\t\t\t\tif ( sortObjects ) {\n\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( object.matrixWorld )\n\t\t\t\t\t\t\t.applyMatrix4( _projScreenMatrix );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst geometry = objects.update( object );\n\t\t\t\t\tconst material = object.material;\n\n\t\t\t\t\tif ( Array.isArray( material ) ) {\n\n\t\t\t\t\t\tconst groups = geometry.groups;\n\n\t\t\t\t\t\tfor ( let i = 0, l = groups.length; i < l; i ++ ) {\n\n\t\t\t\t\t\t\tconst group = groups[ i ];\n\t\t\t\t\t\t\tconst groupMaterial = material[ group.materialIndex ];\n\n\t\t\t\t\t\t\tif ( groupMaterial && groupMaterial.visible ) {\n\n\t\t\t\t\t\t\t\tcurrentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else if ( material.visible ) {\n\n\t\t\t\t\t\tcurrentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tprojectObject( children[ i ], camera, groupOrder, sortObjects );\n\n\t\t}\n\n\t}\n\n\tfunction renderObjects( renderList, scene, camera ) {\n\n\t\tconst overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;\n\n\t\tfor ( let i = 0, l = renderList.length; i < l; i ++ ) {\n\n\t\t\tconst renderItem = renderList[ i ];\n\n\t\t\tconst object = renderItem.object;\n\t\t\tconst geometry = renderItem.geometry;\n\t\t\tconst material = overrideMaterial === null ? renderItem.material : overrideMaterial;\n\t\t\tconst group = renderItem.group;\n\n\t\t\tif ( camera.isArrayCamera ) {\n\n\t\t\t\tconst cameras = camera.cameras;\n\n\t\t\t\tfor ( let j = 0, jl = cameras.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst camera2 = cameras[ j ];\n\n\t\t\t\t\tif ( object.layers.test( camera2.layers ) ) {\n\n\t\t\t\t\t\tstate.viewport( _currentViewport.copy( camera2.viewport ) );\n\n\t\t\t\t\t\tcurrentRenderState.setupLightsView( camera2 );\n\n\t\t\t\t\t\trenderObject( object, scene, camera2, geometry, material, group );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\trenderObject( object, scene, camera, geometry, material, group );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction renderObject( object, scene, camera, geometry, material, group ) {\n\n\t\tobject.onBeforeRender( _this, scene, camera, geometry, material, group );\n\n\t\tobject.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );\n\t\tobject.normalMatrix.getNormalMatrix( object.modelViewMatrix );\n\n\t\tif ( object.isImmediateRenderObject ) {\n\n\t\t\tconst program = setProgram( camera, scene, material, object );\n\n\t\t\tstate.setMaterial( material );\n\n\t\t\tbindingStates.reset();\n\n\t\t\trenderObjectImmediate( object, program );\n\n\t\t} else {\n\n\t\t\t_this.renderBufferDirect( camera, scene, geometry, material, object, group );\n\n\t\t}\n\n\t\tobject.onAfterRender( _this, scene, camera, geometry, material, group );\n\n\t}\n\n\tfunction initMaterial( material, scene, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\tconst materialProperties = properties.get( material );\n\n\t\tconst lights = currentRenderState.state.lights;\n\t\tconst shadowsArray = currentRenderState.state.shadowsArray;\n\n\t\tconst lightsStateVersion = lights.state.version;\n\n\t\tconst parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );\n\t\tconst programCacheKey = programCache.getProgramCacheKey( parameters );\n\n\t\tlet program = materialProperties.program;\n\t\tlet programChange = true;\n\n\t\tif ( program === undefined ) {\n\n\t\t\t// new material\n\t\t\tmaterial.addEventListener( 'dispose', onMaterialDispose );\n\n\t\t} else if ( program.cacheKey !== programCacheKey ) {\n\n\t\t\t// changed glsl or parameters\n\t\t\treleaseMaterialProgramReference( material );\n\n\t\t} else if ( materialProperties.lightsStateVersion !== lightsStateVersion ) {\n\n\t\t\tprogramChange = false;\n\n\t\t} else if ( parameters.shaderID !== undefined ) {\n\n\t\t\t// same glsl and uniform list, envMap still needs the update here to avoid a frame-late effect\n\n\t\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || environment );\n\n\t\t\treturn;\n\n\t\t} else {\n\n\t\t\t// only rebuild uniform list\n\t\t\tprogramChange = false;\n\n\t\t}\n\n\t\tif ( programChange ) {\n\n\t\t\tparameters.uniforms = programCache.getUniforms( material );\n\n\t\t\tmaterial.onBeforeCompile( parameters, _this );\n\n\t\t\tprogram = programCache.acquireProgram( parameters, programCacheKey );\n\n\t\t\tmaterialProperties.program = program;\n\t\t\tmaterialProperties.uniforms = parameters.uniforms;\n\t\t\tmaterialProperties.outputEncoding = parameters.outputEncoding;\n\n\t\t}\n\n\t\tconst uniforms = materialProperties.uniforms;\n\n\t\tif ( ! material.isShaderMaterial &&\n\t\t\t! material.isRawShaderMaterial ||\n\t\t\tmaterial.clipping === true ) {\n\n\t\t\tmaterialProperties.numClippingPlanes = clipping.numPlanes;\n\t\t\tmaterialProperties.numIntersection = clipping.numIntersection;\n\t\t\tuniforms.clippingPlanes = clipping.uniform;\n\n\t\t}\n\n\t\tmaterialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tmaterialProperties.fog = scene.fog;\n\t\tmaterialProperties.envMap = cubemaps.get( material.envMap || materialProperties.environment );\n\n\t\t// store the light setup it was created for\n\n\t\tmaterialProperties.needsLights = materialNeedsLights( material );\n\t\tmaterialProperties.lightsStateVersion = lightsStateVersion;\n\n\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t// wire up the material to this renderer's lighting state\n\n\t\t\tuniforms.ambientLightColor.value = lights.state.ambient;\n\t\t\tuniforms.lightProbe.value = lights.state.probe;\n\t\t\tuniforms.directionalLights.value = lights.state.directional;\n\t\t\tuniforms.directionalLightShadows.value = lights.state.directionalShadow;\n\t\t\tuniforms.spotLights.value = lights.state.spot;\n\t\t\tuniforms.spotLightShadows.value = lights.state.spotShadow;\n\t\t\tuniforms.rectAreaLights.value = lights.state.rectArea;\n\t\t\tuniforms.ltc_1.value = lights.state.rectAreaLTC1;\n\t\t\tuniforms.ltc_2.value = lights.state.rectAreaLTC2;\n\t\t\tuniforms.pointLights.value = lights.state.point;\n\t\t\tuniforms.pointLightShadows.value = lights.state.pointShadow;\n\t\t\tuniforms.hemisphereLights.value = lights.state.hemi;\n\n\t\t\tuniforms.directionalShadowMap.value = lights.state.directionalShadowMap;\n\t\t\tuniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;\n\t\t\tuniforms.spotShadowMap.value = lights.state.spotShadowMap;\n\t\t\tuniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;\n\t\t\tuniforms.pointShadowMap.value = lights.state.pointShadowMap;\n\t\t\tuniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;\n\t\t\t// TODO (abelnation): add area lights shadow info to uniforms\n\n\t\t}\n\n\t\tconst progUniforms = materialProperties.program.getUniforms();\n\t\tconst uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );\n\n\t\tmaterialProperties.uniformsList = uniformsList;\n\n\t}\n\n\tfunction setProgram( camera, scene, material, object ) {\n\n\t\tif ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...\n\n\t\ttextures.resetTextureUnits();\n\n\t\tconst fog = scene.fog;\n\t\tconst environment = material.isMeshStandardMaterial ? scene.environment : null;\n\t\tconst encoding = ( _currentRenderTarget === null ) ? _this.outputEncoding : _currentRenderTarget.texture.encoding;\n\t\tconst envMap = cubemaps.get( material.envMap || environment );\n\n\t\tconst materialProperties = properties.get( material );\n\t\tconst lights = currentRenderState.state.lights;\n\n\t\tif ( _clippingEnabled === true ) {\n\n\t\t\tif ( _localClippingEnabled === true || camera !== _currentCamera ) {\n\n\t\t\t\tconst useCache =\n\t\t\t\t\tcamera === _currentCamera &&\n\t\t\t\t\tmaterial.id === _currentMaterialId;\n\n\t\t\t\t// we might want to call this function with some ClippingGroup\n\t\t\t\t// object instead of the material, once it becomes feasible\n\t\t\t\t// (#8465, #8379)\n\t\t\t\tclipping.setState( material, camera, useCache );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( material.version === materialProperties.__version ) {\n\n\t\t\tif ( material.fog && materialProperties.fog !== fog ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.environment !== environment ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.numClippingPlanes !== undefined &&\n\t\t\t\t( materialProperties.numClippingPlanes !== clipping.numPlanes ||\n\t\t\t\tmaterialProperties.numIntersection !== clipping.numIntersection ) ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.outputEncoding !== encoding ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t} else if ( materialProperties.envMap !== envMap ) {\n\n\t\t\t\tinitMaterial( material, scene, object );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tinitMaterial( material, scene, object );\n\t\t\tmaterialProperties.__version = material.version;\n\n\t\t}\n\n\t\tlet refreshProgram = false;\n\t\tlet refreshMaterial = false;\n\t\tlet refreshLights = false;\n\n\t\tconst program = materialProperties.program,\n\t\t\tp_uniforms = program.getUniforms(),\n\t\t\tm_uniforms = materialProperties.uniforms;\n\n\t\tif ( state.useProgram( program.program ) ) {\n\n\t\t\trefreshProgram = true;\n\t\t\trefreshMaterial = true;\n\t\t\trefreshLights = true;\n\n\t\t}\n\n\t\tif ( material.id !== _currentMaterialId ) {\n\n\t\t\t_currentMaterialId = material.id;\n\n\t\t\trefreshMaterial = true;\n\n\t\t}\n\n\t\tif ( refreshProgram || _currentCamera !== camera ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );\n\n\t\t\tif ( capabilities.logarithmicDepthBuffer ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'logDepthBufFC',\n\t\t\t\t\t2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );\n\n\t\t\t}\n\n\t\t\tif ( _currentCamera !== camera ) {\n\n\t\t\t\t_currentCamera = camera;\n\n\t\t\t\t// lighting uniforms depend on the camera so enforce an update\n\t\t\t\t// now, in case this material supports lights - or later, when\n\t\t\t\t// the next material that does gets activated:\n\n\t\t\t\trefreshMaterial = true;\t\t// set to true on material change\n\t\t\t\trefreshLights = true;\t\t// remains set until update done\n\n\t\t\t}\n\n\t\t\t// load material specific uniforms\n\t\t\t// (shader material also gets them for the sake of genericity)\n\n\t\t\tif ( material.isShaderMaterial ||\n\t\t\t\tmaterial.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.envMap ) {\n\n\t\t\t\tconst uCamPos = p_uniforms.map.cameraPosition;\n\n\t\t\t\tif ( uCamPos !== undefined ) {\n\n\t\t\t\t\tuCamPos.setValue( _gl,\n\t\t\t\t\t\t_vector3.setFromMatrixPosition( camera.matrixWorld ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );\n\n\t\t\t}\n\n\t\t\tif ( material.isMeshPhongMaterial ||\n\t\t\t\tmaterial.isMeshToonMaterial ||\n\t\t\t\tmaterial.isMeshLambertMaterial ||\n\t\t\t\tmaterial.isMeshBasicMaterial ||\n\t\t\t\tmaterial.isMeshStandardMaterial ||\n\t\t\t\tmaterial.isShaderMaterial ||\n\t\t\t\tmaterial.isShadowMaterial ||\n\t\t\t\tmaterial.skinning ) {\n\n\t\t\t\tp_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// skinning uniforms must be set even if material didn't change\n\t\t// auto-setting of texture unit for bone texture must go before other textures\n\t\t// otherwise textures used for skinning can take over texture units reserved for other material textures\n\n\t\tif ( material.skinning ) {\n\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrix' );\n\t\t\tp_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );\n\n\t\t\tconst skeleton = object.skeleton;\n\n\t\t\tif ( skeleton ) {\n\n\t\t\t\tconst bones = skeleton.bones;\n\n\t\t\t\tif ( capabilities.floatVertexTextures ) {\n\n\t\t\t\t\tif ( skeleton.boneTexture === null ) {\n\n\t\t\t\t\t\t// layout (1 matrix = 4 pixels)\n\t\t\t\t\t\t// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)\n\t\t\t\t\t\t// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)\n\t\t\t\t\t\t// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)\n\t\t\t\t\t\t// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)\n\t\t\t\t\t\t// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)\n\n\n\t\t\t\t\t\tlet size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix\n\t\t\t\t\t\tsize = MathUtils.ceilPowerOfTwo( size );\n\t\t\t\t\t\tsize = Math.max( size, 4 );\n\n\t\t\t\t\t\tconst boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel\n\t\t\t\t\t\tboneMatrices.set( skeleton.boneMatrices ); // copy current values\n\n\t\t\t\t\t\tconst boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );\n\n\t\t\t\t\t\tskeleton.boneMatrices = boneMatrices;\n\t\t\t\t\t\tskeleton.boneTexture = boneTexture;\n\t\t\t\t\t\tskeleton.boneTextureSize = size;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );\n\t\t\t\t\tp_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tp_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {\n\n\t\t\tmaterialProperties.receiveShadow = object.receiveShadow;\n\t\t\tp_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );\n\n\t\t}\n\n\t\tif ( refreshMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );\n\n\t\t\tif ( materialProperties.needsLights ) {\n\n\t\t\t\t// the current material requires lighting info\n\n\t\t\t\t// note: all lighting uniforms are always set correctly\n\t\t\t\t// they simply reference the renderer's state for their\n\t\t\t\t// values\n\t\t\t\t//\n\t\t\t\t// use the current material's .needsUpdate flags to set\n\t\t\t\t// the GL state when required\n\n\t\t\t\tmarkUniformsLightsNeedsUpdate( m_uniforms, refreshLights );\n\n\t\t\t}\n\n\t\t\t// refresh uniforms common to several materials\n\n\t\t\tif ( fog && material.fog ) {\n\n\t\t\t\tmaterials.refreshFogUniforms( m_uniforms, fog );\n\n\t\t\t}\n\n\t\t\tmaterials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height );\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\n\t\t}\n\n\t\tif ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {\n\n\t\t\tWebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );\n\t\t\tmaterial.uniformsNeedUpdate = false;\n\n\t\t}\n\n\t\tif ( material.isSpriteMaterial ) {\n\n\t\t\tp_uniforms.setValue( _gl, 'center', object.center );\n\n\t\t}\n\n\t\t// common matrices\n\n\t\tp_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );\n\t\tp_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );\n\t\tp_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );\n\n\t\treturn program;\n\n\t}\n\n\t// If uniforms are marked as clean, they don't need to be loaded to the GPU.\n\n\tfunction markUniformsLightsNeedsUpdate( uniforms, value ) {\n\n\t\tuniforms.ambientLightColor.needsUpdate = value;\n\t\tuniforms.lightProbe.needsUpdate = value;\n\n\t\tuniforms.directionalLights.needsUpdate = value;\n\t\tuniforms.directionalLightShadows.needsUpdate = value;\n\t\tuniforms.pointLights.needsUpdate = value;\n\t\tuniforms.pointLightShadows.needsUpdate = value;\n\t\tuniforms.spotLights.needsUpdate = value;\n\t\tuniforms.spotLightShadows.needsUpdate = value;\n\t\tuniforms.rectAreaLights.needsUpdate = value;\n\t\tuniforms.hemisphereLights.needsUpdate = value;\n\n\t}\n\n\tfunction materialNeedsLights( material ) {\n\n\t\treturn material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||\n\t\t\tmaterial.isMeshStandardMaterial || material.isShadowMaterial ||\n\t\t\t( material.isShaderMaterial && material.lights === true );\n\n\t}\n\n\t//\n\tthis.setFramebuffer = function ( value ) {\n\n\t\tif ( _framebuffer !== value && _currentRenderTarget === null ) _gl.bindFramebuffer( 36160, value );\n\n\t\t_framebuffer = value;\n\n\t};\n\n\tthis.getActiveCubeFace = function () {\n\n\t\treturn _currentActiveCubeFace;\n\n\t};\n\n\tthis.getActiveMipmapLevel = function () {\n\n\t\treturn _currentActiveMipmapLevel;\n\n\t};\n\n\tthis.getRenderList = function () {\n\n\t\treturn currentRenderList;\n\n\t};\n\n\tthis.setRenderList = function ( renderList ) {\n\n\t\tcurrentRenderList = renderList;\n\n\t};\n\n\tthis.getRenderTarget = function () {\n\n\t\treturn _currentRenderTarget;\n\n\t};\n\n\tthis.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {\n\n\t\t_currentRenderTarget = renderTarget;\n\t\t_currentActiveCubeFace = activeCubeFace;\n\t\t_currentActiveMipmapLevel = activeMipmapLevel;\n\n\t\tif ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {\n\n\t\t\ttextures.setupRenderTarget( renderTarget );\n\n\t\t}\n\n\t\tlet framebuffer = _framebuffer;\n\t\tlet isCube = false;\n\n\t\tif ( renderTarget ) {\n\n\t\t\tconst __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\t\tif ( renderTarget.isWebGLCubeRenderTarget ) {\n\n\t\t\t\tframebuffer = __webglFramebuffer[ activeCubeFace ];\n\t\t\t\tisCube = true;\n\n\t\t\t} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {\n\n\t\t\t\tframebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;\n\n\t\t\t} else {\n\n\t\t\t\tframebuffer = __webglFramebuffer;\n\n\t\t\t}\n\n\t\t\t_currentViewport.copy( renderTarget.viewport );\n\t\t\t_currentScissor.copy( renderTarget.scissor );\n\t\t\t_currentScissorTest = renderTarget.scissorTest;\n\n\t\t} else {\n\n\t\t\t_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();\n\t\t\t_currentScissorTest = _scissorTest;\n\n\t\t}\n\n\t\tif ( _currentFramebuffer !== framebuffer ) {\n\n\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\t\t\t_currentFramebuffer = framebuffer;\n\n\t\t}\n\n\t\tstate.viewport( _currentViewport );\n\t\tstate.scissor( _currentScissor );\n\t\tstate.setScissorTest( _currentScissorTest );\n\n\t\tif ( isCube ) {\n\n\t\t\tconst textureProperties = properties.get( renderTarget.texture );\n\t\t\t_gl.framebufferTexture2D( 36160, 36064, 34069 + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );\n\n\t\t}\n\n\t};\n\n\tthis.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {\n\n\t\tif ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {\n\n\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet framebuffer = properties.get( renderTarget ).__webglFramebuffer;\n\n\t\tif ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {\n\n\t\t\tframebuffer = framebuffer[ activeCubeFaceIndex ];\n\n\t\t}\n\n\t\tif ( framebuffer ) {\n\n\t\t\tlet restore = false;\n\n\t\t\tif ( framebuffer !== _currentFramebuffer ) {\n\n\t\t\t\t_gl.bindFramebuffer( 36160, framebuffer );\n\n\t\t\t\trestore = true;\n\n\t\t\t}\n\n\t\t\ttry {\n\n\t\t\t\tconst texture = renderTarget.texture;\n\t\t\t\tconst textureFormat = texture.format;\n\t\t\t\tconst textureType = texture.type;\n\n\t\t\t\tif ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)\n\t\t\t\t\t! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox\n\t\t\t\t\t! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {\n\n\t\t\t\t\t// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)\n\n\t\t\t\t\tif ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {\n\n\t\t\t\t\t\t_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );\n\n\t\t\t\t}\n\n\t\t\t} finally {\n\n\t\t\t\tif ( restore ) {\n\n\t\t\t\t\t_gl.bindFramebuffer( 36160, _currentFramebuffer );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.copyFramebufferToTexture = function ( position, texture, level = 0 ) {\n\n\t\tconst levelScale = Math.pow( 2, - level );\n\t\tconst width = Math.floor( texture.image.width * levelScale );\n\t\tconst height = Math.floor( texture.image.height * levelScale );\n\t\tconst glFormat = utils.convert( texture.format );\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\t_gl.copyTexImage2D( 3553, level, glFormat, position.x, position.y, width, height, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {\n\n\t\tconst width = srcTexture.image.width;\n\t\tconst height = srcTexture.image.height;\n\t\tconst glFormat = utils.convert( dstTexture.format );\n\t\tconst glType = utils.convert( dstTexture.type );\n\n\t\ttextures.setTexture2D( dstTexture, 0 );\n\n\t\t// As another texture upload may have changed pixelStorei\n\t\t// parameters, make sure they are correct for the dstTexture\n\t\t_gl.pixelStorei( 37440, dstTexture.flipY );\n\t\t_gl.pixelStorei( 37441, dstTexture.premultiplyAlpha );\n\t\t_gl.pixelStorei( 3317, dstTexture.unpackAlignment );\n\n\t\tif ( srcTexture.isDataTexture ) {\n\n\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );\n\n\t\t} else {\n\n\t\t\tif ( srcTexture.isCompressedTexture ) {\n\n\t\t\t\t_gl.compressedTexSubImage2D( 3553, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );\n\n\t\t\t} else {\n\n\t\t\t\t_gl.texSubImage2D( 3553, level, position.x, position.y, glFormat, glType, srcTexture.image );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Generate mipmaps only when copying level 0\n\t\tif ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( 3553 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.initTexture = function ( texture ) {\n\n\t\ttextures.setTexture2D( texture, 0 );\n\n\t\tstate.unbindTexture();\n\n\t};\n\n\tthis.resetState = function () {\n\n\t\tstate.reset();\n\t\tbindingStates.reset();\n\n\t};\n\n\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t}\n\n}\n\nfunction WebGL1Renderer( parameters ) {\n\n\tWebGLRenderer.call( this, parameters );\n\n}\n\nWebGL1Renderer.prototype = Object.assign( Object.create( WebGLRenderer.prototype ), {\n\n\tconstructor: WebGL1Renderer,\n\n\tisWebGL1Renderer: true\n\n} );\n\nclass FogExp2 {\n\n\tconstructor( color, density ) {\n\n\t\tObject.defineProperty( this, 'isFogExp2', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\t\tthis.density = ( density !== undefined ) ? density : 0.00025;\n\n\t}\n\n\tclone() {\n\n\t\treturn new FogExp2( this.color, this.density );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'FogExp2',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tdensity: this.density\n\t\t};\n\n\t}\n\n}\n\nclass Fog {\n\n\tconstructor( color, near, far ) {\n\n\t\tObject.defineProperty( this, 'isFog', { value: true } );\n\n\t\tthis.name = '';\n\n\t\tthis.color = new Color( color );\n\n\t\tthis.near = ( near !== undefined ) ? near : 1;\n\t\tthis.far = ( far !== undefined ) ? far : 1000;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Fog( this.color, this.near, this.far );\n\n\t}\n\n\ttoJSON( /* meta */ ) {\n\n\t\treturn {\n\t\t\ttype: 'Fog',\n\t\t\tcolor: this.color.getHex(),\n\t\t\tnear: this.near,\n\t\t\tfar: this.far\n\t\t};\n\n\t}\n\n}\n\nclass Scene extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tObject.defineProperty( this, 'isScene', { value: true } );\n\n\t\tthis.type = 'Scene';\n\n\t\tthis.background = null;\n\t\tthis.environment = null;\n\t\tthis.fog = null;\n\n\t\tthis.overrideMaterial = null;\n\n\t\tthis.autoUpdate = true; // checked by the renderer\n\n\t\tif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t\t\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); // eslint-disable-line no-undef\n\n\t\t}\n\n\t}\n\n\tcopy( source, recursive ) {\n\n\t\tsuper.copy( source, recursive );\n\n\t\tif ( source.background !== null ) this.background = source.background.clone();\n\t\tif ( source.environment !== null ) this.environment = source.environment.clone();\n\t\tif ( source.fog !== null ) this.fog = source.fog.clone();\n\n\t\tif ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\t\tthis.matrixAutoUpdate = source.matrixAutoUpdate;\n\n\t\treturn this;\n\n\t}\n\n\ttoJSON( meta ) {\n\n\t\tconst data = super.toJSON( meta );\n\n\t\tif ( this.background !== null ) data.object.background = this.background.toJSON( meta );\n\t\tif ( this.environment !== null ) data.object.environment = this.environment.toJSON( meta );\n\t\tif ( this.fog !== null ) data.object.fog = this.fog.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nfunction InterleavedBuffer( array, stride ) {\n\n\tthis.array = array;\n\tthis.stride = stride;\n\tthis.count = array !== undefined ? array.length / stride : 0;\n\n\tthis.usage = StaticDrawUsage;\n\tthis.updateRange = { offset: 0, count: - 1 };\n\n\tthis.version = 0;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n}\n\nObject.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\n\tisInterleavedBuffer: true,\n\n\tonUploadCallback: function () {},\n\n\tsetUsage: function ( value ) {\n\n\t\tthis.usage = value;\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.array = new source.array.constructor( source.array );\n\t\tthis.count = source.count;\n\t\tthis.stride = source.stride;\n\t\tthis.usage = source.usage;\n\n\t\treturn this;\n\n\t},\n\n\tcopyAt: function ( index1, attribute, index2 ) {\n\n\t\tindex1 *= this.stride;\n\t\tindex2 *= attribute.stride;\n\n\t\tfor ( let i = 0, l = this.stride; i < l; i ++ ) {\n\n\t\t\tthis.array[ index1 + i ] = attribute.array[ index2 + i ];\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tset: function ( value, offset = 0 ) {\n\n\t\tthis.array.set( value, offset );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer;\n\n\t\t}\n\n\t\tconst array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] );\n\n\t\tconst ib = new InterleavedBuffer( array, this.stride );\n\t\tib.setUsage( this.usage );\n\n\t\treturn ib;\n\n\t},\n\n\tonUpload: function ( callback ) {\n\n\t\tthis.onUploadCallback = callback;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data.arrayBuffers === undefined ) {\n\n\t\t\tdata.arrayBuffers = {};\n\n\t\t}\n\n\t\t// generate UUID for array buffer if necessary\n\n\t\tif ( this.array.buffer._uuid === undefined ) {\n\n\t\t\tthis.array.buffer._uuid = MathUtils.generateUUID();\n\n\t\t}\n\n\t\tif ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {\n\n\t\t\tdata.arrayBuffers[ this.array.buffer._uuid ] = Array.prototype.slice.call( new Uint32Array( this.array.buffer ) );\n\n\t\t}\n\n\t\t//\n\n\t\treturn {\n\t\t\tuuid: this.uuid,\n\t\t\tbuffer: this.array.buffer._uuid,\n\t\t\ttype: this.array.constructor.name,\n\t\t\tstride: this.stride\n\t\t};\n\n\t}\n\n} );\n\nconst _vector$6 = new Vector3();\n\nfunction InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {\n\n\tthis.name = '';\n\n\tthis.data = interleavedBuffer;\n\tthis.itemSize = itemSize;\n\tthis.offset = offset;\n\n\tthis.normalized = normalized === true;\n\n}\n\nObject.defineProperties( InterleavedBufferAttribute.prototype, {\n\n\tcount: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.count;\n\n\t\t}\n\n\t},\n\n\tarray: {\n\n\t\tget: function () {\n\n\t\t\treturn this.data.array;\n\n\t\t}\n\n\t},\n\n\tneedsUpdate: {\n\n\t\tset: function ( value ) {\n\n\t\t\tthis.data.needsUpdate = value;\n\n\t\t}\n\n\t}\n\n} );\n\nObject.assign( InterleavedBufferAttribute.prototype, {\n\n\tisInterleavedBufferAttribute: true,\n\n\tapplyMatrix4: function ( m ) {\n\n\t\tfor ( let i = 0, l = this.data.count; i < l; i ++ ) {\n\n\t\t\t_vector$6.x = this.getX( i );\n\t\t\t_vector$6.y = this.getY( i );\n\t\t\t_vector$6.z = this.getZ( i );\n\n\t\t\t_vector$6.applyMatrix4( m );\n\n\t\t\tthis.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetX: function ( index, x ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset ] = x;\n\n\t\treturn this;\n\n\t},\n\n\tsetY: function ( index, y ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetZ: function ( index, z ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetW: function ( index, w ) {\n\n\t\tthis.data.array[ index * this.data.stride + this.offset + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tgetX: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset ];\n\n\t},\n\n\tgetY: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 1 ];\n\n\t},\n\n\tgetZ: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 2 ];\n\n\t},\n\n\tgetW: function ( index ) {\n\n\t\treturn this.data.array[ index * this.data.stride + this.offset + 3 ];\n\n\t},\n\n\tsetXY: function ( index, x, y ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZ: function ( index, x, y, z ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\n\t\treturn this;\n\n\t},\n\n\tsetXYZW: function ( index, x, y, z, w ) {\n\n\t\tindex = index * this.data.stride + this.offset;\n\n\t\tthis.data.array[ index + 0 ] = x;\n\t\tthis.data.array[ index + 1 ] = y;\n\t\tthis.data.array[ index + 2 ] = z;\n\t\tthis.data.array[ index + 3 ] = w;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized );\n\n\t\t} else {\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );\n\n\t\t\t}\n\n\t\t\treturn new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tif ( data === undefined ) {\n\n\t\t\tconsole.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.' );\n\n\t\t\tconst array = [];\n\n\t\t\tfor ( let i = 0; i < this.count; i ++ ) {\n\n\t\t\t\tconst index = i * this.data.stride + this.offset;\n\n\t\t\t\tfor ( let j = 0; j < this.itemSize; j ++ ) {\n\n\t\t\t\t\tarray.push( this.data.array[ index + j ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// deinterleave data and save it as an ordinary buffer attribute for now\n\n\t\t\treturn {\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\ttype: this.array.constructor.name,\n\t\t\t\tarray: array,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t} else {\n\n\t\t\t// save as true interlaved attribtue\n\n\t\t\tif ( data.interleavedBuffers === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers = {};\n\n\t\t\t}\n\n\t\t\tif ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {\n\n\t\t\t\tdata.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data );\n\n\t\t\t}\n\n\t\t\treturn {\n\t\t\t\tisInterleavedBufferAttribute: true,\n\t\t\t\titemSize: this.itemSize,\n\t\t\t\tdata: this.data.uuid,\n\t\t\t\toffset: this.offset,\n\t\t\t\tnormalized: this.normalized\n\t\t\t};\n\n\t\t}\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n * rotation: ,\n * sizeAttenuation: \n * }\n */\n\nfunction SpriteMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'SpriteMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.rotation = 0;\n\n\tthis.sizeAttenuation = true;\n\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nSpriteMaterial.prototype = Object.create( Material.prototype );\nSpriteMaterial.prototype.constructor = SpriteMaterial;\nSpriteMaterial.prototype.isSpriteMaterial = true;\n\nSpriteMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.rotation = source.rotation;\n\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\treturn this;\n\n};\n\nlet _geometry;\n\nconst _intersectPoint = new Vector3();\nconst _worldScale = new Vector3();\nconst _mvPosition = new Vector3();\n\nconst _alignedPosition = new Vector2();\nconst _rotatedPosition = new Vector2();\nconst _viewWorldMatrix = new Matrix4();\n\nconst _vA$1 = new Vector3();\nconst _vB$1 = new Vector3();\nconst _vC$1 = new Vector3();\n\nconst _uvA$1 = new Vector2();\nconst _uvB$1 = new Vector2();\nconst _uvC$1 = new Vector2();\n\nfunction Sprite( material ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Sprite';\n\n\tif ( _geometry === undefined ) {\n\n\t\t_geometry = new BufferGeometry();\n\n\t\tconst float32Array = new Float32Array( [\n\t\t\t- 0.5, - 0.5, 0, 0, 0,\n\t\t\t0.5, - 0.5, 0, 1, 0,\n\t\t\t0.5, 0.5, 0, 1, 1,\n\t\t\t- 0.5, 0.5, 0, 0, 1\n\t\t] );\n\n\t\tconst interleavedBuffer = new InterleavedBuffer( float32Array, 5 );\n\n\t\t_geometry.setIndex( [ 0, 1, 2,\t0, 2, 3 ] );\n\t\t_geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );\n\t\t_geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );\n\n\t}\n\n\tthis.geometry = _geometry;\n\tthis.material = ( material !== undefined ) ? material : new SpriteMaterial();\n\n\tthis.center = new Vector2( 0.5, 0.5 );\n\n}\n\nSprite.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Sprite,\n\n\tisSprite: true,\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tif ( raycaster.camera === null ) {\n\n\t\t\tconsole.error( 'THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.' );\n\n\t\t}\n\n\t\t_worldScale.setFromMatrixScale( this.matrixWorld );\n\n\t\t_viewWorldMatrix.copy( raycaster.camera.matrixWorld );\n\t\tthis.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld );\n\n\t\t_mvPosition.setFromMatrixPosition( this.modelViewMatrix );\n\n\t\tif ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) {\n\n\t\t\t_worldScale.multiplyScalar( - _mvPosition.z );\n\n\t\t}\n\n\t\tconst rotation = this.material.rotation;\n\t\tlet sin, cos;\n\n\t\tif ( rotation !== 0 ) {\n\n\t\t\tcos = Math.cos( rotation );\n\t\t\tsin = Math.sin( rotation );\n\n\t\t}\n\n\t\tconst center = this.center;\n\n\t\ttransformVertex( _vA$1.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vB$1.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\ttransformVertex( _vC$1.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\n\t\t_uvA$1.set( 0, 0 );\n\t\t_uvB$1.set( 1, 0 );\n\t\t_uvC$1.set( 1, 1 );\n\n\t\t// check first triangle\n\t\tlet intersect = raycaster.ray.intersectTriangle( _vA$1, _vB$1, _vC$1, false, _intersectPoint );\n\n\t\tif ( intersect === null ) {\n\n\t\t\t// check second triangle\n\t\t\ttransformVertex( _vB$1.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos );\n\t\t\t_uvB$1.set( 0, 1 );\n\n\t\t\tintersect = raycaster.ray.intersectTriangle( _vA$1, _vC$1, _vB$1, false, _intersectPoint );\n\t\t\tif ( intersect === null ) {\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( _intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tpoint: _intersectPoint.clone(),\n\t\t\tuv: Triangle.getUV( _intersectPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ),\n\t\t\tface: null,\n\t\t\tobject: this\n\n\t\t} );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tif ( source.center !== undefined ) this.center.copy( source.center );\n\n\t\tthis.material = source.material;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {\n\n\t// compute position in camera space\n\t_alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );\n\n\t// to check if rotation is not zero\n\tif ( sin !== undefined ) {\n\n\t\t_rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y );\n\t\t_rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y );\n\n\t} else {\n\n\t\t_rotatedPosition.copy( _alignedPosition );\n\n\t}\n\n\n\tvertexPosition.copy( mvPosition );\n\tvertexPosition.x += _rotatedPosition.x;\n\tvertexPosition.y += _rotatedPosition.y;\n\n\t// transform to world space\n\tvertexPosition.applyMatrix4( _viewWorldMatrix );\n\n}\n\nconst _v1$4 = new Vector3();\nconst _v2$2 = new Vector3();\n\nfunction LOD() {\n\n\tObject3D.call( this );\n\n\tthis._currentLevel = 0;\n\n\tthis.type = 'LOD';\n\n\tObject.defineProperties( this, {\n\t\tlevels: {\n\t\t\tenumerable: true,\n\t\t\tvalue: []\n\t\t}\n\t} );\n\n\tthis.autoUpdate = true;\n\n}\n\nLOD.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: LOD,\n\n\tisLOD: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source, false );\n\n\t\tconst levels = source.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tthis.addLevel( level.object.clone(), level.distance );\n\n\t\t}\n\n\t\tthis.autoUpdate = source.autoUpdate;\n\n\t\treturn this;\n\n\t},\n\n\taddLevel: function ( object, distance = 0 ) {\n\n\t\tdistance = Math.abs( distance );\n\n\t\tconst levels = this.levels;\n\n\t\tlet l;\n\n\t\tfor ( l = 0; l < levels.length; l ++ ) {\n\n\t\t\tif ( distance < levels[ l ].distance ) {\n\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlevels.splice( l, 0, { distance: distance, object: object } );\n\n\t\tthis.add( object );\n\n\t\treturn this;\n\n\t},\n\n\tgetCurrentLevel: function () {\n\n\t\treturn this._currentLevel;\n\n\t},\n\n\tgetObjectForDistance: function ( distance ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance < levels[ i ].distance ) {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn levels[ i - 1 ].object;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 0 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = raycaster.ray.origin.distanceTo( _v1$4 );\n\n\t\t\tthis.getObjectForDistance( distance ).raycast( raycaster, intersects );\n\n\t\t}\n\n\t},\n\n\tupdate: function ( camera ) {\n\n\t\tconst levels = this.levels;\n\n\t\tif ( levels.length > 1 ) {\n\n\t\t\t_v1$4.setFromMatrixPosition( camera.matrixWorld );\n\t\t\t_v2$2.setFromMatrixPosition( this.matrixWorld );\n\n\t\t\tconst distance = _v1$4.distanceTo( _v2$2 ) / camera.zoom;\n\n\t\t\tlevels[ 0 ].object.visible = true;\n\n\t\t\tlet i, l;\n\n\t\t\tfor ( i = 1, l = levels.length; i < l; i ++ ) {\n\n\t\t\t\tif ( distance >= levels[ i ].distance ) {\n\n\t\t\t\t\tlevels[ i - 1 ].object.visible = false;\n\t\t\t\t\tlevels[ i ].object.visible = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._currentLevel = i - 1;\n\n\t\t\tfor ( ; i < l; i ++ ) {\n\n\t\t\t\tlevels[ i ].object.visible = false;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tif ( this.autoUpdate === false ) data.object.autoUpdate = false;\n\n\t\tdata.object.levels = [];\n\n\t\tconst levels = this.levels;\n\n\t\tfor ( let i = 0, l = levels.length; i < l; i ++ ) {\n\n\t\t\tconst level = levels[ i ];\n\n\t\t\tdata.object.levels.push( {\n\t\t\t\tobject: level.object.uuid,\n\t\t\t\tdistance: level.distance\n\t\t\t} );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _basePosition = new Vector3();\n\nconst _skinIndex = new Vector4();\nconst _skinWeight = new Vector4();\n\nconst _vector$7 = new Vector3();\nconst _matrix$1 = new Matrix4();\n\nfunction SkinnedMesh( geometry, material ) {\n\n\tif ( geometry && geometry.isGeometry ) {\n\n\t\tconsole.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t}\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'SkinnedMesh';\n\n\tthis.bindMode = 'attached';\n\tthis.bindMatrix = new Matrix4();\n\tthis.bindMatrixInverse = new Matrix4();\n\n}\n\nSkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: SkinnedMesh,\n\n\tisSkinnedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.bindMode = source.bindMode;\n\t\tthis.bindMatrix.copy( source.bindMatrix );\n\t\tthis.bindMatrixInverse.copy( source.bindMatrixInverse );\n\n\t\tthis.skeleton = source.skeleton;\n\n\t\treturn this;\n\n\t},\n\n\tbind: function ( skeleton, bindMatrix ) {\n\n\t\tthis.skeleton = skeleton;\n\n\t\tif ( bindMatrix === undefined ) {\n\n\t\t\tthis.updateMatrixWorld( true );\n\n\t\t\tthis.skeleton.calculateInverses();\n\n\t\t\tbindMatrix = this.matrixWorld;\n\n\t\t}\n\n\t\tthis.bindMatrix.copy( bindMatrix );\n\t\tthis.bindMatrixInverse.copy( bindMatrix ).invert();\n\n\t},\n\n\tpose: function () {\n\n\t\tthis.skeleton.pose();\n\n\t},\n\n\tnormalizeSkinWeights: function () {\n\n\t\tconst vector = new Vector4();\n\n\t\tconst skinWeight = this.geometry.attributes.skinWeight;\n\n\t\tfor ( let i = 0, l = skinWeight.count; i < l; i ++ ) {\n\n\t\t\tvector.x = skinWeight.getX( i );\n\t\t\tvector.y = skinWeight.getY( i );\n\t\t\tvector.z = skinWeight.getZ( i );\n\t\t\tvector.w = skinWeight.getW( i );\n\n\t\t\tconst scale = 1.0 / vector.manhattanLength();\n\n\t\t\tif ( scale !== Infinity ) {\n\n\t\t\t\tvector.multiplyScalar( scale );\n\n\t\t\t} else {\n\n\t\t\t\tvector.set( 1, 0, 0, 0 ); // do something reasonable\n\n\t\t\t}\n\n\t\t\tskinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );\n\n\t\t}\n\n\t},\n\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tMesh.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( this.bindMode === 'attached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.matrixWorld ).invert();\n\n\t\t} else if ( this.bindMode === 'detached' ) {\n\n\t\t\tthis.bindMatrixInverse.copy( this.bindMatrix ).invert();\n\n\t\t} else {\n\n\t\t\tconsole.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );\n\n\t\t}\n\n\t},\n\n\tboneTransform: function ( index, target ) {\n\n\t\tconst skeleton = this.skeleton;\n\t\tconst geometry = this.geometry;\n\n\t\t_skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index );\n\t\t_skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index );\n\n\t\t_basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix );\n\n\t\ttarget.set( 0, 0, 0 );\n\n\t\tfor ( let i = 0; i < 4; i ++ ) {\n\n\t\t\tconst weight = _skinWeight.getComponent( i );\n\n\t\t\tif ( weight !== 0 ) {\n\n\t\t\t\tconst boneIndex = _skinIndex.getComponent( i );\n\n\t\t\t\t_matrix$1.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] );\n\n\t\t\t\ttarget.addScaledVector( _vector$7.copy( _basePosition ).applyMatrix4( _matrix$1 ), weight );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn target.applyMatrix4( this.bindMatrixInverse );\n\n\t}\n\n} );\n\nfunction Bone() {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Bone';\n\n}\n\nBone.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Bone,\n\n\tisBone: true\n\n} );\n\nconst _offsetMatrix = new Matrix4();\nconst _identityMatrix = new Matrix4();\n\nfunction Skeleton( bones = [], boneInverses = [] ) {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.bones = bones.slice( 0 );\n\tthis.boneInverses = boneInverses;\n\tthis.boneMatrices = null;\n\n\tthis.boneTexture = null;\n\tthis.boneTextureSize = 0;\n\n\tthis.frame = - 1;\n\n\tthis.init();\n\n}\n\nObject.assign( Skeleton.prototype, {\n\n\tinit: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tthis.boneMatrices = new Float32Array( bones.length * 16 );\n\n\t\t// calculate inverse bone matrices if necessary\n\n\t\tif ( boneInverses.length === 0 ) {\n\n\t\t\tthis.calculateInverses();\n\n\t\t} else {\n\n\t\t\t// handle special case\n\n\t\t\tif ( bones.length !== boneInverses.length ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );\n\n\t\t\t\tthis.boneInverses = [];\n\n\t\t\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\t\t\tthis.boneInverses.push( new Matrix4() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tcalculateInverses: function () {\n\n\t\tthis.boneInverses.length = 0;\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst inverse = new Matrix4();\n\n\t\t\tif ( this.bones[ i ] ) {\n\n\t\t\t\tinverse.copy( this.bones[ i ].matrixWorld ).invert();\n\n\t\t\t}\n\n\t\t\tthis.boneInverses.push( inverse );\n\n\t\t}\n\n\t},\n\n\tpose: function () {\n\n\t\t// recover the bind-time world matrices\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tbone.matrixWorld.copy( this.boneInverses[ i ] ).invert();\n\n\t\t\t}\n\n\t\t}\n\n\t\t// compute the local matrices, positions, rotations and scales\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone ) {\n\n\t\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t\tbone.matrix.copy( bone.parent.matrixWorld ).invert();\n\t\t\t\t\tbone.matrix.multiply( bone.matrixWorld );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tbone.matrix.copy( bone.matrixWorld );\n\n\t\t\t\t}\n\n\t\t\t\tbone.matrix.decompose( bone.position, bone.quaternion, bone.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdate: function () {\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\t\tconst boneMatrices = this.boneMatrices;\n\t\tconst boneTexture = this.boneTexture;\n\n\t\t// flatten bone matrices to array\n\n\t\tfor ( let i = 0, il = bones.length; i < il; i ++ ) {\n\n\t\t\t// compute the offset between the current and the original transform\n\n\t\t\tconst matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;\n\n\t\t\t_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );\n\t\t\t_offsetMatrix.toArray( boneMatrices, i * 16 );\n\n\t\t}\n\n\t\tif ( boneTexture !== null ) {\n\n\t\t\tboneTexture.needsUpdate = true;\n\n\t\t}\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new Skeleton( this.bones, this.boneInverses );\n\n\t},\n\n\tgetBoneByName: function ( name ) {\n\n\t\tfor ( let i = 0, il = this.bones.length; i < il; i ++ ) {\n\n\t\t\tconst bone = this.bones[ i ];\n\n\t\t\tif ( bone.name === name ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn undefined;\n\n\t},\n\n\tdispose: function ( ) {\n\n\t\tif ( this.boneTexture !== null ) {\n\n\t\t\tthis.boneTexture.dispose();\n\n\t\t\tthis.boneTexture = null;\n\n\t\t}\n\n\t},\n\n\tfromJSON: function ( json, bones ) {\n\n\t\tthis.uuid = json.uuid;\n\n\t\tfor ( let i = 0, l = json.bones.length; i < l; i ++ ) {\n\n\t\t\tconst uuid = json.bones[ i ];\n\t\t\tlet bone = bones[ uuid ];\n\n\t\t\tif ( bone === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );\n\t\t\t\tbone = new Bone();\n\n\t\t\t}\n\n\t\t\tthis.bones.push( bone );\n\t\t\tthis.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );\n\n\t\t}\n\n\t\tthis.init();\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Skeleton',\n\t\t\t\tgenerator: 'Skeleton.toJSON'\n\t\t\t},\n\t\t\tbones: [],\n\t\t\tboneInverses: []\n\t\t};\n\n\t\tdata.uuid = this.uuid;\n\n\t\tconst bones = this.bones;\n\t\tconst boneInverses = this.boneInverses;\n\n\t\tfor ( let i = 0, l = bones.length; i < l; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\t\t\tdata.bones.push( bone.uuid );\n\n\t\t\tconst boneInverse = boneInverses[ i ];\n\t\t\tdata.boneInverses.push( boneInverse.toArray() );\n\n\t\t}\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _instanceLocalMatrix = new Matrix4();\nconst _instanceWorldMatrix = new Matrix4();\n\nconst _instanceIntersects = [];\n\nconst _mesh = new Mesh();\n\nfunction InstancedMesh( geometry, material, count ) {\n\n\tMesh.call( this, geometry, material );\n\n\tthis.instanceMatrix = new BufferAttribute( new Float32Array( count * 16 ), 16 );\n\tthis.instanceColor = null;\n\n\tthis.count = count;\n\n\tthis.frustumCulled = false;\n\n}\n\nInstancedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: InstancedMesh,\n\n\tisInstancedMesh: true,\n\n\tcopy: function ( source ) {\n\n\t\tMesh.prototype.copy.call( this, source );\n\n\t\tthis.instanceMatrix.copy( source.instanceMatrix );\n\t\tthis.count = source.count;\n\n\t\treturn this;\n\n\t},\n\n\tgetColorAt: function ( index, color ) {\n\n\t\tcolor.fromArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tgetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.fromArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst raycastTimes = this.count;\n\n\t\t_mesh.geometry = this.geometry;\n\t\t_mesh.material = this.material;\n\n\t\tif ( _mesh.material === undefined ) return;\n\n\t\tfor ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) {\n\n\t\t\t// calculate the world matrix for each instance\n\n\t\t\tthis.getMatrixAt( instanceId, _instanceLocalMatrix );\n\n\t\t\t_instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix );\n\n\t\t\t// the mesh represents this single instance\n\n\t\t\t_mesh.matrixWorld = _instanceWorldMatrix;\n\n\t\t\t_mesh.raycast( raycaster, _instanceIntersects );\n\n\t\t\t// process the result of raycast\n\n\t\t\tfor ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) {\n\n\t\t\t\tconst intersect = _instanceIntersects[ i ];\n\t\t\t\tintersect.instanceId = instanceId;\n\t\t\t\tintersect.object = this;\n\t\t\t\tintersects.push( intersect );\n\n\t\t\t}\n\n\t\t\t_instanceIntersects.length = 0;\n\n\t\t}\n\n\t},\n\n\tsetColorAt: function ( index, color ) {\n\n\t\tif ( this.instanceColor === null ) {\n\n\t\t\tthis.instanceColor = new BufferAttribute( new Float32Array( this.count * 3 ), 3 );\n\n\t\t}\n\n\t\tcolor.toArray( this.instanceColor.array, index * 3 );\n\n\t},\n\n\tsetMatrixAt: function ( index, matrix ) {\n\n\t\tmatrix.toArray( this.instanceMatrix.array, index * 16 );\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n * linecap: \"round\",\n * linejoin: \"round\"\n * }\n */\n\nfunction LineBasicMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'LineBasicMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.linewidth = 1;\n\tthis.linecap = 'round';\n\tthis.linejoin = 'round';\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nLineBasicMaterial.prototype = Object.create( Material.prototype );\nLineBasicMaterial.prototype.constructor = LineBasicMaterial;\n\nLineBasicMaterial.prototype.isLineBasicMaterial = true;\n\nLineBasicMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.linewidth = source.linewidth;\n\tthis.linecap = source.linecap;\n\tthis.linejoin = source.linejoin;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _start = new Vector3();\nconst _end = new Vector3();\nconst _inverseMatrix$1 = new Matrix4();\nconst _ray$1 = new Ray();\nconst _sphere$2 = new Sphere();\n\nfunction Line( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Line';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nLine.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Line,\n\n\tisLine: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [ 0 ];\n\n\t\t\t\tfor ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_start.fromBufferAttribute( positionAttribute, i - 1 );\n\t\t\t\t\t_end.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i ] += _start.distanceTo( _end );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst lineDistances = geometry.lineDistances;\n\n\t\t\tlineDistances[ 0 ] = 0;\n\n\t\t\tfor ( let i = 1, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\tlineDistances[ i ] = lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Line.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$2.copy( geometry.boundingSphere );\n\t\t_sphere$2.applyMatrix4( matrixWorld );\n\t\t_sphere$2.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$2 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$1.copy( matrixWorld ).invert();\n\t\t_ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tconst vStart = new Vector3();\n\t\tconst vEnd = new Vector3();\n\t\tconst interSegment = new Vector3();\n\t\tconst interRay = new Vector3();\n\t\tconst step = this.isLineSegments ? 2 : 1;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, l = indices.length - 1; i < l; i += step ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\t\t\t\t\tconst b = indices[ i + 1 ];\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, a );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, b );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count - 1; i < l; i += step ) {\n\n\t\t\t\t\tvStart.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\tvEnd.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );\n\n\t\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tdistance: distance,\n\t\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\t\tindex: i,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\t\tobject: this\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst nbVertices = vertices.length;\n\n\t\t\tfor ( let i = 0; i < nbVertices - 1; i += step ) {\n\n\t\t\t\tconst distSq = _ray$1.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );\n\n\t\t\t\tif ( distSq > localThresholdSq ) continue;\n\n\t\t\t\tinterRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation\n\n\t\t\t\tconst distance = raycaster.ray.origin.distanceTo( interRay );\n\n\t\t\t\tif ( distance < raycaster.near || distance > raycaster.far ) continue;\n\n\t\t\t\tintersects.push( {\n\n\t\t\t\t\tdistance: distance,\n\t\t\t\t\t// What do we want? intersection point on the ray or on the segment??\n\t\t\t\t\t// point: raycaster.ray.at( distance ),\n\t\t\t\t\tpoint: interSegment.clone().applyMatrix4( this.matrixWorld ),\n\t\t\t\t\tindex: i,\n\t\t\t\t\tface: null,\n\t\t\t\t\tfaceIndex: null,\n\t\t\t\t\tobject: this\n\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nconst _start$1 = new Vector3();\nconst _end$1 = new Vector3();\n\nfunction LineSegments( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineSegments';\n\n}\n\nLineSegments.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineSegments,\n\n\tisLineSegments: true,\n\n\tcomputeLineDistances: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\t// we assume non-indexed geometry\n\n\t\t\tif ( geometry.index === null ) {\n\n\t\t\t\tconst positionAttribute = geometry.attributes.position;\n\t\t\t\tconst lineDistances = [];\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {\n\n\t\t\t\t\t_start$1.fromBufferAttribute( positionAttribute, i );\n\t\t\t\t\t_end$1.fromBufferAttribute( positionAttribute, i + 1 );\n\n\t\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );\n\n\t\t\t}\n\n\t\t} else if ( geometry.isGeometry ) {\n\n\t\t\tconst vertices = geometry.vertices;\n\t\t\tconst lineDistances = geometry.lineDistances;\n\n\t\t\tfor ( let i = 0, l = vertices.length; i < l; i += 2 ) {\n\n\t\t\t\t_start$1.copy( vertices[ i ] );\n\t\t\t\t_end$1.copy( vertices[ i + 1 ] );\n\n\t\t\t\tlineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];\n\t\t\t\tlineDistances[ i + 1 ] = lineDistances[ i ] + _start$1.distanceTo( _end$1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LineLoop( geometry, material ) {\n\n\tLine.call( this, geometry, material );\n\n\tthis.type = 'LineLoop';\n\n}\n\nLineLoop.prototype = Object.assign( Object.create( Line.prototype ), {\n\n\tconstructor: LineLoop,\n\n\tisLineLoop: true,\n\n} );\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n * map: new THREE.Texture( ),\n * alphaMap: new THREE.Texture( ),\n *\n * size: ,\n * sizeAttenuation: \n *\n * morphTargets: \n * }\n */\n\nfunction PointsMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'PointsMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\n\tthis.alphaMap = null;\n\n\tthis.size = 1;\n\tthis.sizeAttenuation = true;\n\n\tthis.morphTargets = false;\n\n\tthis.setValues( parameters );\n\n}\n\nPointsMaterial.prototype = Object.create( Material.prototype );\nPointsMaterial.prototype.constructor = PointsMaterial;\n\nPointsMaterial.prototype.isPointsMaterial = true;\n\nPointsMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.size = source.size;\n\tthis.sizeAttenuation = source.sizeAttenuation;\n\n\tthis.morphTargets = source.morphTargets;\n\n\treturn this;\n\n};\n\nconst _inverseMatrix$2 = new Matrix4();\nconst _ray$2 = new Ray();\nconst _sphere$3 = new Sphere();\nconst _position$1 = new Vector3();\n\nfunction Points( geometry = new BufferGeometry(), material = new PointsMaterial() ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Points';\n\n\tthis.geometry = geometry;\n\tthis.material = material;\n\n\tthis.updateMorphTargets();\n\n}\n\nPoints.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Points,\n\n\tisPoints: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.material = source.material;\n\t\tthis.geometry = source.geometry;\n\n\t\treturn this;\n\n\t},\n\n\traycast: function ( raycaster, intersects ) {\n\n\t\tconst geometry = this.geometry;\n\t\tconst matrixWorld = this.matrixWorld;\n\t\tconst threshold = raycaster.params.Points.threshold;\n\n\t\t// Checking boundingSphere distance to ray\n\n\t\tif ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();\n\n\t\t_sphere$3.copy( geometry.boundingSphere );\n\t\t_sphere$3.applyMatrix4( matrixWorld );\n\t\t_sphere$3.radius += threshold;\n\n\t\tif ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return;\n\n\t\t//\n\n\t\t_inverseMatrix$2.copy( matrixWorld ).invert();\n\t\t_ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 );\n\n\t\tconst localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );\n\t\tconst localThresholdSq = localThreshold * localThreshold;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst index = geometry.index;\n\t\t\tconst attributes = geometry.attributes;\n\t\t\tconst positionAttribute = attributes.position;\n\n\t\t\tif ( index !== null ) {\n\n\t\t\t\tconst indices = index.array;\n\n\t\t\t\tfor ( let i = 0, il = indices.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst a = indices[ i ];\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, a );\n\n\t\t\t\t\ttestPoint( _position$1, a, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {\n\n\t\t\t\t\t_position$1.fromBufferAttribute( positionAttribute, i );\n\n\t\t\t\t\ttestPoint( _position$1, i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst vertices = geometry.vertices;\n\n\t\t\tfor ( let i = 0, l = vertices.length; i < l; i ++ ) {\n\n\t\t\t\ttestPoint( vertices[ i ], i, localThresholdSq, matrixWorld, raycaster, intersects, this );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tupdateMorphTargets: function () {\n\n\t\tconst geometry = this.geometry;\n\n\t\tif ( geometry.isBufferGeometry ) {\n\n\t\t\tconst morphAttributes = geometry.morphAttributes;\n\t\t\tconst keys = Object.keys( morphAttributes );\n\n\t\t\tif ( keys.length > 0 ) {\n\n\t\t\t\tconst morphAttribute = morphAttributes[ keys[ 0 ] ];\n\n\t\t\t\tif ( morphAttribute !== undefined ) {\n\n\t\t\t\t\tthis.morphTargetInfluences = [];\n\t\t\t\t\tthis.morphTargetDictionary = {};\n\n\t\t\t\t\tfor ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {\n\n\t\t\t\t\t\tconst name = morphAttribute[ m ].name || String( m );\n\n\t\t\t\t\t\tthis.morphTargetInfluences.push( 0 );\n\t\t\t\t\t\tthis.morphTargetDictionary[ name ] = m;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tconst morphTargets = geometry.morphTargets;\n\n\t\t\tif ( morphTargets !== undefined && morphTargets.length > 0 ) {\n\n\t\t\t\tconsole.error( 'THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n} );\n\nfunction testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) {\n\n\tconst rayPointDistanceSq = _ray$2.distanceSqToPoint( point );\n\n\tif ( rayPointDistanceSq < localThresholdSq ) {\n\n\t\tconst intersectPoint = new Vector3();\n\n\t\t_ray$2.closestPointToPoint( point, intersectPoint );\n\t\tintersectPoint.applyMatrix4( matrixWorld );\n\n\t\tconst distance = raycaster.ray.origin.distanceTo( intersectPoint );\n\n\t\tif ( distance < raycaster.near || distance > raycaster.far ) return;\n\n\t\tintersects.push( {\n\n\t\t\tdistance: distance,\n\t\t\tdistanceToRay: Math.sqrt( rayPointDistanceSq ),\n\t\t\tpoint: intersectPoint,\n\t\t\tindex: index,\n\t\t\tface: null,\n\t\t\tobject: object\n\n\t\t} );\n\n\t}\n\n}\n\nfunction VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.format = format !== undefined ? format : RGBFormat;\n\n\tthis.minFilter = minFilter !== undefined ? minFilter : LinearFilter;\n\tthis.magFilter = magFilter !== undefined ? magFilter : LinearFilter;\n\n\tthis.generateMipmaps = false;\n\n\tconst scope = this;\n\n\tfunction updateVideo() {\n\n\t\tscope.needsUpdate = true;\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n\tif ( 'requestVideoFrameCallback' in video ) {\n\n\t\tvideo.requestVideoFrameCallback( updateVideo );\n\n\t}\n\n}\n\nVideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {\n\n\tconstructor: VideoTexture,\n\n\tclone: function () {\n\n\t\treturn new this.constructor( this.image ).copy( this );\n\n\t},\n\n\tisVideoTexture: true,\n\n\tupdate: function () {\n\n\t\tconst video = this.image;\n\t\tconst hasVideoFrameCallback = 'requestVideoFrameCallback' in video;\n\n\t\tif ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) {\n\n\t\t\tthis.needsUpdate = true;\n\n\t\t}\n\n\t}\n\n} );\n\nfunction CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );\n\n\tthis.image = { width: width, height: height };\n\tthis.mipmaps = mipmaps;\n\n\t// no flipping for cube textures\n\t// (also flipping doesn't work for compressed textures )\n\n\tthis.flipY = false;\n\n\t// can't generate mipmaps for compressed textures\n\t// mips must be embedded in DDS files\n\n\tthis.generateMipmaps = false;\n\n}\n\nCompressedTexture.prototype = Object.create( Texture.prototype );\nCompressedTexture.prototype.constructor = CompressedTexture;\n\nCompressedTexture.prototype.isCompressedTexture = true;\n\nfunction CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {\n\n\tTexture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.needsUpdate = true;\n\n}\n\nCanvasTexture.prototype = Object.create( Texture.prototype );\nCanvasTexture.prototype.constructor = CanvasTexture;\nCanvasTexture.prototype.isCanvasTexture = true;\n\nfunction DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {\n\n\tformat = format !== undefined ? format : DepthFormat;\n\n\tif ( format !== DepthFormat && format !== DepthStencilFormat ) {\n\n\t\tthrow new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );\n\n\t}\n\n\tif ( type === undefined && format === DepthFormat ) type = UnsignedShortType;\n\tif ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;\n\n\tTexture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );\n\n\tthis.image = { width: width, height: height };\n\n\tthis.magFilter = magFilter !== undefined ? magFilter : NearestFilter;\n\tthis.minFilter = minFilter !== undefined ? minFilter : NearestFilter;\n\n\tthis.flipY = false;\n\tthis.generateMipmaps = false;\n\n}\n\nDepthTexture.prototype = Object.create( Texture.prototype );\nDepthTexture.prototype.constructor = DepthTexture;\nDepthTexture.prototype.isDepthTexture = true;\n\nlet _geometryId = 0; // Geometry uses even numbers as Id\nconst _m1$3 = new Matrix4();\nconst _obj$1 = new Object3D();\nconst _offset$1 = new Vector3();\n\nfunction Geometry() {\n\n\tObject.defineProperty( this, 'id', { value: _geometryId += 2 } );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.name = '';\n\tthis.type = 'Geometry';\n\n\tthis.vertices = [];\n\tthis.colors = [];\n\tthis.faces = [];\n\tthis.faceVertexUvs = [[]];\n\n\tthis.morphTargets = [];\n\tthis.morphNormals = [];\n\n\tthis.skinWeights = [];\n\tthis.skinIndices = [];\n\n\tthis.lineDistances = [];\n\n\tthis.boundingBox = null;\n\tthis.boundingSphere = null;\n\n\t// update flags\n\n\tthis.elementsNeedUpdate = false;\n\tthis.verticesNeedUpdate = false;\n\tthis.uvsNeedUpdate = false;\n\tthis.normalsNeedUpdate = false;\n\tthis.colorsNeedUpdate = false;\n\tthis.lineDistancesNeedUpdate = false;\n\tthis.groupsNeedUpdate = false;\n\n}\n\nGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: Geometry,\n\n\tisGeometry: true,\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tconst normalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\tfor ( let i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tconst vertex = this.vertices[ i ];\n\t\t\tvertex.applyMatrix4( matrix );\n\n\t\t}\n\n\t\tfor ( let i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\t\t\tface.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\tfor ( let j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tface.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\tthis.verticesNeedUpdate = true;\n\t\tthis.normalsNeedUpdate = true;\n\n\t\treturn this;\n\n\t},\n\n\trotateX: function ( angle ) {\n\n\t\t// rotate geometry around world x-axis\n\n\t\t_m1$3.makeRotationX( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateY: function ( angle ) {\n\n\t\t// rotate geometry around world y-axis\n\n\t\t_m1$3.makeRotationY( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\trotateZ: function ( angle ) {\n\n\t\t// rotate geometry around world z-axis\n\n\t\t_m1$3.makeRotationZ( angle );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\ttranslate: function ( x, y, z ) {\n\n\t\t// translate geometry\n\n\t\t_m1$3.makeTranslation( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tscale: function ( x, y, z ) {\n\n\t\t// scale geometry\n\n\t\t_m1$3.makeScale( x, y, z );\n\n\t\tthis.applyMatrix4( _m1$3 );\n\n\t\treturn this;\n\n\t},\n\n\tlookAt: function ( vector ) {\n\n\t\t_obj$1.lookAt( vector );\n\n\t\t_obj$1.updateMatrix();\n\n\t\tthis.applyMatrix4( _obj$1.matrix );\n\n\t\treturn this;\n\n\t},\n\n\tfromBufferGeometry: function ( geometry ) {\n\n\t\tconst scope = this;\n\n\t\tconst index = geometry.index !== null ? geometry.index : undefined;\n\t\tconst attributes = geometry.attributes;\n\n\t\tif ( attributes.position === undefined ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.' );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tconst position = attributes.position;\n\t\tconst normal = attributes.normal;\n\t\tconst color = attributes.color;\n\t\tconst uv = attributes.uv;\n\t\tconst uv2 = attributes.uv2;\n\n\t\tif ( uv2 !== undefined ) this.faceVertexUvs[ 1 ] = [];\n\n\t\tfor ( let i = 0; i < position.count; i ++ ) {\n\n\t\t\tscope.vertices.push( new Vector3().fromBufferAttribute( position, i ) );\n\n\t\t\tif ( color !== undefined ) {\n\n\t\t\t\tscope.colors.push( new Color().fromBufferAttribute( color, i ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction addFace( a, b, c, materialIndex ) {\n\n\t\t\tconst vertexColors = ( color === undefined ) ? [] : [\n\t\t\t\tscope.colors[ a ].clone(),\n\t\t\t\tscope.colors[ b ].clone(),\n\t\t\t\tscope.colors[ c ].clone()\n\t\t\t];\n\n\t\t\tconst vertexNormals = ( normal === undefined ) ? [] : [\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, a ),\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, b ),\n\t\t\t\tnew Vector3().fromBufferAttribute( normal, c )\n\t\t\t];\n\n\t\t\tconst face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );\n\n\t\t\tscope.faces.push( face );\n\n\t\t\tif ( uv !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 0 ].push( [\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, a ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, b ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv, c )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t\tif ( uv2 !== undefined ) {\n\n\t\t\t\tscope.faceVertexUvs[ 1 ].push( [\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, a ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, b ),\n\t\t\t\t\tnew Vector2().fromBufferAttribute( uv2, c )\n\t\t\t\t] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst groups = geometry.groups;\n\n\t\tif ( groups.length > 0 ) {\n\n\t\t\tfor ( let i = 0; i < groups.length; i ++ ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tconst start = group.start;\n\t\t\t\tconst count = group.count;\n\n\t\t\t\tfor ( let j = start, jl = start + count; j < jl; j += 3 ) {\n\n\t\t\t\t\tif ( index !== undefined ) {\n\n\t\t\t\t\t\taddFace( index.getX( j ), index.getX( j + 1 ), index.getX( j + 2 ), group.materialIndex );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\taddFace( j, j + 1, j + 2, group.materialIndex );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tfor ( let i = 0; i < index.count; i += 3 ) {\n\n\t\t\t\t\taddFace( index.getX( i ), index.getX( i + 1 ), index.getX( i + 2 ) );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tfor ( let i = 0; i < position.count; i += 3 ) {\n\n\t\t\t\t\taddFace( i, i + 1, i + 2 );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.computeFaceNormals();\n\n\t\tif ( geometry.boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = geometry.boundingBox.clone();\n\n\t\t}\n\n\t\tif ( geometry.boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = geometry.boundingSphere.clone();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tcenter: function () {\n\n\t\tthis.computeBoundingBox();\n\n\t\tthis.boundingBox.getCenter( _offset$1 ).negate();\n\n\t\tthis.translate( _offset$1.x, _offset$1.y, _offset$1.z );\n\n\t\treturn this;\n\n\t},\n\n\tnormalize: function () {\n\n\t\tthis.computeBoundingSphere();\n\n\t\tconst center = this.boundingSphere.center;\n\t\tconst radius = this.boundingSphere.radius;\n\n\t\tconst s = radius === 0 ? 1 : 1.0 / radius;\n\n\t\tconst matrix = new Matrix4();\n\t\tmatrix.set(\n\t\t\ts, 0, 0, - s * center.x,\n\t\t\t0, s, 0, - s * center.y,\n\t\t\t0, 0, s, - s * center.z,\n\t\t\t0, 0, 0, 1\n\t\t);\n\n\t\tthis.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t},\n\n\tcomputeFaceNormals: function () {\n\n\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vA = this.vertices[ face.a ];\n\t\t\tconst vB = this.vertices[ face.b ];\n\t\t\tconst vC = this.vertices[ face.c ];\n\n\t\t\tcb.subVectors( vC, vB );\n\t\t\tab.subVectors( vA, vB );\n\t\t\tcb.cross( ab );\n\n\t\t\tcb.normalize();\n\n\t\t\tface.normal.copy( cb );\n\n\t\t}\n\n\t},\n\n\tcomputeVertexNormals: function ( areaWeighted = true ) {\n\n\t\tconst vertices = new Array( this.vertices.length );\n\n\t\tfor ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ] = new Vector3();\n\n\t\t}\n\n\t\tif ( areaWeighted ) {\n\n\t\t\t// vertex normals weighted by triangle areas\n\t\t\t// http://www.iquilezles.org/www/articles/normals/normals.htm\n\n\t\t\tconst cb = new Vector3(), ab = new Vector3();\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tconst vA = this.vertices[ face.a ];\n\t\t\t\tconst vB = this.vertices[ face.b ];\n\t\t\t\tconst vC = this.vertices[ face.c ];\n\n\t\t\t\tcb.subVectors( vC, vB );\n\t\t\t\tab.subVectors( vA, vB );\n\t\t\t\tcb.cross( ab );\n\n\t\t\t\tvertices[ face.a ].add( cb );\n\t\t\t\tvertices[ face.b ].add( cb );\n\t\t\t\tvertices[ face.c ].add( cb );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tthis.computeFaceNormals();\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tvertices[ face.a ].add( face.normal );\n\t\t\t\tvertices[ face.b ].add( face.normal );\n\t\t\t\tvertices[ face.c ].add( face.normal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let v = 0, vl = this.vertices.length; v < vl; v ++ ) {\n\n\t\t\tvertices[ v ].normalize();\n\n\t\t}\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( vertices[ face.a ] );\n\t\t\t\tvertexNormals[ 1 ].copy( vertices[ face.b ] );\n\t\t\t\tvertexNormals[ 2 ].copy( vertices[ face.c ] );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = vertices[ face.a ].clone();\n\t\t\t\tvertexNormals[ 1 ] = vertices[ face.b ].clone();\n\t\t\t\tvertexNormals[ 2 ] = vertices[ face.c ].clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeFlatVertexNormals: function () {\n\n\t\tthis.computeFaceNormals();\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\tif ( vertexNormals.length === 3 ) {\n\n\t\t\t\tvertexNormals[ 0 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 1 ].copy( face.normal );\n\t\t\t\tvertexNormals[ 2 ].copy( face.normal );\n\n\t\t\t} else {\n\n\t\t\t\tvertexNormals[ 0 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 1 ] = face.normal.clone();\n\t\t\t\tvertexNormals[ 2 ] = face.normal.clone();\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( this.faces.length > 0 ) {\n\n\t\t\tthis.normalsNeedUpdate = true;\n\n\t\t}\n\n\t},\n\n\tcomputeMorphNormals: function () {\n\n\t\t// save original normals\n\t\t// - create temp variables on first access\n\t\t// otherwise just copy (for faster repeated calls)\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tif ( ! face.__originalFaceNormal ) {\n\n\t\t\t\tface.__originalFaceNormal = face.normal.clone();\n\n\t\t\t} else {\n\n\t\t\t\tface.__originalFaceNormal.copy( face.normal );\n\n\t\t\t}\n\n\t\t\tif ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];\n\n\t\t\tfor ( let i = 0, il = face.vertexNormals.length; i < il; i ++ ) {\n\n\t\t\t\tif ( ! face.__originalVertexNormals[ i ] ) {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();\n\n\t\t\t\t} else {\n\n\t\t\t\t\tface.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// use temp geometry to compute face and vertex normals for each morph\n\n\t\tconst tmpGeo = new Geometry();\n\t\ttmpGeo.faces = this.faces;\n\n\t\tfor ( let i = 0, il = this.morphTargets.length; i < il; i ++ ) {\n\n\t\t\t// create on first access\n\n\t\t\tif ( ! this.morphNormals[ i ] ) {\n\n\t\t\t\tthis.morphNormals[ i ] = {};\n\t\t\t\tthis.morphNormals[ i ].faceNormals = [];\n\t\t\t\tthis.morphNormals[ i ].vertexNormals = [];\n\n\t\t\t\tconst dstNormalsFace = this.morphNormals[ i ].faceNormals;\n\t\t\t\tconst dstNormalsVertex = this.morphNormals[ i ].vertexNormals;\n\n\t\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\t\tconst faceNormal = new Vector3();\n\t\t\t\t\tconst vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };\n\n\t\t\t\t\tdstNormalsFace.push( faceNormal );\n\t\t\t\t\tdstNormalsVertex.push( vertexNormals );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst morphNormals = this.morphNormals[ i ];\n\n\t\t\t// set vertices to morph target\n\n\t\t\ttmpGeo.vertices = this.morphTargets[ i ].vertices;\n\n\t\t\t// compute morph normals\n\n\t\t\ttmpGeo.computeFaceNormals();\n\t\t\ttmpGeo.computeVertexNormals();\n\n\t\t\t// store morph normals\n\n\t\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\t\tconst face = this.faces[ f ];\n\n\t\t\t\tconst faceNormal = morphNormals.faceNormals[ f ];\n\t\t\t\tconst vertexNormals = morphNormals.vertexNormals[ f ];\n\n\t\t\t\tfaceNormal.copy( face.normal );\n\n\t\t\t\tvertexNormals.a.copy( face.vertexNormals[ 0 ] );\n\t\t\t\tvertexNormals.b.copy( face.vertexNormals[ 1 ] );\n\t\t\t\tvertexNormals.c.copy( face.vertexNormals[ 2 ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// restore original normals\n\n\t\tfor ( let f = 0, fl = this.faces.length; f < fl; f ++ ) {\n\n\t\t\tconst face = this.faces[ f ];\n\n\t\t\tface.normal = face.__originalFaceNormal;\n\t\t\tface.vertexNormals = face.__originalVertexNormals;\n\n\t\t}\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tif ( this.boundingBox === null ) {\n\n\t\t\tthis.boundingBox = new Box3();\n\n\t\t}\n\n\t\tthis.boundingBox.setFromPoints( this.vertices );\n\n\t},\n\n\tcomputeBoundingSphere: function () {\n\n\t\tif ( this.boundingSphere === null ) {\n\n\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t}\n\n\t\tthis.boundingSphere.setFromPoints( this.vertices );\n\n\t},\n\n\tmerge: function ( geometry, matrix, materialIndexOffset = 0 ) {\n\n\t\tif ( ! ( geometry && geometry.isGeometry ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );\n\t\t\treturn;\n\n\t\t}\n\n\t\tlet normalMatrix;\n\t\tconst vertexOffset = this.vertices.length,\n\t\t\tvertices1 = this.vertices,\n\t\t\tvertices2 = geometry.vertices,\n\t\t\tfaces1 = this.faces,\n\t\t\tfaces2 = geometry.faces,\n\t\t\tcolors1 = this.colors,\n\t\t\tcolors2 = geometry.colors;\n\n\t\tif ( matrix !== undefined ) {\n\n\t\t\tnormalMatrix = new Matrix3().getNormalMatrix( matrix );\n\n\t\t}\n\n\t\t// vertices\n\n\t\tfor ( let i = 0, il = vertices2.length; i < il; i ++ ) {\n\n\t\t\tconst vertex = vertices2[ i ];\n\n\t\t\tconst vertexCopy = vertex.clone();\n\n\t\t\tif ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );\n\n\t\t\tvertices1.push( vertexCopy );\n\n\t\t}\n\n\t\t// colors\n\n\t\tfor ( let i = 0, il = colors2.length; i < il; i ++ ) {\n\n\t\t\tcolors1.push( colors2[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tfor ( let i = 0, il = faces2.length; i < il; i ++ ) {\n\n\t\t\tconst face = faces2[ i ];\n\t\t\tlet normal, color;\n\t\t\tconst faceVertexNormals = face.vertexNormals,\n\t\t\t\tfaceVertexColors = face.vertexColors;\n\n\t\t\tconst faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );\n\t\t\tfaceCopy.normal.copy( face.normal );\n\n\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\tfaceCopy.normal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\tnormal = faceVertexNormals[ j ].clone();\n\n\t\t\t\tif ( normalMatrix !== undefined ) {\n\n\t\t\t\t\tnormal.applyMatrix3( normalMatrix ).normalize();\n\n\t\t\t\t}\n\n\t\t\t\tfaceCopy.vertexNormals.push( normal );\n\n\t\t\t}\n\n\t\t\tfaceCopy.color.copy( face.color );\n\n\t\t\tfor ( let j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {\n\n\t\t\t\tcolor = faceVertexColors[ j ];\n\t\t\t\tfaceCopy.vertexColors.push( color.clone() );\n\n\t\t\t}\n\n\t\t\tfaceCopy.materialIndex = face.materialIndex + materialIndexOffset;\n\n\t\t\tfaces1.push( faceCopy );\n\n\t\t}\n\n\t\t// uvs\n\n\t\tfor ( let i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tconst faceVertexUvs2 = geometry.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) this.faceVertexUvs[ i ] = [];\n\n\t\t\tfor ( let j = 0, jl = faceVertexUvs2.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uvs2 = faceVertexUvs2[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( let k = 0, kl = uvs2.length; k < kl; k ++ ) {\n\n\t\t\t\t\tuvsCopy.push( uvs2[ k ].clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\tmergeMesh: function ( mesh ) {\n\n\t\tif ( ! ( mesh && mesh.isMesh ) ) {\n\n\t\t\tconsole.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( mesh.matrixAutoUpdate ) mesh.updateMatrix();\n\n\t\tthis.merge( mesh.geometry, mesh.matrix );\n\n\t},\n\n\t/*\n\t * Checks for duplicate vertices with hashmap.\n\t * Duplicated vertices are removed\n\t * and faces' vertices are updated.\n\t */\n\n\tmergeVertices: function ( precisionPoints = 4 ) {\n\n\t\tconst verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)\n\t\tconst unique = [], changes = [];\n\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\n\t\tfor ( let i = 0, il = this.vertices.length; i < il; i ++ ) {\n\n\t\t\tconst v = this.vertices[ i ];\n\t\t\tconst key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );\n\n\t\t\tif ( verticesMap[ key ] === undefined ) {\n\n\t\t\t\tverticesMap[ key ] = i;\n\t\t\t\tunique.push( this.vertices[ i ] );\n\t\t\t\tchanges[ i ] = unique.length - 1;\n\n\t\t\t} else {\n\n\t\t\t\t//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);\n\t\t\t\tchanges[ i ] = changes[ verticesMap[ key ] ];\n\n\t\t\t}\n\n\t\t}\n\n\n\t\t// if faces are completely degenerate after merging vertices, we\n\t\t// have to remove them from the geometry.\n\t\tconst faceIndicesToRemove = [];\n\n\t\tfor ( let i = 0, il = this.faces.length; i < il; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\n\t\t\tface.a = changes[ face.a ];\n\t\t\tface.b = changes[ face.b ];\n\t\t\tface.c = changes[ face.c ];\n\n\t\t\tconst indices = [ face.a, face.b, face.c ];\n\n\t\t\t// if any duplicate vertices are found in a Face3\n\t\t\t// we have to remove the face as nothing can be saved\n\t\t\tfor ( let n = 0; n < 3; n ++ ) {\n\n\t\t\t\tif ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {\n\n\t\t\t\t\tfaceIndicesToRemove.push( i );\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {\n\n\t\t\tconst idx = faceIndicesToRemove[ i ];\n\n\t\t\tthis.faces.splice( idx, 1 );\n\n\t\t\tfor ( let j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tthis.faceVertexUvs[ j ].splice( idx, 1 );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Use unique set of vertices\n\n\t\tconst diff = this.vertices.length - unique.length;\n\t\tthis.vertices = unique;\n\t\treturn diff;\n\n\t},\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.vertices = [];\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tthis.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsortFacesByMaterialIndex: function () {\n\n\t\tconst faces = this.faces;\n\t\tconst length = faces.length;\n\n\t\t// tag faces\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tfaces[ i ]._id = i;\n\n\t\t}\n\n\t\t// sort faces\n\n\t\tfunction materialIndexSort( a, b ) {\n\n\t\t\treturn a.materialIndex - b.materialIndex;\n\n\t\t}\n\n\t\tfaces.sort( materialIndexSort );\n\n\t\t// sort uvs\n\n\t\tconst uvs1 = this.faceVertexUvs[ 0 ];\n\t\tconst uvs2 = this.faceVertexUvs[ 1 ];\n\n\t\tlet newUvs1, newUvs2;\n\n\t\tif ( uvs1 && uvs1.length === length ) newUvs1 = [];\n\t\tif ( uvs2 && uvs2.length === length ) newUvs2 = [];\n\n\t\tfor ( let i = 0; i < length; i ++ ) {\n\n\t\t\tconst id = faces[ i ]._id;\n\n\t\t\tif ( newUvs1 ) newUvs1.push( uvs1[ id ] );\n\t\t\tif ( newUvs2 ) newUvs2.push( uvs2[ id ] );\n\n\t\t}\n\n\t\tif ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;\n\t\tif ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Geometry',\n\t\t\t\tgenerator: 'Geometry.toJSON'\n\t\t\t}\n\t\t};\n\n\t\t// standard Geometry serialization\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.type = this.type;\n\t\tif ( this.name !== '' ) data.name = this.name;\n\n\t\tif ( this.parameters !== undefined ) {\n\n\t\t\tconst parameters = this.parameters;\n\n\t\t\tfor ( const key in parameters ) {\n\n\t\t\t\tif ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];\n\n\t\t\t}\n\n\t\t\treturn data;\n\n\t\t}\n\n\t\tconst vertices = [];\n\n\t\tfor ( let i = 0; i < this.vertices.length; i ++ ) {\n\n\t\t\tconst vertex = this.vertices[ i ];\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tconst faces = [];\n\t\tconst normals = [];\n\t\tconst normalsHash = {};\n\t\tconst colors = [];\n\t\tconst colorsHash = {};\n\t\tconst uvs = [];\n\t\tconst uvsHash = {};\n\n\t\tfor ( let i = 0; i < this.faces.length; i ++ ) {\n\n\t\t\tconst face = this.faces[ i ];\n\n\t\t\tconst hasMaterial = true;\n\t\t\tconst hasFaceUv = false; // deprecated\n\t\t\tconst hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;\n\t\t\tconst hasFaceNormal = face.normal.length() > 0;\n\t\t\tconst hasFaceVertexNormal = face.vertexNormals.length > 0;\n\t\t\tconst hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;\n\t\t\tconst hasFaceVertexColor = face.vertexColors.length > 0;\n\n\t\t\tlet faceType = 0;\n\n\t\t\tfaceType = setBit( faceType, 0, 0 ); // isQuad\n\t\t\tfaceType = setBit( faceType, 1, hasMaterial );\n\t\t\tfaceType = setBit( faceType, 2, hasFaceUv );\n\t\t\tfaceType = setBit( faceType, 3, hasFaceVertexUv );\n\t\t\tfaceType = setBit( faceType, 4, hasFaceNormal );\n\t\t\tfaceType = setBit( faceType, 5, hasFaceVertexNormal );\n\t\t\tfaceType = setBit( faceType, 6, hasFaceColor );\n\t\t\tfaceType = setBit( faceType, 7, hasFaceVertexColor );\n\n\t\t\tfaces.push( faceType );\n\t\t\tfaces.push( face.a, face.b, face.c );\n\t\t\tfaces.push( face.materialIndex );\n\n\t\t\tif ( hasFaceVertexUv ) {\n\n\t\t\t\tconst faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 0 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 1 ] ),\n\t\t\t\t\tgetUvIndex( faceVertexUvs[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceNormal ) {\n\n\t\t\t\tfaces.push( getNormalIndex( face.normal ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexNormal ) {\n\n\t\t\t\tconst vertexNormals = face.vertexNormals;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 0 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 1 ] ),\n\t\t\t\t\tgetNormalIndex( vertexNormals[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t\tif ( hasFaceColor ) {\n\n\t\t\t\tfaces.push( getColorIndex( face.color ) );\n\n\t\t\t}\n\n\t\t\tif ( hasFaceVertexColor ) {\n\n\t\t\t\tconst vertexColors = face.vertexColors;\n\n\t\t\t\tfaces.push(\n\t\t\t\t\tgetColorIndex( vertexColors[ 0 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 1 ] ),\n\t\t\t\t\tgetColorIndex( vertexColors[ 2 ] )\n\t\t\t\t);\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction setBit( value, position, enabled ) {\n\n\t\t\treturn enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );\n\n\t\t}\n\n\t\tfunction getNormalIndex( normal ) {\n\n\t\t\tconst hash = normal.x.toString() + normal.y.toString() + normal.z.toString();\n\n\t\t\tif ( normalsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn normalsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tnormalsHash[ hash ] = normals.length / 3;\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\treturn normalsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getColorIndex( color ) {\n\n\t\t\tconst hash = color.r.toString() + color.g.toString() + color.b.toString();\n\n\t\t\tif ( colorsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn colorsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tcolorsHash[ hash ] = colors.length;\n\t\t\tcolors.push( color.getHex() );\n\n\t\t\treturn colorsHash[ hash ];\n\n\t\t}\n\n\t\tfunction getUvIndex( uv ) {\n\n\t\t\tconst hash = uv.x.toString() + uv.y.toString();\n\n\t\t\tif ( uvsHash[ hash ] !== undefined ) {\n\n\t\t\t\treturn uvsHash[ hash ];\n\n\t\t\t}\n\n\t\t\tuvsHash[ hash ] = uvs.length / 2;\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\treturn uvsHash[ hash ];\n\n\t\t}\n\n\t\tdata.data = {};\n\n\t\tdata.data.vertices = vertices;\n\t\tdata.data.normals = normals;\n\t\tif ( colors.length > 0 ) data.data.colors = colors;\n\t\tif ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility\n\t\tdata.data.faces = faces;\n\n\t\treturn data;\n\n\t},\n\n\tclone: function () {\n\n\t\t/*\n\t\t // Handle primitives\n\n\t\t const parameters = this.parameters;\n\n\t\t if ( parameters !== undefined ) {\n\n\t\t const values = [];\n\n\t\t for ( const key in parameters ) {\n\n\t\t values.push( parameters[ key ] );\n\n\t\t }\n\n\t\t const geometry = Object.create( this.constructor.prototype );\n\t\t this.constructor.apply( geometry, values );\n\t\t return geometry;\n\n\t\t }\n\n\t\t return new this.constructor().copy( this );\n\t\t */\n\n\t\treturn new Geometry().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\t// reset\n\n\t\tthis.vertices = [];\n\t\tthis.colors = [];\n\t\tthis.faces = [];\n\t\tthis.faceVertexUvs = [[]];\n\t\tthis.morphTargets = [];\n\t\tthis.morphNormals = [];\n\t\tthis.skinWeights = [];\n\t\tthis.skinIndices = [];\n\t\tthis.lineDistances = [];\n\t\tthis.boundingBox = null;\n\t\tthis.boundingSphere = null;\n\n\t\t// name\n\n\t\tthis.name = source.name;\n\n\t\t// vertices\n\n\t\tconst vertices = source.vertices;\n\n\t\tfor ( let i = 0, il = vertices.length; i < il; i ++ ) {\n\n\t\t\tthis.vertices.push( vertices[ i ].clone() );\n\n\t\t}\n\n\t\t// colors\n\n\t\tconst colors = source.colors;\n\n\t\tfor ( let i = 0, il = colors.length; i < il; i ++ ) {\n\n\t\t\tthis.colors.push( colors[ i ].clone() );\n\n\t\t}\n\n\t\t// faces\n\n\t\tconst faces = source.faces;\n\n\t\tfor ( let i = 0, il = faces.length; i < il; i ++ ) {\n\n\t\t\tthis.faces.push( faces[ i ].clone() );\n\n\t\t}\n\n\t\t// face vertex uvs\n\n\t\tfor ( let i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {\n\n\t\t\tconst faceVertexUvs = source.faceVertexUvs[ i ];\n\n\t\t\tif ( this.faceVertexUvs[ i ] === undefined ) {\n\n\t\t\t\tthis.faceVertexUvs[ i ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {\n\n\t\t\t\tconst uvs = faceVertexUvs[ j ], uvsCopy = [];\n\n\t\t\t\tfor ( let k = 0, kl = uvs.length; k < kl; k ++ ) {\n\n\t\t\t\t\tconst uv = uvs[ k ];\n\n\t\t\t\t\tuvsCopy.push( uv.clone() );\n\n\t\t\t\t}\n\n\t\t\t\tthis.faceVertexUvs[ i ].push( uvsCopy );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// morph targets\n\n\t\tconst morphTargets = source.morphTargets;\n\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = {};\n\t\t\tmorphTarget.name = morphTargets[ i ].name;\n\n\t\t\t// vertices\n\n\t\t\tif ( morphTargets[ i ].vertices !== undefined ) {\n\n\t\t\t\tmorphTarget.vertices = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// normals\n\n\t\t\tif ( morphTargets[ i ].normals !== undefined ) {\n\n\t\t\t\tmorphTarget.normals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphTargets.push( morphTarget );\n\n\t\t}\n\n\t\t// morph normals\n\n\t\tconst morphNormals = source.morphNormals;\n\n\t\tfor ( let i = 0, il = morphNormals.length; i < il; i ++ ) {\n\n\t\t\tconst morphNormal = {};\n\n\t\t\t// vertex normals\n\n\t\t\tif ( morphNormals[ i ].vertexNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.vertexNormals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tconst srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];\n\t\t\t\t\tconst destVertexNormal = {};\n\n\t\t\t\t\tdestVertexNormal.a = srcVertexNormal.a.clone();\n\t\t\t\t\tdestVertexNormal.b = srcVertexNormal.b.clone();\n\t\t\t\t\tdestVertexNormal.c = srcVertexNormal.c.clone();\n\n\t\t\t\t\tmorphNormal.vertexNormals.push( destVertexNormal );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// face normals\n\n\t\t\tif ( morphNormals[ i ].faceNormals !== undefined ) {\n\n\t\t\t\tmorphNormal.faceNormals = [];\n\n\t\t\t\tfor ( let j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {\n\n\t\t\t\t\tmorphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis.morphNormals.push( morphNormal );\n\n\t\t}\n\n\t\t// skin weights\n\n\t\tconst skinWeights = source.skinWeights;\n\n\t\tfor ( let i = 0, il = skinWeights.length; i < il; i ++ ) {\n\n\t\t\tthis.skinWeights.push( skinWeights[ i ].clone() );\n\n\t\t}\n\n\t\t// skin indices\n\n\t\tconst skinIndices = source.skinIndices;\n\n\t\tfor ( let i = 0, il = skinIndices.length; i < il; i ++ ) {\n\n\t\t\tthis.skinIndices.push( skinIndices[ i ].clone() );\n\n\t\t}\n\n\t\t// line distances\n\n\t\tconst lineDistances = source.lineDistances;\n\n\t\tfor ( let i = 0, il = lineDistances.length; i < il; i ++ ) {\n\n\t\t\tthis.lineDistances.push( lineDistances[ i ] );\n\n\t\t}\n\n\t\t// bounding box\n\n\t\tconst boundingBox = source.boundingBox;\n\n\t\tif ( boundingBox !== null ) {\n\n\t\t\tthis.boundingBox = boundingBox.clone();\n\n\t\t}\n\n\t\t// bounding sphere\n\n\t\tconst boundingSphere = source.boundingSphere;\n\n\t\tif ( boundingSphere !== null ) {\n\n\t\t\tthis.boundingSphere = boundingSphere.clone();\n\n\t\t}\n\n\t\t// update flags\n\n\t\tthis.elementsNeedUpdate = source.elementsNeedUpdate;\n\t\tthis.verticesNeedUpdate = source.verticesNeedUpdate;\n\t\tthis.uvsNeedUpdate = source.uvsNeedUpdate;\n\t\tthis.normalsNeedUpdate = source.normalsNeedUpdate;\n\t\tthis.colorsNeedUpdate = source.colorsNeedUpdate;\n\t\tthis.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;\n\t\tthis.groupsNeedUpdate = source.groupsNeedUpdate;\n\n\t\treturn this;\n\n\t},\n\n\tdispose: function () {\n\n\t\tthis.dispatchEvent( { type: 'dispose' } );\n\n\t}\n\n} );\n\nclass BoxGeometry extends Geometry {\n\n\tconstructor( width, height, depth, widthSegments, heightSegments, depthSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'BoxGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tdepth: depth,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tdepthSegments: depthSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass CircleBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, segments = 8, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'CircleBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tsegments = Math.max( 3, segments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// center point\n\n\t\tvertices.push( 0, 0, 0 );\n\t\tnormals.push( 0, 0, 1 );\n\t\tuvs.push( 0.5, 0.5 );\n\n\t\tfor ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {\n\n\t\t\tconst segment = thetaStart + s / segments * thetaLength;\n\n\t\t\t// vertex\n\n\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t// normal\n\n\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t// uvs\n\n\t\t\tuv.x = ( vertices[ i ] / radius + 1 ) / 2;\n\t\t\tuv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;\n\n\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tindices.push( i, i + 1, 0 );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass CircleGeometry extends Geometry {\n\n\tconstructor( radius, segments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CircleGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tsegments: segments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass CylinderBufferGeometry extends BufferGeometry {\n\n\tconstructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tconst scope = this;\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\theightSegments = Math.floor( heightSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet index = 0;\n\t\tconst indexArray = [];\n\t\tconst halfHeight = height / 2;\n\t\tlet groupStart = 0;\n\n\t\t// generate geometry\n\n\t\tgenerateTorso();\n\n\t\tif ( openEnded === false ) {\n\n\t\t\tif ( radiusTop > 0 ) generateCap( true );\n\t\t\tif ( radiusBottom > 0 ) generateCap( false );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\tfunction generateTorso() {\n\n\t\t\tconst normal = new Vector3();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\t// this will be used to calculate the normal\n\t\t\tconst slope = ( radiusBottom - radiusTop ) / height;\n\n\t\t\t// generate vertices, normals and uvs\n\n\t\t\tfor ( let y = 0; y <= heightSegments; y ++ ) {\n\n\t\t\t\tconst indexRow = [];\n\n\t\t\t\tconst v = y / heightSegments;\n\n\t\t\t\t// calculate the radius of the current row\n\n\t\t\t\tconst radius = v * ( radiusBottom - radiusTop ) + radiusTop;\n\n\t\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\t\tconst u = x / radialSegments;\n\n\t\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\t\tconst sinTheta = Math.sin( theta );\n\t\t\t\t\tconst cosTheta = Math.cos( theta );\n\n\t\t\t\t\t// vertex\n\n\t\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\t\tvertex.y = - v * height + halfHeight;\n\t\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t// normal\n\n\t\t\t\t\tnormal.set( sinTheta, slope, cosTheta ).normalize();\n\t\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t\t// uv\n\n\t\t\t\t\tuvs.push( u, 1 - v );\n\n\t\t\t\t\t// save index of vertex in respective row\n\n\t\t\t\t\tindexRow.push( index ++ );\n\n\t\t\t\t}\n\n\t\t\t\t// now save vertices of the row in our index array\n\n\t\t\t\tindexArray.push( indexRow );\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tfor ( let y = 0; y < heightSegments; y ++ ) {\n\n\t\t\t\t\t// we use the index array to access the correct indices\n\n\t\t\t\t\tconst a = indexArray[ y ][ x ];\n\t\t\t\t\tconst b = indexArray[ y + 1 ][ x ];\n\t\t\t\t\tconst c = indexArray[ y + 1 ][ x + 1 ];\n\t\t\t\t\tconst d = indexArray[ y ][ x + 1 ];\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t\t// update group counter\n\n\t\t\t\t\tgroupCount += 6;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, 0 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t\tfunction generateCap( top ) {\n\n\t\t\t// save the index of the first center vertex\n\t\t\tconst centerIndexStart = index;\n\n\t\t\tconst uv = new Vector2();\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tlet groupCount = 0;\n\n\t\t\tconst radius = ( top === true ) ? radiusTop : radiusBottom;\n\t\t\tconst sign = ( top === true ) ? 1 : - 1;\n\n\t\t\t// first we generate the center vertex data of the cap.\n\t\t\t// because the geometry needs one set of uvs per face,\n\t\t\t// we must generate a center vertex per face/segment\n\n\t\t\tfor ( let x = 1; x <= radialSegments; x ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertices.push( 0, halfHeight * sign, 0 );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( 0.5, 0.5 );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// save the index of the last center vertex\n\t\t\tconst centerIndexEnd = index;\n\n\t\t\t// now we generate the surrounding vertices, normals and uvs\n\n\t\t\tfor ( let x = 0; x <= radialSegments; x ++ ) {\n\n\t\t\t\tconst u = x / radialSegments;\n\t\t\t\tconst theta = u * thetaLength + thetaStart;\n\n\t\t\t\tconst cosTheta = Math.cos( theta );\n\t\t\t\tconst sinTheta = Math.sin( theta );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * sinTheta;\n\t\t\t\tvertex.y = halfHeight * sign;\n\t\t\t\tvertex.z = radius * cosTheta;\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, sign, 0 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( cosTheta * 0.5 ) + 0.5;\n\t\t\t\tuv.y = ( sinTheta * 0.5 * sign ) + 0.5;\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t// increase index\n\n\t\t\t\tindex ++;\n\n\t\t\t}\n\n\t\t\t// generate indices\n\n\t\t\tfor ( let x = 0; x < radialSegments; x ++ ) {\n\n\t\t\t\tconst c = centerIndexStart + x;\n\t\t\t\tconst i = centerIndexEnd + x;\n\n\t\t\t\tif ( top === true ) {\n\n\t\t\t\t\t// face top\n\n\t\t\t\t\tindices.push( i, i + 1, c );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// face bottom\n\n\t\t\t\t\tindices.push( i + 1, i, c );\n\n\t\t\t\t}\n\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t\t// add a group to the geometry. this will ensure multi material support\n\n\t\t\tscope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );\n\n\t\t\t// calculate new start value for groups\n\n\t\t\tgroupStart += groupCount;\n\n\t\t}\n\n\t}\n\n}\n\nclass CylinderGeometry extends Geometry {\n\n\tconstructor( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'CylinderGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradiusTop: radiusTop,\n\t\t\tradiusBottom: radiusBottom,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass ConeGeometry extends CylinderGeometry {\n\n\tconstructor( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\t\tthis.type = 'ConeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass ConeBufferGeometry extends CylinderBufferGeometry {\n\n\tconstructor( radius = 1, height = 1, radialSegments = 8, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );\n\n\t\tthis.type = 'ConeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\theight: height,\n\t\t\tradialSegments: radialSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\topenEnded: openEnded,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t}\n\n}\n\nclass PolyhedronBufferGeometry extends BufferGeometry {\n\n\tconstructor( vertices, indices, radius = 1, detail = 0 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\t// default buffer data\n\n\t\tconst vertexBuffer = [];\n\t\tconst uvBuffer = [];\n\n\t\t// the subdivision creates the vertex buffer data\n\n\t\tsubdivide( detail );\n\n\t\t// all vertices should lie on a conceptual sphere with a given radius\n\n\t\tapplyRadius( radius );\n\n\t\t// finally, create the uv data\n\n\t\tgenerateUVs();\n\n\t\t// build non-indexed geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) );\n\n\t\tif ( detail === 0 ) {\n\n\t\t\tthis.computeVertexNormals(); // flat normals\n\n\t\t} else {\n\n\t\t\tthis.normalizeNormals(); // smooth normals\n\n\t\t}\n\n\t\t// helper functions\n\n\t\tfunction subdivide( detail ) {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\t// iterate over all faces and apply a subdivison with the given detail value\n\n\t\t\tfor ( let i = 0; i < indices.length; i += 3 ) {\n\n\t\t\t\t// get the vertices of the face\n\n\t\t\t\tgetVertexByIndex( indices[ i + 0 ], a );\n\t\t\t\tgetVertexByIndex( indices[ i + 1 ], b );\n\t\t\t\tgetVertexByIndex( indices[ i + 2 ], c );\n\n\t\t\t\t// perform subdivision\n\n\t\t\t\tsubdivideFace( a, b, c, detail );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction subdivideFace( a, b, c, detail ) {\n\n\t\t\tconst cols = detail + 1;\n\n\t\t\t// we use this multidimensional array as a data structure for creating the subdivision\n\n\t\t\tconst v = [];\n\n\t\t\t// construct all of the vertices for this subdivision\n\n\t\t\tfor ( let i = 0; i <= cols; i ++ ) {\n\n\t\t\t\tv[ i ] = [];\n\n\t\t\t\tconst aj = a.clone().lerp( c, i / cols );\n\t\t\t\tconst bj = b.clone().lerp( c, i / cols );\n\n\t\t\t\tconst rows = cols - i;\n\n\t\t\t\tfor ( let j = 0; j <= rows; j ++ ) {\n\n\t\t\t\t\tif ( j === 0 && i === cols ) {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tv[ i ][ j ] = aj.clone().lerp( bj, j / rows );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// construct all of the faces\n\n\t\t\tfor ( let i = 0; i < cols; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {\n\n\t\t\t\t\tconst k = Math.floor( j / 2 );\n\n\t\t\t\t\tif ( j % 2 === 0 ) {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\t\t\t\t\t\tpushVertex( v[ i ][ k ] );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tpushVertex( v[ i ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k + 1 ] );\n\t\t\t\t\t\tpushVertex( v[ i + 1 ][ k ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction applyRadius( radius ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\t// iterate over the entire buffer and apply the radius to each vertex\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tvertex.normalize().multiplyScalar( radius );\n\n\t\t\t\tvertexBuffer[ i + 0 ] = vertex.x;\n\t\t\t\tvertexBuffer[ i + 1 ] = vertex.y;\n\t\t\t\tvertexBuffer[ i + 2 ] = vertex.z;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tfor ( let i = 0; i < vertexBuffer.length; i += 3 ) {\n\n\t\t\t\tvertex.x = vertexBuffer[ i + 0 ];\n\t\t\t\tvertex.y = vertexBuffer[ i + 1 ];\n\t\t\t\tvertex.z = vertexBuffer[ i + 2 ];\n\n\t\t\t\tconst u = azimuth( vertex ) / 2 / Math.PI + 0.5;\n\t\t\t\tconst v = inclination( vertex ) / Math.PI + 0.5;\n\t\t\t\tuvBuffer.push( u, 1 - v );\n\n\t\t\t}\n\n\t\t\tcorrectUVs();\n\n\t\t\tcorrectSeam();\n\n\t\t}\n\n\t\tfunction correctSeam() {\n\n\t\t\t// handle case when face straddles the seam, see #3269\n\n\t\t\tfor ( let i = 0; i < uvBuffer.length; i += 6 ) {\n\n\t\t\t\t// uv data of a single face\n\n\t\t\t\tconst x0 = uvBuffer[ i + 0 ];\n\t\t\t\tconst x1 = uvBuffer[ i + 2 ];\n\t\t\t\tconst x2 = uvBuffer[ i + 4 ];\n\n\t\t\t\tconst max = Math.max( x0, x1, x2 );\n\t\t\t\tconst min = Math.min( x0, x1, x2 );\n\n\t\t\t\t// 0.9 is somewhat arbitrary\n\n\t\t\t\tif ( max > 0.9 && min < 0.1 ) {\n\n\t\t\t\t\tif ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1;\n\t\t\t\t\tif ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1;\n\t\t\t\t\tif ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction pushVertex( vertex ) {\n\n\t\t\tvertexBuffer.push( vertex.x, vertex.y, vertex.z );\n\n\t\t}\n\n\t\tfunction getVertexByIndex( index, vertex ) {\n\n\t\t\tconst stride = index * 3;\n\n\t\t\tvertex.x = vertices[ stride + 0 ];\n\t\t\tvertex.y = vertices[ stride + 1 ];\n\t\t\tvertex.z = vertices[ stride + 2 ];\n\n\t\t}\n\n\t\tfunction correctUVs() {\n\n\t\t\tconst a = new Vector3();\n\t\t\tconst b = new Vector3();\n\t\t\tconst c = new Vector3();\n\n\t\t\tconst centroid = new Vector3();\n\n\t\t\tconst uvA = new Vector2();\n\t\t\tconst uvB = new Vector2();\n\t\t\tconst uvC = new Vector2();\n\n\t\t\tfor ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) {\n\n\t\t\t\ta.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] );\n\t\t\t\tb.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] );\n\t\t\t\tc.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] );\n\n\t\t\t\tuvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] );\n\t\t\t\tuvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] );\n\t\t\t\tuvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] );\n\n\t\t\t\tcentroid.copy( a ).add( b ).add( c ).divideScalar( 3 );\n\n\t\t\t\tconst azi = azimuth( centroid );\n\n\t\t\t\tcorrectUV( uvA, j + 0, a, azi );\n\t\t\t\tcorrectUV( uvB, j + 2, b, azi );\n\t\t\t\tcorrectUV( uvC, j + 4, c, azi );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction correctUV( uv, stride, vector, azimuth ) {\n\n\t\t\tif ( ( azimuth < 0 ) && ( uv.x === 1 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = uv.x - 1;\n\n\t\t\t}\n\n\t\t\tif ( ( vector.x === 0 ) && ( vector.z === 0 ) ) {\n\n\t\t\t\tuvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Angle around the Y axis, counter-clockwise when looking from above.\n\n\t\tfunction azimuth( vector ) {\n\n\t\t\treturn Math.atan2( vector.z, - vector.x );\n\n\t\t}\n\n\n\t\t// Angle above the XZ plane.\n\n\t\tfunction inclination( vector ) {\n\n\t\t\treturn Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );\n\n\t\t}\n\n\t}\n\n}\n\nclass DodecahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\t\tconst r = 1 / t;\n\n\t\tconst vertices = [\n\n\t\t\t// (±1, ±1, ±1)\n\t\t\t- 1, - 1, - 1,\t- 1, - 1, 1,\n\t\t\t- 1, 1, - 1, - 1, 1, 1,\n\t\t\t1, - 1, - 1, 1, - 1, 1,\n\t\t\t1, 1, - 1, 1, 1, 1,\n\n\t\t\t// (0, ±1/φ, ±φ)\n\t\t\t0, - r, - t, 0, - r, t,\n\t\t\t0, r, - t, 0, r, t,\n\n\t\t\t// (±1/φ, ±φ, 0)\n\t\t\t- r, - t, 0, - r, t, 0,\n\t\t\tr, - t, 0, r, t, 0,\n\n\t\t\t// (±φ, 0, ±1/φ)\n\t\t\t- t, 0, - r, t, 0, - r,\n\t\t\t- t, 0, r, t, 0, r\n\t\t];\n\n\t\tconst indices = [\n\t\t\t3, 11, 7, \t3, 7, 15, \t3, 15, 13,\n\t\t\t7, 19, 17, \t7, 17, 6, \t7, 6, 15,\n\t\t\t17, 4, 8, \t17, 8, 10, \t17, 10, 6,\n\t\t\t8, 0, 16, \t8, 16, 2, \t8, 2, 10,\n\t\t\t0, 12, 1, \t0, 1, 18, \t0, 18, 16,\n\t\t\t6, 10, 2, \t6, 2, 13, \t6, 13, 15,\n\t\t\t2, 16, 18, \t2, 18, 3, \t2, 3, 13,\n\t\t\t18, 1, 9, \t18, 9, 11, \t18, 11, 3,\n\t\t\t4, 14, 12, \t4, 12, 0, \t4, 0, 8,\n\t\t\t11, 9, 5, \t11, 5, 19, \t11, 19, 7,\n\t\t\t19, 5, 14, \t19, 14, 4, \t19, 4, 17,\n\t\t\t1, 12, 14, \t1, 14, 5, \t1, 5, 9\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'DodecahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass DodecahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\t\tthis.type = 'DodecahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nconst _v0$2 = new Vector3();\nconst _v1$5 = new Vector3();\nconst _normal$1 = new Vector3();\nconst _triangle = new Triangle();\n\nclass EdgesGeometry extends BufferGeometry {\n\n\tconstructor( geometry, thresholdAngle ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'EdgesGeometry';\n\n\t\tthis.parameters = {\n\t\t\tthresholdAngle: thresholdAngle\n\t\t};\n\n\t\tthresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tgeometry = new BufferGeometry().fromGeometry( geometry );\n\n\t\t}\n\n\t\tconst precisionPoints = 4;\n\t\tconst precision = Math.pow( 10, precisionPoints );\n\t\tconst thresholdDot = Math.cos( MathUtils.DEG2RAD * thresholdAngle );\n\n\t\tconst indexAttr = geometry.getIndex();\n\t\tconst positionAttr = geometry.getAttribute( 'position' );\n\t\tconst indexCount = indexAttr ? indexAttr.count : positionAttr.count;\n\n\t\tconst indexArr = [ 0, 0, 0 ];\n\t\tconst vertKeys = [ 'a', 'b', 'c' ];\n\t\tconst hashes = new Array( 3 );\n\n\t\tconst edgeData = {};\n\t\tconst vertices = [];\n\t\tfor ( let i = 0; i < indexCount; i += 3 ) {\n\n\t\t\tif ( indexAttr ) {\n\n\t\t\t\tindexArr[ 0 ] = indexAttr.getX( i );\n\t\t\t\tindexArr[ 1 ] = indexAttr.getX( i + 1 );\n\t\t\t\tindexArr[ 2 ] = indexAttr.getX( i + 2 );\n\n\t\t\t} else {\n\n\t\t\t\tindexArr[ 0 ] = i;\n\t\t\t\tindexArr[ 1 ] = i + 1;\n\t\t\t\tindexArr[ 2 ] = i + 2;\n\n\t\t\t}\n\n\t\t\tconst { a, b, c } = _triangle;\n\t\t\ta.fromBufferAttribute( positionAttr, indexArr[ 0 ] );\n\t\t\tb.fromBufferAttribute( positionAttr, indexArr[ 1 ] );\n\t\t\tc.fromBufferAttribute( positionAttr, indexArr[ 2 ] );\n\t\t\t_triangle.getNormal( _normal$1 );\n\n\t\t\t// create hashes for the edge from the vertices\n\t\t\thashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`;\n\t\t\thashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`;\n\t\t\thashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`;\n\n\t\t\t// skip degenerate triangles\n\t\t\tif ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) {\n\n\t\t\t\tcontinue;\n\n\t\t\t}\n\n\t\t\t// iterate over every edge\n\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t// get the first and next vertex making up the edge\n\t\t\t\tconst jNext = ( j + 1 ) % 3;\n\t\t\t\tconst vecHash0 = hashes[ j ];\n\t\t\t\tconst vecHash1 = hashes[ jNext ];\n\t\t\t\tconst v0 = _triangle[ vertKeys[ j ] ];\n\t\t\t\tconst v1 = _triangle[ vertKeys[ jNext ] ];\n\n\t\t\t\tconst hash = `${ vecHash0 }_${ vecHash1 }`;\n\t\t\t\tconst reverseHash = `${ vecHash1 }_${ vecHash0 }`;\n\n\t\t\t\tif ( reverseHash in edgeData && edgeData[ reverseHash ] ) {\n\n\t\t\t\t\t// if we found a sibling edge add it into the vertex array if\n\t\t\t\t\t// it meets the angle threshold and delete the edge from the map.\n\t\t\t\t\tif ( _normal$1.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) {\n\n\t\t\t\t\t\tvertices.push( v0.x, v0.y, v0.z );\n\t\t\t\t\t\tvertices.push( v1.x, v1.y, v1.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tedgeData[ reverseHash ] = null;\n\n\t\t\t\t} else if ( ! ( hash in edgeData ) ) {\n\n\t\t\t\t\t// if we've already got an edge here then skip adding a new one\n\t\t\t\t\tedgeData[ hash ] = {\n\n\t\t\t\t\t\tindex0: indexArr[ j ],\n\t\t\t\t\t\tindex1: indexArr[ jNext ],\n\t\t\t\t\t\tnormal: _normal$1.clone(),\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// iterate over all remaining, unmatched edges and add them to the vertex array\n\t\tfor ( const key in edgeData ) {\n\n\t\t\tif ( edgeData[ key ] ) {\n\n\t\t\t\tconst { index0, index1 } = edgeData[ key ];\n\t\t\t\t_v0$2.fromBufferAttribute( positionAttr, index0 );\n\t\t\t\t_v1$5.fromBufferAttribute( positionAttr, index1 );\n\n\t\t\t\tvertices.push( _v0$2.x, _v0$2.y, _v0$2.z );\n\t\t\t\tvertices.push( _v1$5.x, _v1$5.y, _v1$5.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\n/**\n * Port from https://github.com/mapbox/earcut (v2.2.2)\n */\n\nconst Earcut = {\n\n\ttriangulate: function ( data, holeIndices, dim ) {\n\n\t\tdim = dim || 2;\n\n\t\tconst hasHoles = holeIndices && holeIndices.length;\n\t\tconst outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;\n\t\tlet outerNode = linkedList( data, 0, outerLen, dim, true );\n\t\tconst triangles = [];\n\n\t\tif ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;\n\n\t\tlet minX, minY, maxX, maxY, x, y, invSize;\n\n\t\tif ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );\n\n\t\t// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n\t\tif ( data.length > 80 * dim ) {\n\n\t\t\tminX = maxX = data[ 0 ];\n\t\t\tminY = maxY = data[ 1 ];\n\n\t\t\tfor ( let i = dim; i < outerLen; i += dim ) {\n\n\t\t\t\tx = data[ i ];\n\t\t\t\ty = data[ i + 1 ];\n\t\t\t\tif ( x < minX ) minX = x;\n\t\t\t\tif ( y < minY ) minY = y;\n\t\t\t\tif ( x > maxX ) maxX = x;\n\t\t\t\tif ( y > maxY ) maxY = y;\n\n\t\t\t}\n\n\t\t\t// minX, minY and invSize are later used to transform coords into integers for z-order calculation\n\t\t\tinvSize = Math.max( maxX - minX, maxY - minY );\n\t\t\tinvSize = invSize !== 0 ? 1 / invSize : 0;\n\n\t\t}\n\n\t\tearcutLinked( outerNode, triangles, dim, minX, minY, invSize );\n\n\t\treturn triangles;\n\n\t}\n\n};\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList( data, start, end, dim, clockwise ) {\n\n\tlet i, last;\n\n\tif ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {\n\n\t\tfor ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t} else {\n\n\t\tfor ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );\n\n\t}\n\n\tif ( last && equals( last, last.next ) ) {\n\n\t\tremoveNode( last );\n\t\tlast = last.next;\n\n\t}\n\n\treturn last;\n\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints( start, end ) {\n\n\tif ( ! start ) return start;\n\tif ( ! end ) end = start;\n\n\tlet p = start,\n\t\tagain;\n\tdo {\n\n\t\tagain = false;\n\n\t\tif ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {\n\n\t\t\tremoveNode( p );\n\t\t\tp = end = p.prev;\n\t\t\tif ( p === p.next ) break;\n\t\t\tagain = true;\n\n\t\t} else {\n\n\t\t\tp = p.next;\n\n\t\t}\n\n\t} while ( again || p !== end );\n\n\treturn end;\n\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {\n\n\tif ( ! ear ) return;\n\n\t// interlink polygon nodes in z-order\n\tif ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );\n\n\tlet stop = ear,\n\t\tprev, next;\n\n\t// iterate through ears, slicing them one by one\n\twhile ( ear.prev !== ear.next ) {\n\n\t\tprev = ear.prev;\n\t\tnext = ear.next;\n\n\t\tif ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {\n\n\t\t\t// cut off the triangle\n\t\t\ttriangles.push( prev.i / dim );\n\t\t\ttriangles.push( ear.i / dim );\n\t\t\ttriangles.push( next.i / dim );\n\n\t\t\tremoveNode( ear );\n\n\t\t\t// skipping the next vertex leads to less sliver triangles\n\t\t\tear = next.next;\n\t\t\tstop = next.next;\n\n\t\t\tcontinue;\n\n\t\t}\n\n\t\tear = next;\n\n\t\t// if we looped through the whole remaining polygon and can't find any more ears\n\t\tif ( ear === stop ) {\n\n\t\t\t// try filtering points and slicing again\n\t\t\tif ( ! pass ) {\n\n\t\t\t\tearcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );\n\n\t\t\t\t// if this didn't work, try curing all small self-intersections locally\n\n\t\t\t} else if ( pass === 1 ) {\n\n\t\t\t\tear = cureLocalIntersections( filterPoints( ear ), triangles, dim );\n\t\t\t\tearcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );\n\n\t\t\t\t// as a last resort, try splitting the remaining polygon into two\n\n\t\t\t} else if ( pass === 2 ) {\n\n\t\t\t\tsplitEarcut( ear, triangles, dim, minX, minY, invSize );\n\n\t\t\t}\n\n\t\t\tbreak;\n\n\t\t}\n\n\t}\n\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar( ear ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// now make sure we don't have other points inside the potential ear\n\tlet p = ear.next.next;\n\n\twhile ( p !== ear.prev ) {\n\n\t\tif ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.next;\n\n\t}\n\n\treturn true;\n\n}\n\nfunction isEarHashed( ear, minX, minY, invSize ) {\n\n\tconst a = ear.prev,\n\t\tb = ear,\n\t\tc = ear.next;\n\n\tif ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear\n\n\t// triangle bbox; min & max are calculated like this for speed\n\tconst minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),\n\t\tminTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),\n\t\tmaxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),\n\t\tmaxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );\n\n\t// z-order range for the current triangle bbox;\n\tconst minZ = zOrder( minTX, minTY, minX, minY, invSize ),\n\t\tmaxZ = zOrder( maxTX, maxTY, minX, minY, invSize );\n\n\tlet p = ear.prevZ,\n\t\tn = ear.nextZ;\n\n\t// look for points inside the triangle in both directions\n\twhile ( p && p.z >= minZ && n && n.z <= maxZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\t// look for remaining points in decreasing z-order\n\twhile ( p && p.z >= minZ ) {\n\n\t\tif ( p !== ear.prev && p !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&\n\t\t\tarea( p.prev, p, p.next ) >= 0 ) return false;\n\t\tp = p.prevZ;\n\n\t}\n\n\t// look for remaining points in increasing z-order\n\twhile ( n && n.z <= maxZ ) {\n\n\t\tif ( n !== ear.prev && n !== ear.next &&\n\t\t\tpointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y ) &&\n\t\t\tarea( n.prev, n, n.next ) >= 0 ) return false;\n\t\tn = n.nextZ;\n\n\t}\n\n\treturn true;\n\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections( start, triangles, dim ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tconst a = p.prev,\n\t\t\tb = p.next.next;\n\n\t\tif ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {\n\n\t\t\ttriangles.push( a.i / dim );\n\t\t\ttriangles.push( p.i / dim );\n\t\t\ttriangles.push( b.i / dim );\n\n\t\t\t// remove two nodes involved\n\t\t\tremoveNode( p );\n\t\t\tremoveNode( p.next );\n\n\t\t\tp = start = b;\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn filterPoints( p );\n\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut( start, triangles, dim, minX, minY, invSize ) {\n\n\t// look for a valid diagonal that divides the polygon into two\n\tlet a = start;\n\tdo {\n\n\t\tlet b = a.next.next;\n\t\twhile ( b !== a.prev ) {\n\n\t\t\tif ( a.i !== b.i && isValidDiagonal( a, b ) ) {\n\n\t\t\t\t// split the polygon in two by the diagonal\n\t\t\t\tlet c = splitPolygon( a, b );\n\n\t\t\t\t// filter colinear points around the cuts\n\t\t\t\ta = filterPoints( a, a.next );\n\t\t\t\tc = filterPoints( c, c.next );\n\n\t\t\t\t// run earcut on each half\n\t\t\t\tearcutLinked( a, triangles, dim, minX, minY, invSize );\n\t\t\t\tearcutLinked( c, triangles, dim, minX, minY, invSize );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tb = b.next;\n\n\t\t}\n\n\t\ta = a.next;\n\n\t} while ( a !== start );\n\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles( data, holeIndices, outerNode, dim ) {\n\n\tconst queue = [];\n\tlet i, len, start, end, list;\n\n\tfor ( i = 0, len = holeIndices.length; i < len; i ++ ) {\n\n\t\tstart = holeIndices[ i ] * dim;\n\t\tend = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;\n\t\tlist = linkedList( data, start, end, dim, false );\n\t\tif ( list === list.next ) list.steiner = true;\n\t\tqueue.push( getLeftmost( list ) );\n\n\t}\n\n\tqueue.sort( compareX );\n\n\t// process holes from left to right\n\tfor ( i = 0; i < queue.length; i ++ ) {\n\n\t\teliminateHole( queue[ i ], outerNode );\n\t\touterNode = filterPoints( outerNode, outerNode.next );\n\n\t}\n\n\treturn outerNode;\n\n}\n\nfunction compareX( a, b ) {\n\n\treturn a.x - b.x;\n\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole( hole, outerNode ) {\n\n\touterNode = findHoleBridge( hole, outerNode );\n\tif ( outerNode ) {\n\n\t\tconst b = splitPolygon( outerNode, hole );\n\n\t\t// filter collinear points around the cuts\n\t\tfilterPoints( outerNode, outerNode.next );\n\t\tfilterPoints( b, b.next );\n\n\t}\n\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge( hole, outerNode ) {\n\n\tlet p = outerNode;\n\tconst hx = hole.x;\n\tconst hy = hole.y;\n\tlet qx = - Infinity, m;\n\n\t// find a segment intersected by a ray from the hole's leftmost point to the left;\n\t// segment's endpoint with lesser x will be potential connection point\n\tdo {\n\n\t\tif ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {\n\n\t\t\tconst x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );\n\t\t\tif ( x <= hx && x > qx ) {\n\n\t\t\t\tqx = x;\n\t\t\t\tif ( x === hx ) {\n\n\t\t\t\t\tif ( hy === p.y ) return p;\n\t\t\t\t\tif ( hy === p.next.y ) return p.next;\n\n\t\t\t\t}\n\n\t\t\t\tm = p.x < p.next.x ? p : p.next;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== outerNode );\n\n\tif ( ! m ) return null;\n\n\tif ( hx === qx ) return m; // hole touches outer segment; pick leftmost endpoint\n\n\t// look for points inside the triangle of hole point, segment intersection and endpoint;\n\t// if there are no points found, we have a valid connection;\n\t// otherwise choose the point of the minimum angle with the ray as connection point\n\n\tconst stop = m,\n\t\tmx = m.x,\n\t\tmy = m.y;\n\tlet tanMin = Infinity, tan;\n\n\tp = m;\n\n\tdo {\n\n\t\tif ( hx >= p.x && p.x >= mx && hx !== p.x &&\n\t\t\t\tpointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {\n\n\t\t\ttan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential\n\n\t\t\tif ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {\n\n\t\t\t\tm = p;\n\t\t\t\ttanMin = tan;\n\n\t\t\t}\n\n\t\t}\n\n\t\tp = p.next;\n\n\t} while ( p !== stop );\n\n\treturn m;\n\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector( m, p ) {\n\n\treturn area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;\n\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve( start, minX, minY, invSize ) {\n\n\tlet p = start;\n\tdo {\n\n\t\tif ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );\n\t\tp.prevZ = p.prev;\n\t\tp.nextZ = p.next;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\tp.prevZ.nextZ = null;\n\tp.prevZ = null;\n\n\tsortLinked( p );\n\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked( list ) {\n\n\tlet i, p, q, e, tail, numMerges, pSize, qSize,\n\t\tinSize = 1;\n\n\tdo {\n\n\t\tp = list;\n\t\tlist = null;\n\t\ttail = null;\n\t\tnumMerges = 0;\n\n\t\twhile ( p ) {\n\n\t\t\tnumMerges ++;\n\t\t\tq = p;\n\t\t\tpSize = 0;\n\t\t\tfor ( i = 0; i < inSize; i ++ ) {\n\n\t\t\t\tpSize ++;\n\t\t\t\tq = q.nextZ;\n\t\t\t\tif ( ! q ) break;\n\n\t\t\t}\n\n\t\t\tqSize = inSize;\n\n\t\t\twhile ( pSize > 0 || ( qSize > 0 && q ) ) {\n\n\t\t\t\tif ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {\n\n\t\t\t\t\te = p;\n\t\t\t\t\tp = p.nextZ;\n\t\t\t\t\tpSize --;\n\n\t\t\t\t} else {\n\n\t\t\t\t\te = q;\n\t\t\t\t\tq = q.nextZ;\n\t\t\t\t\tqSize --;\n\n\t\t\t\t}\n\n\t\t\t\tif ( tail ) tail.nextZ = e;\n\t\t\t\telse list = e;\n\n\t\t\t\te.prevZ = tail;\n\t\t\t\ttail = e;\n\n\t\t\t}\n\n\t\t\tp = q;\n\n\t\t}\n\n\t\ttail.nextZ = null;\n\t\tinSize *= 2;\n\n\t} while ( numMerges > 1 );\n\n\treturn list;\n\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder( x, y, minX, minY, invSize ) {\n\n\t// coords are transformed into non-negative 15-bit integer range\n\tx = 32767 * ( x - minX ) * invSize;\n\ty = 32767 * ( y - minY ) * invSize;\n\n\tx = ( x | ( x << 8 ) ) & 0x00FF00FF;\n\tx = ( x | ( x << 4 ) ) & 0x0F0F0F0F;\n\tx = ( x | ( x << 2 ) ) & 0x33333333;\n\tx = ( x | ( x << 1 ) ) & 0x55555555;\n\n\ty = ( y | ( y << 8 ) ) & 0x00FF00FF;\n\ty = ( y | ( y << 4 ) ) & 0x0F0F0F0F;\n\ty = ( y | ( y << 2 ) ) & 0x33333333;\n\ty = ( y | ( y << 1 ) ) & 0x55555555;\n\n\treturn x | ( y << 1 );\n\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost( start ) {\n\n\tlet p = start,\n\t\tleftmost = start;\n\tdo {\n\n\t\tif ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;\n\t\tp = p.next;\n\n\t} while ( p !== start );\n\n\treturn leftmost;\n\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {\n\n\treturn ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&\n\t\t\t( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&\n\t\t\t( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;\n\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal( a, b ) {\n\n\treturn a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges\n\t\t( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible\n\t\t( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors\n\t\tequals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case\n\n}\n\n// signed area of a triangle\nfunction area( p, q, r ) {\n\n\treturn ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );\n\n}\n\n// check if two points are equal\nfunction equals( p1, p2 ) {\n\n\treturn p1.x === p2.x && p1.y === p2.y;\n\n}\n\n// check if two segments intersect\nfunction intersects( p1, q1, p2, q2 ) {\n\n\tconst o1 = sign( area( p1, q1, p2 ) );\n\tconst o2 = sign( area( p1, q1, q2 ) );\n\tconst o3 = sign( area( p2, q2, p1 ) );\n\tconst o4 = sign( area( p2, q2, q1 ) );\n\n\tif ( o1 !== o2 && o3 !== o4 ) return true; // general case\n\n\tif ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n\tif ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n\tif ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n\tif ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n\treturn false;\n\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment( p, q, r ) {\n\n\treturn q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );\n\n}\n\nfunction sign( num ) {\n\n\treturn num > 0 ? 1 : num < 0 ? - 1 : 0;\n\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon( a, b ) {\n\n\tlet p = a;\n\tdo {\n\n\t\tif ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n\t\t\t\tintersects( p, p.next, a, b ) ) return true;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn false;\n\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside( a, b ) {\n\n\treturn area( a.prev, a, a.next ) < 0 ?\n\t\tarea( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :\n\t\tarea( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;\n\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside( a, b ) {\n\n\tlet p = a,\n\t\tinside = false;\n\tconst px = ( a.x + b.x ) / 2,\n\t\tpy = ( a.y + b.y ) / 2;\n\tdo {\n\n\t\tif ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&\n\t\t\t\t( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )\n\t\t\tinside = ! inside;\n\t\tp = p.next;\n\n\t} while ( p !== a );\n\n\treturn inside;\n\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon( a, b ) {\n\n\tconst a2 = new Node( a.i, a.x, a.y ),\n\t\tb2 = new Node( b.i, b.x, b.y ),\n\t\tan = a.next,\n\t\tbp = b.prev;\n\n\ta.next = b;\n\tb.prev = a;\n\n\ta2.next = an;\n\tan.prev = a2;\n\n\tb2.next = a2;\n\ta2.prev = b2;\n\n\tbp.next = b2;\n\tb2.prev = bp;\n\n\treturn b2;\n\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode( i, x, y, last ) {\n\n\tconst p = new Node( i, x, y );\n\n\tif ( ! last ) {\n\n\t\tp.prev = p;\n\t\tp.next = p;\n\n\t} else {\n\n\t\tp.next = last.next;\n\t\tp.prev = last;\n\t\tlast.next.prev = p;\n\t\tlast.next = p;\n\n\t}\n\n\treturn p;\n\n}\n\nfunction removeNode( p ) {\n\n\tp.next.prev = p.prev;\n\tp.prev.next = p.next;\n\n\tif ( p.prevZ ) p.prevZ.nextZ = p.nextZ;\n\tif ( p.nextZ ) p.nextZ.prevZ = p.prevZ;\n\n}\n\nfunction Node( i, x, y ) {\n\n\t// vertex index in coordinates array\n\tthis.i = i;\n\n\t// vertex coordinates\n\tthis.x = x;\n\tthis.y = y;\n\n\t// previous and next vertex nodes in a polygon ring\n\tthis.prev = null;\n\tthis.next = null;\n\n\t// z-order curve value\n\tthis.z = null;\n\n\t// previous and next nodes in z-order\n\tthis.prevZ = null;\n\tthis.nextZ = null;\n\n\t// indicates whether this is a steiner point\n\tthis.steiner = false;\n\n}\n\nfunction signedArea( data, start, end, dim ) {\n\n\tlet sum = 0;\n\tfor ( let i = start, j = end - dim; i < end; i += dim ) {\n\n\t\tsum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );\n\t\tj = i;\n\n\t}\n\n\treturn sum;\n\n}\n\nconst ShapeUtils = {\n\n\t// calculate area of the contour polygon\n\n\tarea: function ( contour ) {\n\n\t\tconst n = contour.length;\n\t\tlet a = 0.0;\n\n\t\tfor ( let p = n - 1, q = 0; q < n; p = q ++ ) {\n\n\t\t\ta += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;\n\n\t\t}\n\n\t\treturn a * 0.5;\n\n\t},\n\n\tisClockWise: function ( pts ) {\n\n\t\treturn ShapeUtils.area( pts ) < 0;\n\n\t},\n\n\ttriangulateShape: function ( contour, holes ) {\n\n\t\tconst vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]\n\t\tconst holeIndices = []; // array of hole indices\n\t\tconst faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]\n\n\t\tremoveDupEndPts( contour );\n\t\taddContour( vertices, contour );\n\n\t\t//\n\n\t\tlet holeIndex = contour.length;\n\n\t\tholes.forEach( removeDupEndPts );\n\n\t\tfor ( let i = 0; i < holes.length; i ++ ) {\n\n\t\t\tholeIndices.push( holeIndex );\n\t\t\tholeIndex += holes[ i ].length;\n\t\t\taddContour( vertices, holes[ i ] );\n\n\t\t}\n\n\t\t//\n\n\t\tconst triangles = Earcut.triangulate( vertices, holeIndices );\n\n\t\t//\n\n\t\tfor ( let i = 0; i < triangles.length; i += 3 ) {\n\n\t\t\tfaces.push( triangles.slice( i, i + 3 ) );\n\n\t\t}\n\n\t\treturn faces;\n\n\t}\n\n};\n\nfunction removeDupEndPts( points ) {\n\n\tconst l = points.length;\n\n\tif ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {\n\n\t\tpoints.pop();\n\n\t}\n\n}\n\nfunction addContour( vertices, contour ) {\n\n\tfor ( let i = 0; i < contour.length; i ++ ) {\n\n\t\tvertices.push( contour[ i ].x );\n\t\tvertices.push( contour[ i ].y );\n\n\t}\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeBufferGeometry extends BufferGeometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tshapes = Array.isArray( shapes ) ? shapes : [ shapes ];\n\n\t\tconst scope = this;\n\n\t\tconst verticesArray = [];\n\t\tconst uvArray = [];\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\t\t\taddShape( shape );\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );\n\n\t\tthis.computeVertexNormals();\n\n\t\t// functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst placeholder = [];\n\n\t\t\t// options\n\n\t\t\tconst curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;\n\t\t\tconst steps = options.steps !== undefined ? options.steps : 1;\n\t\t\tlet depth = options.depth !== undefined ? options.depth : 100;\n\n\t\t\tlet bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;\n\t\t\tlet bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;\n\t\t\tlet bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;\n\t\t\tlet bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;\n\t\t\tlet bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;\n\n\t\t\tconst extrudePath = options.extrudePath;\n\n\t\t\tconst uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;\n\n\t\t\t// deprecated options\n\n\t\t\tif ( options.amount !== undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );\n\t\t\t\tdepth = options.amount;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tlet extrudePts, extrudeByPath = false;\n\t\t\tlet splineTube, binormal, normal, position2;\n\n\t\t\tif ( extrudePath ) {\n\n\t\t\t\textrudePts = extrudePath.getSpacedPoints( steps );\n\n\t\t\t\textrudeByPath = true;\n\t\t\t\tbevelEnabled = false; // bevels not supported for path extrusion\n\n\t\t\t\t// SETUP TNB variables\n\n\t\t\t\t// TODO1 - have a .isClosed in spline?\n\n\t\t\t\tsplineTube = extrudePath.computeFrenetFrames( steps, false );\n\n\t\t\t\t// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);\n\n\t\t\t\tbinormal = new Vector3();\n\t\t\t\tnormal = new Vector3();\n\t\t\t\tposition2 = new Vector3();\n\n\t\t\t}\n\n\t\t\t// Safeguards if bevels are not enabled\n\n\t\t\tif ( ! bevelEnabled ) {\n\n\t\t\t\tbevelSegments = 0;\n\t\t\t\tbevelThickness = 0;\n\t\t\t\tbevelSize = 0;\n\t\t\t\tbevelOffset = 0;\n\n\t\t\t}\n\n\t\t\t// Variables initialization\n\n\t\t\tconst shapePoints = shape.extractPoints( curveSegments );\n\n\t\t\tlet vertices = shapePoints.shape;\n\t\t\tconst holes = shapePoints.holes;\n\n\t\t\tconst reverse = ! ShapeUtils.isClockWise( vertices );\n\n\t\t\tif ( reverse ) {\n\n\t\t\t\tvertices = vertices.reverse();\n\n\t\t\t\t// Maybe we should also check if holes are in the opposite direction, just to be safe ...\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\t\tif ( ShapeUtils.isClockWise( ahole ) ) {\n\n\t\t\t\t\t\tholes[ h ] = ahole.reverse();\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( vertices, holes );\n\n\t\t\t/* Vertices */\n\n\t\t\tconst contour = vertices; // vertices has all points but contour has only points of circumference\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\tvertices = vertices.concat( ahole );\n\n\t\t\t}\n\n\n\t\t\tfunction scalePt2( pt, vec, size ) {\n\n\t\t\t\tif ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );\n\n\t\t\t\treturn vec.clone().multiplyScalar( size ).add( pt );\n\n\t\t\t}\n\n\t\t\tconst vlen = vertices.length, flen = faces.length;\n\n\n\t\t\t// Find directions for point movement\n\n\n\t\t\tfunction getBevelVec( inPt, inPrev, inNext ) {\n\n\t\t\t\t// computes for inPt the corresponding point inPt' on a new contour\n\t\t\t\t// shifted by 1 unit (length of normalized vector) to the left\n\t\t\t\t// if we walk along contour clockwise, this new contour is outside the old one\n\t\t\t\t//\n\t\t\t\t// inPt' is the intersection of the two lines parallel to the two\n\t\t\t\t// adjacent edges of inPt at a distance of 1 unit on the left side.\n\n\t\t\t\tlet v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt\n\n\t\t\t\t// good reading for geometry algorithms (here: line-line intersection)\n\t\t\t\t// http://geomalgorithms.com/a05-_intersect-1.html\n\n\t\t\t\tconst v_prev_x = inPt.x - inPrev.x,\n\t\t\t\t\tv_prev_y = inPt.y - inPrev.y;\n\t\t\t\tconst v_next_x = inNext.x - inPt.x,\n\t\t\t\t\tv_next_y = inNext.y - inPt.y;\n\n\t\t\t\tconst v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );\n\n\t\t\t\t// check for collinear edges\n\t\t\t\tconst collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\tif ( Math.abs( collinear0 ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not collinear\n\n\t\t\t\t\t// length of vectors for normalizing\n\n\t\t\t\t\tconst v_prev_len = Math.sqrt( v_prev_lensq );\n\t\t\t\t\tconst v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );\n\n\t\t\t\t\t// shift adjacent points by unit vectors to the left\n\n\t\t\t\t\tconst ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );\n\t\t\t\t\tconst ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );\n\n\t\t\t\t\tconst ptNextShift_x = ( inNext.x - v_next_y / v_next_len );\n\t\t\t\t\tconst ptNextShift_y = ( inNext.y + v_next_x / v_next_len );\n\n\t\t\t\t\t// scaling factor for v_prev to intersection point\n\n\t\t\t\t\tconst sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -\n\t\t\t\t\t\t\t( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /\n\t\t\t\t\t\t( v_prev_x * v_next_y - v_prev_y * v_next_x );\n\n\t\t\t\t\t// vector from inPt to intersection point\n\n\t\t\t\t\tv_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );\n\t\t\t\t\tv_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );\n\n\t\t\t\t\t// Don't normalize!, otherwise sharp corners become ugly\n\t\t\t\t\t// but prevent crazy spikes\n\t\t\t\t\tconst v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );\n\t\t\t\t\tif ( v_trans_lensq <= 2 ) {\n\n\t\t\t\t\t\treturn new Vector2( v_trans_x, v_trans_y );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_trans_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// handle special case of collinear edges\n\n\t\t\t\t\tlet direction_eq = false; // assumes: opposite\n\n\t\t\t\t\tif ( v_prev_x > Number.EPSILON ) {\n\n\t\t\t\t\t\tif ( v_next_x > Number.EPSILON ) {\n\n\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( v_prev_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\tif ( v_next_x < - Number.EPSILON ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tif ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {\n\n\t\t\t\t\t\t\t\tdirection_eq = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( direction_eq ) {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight sequence\");\n\t\t\t\t\t\tv_trans_x = - v_prev_y;\n\t\t\t\t\t\tv_trans_y = v_prev_x;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// console.log(\"Warning: lines are a straight spike\");\n\t\t\t\t\t\tv_trans_x = v_prev_x;\n\t\t\t\t\t\tv_trans_y = v_prev_y;\n\t\t\t\t\t\tshrink_by = Math.sqrt( v_prev_lensq / 2 );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );\n\n\t\t\t}\n\n\n\t\t\tconst contourMovements = [];\n\n\t\t\tfor ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t// console.log('i,j,k', i, j , k)\n\n\t\t\t\tcontourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );\n\n\t\t\t}\n\n\t\t\tconst holesMovements = [];\n\t\t\tlet oneHoleMovements, verticesMovements = contourMovements.concat();\n\n\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\tconst ahole = holes[ h ];\n\n\t\t\t\toneHoleMovements = [];\n\n\t\t\t\tfor ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {\n\n\t\t\t\t\tif ( j === il ) j = 0;\n\t\t\t\t\tif ( k === il ) k = 0;\n\n\t\t\t\t\t// (j)---(i)---(k)\n\t\t\t\t\toneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );\n\n\t\t\t\t}\n\n\t\t\t\tholesMovements.push( oneHoleMovements );\n\t\t\t\tverticesMovements = verticesMovements.concat( oneHoleMovements );\n\n\t\t\t}\n\n\n\t\t\t// Loop bevelSegments, 1 for the front, 1 for the back\n\n\t\t\tfor ( let b = 0; b < bevelSegments; b ++ ) {\n\n\t\t\t\t//for ( b = bevelSegments; b > 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\n\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tv( vert.x, vert.y, - z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst bs = bevelSize + bevelOffset;\n\n\t\t\t// Back facing vertices\n\n\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\tv( vert.x, vert.y, 0 );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );\n\n\t\t\t\t\tnormal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );\n\t\t\t\t\tbinormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\tposition2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );\n\n\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// Add stepped vertices...\n\t\t\t// Including front facing vertices\n\n\t\t\tfor ( let s = 1; s <= steps; s ++ ) {\n\n\t\t\t\tfor ( let i = 0; i < vlen; i ++ ) {\n\n\t\t\t\t\tconst vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];\n\n\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\tv( vert.x, vert.y, depth / steps * s );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );\n\n\t\t\t\t\t\tnormal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );\n\t\t\t\t\t\tbinormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );\n\n\t\t\t\t\t\tposition2.copy( extrudePts[ s ] ).add( normal ).add( binormal );\n\n\t\t\t\t\t\tv( position2.x, position2.y, position2.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\n\t\t\t// Add bevel segments planes\n\n\t\t\t//for ( b = 1; b <= bevelSegments; b ++ ) {\n\t\t\tfor ( let b = bevelSegments - 1; b >= 0; b -- ) {\n\n\t\t\t\tconst t = b / bevelSegments;\n\t\t\t\tconst z = bevelThickness * Math.cos( t * Math.PI / 2 );\n\t\t\t\tconst bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;\n\n\t\t\t\t// contract shape\n\n\t\t\t\tfor ( let i = 0, il = contour.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst vert = scalePt2( contour[ i ], contourMovements[ i ], bs );\n\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t}\n\n\t\t\t\t// expand holes\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\toneHoleMovements = holesMovements[ h ];\n\n\t\t\t\t\tfor ( let i = 0, il = ahole.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );\n\n\t\t\t\t\t\tif ( ! extrudeByPath ) {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y, depth + z );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tv( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t/* Faces */\n\n\t\t\t// Top and bottom faces\n\n\t\t\tbuildLidFaces();\n\n\t\t\t// Sides faces\n\n\t\t\tbuildSideFaces();\n\n\n\t\t\t///// Internal functions\n\n\t\t\tfunction buildLidFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\n\t\t\t\tif ( bevelEnabled ) {\n\n\t\t\t\t\tlet layer = 0; // steps + 1\n\t\t\t\t\tlet offset = vlen * layer;\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tlayer = steps + bevelSegments * 2;\n\t\t\t\t\toffset = vlen * layer;\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Bottom faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 2 ], face[ 1 ], face[ 0 ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// Top faces\n\n\t\t\t\t\tfor ( let i = 0; i < flen; i ++ ) {\n\n\t\t\t\t\t\tconst face = faces[ i ];\n\t\t\t\t\t\tf3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 0 );\n\n\t\t\t}\n\n\t\t\t// Create faces for the z-sides of the shape\n\n\t\t\tfunction buildSideFaces() {\n\n\t\t\t\tconst start = verticesArray.length / 3;\n\t\t\t\tlet layeroffset = 0;\n\t\t\t\tsidewalls( contour, layeroffset );\n\t\t\t\tlayeroffset += contour.length;\n\n\t\t\t\tfor ( let h = 0, hl = holes.length; h < hl; h ++ ) {\n\n\t\t\t\t\tconst ahole = holes[ h ];\n\t\t\t\t\tsidewalls( ahole, layeroffset );\n\n\t\t\t\t\t//, true\n\t\t\t\t\tlayeroffset += ahole.length;\n\n\t\t\t\t}\n\n\n\t\t\t\tscope.addGroup( start, verticesArray.length / 3 - start, 1 );\n\n\n\t\t\t}\n\n\t\t\tfunction sidewalls( contour, layeroffset ) {\n\n\t\t\t\tlet i = contour.length;\n\n\t\t\t\twhile ( -- i >= 0 ) {\n\n\t\t\t\t\tconst j = i;\n\t\t\t\t\tlet k = i - 1;\n\t\t\t\t\tif ( k < 0 ) k = contour.length - 1;\n\n\t\t\t\t\t//console.log('b', i,j, i-1, k,vertices.length);\n\n\t\t\t\t\tfor ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {\n\n\t\t\t\t\t\tconst slen1 = vlen * s;\n\t\t\t\t\t\tconst slen2 = vlen * ( s + 1 );\n\n\t\t\t\t\t\tconst a = layeroffset + j + slen1,\n\t\t\t\t\t\t\tb = layeroffset + k + slen1,\n\t\t\t\t\t\t\tc = layeroffset + k + slen2,\n\t\t\t\t\t\t\td = layeroffset + j + slen2;\n\n\t\t\t\t\t\tf4( a, b, c, d );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tfunction v( x, y, z ) {\n\n\t\t\t\tplaceholder.push( x );\n\t\t\t\tplaceholder.push( y );\n\t\t\t\tplaceholder.push( z );\n\n\t\t\t}\n\n\n\t\t\tfunction f3( a, b, c ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\n\t\t\t}\n\n\t\t\tfunction f4( a, b, c, d ) {\n\n\t\t\t\taddVertex( a );\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( d );\n\n\t\t\t\taddVertex( b );\n\t\t\t\taddVertex( c );\n\t\t\t\taddVertex( d );\n\n\n\t\t\t\tconst nextIndex = verticesArray.length / 3;\n\t\t\t\tconst uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );\n\n\t\t\t\taddUV( uvs[ 0 ] );\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t\taddUV( uvs[ 1 ] );\n\t\t\t\taddUV( uvs[ 2 ] );\n\t\t\t\taddUV( uvs[ 3 ] );\n\n\t\t\t}\n\n\t\t\tfunction addVertex( index ) {\n\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 0 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 1 ] );\n\t\t\t\tverticesArray.push( placeholder[ index * 3 + 2 ] );\n\n\t\t\t}\n\n\n\t\t\tfunction addUV( vector2 ) {\n\n\t\t\t\tuvArray.push( vector2.x );\n\t\t\t\tuvArray.push( vector2.y );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON( shapes, options, data );\n\n\t}\n\n}\n\nconst WorldUVGenerator = {\n\n\tgenerateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\n\t\treturn [\n\t\t\tnew Vector2( a_x, a_y ),\n\t\t\tnew Vector2( b_x, b_y ),\n\t\t\tnew Vector2( c_x, c_y )\n\t\t];\n\n\t},\n\n\tgenerateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {\n\n\t\tconst a_x = vertices[ indexA * 3 ];\n\t\tconst a_y = vertices[ indexA * 3 + 1 ];\n\t\tconst a_z = vertices[ indexA * 3 + 2 ];\n\t\tconst b_x = vertices[ indexB * 3 ];\n\t\tconst b_y = vertices[ indexB * 3 + 1 ];\n\t\tconst b_z = vertices[ indexB * 3 + 2 ];\n\t\tconst c_x = vertices[ indexC * 3 ];\n\t\tconst c_y = vertices[ indexC * 3 + 1 ];\n\t\tconst c_z = vertices[ indexC * 3 + 2 ];\n\t\tconst d_x = vertices[ indexD * 3 ];\n\t\tconst d_y = vertices[ indexD * 3 + 1 ];\n\t\tconst d_z = vertices[ indexD * 3 + 2 ];\n\n\t\tif ( Math.abs( a_y - b_y ) < 0.01 ) {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_x, 1 - a_z ),\n\t\t\t\tnew Vector2( b_x, 1 - b_z ),\n\t\t\t\tnew Vector2( c_x, 1 - c_z ),\n\t\t\t\tnew Vector2( d_x, 1 - d_z )\n\t\t\t];\n\n\t\t} else {\n\n\t\t\treturn [\n\t\t\t\tnew Vector2( a_y, 1 - a_z ),\n\t\t\t\tnew Vector2( b_y, 1 - b_z ),\n\t\t\t\tnew Vector2( c_y, 1 - c_z ),\n\t\t\t\tnew Vector2( d_y, 1 - d_z )\n\t\t\t];\n\n\t\t}\n\n\t}\n\n};\n\nfunction toJSON( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\n/**\n * Creates extruded geometry from a path shape.\n *\n * parameters = {\n *\n * curveSegments: , // number of points on the curves\n * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too\n * depth: , // Depth to extrude the shape\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into the original shape bevel goes\n * bevelSize: , // how far from shape outline (including bevelOffset) is bevel\n * bevelOffset: , // how far from shape outline does bevel start\n * bevelSegments: , // number of bevel layers\n *\n * extrudePath: // curve to extrude shape along\n *\n * UVGenerator: // object that provides UV generator functions\n *\n * }\n */\n\nclass ExtrudeGeometry extends Geometry {\n\n\tconstructor( shapes, options ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'ExtrudeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\toptions: options\n\t\t};\n\n\t\tthis.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = super.toJSON();\n\n\t\tconst shapes = this.parameters.shapes;\n\t\tconst options = this.parameters.options;\n\n\t\treturn toJSON$1( shapes, options, data );\n\n\t}\n\n}\n\nfunction toJSON$1( shapes, options, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\tif ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();\n\n\treturn data;\n\n}\n\nclass IcosahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst t = ( 1 + Math.sqrt( 5 ) ) / 2;\n\n\t\tconst vertices = [\n\t\t\t- 1, t, 0, \t1, t, 0, \t- 1, - t, 0, \t1, - t, 0,\n\t\t\t0, - 1, t, \t0, 1, t,\t0, - 1, - t, \t0, 1, - t,\n\t\t\tt, 0, - 1, \tt, 0, 1, \t- t, 0, - 1, \t- t, 0, 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 11, 5, \t0, 5, 1, \t0, 1, 7, \t0, 7, 10, \t0, 10, 11,\n\t\t\t1, 5, 9, \t5, 11, 4,\t11, 10, 2,\t10, 7, 6,\t7, 1, 8,\n\t\t\t3, 9, 4, \t3, 4, 2,\t3, 2, 6,\t3, 6, 8,\t3, 8, 9,\n\t\t\t4, 9, 5, \t2, 4, 11,\t6, 2, 10,\t8, 6, 7,\t9, 8, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'IcosahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass IcosahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'IcosahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass LatheBufferGeometry extends BufferGeometry {\n\n\tconstructor( points, segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tsegments = Math.floor( segments );\n\n\t\t// clamp phiLength so it's in range of [ 0, 2PI ]\n\n\t\tphiLength = MathUtils.clamp( phiLength, 0, Math.PI * 2 );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst inverseSegments = 1.0 / segments;\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices and uvs\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst phi = phiStart + i * inverseSegments * phiLength;\n\n\t\t\tconst sin = Math.sin( phi );\n\t\t\tconst cos = Math.cos( phi );\n\n\t\t\tfor ( let j = 0; j <= ( points.length - 1 ); j ++ ) {\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = points[ j ].x * sin;\n\t\t\t\tvertex.y = points[ j ].y;\n\t\t\t\tvertex.z = points[ j ].x * cos;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = i / segments;\n\t\t\t\tuv.y = j / ( points.length - 1 );\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\n\t\t\t}\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let i = 0; i < segments; i ++ ) {\n\n\t\t\tfor ( let j = 0; j < ( points.length - 1 ); j ++ ) {\n\n\t\t\t\tconst base = j + i * points.length;\n\n\t\t\t\tconst a = base;\n\t\t\t\tconst b = base + points.length;\n\t\t\t\tconst c = base + points.length + 1;\n\t\t\t\tconst d = base + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// generate normals\n\n\t\tthis.computeVertexNormals();\n\n\t\t// if the geometry is closed, we need to average the normals along the seam.\n\t\t// because the corresponding vertices are identical (but still have different UVs).\n\n\t\tif ( phiLength === Math.PI * 2 ) {\n\n\t\t\tconst normals = this.attributes.normal.array;\n\t\t\tconst n1 = new Vector3();\n\t\t\tconst n2 = new Vector3();\n\t\t\tconst n = new Vector3();\n\n\t\t\t// this is the buffer offset for the last line of vertices\n\n\t\t\tconst base = segments * points.length * 3;\n\n\t\t\tfor ( let i = 0, j = 0; i < points.length; i ++, j += 3 ) {\n\n\t\t\t\t// select the normal of the vertex in the first line\n\n\t\t\t\tn1.x = normals[ j + 0 ];\n\t\t\t\tn1.y = normals[ j + 1 ];\n\t\t\t\tn1.z = normals[ j + 2 ];\n\n\t\t\t\t// select the normal of the vertex in the last line\n\n\t\t\t\tn2.x = normals[ base + j + 0 ];\n\t\t\t\tn2.y = normals[ base + j + 1 ];\n\t\t\t\tn2.z = normals[ base + j + 2 ];\n\n\t\t\t\t// average normals\n\n\t\t\t\tn.addVectors( n1, n2 ).normalize();\n\n\t\t\t\t// assign the new values to both normals\n\n\t\t\t\tnormals[ j + 0 ] = normals[ base + j + 0 ] = n.x;\n\t\t\t\tnormals[ j + 1 ] = normals[ base + j + 1 ] = n.y;\n\t\t\t\tnormals[ j + 2 ] = normals[ base + j + 2 ] = n.z;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n}\n\nclass LatheGeometry extends Geometry {\n\n\tconstructor( points, segments, phiStart, phiLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'LatheGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpoints: points,\n\t\t\tsegments: segments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass OctahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 0, 0, \t- 1, 0, 0,\t0, 1, 0,\n\t\t\t0, - 1, 0, \t0, 0, 1,\t0, 0, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t0, 2, 4,\t0, 4, 3,\t0, 3, 5,\n\t\t\t0, 5, 2,\t1, 2, 5,\t1, 5, 3,\n\t\t\t1, 3, 4,\t1, 4, 2\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'OctahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass OctahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'OctahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricBufferGeometry( func, slices, stacks ) {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'ParametricBufferGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\t// buffers\n\n\tconst indices = [];\n\tconst vertices = [];\n\tconst normals = [];\n\tconst uvs = [];\n\n\tconst EPS = 0.00001;\n\n\tconst normal = new Vector3();\n\n\tconst p0 = new Vector3(), p1 = new Vector3();\n\tconst pu = new Vector3(), pv = new Vector3();\n\n\tif ( func.length < 3 ) {\n\n\t\tconsole.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );\n\n\t}\n\n\t// generate vertices, normals and uvs\n\n\tconst sliceCount = slices + 1;\n\n\tfor ( let i = 0; i <= stacks; i ++ ) {\n\n\t\tconst v = i / stacks;\n\n\t\tfor ( let j = 0; j <= slices; j ++ ) {\n\n\t\t\tconst u = j / slices;\n\n\t\t\t// vertex\n\n\t\t\tfunc( u, v, p0 );\n\t\t\tvertices.push( p0.x, p0.y, p0.z );\n\n\t\t\t// normal\n\n\t\t\t// approximate tangent vectors via finite differences\n\n\t\t\tif ( u - EPS >= 0 ) {\n\n\t\t\t\tfunc( u - EPS, v, p1 );\n\t\t\t\tpu.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u + EPS, v, p1 );\n\t\t\t\tpu.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\tif ( v - EPS >= 0 ) {\n\n\t\t\t\tfunc( u, v - EPS, p1 );\n\t\t\t\tpv.subVectors( p0, p1 );\n\n\t\t\t} else {\n\n\t\t\t\tfunc( u, v + EPS, p1 );\n\t\t\t\tpv.subVectors( p1, p0 );\n\n\t\t\t}\n\n\t\t\t// cross product of tangent vectors returns surface normal\n\n\t\t\tnormal.crossVectors( pu, pv ).normalize();\n\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t// uv\n\n\t\t\tuvs.push( u, v );\n\n\t\t}\n\n\t}\n\n\t// generate indices\n\n\tfor ( let i = 0; i < stacks; i ++ ) {\n\n\t\tfor ( let j = 0; j < slices; j ++ ) {\n\n\t\t\tconst a = i * sliceCount + j;\n\t\t\tconst b = i * sliceCount + j + 1;\n\t\t\tconst c = ( i + 1 ) * sliceCount + j + 1;\n\t\t\tconst d = ( i + 1 ) * sliceCount + j;\n\n\t\t\t// faces one and two\n\n\t\t\tindices.push( a, b, d );\n\t\t\tindices.push( b, c, d );\n\n\t\t}\n\n\t}\n\n\t// build geometry\n\n\tthis.setIndex( indices );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n}\n\nParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );\nParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;\n\n/**\n * Parametric Surfaces Geometry\n * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html\n */\n\nfunction ParametricGeometry( func, slices, stacks ) {\n\n\tGeometry.call( this );\n\n\tthis.type = 'ParametricGeometry';\n\n\tthis.parameters = {\n\t\tfunc: func,\n\t\tslices: slices,\n\t\tstacks: stacks\n\t};\n\n\tthis.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );\n\tthis.mergeVertices();\n\n}\n\nParametricGeometry.prototype = Object.create( Geometry.prototype );\nParametricGeometry.prototype.constructor = ParametricGeometry;\n\nclass PlaneGeometry extends Geometry {\n\n\tconstructor( width, height, widthSegments, heightSegments ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PlaneGeometry';\n\n\t\tthis.parameters = {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass PolyhedronGeometry extends Geometry {\n\n\tconstructor( vertices, indices, radius, detail ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'PolyhedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tvertices: vertices,\n\t\t\tindices: indices,\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass RingBufferGeometry extends BufferGeometry {\n\n\tconstructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 8, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthetaSegments = Math.max( 3, thetaSegments );\n\t\tphiSegments = Math.max( 1, phiSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// some helper variables\n\n\t\tlet radius = innerRadius;\n\t\tconst radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );\n\t\tconst vertex = new Vector3();\n\t\tconst uv = new Vector2();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= phiSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= thetaSegments; i ++ ) {\n\n\t\t\t\t// values are generate from the inside of the ring to the outside\n\n\t\t\t\tconst segment = thetaStart + i / thetaSegments * thetaLength;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = radius * Math.cos( segment );\n\t\t\t\tvertex.y = radius * Math.sin( segment );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormals.push( 0, 0, 1 );\n\n\t\t\t\t// uv\n\n\t\t\t\tuv.x = ( vertex.x / outerRadius + 1 ) / 2;\n\t\t\t\tuv.y = ( vertex.y / outerRadius + 1 ) / 2;\n\n\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t}\n\n\t\t\t// increase the radius for next row of vertices\n\n\t\t\tradius += radiusStep;\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let j = 0; j < phiSegments; j ++ ) {\n\n\t\t\tconst thetaSegmentLevel = j * ( thetaSegments + 1 );\n\n\t\t\tfor ( let i = 0; i < thetaSegments; i ++ ) {\n\n\t\t\t\tconst segment = i + thetaSegmentLevel;\n\n\t\t\t\tconst a = segment;\n\t\t\t\tconst b = segment + thetaSegments + 1;\n\t\t\t\tconst c = segment + thetaSegments + 2;\n\t\t\t\tconst d = segment + 1;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass RingGeometry extends Geometry {\n\n\tconstructor( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'RingGeometry';\n\n\t\tthis.parameters = {\n\t\t\tinnerRadius: innerRadius,\n\t\t\touterRadius: outerRadius,\n\t\t\tthetaSegments: thetaSegments,\n\t\t\tphiSegments: phiSegments,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass ShapeBufferGeometry extends BufferGeometry {\n\n\tconstructor( shapes, curveSegments = 12 ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tlet groupStart = 0;\n\t\tlet groupCount = 0;\n\n\t\t// allow single and array values for \"shapes\" parameter\n\n\t\tif ( Array.isArray( shapes ) === false ) {\n\n\t\t\taddShape( shapes );\n\n\t\t} else {\n\n\t\t\tfor ( let i = 0; i < shapes.length; i ++ ) {\n\n\t\t\t\taddShape( shapes[ i ] );\n\n\t\t\t\tthis.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support\n\n\t\t\t\tgroupStart += groupCount;\n\t\t\t\tgroupCount = 0;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\n\t\t// helper functions\n\n\t\tfunction addShape( shape ) {\n\n\t\t\tconst indexOffset = vertices.length / 3;\n\t\t\tconst points = shape.extractPoints( curveSegments );\n\n\t\t\tlet shapeVertices = points.shape;\n\t\t\tconst shapeHoles = points.holes;\n\n\t\t\t// check direction of vertices\n\n\t\t\tif ( ShapeUtils.isClockWise( shapeVertices ) === false ) {\n\n\t\t\t\tshapeVertices = shapeVertices.reverse();\n\n\t\t\t}\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\n\t\t\t\tif ( ShapeUtils.isClockWise( shapeHole ) === true ) {\n\n\t\t\t\t\tshapeHoles[ i ] = shapeHole.reverse();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconst faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );\n\n\t\t\t// join vertices of inner and outer paths to a single array\n\n\t\t\tfor ( let i = 0, l = shapeHoles.length; i < l; i ++ ) {\n\n\t\t\t\tconst shapeHole = shapeHoles[ i ];\n\t\t\t\tshapeVertices = shapeVertices.concat( shapeHole );\n\n\t\t\t}\n\n\t\t\t// vertices, normals, uvs\n\n\t\t\tfor ( let i = 0, l = shapeVertices.length; i < l; i ++ ) {\n\n\t\t\t\tconst vertex = shapeVertices[ i ];\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, 0 );\n\t\t\t\tnormals.push( 0, 0, 1 );\n\t\t\t\tuvs.push( vertex.x, vertex.y ); // world uvs\n\n\t\t\t}\n\n\t\t\t// incides\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tconst a = face[ 0 ] + indexOffset;\n\t\t\t\tconst b = face[ 1 ] + indexOffset;\n\t\t\t\tconst c = face[ 2 ] + indexOffset;\n\n\t\t\t\tindices.push( a, b, c );\n\t\t\t\tgroupCount += 3;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$2( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON$2( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass ShapeGeometry extends Geometry {\n\n\tconstructor( shapes, curveSegments ) {\n\n\t\tsuper();\n\t\tthis.type = 'ShapeGeometry';\n\n\t\tif ( typeof curveSegments === 'object' ) {\n\n\t\t\tconsole.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );\n\n\t\t\tcurveSegments = curveSegments.curveSegments;\n\n\t\t}\n\n\t\tthis.parameters = {\n\t\t\tshapes: shapes,\n\t\t\tcurveSegments: curveSegments\n\t\t};\n\n\t\tthis.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n\ttoJSON() {\n\n\t\tconst data = Geometry.prototype.toJSON.call( this );\n\n\t\tconst shapes = this.parameters.shapes;\n\n\t\treturn toJSON$3( shapes, data );\n\n\t}\n\n}\n\nfunction toJSON$3( shapes, data ) {\n\n\tdata.shapes = [];\n\n\tif ( Array.isArray( shapes ) ) {\n\n\t\tfor ( let i = 0, l = shapes.length; i < l; i ++ ) {\n\n\t\t\tconst shape = shapes[ i ];\n\n\t\t\tdata.shapes.push( shape.uuid );\n\n\t\t}\n\n\t} else {\n\n\t\tdata.shapes.push( shapes.uuid );\n\n\t}\n\n\treturn data;\n\n}\n\nclass SphereBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, widthSegments = 8, heightSegments = 6, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\twidthSegments = Math.max( 3, Math.floor( widthSegments ) );\n\t\theightSegments = Math.max( 2, Math.floor( heightSegments ) );\n\n\t\tconst thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );\n\n\t\tlet index = 0;\n\t\tconst grid = [];\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let iy = 0; iy <= heightSegments; iy ++ ) {\n\n\t\t\tconst verticesRow = [];\n\n\t\t\tconst v = iy / heightSegments;\n\n\t\t\t// special case for the poles\n\n\t\t\tlet uOffset = 0;\n\n\t\t\tif ( iy == 0 && thetaStart == 0 ) {\n\n\t\t\t\tuOffset = 0.5 / widthSegments;\n\n\t\t\t} else if ( iy == heightSegments && thetaEnd == Math.PI ) {\n\n\t\t\t\tuOffset = - 0.5 / widthSegments;\n\n\t\t\t}\n\n\t\t\tfor ( let ix = 0; ix <= widthSegments; ix ++ ) {\n\n\t\t\t\tconst u = ix / widthSegments;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\t\t\t\tvertex.y = radius * Math.cos( thetaStart + v * thetaLength );\n\t\t\t\tvertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.copy( vertex ).normalize();\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( u + uOffset, 1 - v );\n\n\t\t\t\tverticesRow.push( index ++ );\n\n\t\t\t}\n\n\t\t\tgrid.push( verticesRow );\n\n\t\t}\n\n\t\t// indices\n\n\t\tfor ( let iy = 0; iy < heightSegments; iy ++ ) {\n\n\t\t\tfor ( let ix = 0; ix < widthSegments; ix ++ ) {\n\n\t\t\t\tconst a = grid[ iy ][ ix + 1 ];\n\t\t\t\tconst b = grid[ iy ][ ix ];\n\t\t\t\tconst c = grid[ iy + 1 ][ ix ];\n\t\t\t\tconst d = grid[ iy + 1 ][ ix + 1 ];\n\n\t\t\t\tif ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );\n\t\t\t\tif ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass SphereGeometry extends Geometry {\n\n\tconstructor( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {\n\n\t\tsuper();\n\t\tthis.type = 'SphereGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\twidthSegments: widthSegments,\n\t\t\theightSegments: heightSegments,\n\t\t\tphiStart: phiStart,\n\t\t\tphiLength: phiLength,\n\t\t\tthetaStart: thetaStart,\n\t\t\tthetaLength: thetaLength\n\t\t};\n\n\t\tthis.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TetrahedronBufferGeometry extends PolyhedronBufferGeometry {\n\n\tconstructor( radius = 1, detail = 0 ) {\n\n\t\tconst vertices = [\n\t\t\t1, 1, 1, \t- 1, - 1, 1, \t- 1, 1, - 1, \t1, - 1, - 1\n\t\t];\n\n\t\tconst indices = [\n\t\t\t2, 1, 0, \t0, 3, 2,\t1, 3, 0,\t2, 3, 1\n\t\t];\n\n\t\tsuper( vertices, indices, radius, detail );\n\n\t\tthis.type = 'TetrahedronBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t}\n\n}\n\nclass TetrahedronGeometry extends Geometry {\n\n\tconstructor( radius, detail ) {\n\n\t\tsuper();\n\t\tthis.type = 'TetrahedronGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\tdetail: detail\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextBufferGeometry extends ExtrudeBufferGeometry {\n\n\tconstructor( text, parameters = {} ) {\n\n\t\tconst font = parameters.font;\n\n\t\tif ( ! ( font && font.isFont ) ) {\n\n\t\t\tconsole.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );\n\t\t\treturn new BufferGeometry();\n\n\t\t}\n\n\t\tconst shapes = font.generateShapes( text, parameters.size );\n\n\t\t// translate parameters to ExtrudeGeometry API\n\n\t\tparameters.depth = parameters.height !== undefined ? parameters.height : 50;\n\n\t\t// defaults\n\n\t\tif ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;\n\t\tif ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;\n\t\tif ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;\n\n\t\tsuper( shapes, parameters );\n\n\t\tthis.type = 'TextBufferGeometry';\n\n\t}\n\n}\n\n/**\n * Text = 3D Text\n *\n * parameters = {\n * font: , // font\n *\n * size: , // size of the text\n * height: , // thickness to extrude text\n * curveSegments: , // number of points on the curves\n *\n * bevelEnabled: , // turn on bevel\n * bevelThickness: , // how deep into text bevel goes\n * bevelSize: , // how far from text outline (including bevelOffset) is bevel\n * bevelOffset: // how far from text outline does bevel start\n * }\n */\n\nclass TextGeometry extends Geometry {\n\n\tconstructor( text, parameters ) {\n\n\t\tsuper();\n\t\tthis.type = 'TextGeometry';\n\n\t\tthis.parameters = {\n\t\t\ttext: text,\n\t\t\tparameters: parameters\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TorusBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, radialSegments = 8, tubularSegments = 6, arc = Math.PI * 2 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tradialSegments = Math.floor( radialSegments );\n\t\ttubularSegments = Math.floor( tubularSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst center = new Vector3();\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tconst u = i / tubularSegments * arc;\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );\n\t\t\t\tvertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );\n\t\t\t\tvertex.z = tube * Math.sin( v );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal\n\n\t\t\t\tcenter.x = radius * Math.cos( u );\n\t\t\t\tcenter.y = radius * Math.sin( u );\n\t\t\t\tnormal.subVectors( vertex, center ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= radialSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= tubularSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( tubularSegments + 1 ) * j + i - 1;\n\t\t\t\tconst b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;\n\t\t\t\tconst c = ( tubularSegments + 1 ) * ( j - 1 ) + i;\n\t\t\t\tconst d = ( tubularSegments + 1 ) * j + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t}\n\n}\n\nclass TorusGeometry extends Geometry {\n\n\tconstructor( radius, tube, radialSegments, tubularSegments, arc ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\tradialSegments: radialSegments,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tarc: arc\n\t\t};\n\n\t\tthis.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TorusKnotBufferGeometry extends BufferGeometry {\n\n\tconstructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\ttubularSegments = Math.floor( tubularSegments );\n\t\tradialSegments = Math.floor( radialSegments );\n\n\t\t// buffers\n\n\t\tconst indices = [];\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\n\t\tconst P1 = new Vector3();\n\t\tconst P2 = new Vector3();\n\n\t\tconst B = new Vector3();\n\t\tconst T = new Vector3();\n\t\tconst N = new Vector3();\n\n\t\t// generate vertices, normals and uvs\n\n\t\tfor ( let i = 0; i <= tubularSegments; ++ i ) {\n\n\t\t\t// the radian \"u\" is used to calculate the position on the torus curve of the current tubular segement\n\n\t\t\tconst u = i / tubularSegments * p * Math.PI * 2;\n\n\t\t\t// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.\n\t\t\t// these points are used to create a special \"coordinate space\", which is necessary to calculate the correct vertex positions\n\n\t\t\tcalculatePositionOnCurve( u, p, q, radius, P1 );\n\t\t\tcalculatePositionOnCurve( u + 0.01, p, q, radius, P2 );\n\n\t\t\t// calculate orthonormal basis\n\n\t\t\tT.subVectors( P2, P1 );\n\t\t\tN.addVectors( P2, P1 );\n\t\t\tB.crossVectors( T, N );\n\t\t\tN.crossVectors( B, T );\n\n\t\t\t// normalize B, N. T can be ignored, we don't use it\n\n\t\t\tB.normalize();\n\t\t\tN.normalize();\n\n\t\t\tfor ( let j = 0; j <= radialSegments; ++ j ) {\n\n\t\t\t\t// now calculate the vertices. they are nothing more than an extrusion of the torus curve.\n\t\t\t\t// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\t\t\t\tconst cx = - tube * Math.cos( v );\n\t\t\t\tconst cy = tube * Math.sin( v );\n\n\t\t\t\t// now calculate the final vertex position.\n\t\t\t\t// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve\n\n\t\t\t\tvertex.x = P1.x + ( cx * N.x + cy * B.x );\n\t\t\t\tvertex.y = P1.y + ( cx * N.y + cy * B.y );\n\t\t\t\tvertex.z = P1.z + ( cx * N.z + cy * B.z );\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)\n\n\t\t\t\tnormal.subVectors( vertex, P1 ).normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// uv\n\n\t\t\t\tuvs.push( i / tubularSegments );\n\t\t\t\tuvs.push( j / radialSegments );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// generate indices\n\n\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t// indices\n\n\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t// faces\n\n\t\t\t\tindices.push( a, b, d );\n\t\t\t\tindices.push( b, c, d );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// this function calculates the current position on the torus curve\n\n\t\tfunction calculatePositionOnCurve( u, p, q, radius, position ) {\n\n\t\t\tconst cu = Math.cos( u );\n\t\t\tconst su = Math.sin( u );\n\t\t\tconst quOverP = q / p * u;\n\t\t\tconst cs = Math.cos( quOverP );\n\n\t\t\tposition.x = radius * ( 2 + cs ) * 0.5 * cu;\n\t\t\tposition.y = radius * ( 2 + cs ) * su * 0.5;\n\t\t\tposition.z = radius * Math.sin( quOverP ) * 0.5;\n\n\t\t}\n\n\t}\n\n}\n\nclass TorusKnotGeometry extends Geometry {\n\n\tconstructor( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {\n\n\t\tsuper();\n\t\tthis.type = 'TorusKnotGeometry';\n\n\t\tthis.parameters = {\n\t\t\tradius: radius,\n\t\t\ttube: tube,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradialSegments: radialSegments,\n\t\t\tp: p,\n\t\t\tq: q\n\t\t};\n\n\t\tif ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );\n\n\t\tthis.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass TubeBufferGeometry extends BufferGeometry {\n\n\tconstructor( path, tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeBufferGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tconst frames = path.computeFrenetFrames( tubularSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = frames.tangents;\n\t\tthis.normals = frames.normals;\n\t\tthis.binormals = frames.binormals;\n\n\t\t// helper variables\n\n\t\tconst vertex = new Vector3();\n\t\tconst normal = new Vector3();\n\t\tconst uv = new Vector2();\n\t\tlet P = new Vector3();\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\t\tconst normals = [];\n\t\tconst uvs = [];\n\t\tconst indices = [];\n\n\t\t// create buffer data\n\n\t\tgenerateBufferData();\n\n\t\t// build geometry\n\n\t\tthis.setIndex( indices );\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tthis.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );\n\t\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n\t\t// functions\n\n\t\tfunction generateBufferData() {\n\n\t\t\tfor ( let i = 0; i < tubularSegments; i ++ ) {\n\n\t\t\t\tgenerateSegment( i );\n\n\t\t\t}\n\n\t\t\t// if the geometry is not closed, generate the last row of vertices and normals\n\t\t\t// at the regular position on the given path\n\t\t\t//\n\t\t\t// if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ)\n\n\t\t\tgenerateSegment( ( closed === false ) ? tubularSegments : 0 );\n\n\t\t\t// uvs are generated in a separate function.\n\t\t\t// this makes it easy compute correct values for closed geometries\n\n\t\t\tgenerateUVs();\n\n\t\t\t// finally create faces\n\n\t\t\tgenerateIndices();\n\n\t\t}\n\n\t\tfunction generateSegment( i ) {\n\n\t\t\t// we use getPointAt to sample evenly distributed points from the given path\n\n\t\t\tP = path.getPointAt( i / tubularSegments, P );\n\n\t\t\t// retrieve corresponding normal and binormal\n\n\t\t\tconst N = frames.normals[ i ];\n\t\t\tconst B = frames.binormals[ i ];\n\n\t\t\t// generate normals and vertices for the current segment\n\n\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\tconst v = j / radialSegments * Math.PI * 2;\n\n\t\t\t\tconst sin = Math.sin( v );\n\t\t\t\tconst cos = - Math.cos( v );\n\n\t\t\t\t// normal\n\n\t\t\t\tnormal.x = ( cos * N.x + sin * B.x );\n\t\t\t\tnormal.y = ( cos * N.y + sin * B.y );\n\t\t\t\tnormal.z = ( cos * N.z + sin * B.z );\n\t\t\t\tnormal.normalize();\n\n\t\t\t\tnormals.push( normal.x, normal.y, normal.z );\n\n\t\t\t\t// vertex\n\n\t\t\t\tvertex.x = P.x + radius * normal.x;\n\t\t\t\tvertex.y = P.y + radius * normal.y;\n\t\t\t\tvertex.z = P.z + radius * normal.z;\n\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateIndices() {\n\n\t\t\tfor ( let j = 1; j <= tubularSegments; j ++ ) {\n\n\t\t\t\tfor ( let i = 1; i <= radialSegments; i ++ ) {\n\n\t\t\t\t\tconst a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );\n\t\t\t\t\tconst b = ( radialSegments + 1 ) * j + ( i - 1 );\n\t\t\t\t\tconst c = ( radialSegments + 1 ) * j + i;\n\t\t\t\t\tconst d = ( radialSegments + 1 ) * ( j - 1 ) + i;\n\n\t\t\t\t\t// faces\n\n\t\t\t\t\tindices.push( a, b, d );\n\t\t\t\t\tindices.push( b, c, d );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tfunction generateUVs() {\n\n\t\t\tfor ( let i = 0; i <= tubularSegments; i ++ ) {\n\n\t\t\t\tfor ( let j = 0; j <= radialSegments; j ++ ) {\n\n\t\t\t\t\tuv.x = i / tubularSegments;\n\t\t\t\t\tuv.y = j / radialSegments;\n\n\t\t\t\t\tuvs.push( uv.x, uv.y );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\ttoJSON() {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.path = this.parameters.path.toJSON();\n\n\t\treturn data;\n\n\t}\n\n}\n\nclass TubeGeometry extends Geometry {\n\n\tconstructor( path, tubularSegments, radius, radialSegments, closed, taper ) {\n\n\t\tsuper();\n\t\tthis.type = 'TubeGeometry';\n\n\t\tthis.parameters = {\n\t\t\tpath: path,\n\t\t\ttubularSegments: tubularSegments,\n\t\t\tradius: radius,\n\t\t\tradialSegments: radialSegments,\n\t\t\tclosed: closed\n\t\t};\n\n\t\tif ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );\n\n\t\tconst bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );\n\n\t\t// expose internals\n\n\t\tthis.tangents = bufferGeometry.tangents;\n\t\tthis.normals = bufferGeometry.normals;\n\t\tthis.binormals = bufferGeometry.binormals;\n\n\t\t// create geometry\n\n\t\tthis.fromBufferGeometry( bufferGeometry );\n\t\tthis.mergeVertices();\n\n\t}\n\n}\n\nclass WireframeGeometry extends BufferGeometry {\n\n\tconstructor( geometry ) {\n\n\t\tsuper();\n\t\tthis.type = 'WireframeGeometry';\n\n\t\t// buffer\n\n\t\tconst vertices = [];\n\n\t\t// helper variables\n\n\t\tconst edge = [ 0, 0 ], edges = {};\n\t\tconst keys = [ 'a', 'b', 'c' ];\n\n\t\t// different logic for Geometry and BufferGeometry\n\n\t\tif ( geometry && geometry.isGeometry ) {\n\n\t\t\t// create a data structure that contains all edges without duplicates\n\n\t\t\tconst faces = geometry.faces;\n\n\t\t\tfor ( let i = 0, l = faces.length; i < l; i ++ ) {\n\n\t\t\t\tconst face = faces[ i ];\n\n\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\tconst edge1 = face[ keys[ j ] ];\n\t\t\t\t\tconst edge2 = face[ keys[ ( j + 1 ) % 3 ] ];\n\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// generate vertices\n\n\t\t\tfor ( const key in edges ) {\n\n\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\tlet vertex = geometry.vertices[ e.index1 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\tvertex = geometry.vertices[ e.index2 ];\n\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t}\n\n\t\t} else if ( geometry && geometry.isBufferGeometry ) {\n\n\t\t\tconst vertex = new Vector3();\n\n\t\t\tif ( geometry.index !== null ) {\n\n\t\t\t\t// indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\t\t\t\tconst indices = geometry.index;\n\t\t\t\tlet groups = geometry.groups;\n\n\t\t\t\tif ( groups.length === 0 ) {\n\n\t\t\t\t\tgroups = [ { start: 0, count: indices.count, materialIndex: 0 } ];\n\n\t\t\t\t}\n\n\t\t\t\t// create a data structure that contains all eges without duplicates\n\n\t\t\t\tfor ( let o = 0, ol = groups.length; o < ol; ++ o ) {\n\n\t\t\t\t\tconst group = groups[ o ];\n\n\t\t\t\t\tconst start = group.start;\n\t\t\t\t\tconst count = group.count;\n\n\t\t\t\t\tfor ( let i = start, l = ( start + count ); i < l; i += 3 ) {\n\n\t\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t\tconst edge1 = indices.getX( i + j );\n\t\t\t\t\t\t\tconst edge2 = indices.getX( i + ( j + 1 ) % 3 );\n\t\t\t\t\t\t\tedge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates\n\t\t\t\t\t\t\tedge[ 1 ] = Math.max( edge1, edge2 );\n\n\t\t\t\t\t\t\tconst key = edge[ 0 ] + ',' + edge[ 1 ];\n\n\t\t\t\t\t\t\tif ( edges[ key ] === undefined ) {\n\n\t\t\t\t\t\t\t\tedges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// generate vertices\n\n\t\t\t\tfor ( const key in edges ) {\n\n\t\t\t\t\tconst e = edges[ key ];\n\n\t\t\t\t\tvertex.fromBufferAttribute( position, e.index1 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\tvertex.fromBufferAttribute( position, e.index2 );\n\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\t// non-indexed BufferGeometry\n\n\t\t\t\tconst position = geometry.attributes.position;\n\n\t\t\t\tfor ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) {\n\n\t\t\t\t\tfor ( let j = 0; j < 3; j ++ ) {\n\n\t\t\t\t\t\t// three edges per triangle, an edge is represented as (index1, index2)\n\t\t\t\t\t\t// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)\n\n\t\t\t\t\t\tconst index1 = 3 * i + j;\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, index1 );\n\t\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t\tconst index2 = 3 * i + ( ( j + 1 ) % 3 );\n\t\t\t\t\t\tvertex.fromBufferAttribute( position, index2 );\n\t\t\t\t\t\tvertices.push( vertex.x, vertex.y, vertex.z );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\t// build geometry\n\n\t\tthis.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\n\t}\n\n}\n\nvar Geometries = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tBoxGeometry: BoxGeometry,\n\tBoxBufferGeometry: BoxBufferGeometry,\n\tCircleGeometry: CircleGeometry,\n\tCircleBufferGeometry: CircleBufferGeometry,\n\tConeGeometry: ConeGeometry,\n\tConeBufferGeometry: ConeBufferGeometry,\n\tCylinderGeometry: CylinderGeometry,\n\tCylinderBufferGeometry: CylinderBufferGeometry,\n\tDodecahedronGeometry: DodecahedronGeometry,\n\tDodecahedronBufferGeometry: DodecahedronBufferGeometry,\n\tEdgesGeometry: EdgesGeometry,\n\tExtrudeGeometry: ExtrudeGeometry,\n\tExtrudeBufferGeometry: ExtrudeBufferGeometry,\n\tIcosahedronGeometry: IcosahedronGeometry,\n\tIcosahedronBufferGeometry: IcosahedronBufferGeometry,\n\tLatheGeometry: LatheGeometry,\n\tLatheBufferGeometry: LatheBufferGeometry,\n\tOctahedronGeometry: OctahedronGeometry,\n\tOctahedronBufferGeometry: OctahedronBufferGeometry,\n\tParametricGeometry: ParametricGeometry,\n\tParametricBufferGeometry: ParametricBufferGeometry,\n\tPlaneGeometry: PlaneGeometry,\n\tPlaneBufferGeometry: PlaneBufferGeometry,\n\tPolyhedronGeometry: PolyhedronGeometry,\n\tPolyhedronBufferGeometry: PolyhedronBufferGeometry,\n\tRingGeometry: RingGeometry,\n\tRingBufferGeometry: RingBufferGeometry,\n\tShapeGeometry: ShapeGeometry,\n\tShapeBufferGeometry: ShapeBufferGeometry,\n\tSphereGeometry: SphereGeometry,\n\tSphereBufferGeometry: SphereBufferGeometry,\n\tTetrahedronGeometry: TetrahedronGeometry,\n\tTetrahedronBufferGeometry: TetrahedronBufferGeometry,\n\tTextGeometry: TextGeometry,\n\tTextBufferGeometry: TextBufferGeometry,\n\tTorusGeometry: TorusGeometry,\n\tTorusBufferGeometry: TorusBufferGeometry,\n\tTorusKnotGeometry: TorusKnotGeometry,\n\tTorusKnotBufferGeometry: TorusKnotBufferGeometry,\n\tTubeGeometry: TubeGeometry,\n\tTubeBufferGeometry: TubeBufferGeometry,\n\tWireframeGeometry: WireframeGeometry\n});\n\n/**\n * parameters = {\n * color: \n * }\n */\n\nfunction ShadowMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'ShadowMaterial';\n\n\tthis.color = new Color( 0x000000 );\n\tthis.transparent = true;\n\n\tthis.setValues( parameters );\n\n}\n\nShadowMaterial.prototype = Object.create( Material.prototype );\nShadowMaterial.prototype.constructor = ShadowMaterial;\n\nShadowMaterial.prototype.isShadowMaterial = true;\n\nShadowMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\treturn this;\n\n};\n\nfunction RawShaderMaterial( parameters ) {\n\n\tShaderMaterial.call( this, parameters );\n\n\tthis.type = 'RawShaderMaterial';\n\n}\n\nRawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );\nRawShaderMaterial.prototype.constructor = RawShaderMaterial;\n\nRawShaderMaterial.prototype.isRawShaderMaterial = true;\n\n/**\n * parameters = {\n * color: ,\n * roughness: ,\n * metalness: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * roughnessMap: new THREE.Texture( ),\n *\n * metalnessMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * envMapIntensity: \n *\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshStandardMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.type = 'MeshStandardMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.roughness = 1.0;\n\tthis.metalness = 0.0;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.roughnessMap = null;\n\n\tthis.metalnessMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.envMapIntensity = 1.0;\n\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.vertexTangents = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshStandardMaterial.prototype = Object.create( Material.prototype );\nMeshStandardMaterial.prototype.constructor = MeshStandardMaterial;\n\nMeshStandardMaterial.prototype.isMeshStandardMaterial = true;\n\nMeshStandardMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'STANDARD': '' };\n\n\tthis.color.copy( source.color );\n\tthis.roughness = source.roughness;\n\tthis.metalness = source.metalness;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.roughnessMap = source.roughnessMap;\n\n\tthis.metalnessMap = source.metalnessMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.envMapIntensity = source.envMapIntensity;\n\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\tthis.vertexTangents = source.vertexTangents;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * clearcoat: ,\n * clearcoatMap: new THREE.Texture( ),\n * clearcoatRoughness: ,\n * clearcoatRoughnessMap: new THREE.Texture( ),\n * clearcoatNormalScale: ,\n * clearcoatNormalMap: new THREE.Texture( ),\n *\n * reflectivity: ,\n * ior: ,\n *\n * sheen: ,\n *\n * transmission: ,\n * transmissionMap: new THREE.Texture( )\n * }\n */\n\nfunction MeshPhysicalMaterial( parameters ) {\n\n\tMeshStandardMaterial.call( this );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.type = 'MeshPhysicalMaterial';\n\n\tthis.clearcoat = 0.0;\n\tthis.clearcoatMap = null;\n\tthis.clearcoatRoughness = 0.0;\n\tthis.clearcoatRoughnessMap = null;\n\tthis.clearcoatNormalScale = new Vector2( 1, 1 );\n\tthis.clearcoatNormalMap = null;\n\n\tthis.reflectivity = 0.5; // maps to F0 = 0.04\n\n\tObject.defineProperty( this, 'ior', {\n\t\tget: function () {\n\n\t\t\treturn ( 1 + 0.4 * this.reflectivity ) / ( 1 - 0.4 * this.reflectivity );\n\n\t\t},\n\t\tset: function ( ior ) {\n\n\t\t\tthis.reflectivity = MathUtils.clamp( 2.5 * ( ior - 1 ) / ( ior + 1 ), 0, 1 );\n\n\t\t}\n\t} );\n\n\tthis.sheen = null; // null will disable sheen bsdf\n\n\tthis.transmission = 0.0;\n\tthis.transmissionMap = null;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\nMeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;\n\nMeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;\n\nMeshPhysicalMaterial.prototype.copy = function ( source ) {\n\n\tMeshStandardMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = {\n\n\t\t'STANDARD': '',\n\t\t'PHYSICAL': ''\n\n\t};\n\n\tthis.clearcoat = source.clearcoat;\n\tthis.clearcoatMap = source.clearcoatMap;\n\tthis.clearcoatRoughness = source.clearcoatRoughness;\n\tthis.clearcoatRoughnessMap = source.clearcoatRoughnessMap;\n\tthis.clearcoatNormalMap = source.clearcoatNormalMap;\n\tthis.clearcoatNormalScale.copy( source.clearcoatNormalScale );\n\n\tthis.reflectivity = source.reflectivity;\n\n\tif ( source.sheen ) {\n\n\t\tthis.sheen = ( this.sheen || new Color() ).copy( source.sheen );\n\n\t} else {\n\n\t\tthis.sheen = null;\n\n\t}\n\n\tthis.transmission = source.transmission;\n\tthis.transmissionMap = source.transmissionMap;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * specular: ,\n * shininess: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.MultiplyOperation,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshPhongMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshPhongMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\tthis.specular = new Color( 0x111111 );\n\tthis.shininess = 30;\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshPhongMaterial.prototype = Object.create( Material.prototype );\nMeshPhongMaterial.prototype.constructor = MeshPhongMaterial;\n\nMeshPhongMaterial.prototype.isMeshPhongMaterial = true;\n\nMeshPhongMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\tthis.specular.copy( source.specular );\n\tthis.shininess = source.shininess;\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n *\n * map: new THREE.Texture( ),\n * gradientMap: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshToonMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'TOON': '' };\n\n\tthis.type = 'MeshToonMaterial';\n\n\tthis.color = new Color( 0xffffff );\n\n\tthis.map = null;\n\tthis.gradientMap = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshToonMaterial.prototype = Object.create( Material.prototype );\nMeshToonMaterial.prototype.constructor = MeshToonMaterial;\n\nMeshToonMaterial.prototype.isMeshToonMaterial = true;\n\nMeshToonMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\tthis.gradientMap = source.gradientMap;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * opacity: ,\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * wireframe: ,\n * wireframeLinewidth: \n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshNormalMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshNormalMaterial';\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\n\tthis.fog = false;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshNormalMaterial.prototype = Object.create( Material.prototype );\nMeshNormalMaterial.prototype.constructor = MeshNormalMaterial;\n\nMeshNormalMaterial.prototype.isMeshNormalMaterial = true;\n\nMeshNormalMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * map: new THREE.Texture( ),\n *\n * lightMap: new THREE.Texture( ),\n * lightMapIntensity: \n *\n * aoMap: new THREE.Texture( ),\n * aoMapIntensity: \n *\n * emissive: ,\n * emissiveIntensity: \n * emissiveMap: new THREE.Texture( ),\n *\n * specularMap: new THREE.Texture( ),\n *\n * alphaMap: new THREE.Texture( ),\n *\n * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),\n * combine: THREE.Multiply,\n * reflectivity: ,\n * refractionRatio: ,\n *\n * wireframe: ,\n * wireframeLinewidth: ,\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshLambertMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.type = 'MeshLambertMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.map = null;\n\n\tthis.lightMap = null;\n\tthis.lightMapIntensity = 1.0;\n\n\tthis.aoMap = null;\n\tthis.aoMapIntensity = 1.0;\n\n\tthis.emissive = new Color( 0x000000 );\n\tthis.emissiveIntensity = 1.0;\n\tthis.emissiveMap = null;\n\n\tthis.specularMap = null;\n\n\tthis.alphaMap = null;\n\n\tthis.envMap = null;\n\tthis.combine = MultiplyOperation;\n\tthis.reflectivity = 1;\n\tthis.refractionRatio = 0.98;\n\n\tthis.wireframe = false;\n\tthis.wireframeLinewidth = 1;\n\tthis.wireframeLinecap = 'round';\n\tthis.wireframeLinejoin = 'round';\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshLambertMaterial.prototype = Object.create( Material.prototype );\nMeshLambertMaterial.prototype.constructor = MeshLambertMaterial;\n\nMeshLambertMaterial.prototype.isMeshLambertMaterial = true;\n\nMeshLambertMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.color.copy( source.color );\n\n\tthis.map = source.map;\n\n\tthis.lightMap = source.lightMap;\n\tthis.lightMapIntensity = source.lightMapIntensity;\n\n\tthis.aoMap = source.aoMap;\n\tthis.aoMapIntensity = source.aoMapIntensity;\n\n\tthis.emissive.copy( source.emissive );\n\tthis.emissiveMap = source.emissiveMap;\n\tthis.emissiveIntensity = source.emissiveIntensity;\n\n\tthis.specularMap = source.specularMap;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.envMap = source.envMap;\n\tthis.combine = source.combine;\n\tthis.reflectivity = source.reflectivity;\n\tthis.refractionRatio = source.refractionRatio;\n\n\tthis.wireframe = source.wireframe;\n\tthis.wireframeLinewidth = source.wireframeLinewidth;\n\tthis.wireframeLinecap = source.wireframeLinecap;\n\tthis.wireframeLinejoin = source.wireframeLinejoin;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * matcap: new THREE.Texture( ),\n *\n * map: new THREE.Texture( ),\n *\n * bumpMap: new THREE.Texture( ),\n * bumpScale: ,\n *\n * normalMap: new THREE.Texture( ),\n * normalMapType: THREE.TangentSpaceNormalMap,\n * normalScale: ,\n *\n * displacementMap: new THREE.Texture( ),\n * displacementScale: ,\n * displacementBias: ,\n *\n * alphaMap: new THREE.Texture( ),\n *\n * skinning: ,\n * morphTargets: ,\n * morphNormals: \n * }\n */\n\nfunction MeshMatcapMaterial( parameters ) {\n\n\tMaterial.call( this );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.type = 'MeshMatcapMaterial';\n\n\tthis.color = new Color( 0xffffff ); // diffuse\n\n\tthis.matcap = null;\n\n\tthis.map = null;\n\n\tthis.bumpMap = null;\n\tthis.bumpScale = 1;\n\n\tthis.normalMap = null;\n\tthis.normalMapType = TangentSpaceNormalMap;\n\tthis.normalScale = new Vector2( 1, 1 );\n\n\tthis.displacementMap = null;\n\tthis.displacementScale = 1;\n\tthis.displacementBias = 0;\n\n\tthis.alphaMap = null;\n\n\tthis.skinning = false;\n\tthis.morphTargets = false;\n\tthis.morphNormals = false;\n\n\tthis.setValues( parameters );\n\n}\n\nMeshMatcapMaterial.prototype = Object.create( Material.prototype );\nMeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;\n\nMeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;\n\nMeshMatcapMaterial.prototype.copy = function ( source ) {\n\n\tMaterial.prototype.copy.call( this, source );\n\n\tthis.defines = { 'MATCAP': '' };\n\n\tthis.color.copy( source.color );\n\n\tthis.matcap = source.matcap;\n\n\tthis.map = source.map;\n\n\tthis.bumpMap = source.bumpMap;\n\tthis.bumpScale = source.bumpScale;\n\n\tthis.normalMap = source.normalMap;\n\tthis.normalMapType = source.normalMapType;\n\tthis.normalScale.copy( source.normalScale );\n\n\tthis.displacementMap = source.displacementMap;\n\tthis.displacementScale = source.displacementScale;\n\tthis.displacementBias = source.displacementBias;\n\n\tthis.alphaMap = source.alphaMap;\n\n\tthis.skinning = source.skinning;\n\tthis.morphTargets = source.morphTargets;\n\tthis.morphNormals = source.morphNormals;\n\n\treturn this;\n\n};\n\n/**\n * parameters = {\n * color: ,\n * opacity: ,\n *\n * linewidth: ,\n *\n * scale: ,\n * dashSize: ,\n * gapSize: \n * }\n */\n\nfunction LineDashedMaterial( parameters ) {\n\n\tLineBasicMaterial.call( this );\n\n\tthis.type = 'LineDashedMaterial';\n\n\tthis.scale = 1;\n\tthis.dashSize = 3;\n\tthis.gapSize = 1;\n\n\tthis.setValues( parameters );\n\n}\n\nLineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );\nLineDashedMaterial.prototype.constructor = LineDashedMaterial;\n\nLineDashedMaterial.prototype.isLineDashedMaterial = true;\n\nLineDashedMaterial.prototype.copy = function ( source ) {\n\n\tLineBasicMaterial.prototype.copy.call( this, source );\n\n\tthis.scale = source.scale;\n\tthis.dashSize = source.dashSize;\n\tthis.gapSize = source.gapSize;\n\n\treturn this;\n\n};\n\nvar Materials = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tShadowMaterial: ShadowMaterial,\n\tSpriteMaterial: SpriteMaterial,\n\tRawShaderMaterial: RawShaderMaterial,\n\tShaderMaterial: ShaderMaterial,\n\tPointsMaterial: PointsMaterial,\n\tMeshPhysicalMaterial: MeshPhysicalMaterial,\n\tMeshStandardMaterial: MeshStandardMaterial,\n\tMeshPhongMaterial: MeshPhongMaterial,\n\tMeshToonMaterial: MeshToonMaterial,\n\tMeshNormalMaterial: MeshNormalMaterial,\n\tMeshLambertMaterial: MeshLambertMaterial,\n\tMeshDepthMaterial: MeshDepthMaterial,\n\tMeshDistanceMaterial: MeshDistanceMaterial,\n\tMeshBasicMaterial: MeshBasicMaterial,\n\tMeshMatcapMaterial: MeshMatcapMaterial,\n\tLineDashedMaterial: LineDashedMaterial,\n\tLineBasicMaterial: LineBasicMaterial,\n\tMaterial: Material\n});\n\nconst AnimationUtils = {\n\n\t// same as Array.prototype.slice, but also works on typed arrays\n\tarraySlice: function ( array, from, to ) {\n\n\t\tif ( AnimationUtils.isTypedArray( array ) ) {\n\n\t\t\t// in ios9 array.subarray(from, undefined) will return empty array\n\t\t\t// but array.subarray(from) or array.subarray(from, len) is correct\n\t\t\treturn new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );\n\n\t\t}\n\n\t\treturn array.slice( from, to );\n\n\t},\n\n\t// converts an array to a specific type\n\tconvertArray: function ( array, type, forceClone ) {\n\n\t\tif ( ! array || // let 'undefined' and 'null' pass\n\t\t\t! forceClone && array.constructor === type ) return array;\n\n\t\tif ( typeof type.BYTES_PER_ELEMENT === 'number' ) {\n\n\t\t\treturn new type( array ); // create typed array\n\n\t\t}\n\n\t\treturn Array.prototype.slice.call( array ); // create Array\n\n\t},\n\n\tisTypedArray: function ( object ) {\n\n\t\treturn ArrayBuffer.isView( object ) &&\n\t\t\t! ( object instanceof DataView );\n\n\t},\n\n\t// returns an array by which times and values can be sorted\n\tgetKeyframeOrder: function ( times ) {\n\n\t\tfunction compareTime( i, j ) {\n\n\t\t\treturn times[ i ] - times[ j ];\n\n\t\t}\n\n\t\tconst n = times.length;\n\t\tconst result = new Array( n );\n\t\tfor ( let i = 0; i !== n; ++ i ) result[ i ] = i;\n\n\t\tresult.sort( compareTime );\n\n\t\treturn result;\n\n\t},\n\n\t// uses the array previously returned by 'getKeyframeOrder' to sort data\n\tsortedArray: function ( values, stride, order ) {\n\n\t\tconst nValues = values.length;\n\t\tconst result = new values.constructor( nValues );\n\n\t\tfor ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {\n\n\t\t\tconst srcOffset = order[ i ] * stride;\n\n\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tresult[ dstOffset ++ ] = values[ srcOffset + j ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// function for parsing AOS keyframe formats\n\tflattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {\n\n\t\tlet i = 1, key = jsonKeys[ 0 ];\n\n\t\twhile ( key !== undefined && key[ valuePropertyName ] === undefined ) {\n\n\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t}\n\n\t\tif ( key === undefined ) return; // no data\n\n\t\tlet value = key[ valuePropertyName ];\n\t\tif ( value === undefined ) return; // no data\n\n\t\tif ( Array.isArray( value ) ) {\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push.apply( values, value ); // push all elements\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else if ( value.toArray !== undefined ) {\n\n\t\t\t// ...assume THREE.Math-ish\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalue.toArray( values, values.length );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t} else {\n\n\t\t\t// otherwise push as-is\n\n\t\t\tdo {\n\n\t\t\t\tvalue = key[ valuePropertyName ];\n\n\t\t\t\tif ( value !== undefined ) {\n\n\t\t\t\t\ttimes.push( key.time );\n\t\t\t\t\tvalues.push( value );\n\n\t\t\t\t}\n\n\t\t\t\tkey = jsonKeys[ i ++ ];\n\n\t\t\t} while ( key !== undefined );\n\n\t\t}\n\n\t},\n\n\tsubclip: function ( sourceClip, name, startFrame, endFrame, fps = 30 ) {\n\n\t\tconst clip = sourceClip.clone();\n\n\t\tclip.name = name;\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tconst track = clip.tracks[ i ];\n\t\t\tconst valueSize = track.getValueSize();\n\n\t\t\tconst times = [];\n\t\t\tconst values = [];\n\n\t\t\tfor ( let j = 0; j < track.times.length; ++ j ) {\n\n\t\t\t\tconst frame = track.times[ j ] * fps;\n\n\t\t\t\tif ( frame < startFrame || frame >= endFrame ) continue;\n\n\t\t\t\ttimes.push( track.times[ j ] );\n\n\t\t\t\tfor ( let k = 0; k < valueSize; ++ k ) {\n\n\t\t\t\t\tvalues.push( track.values[ j * valueSize + k ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( times.length === 0 ) continue;\n\n\t\t\ttrack.times = AnimationUtils.convertArray( times, track.times.constructor );\n\t\t\ttrack.values = AnimationUtils.convertArray( values, track.values.constructor );\n\n\t\t\ttracks.push( track );\n\n\t\t}\n\n\t\tclip.tracks = tracks;\n\n\t\t// find minimum .times value across all tracks in the trimmed clip\n\n\t\tlet minStartTime = Infinity;\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tif ( minStartTime > clip.tracks[ i ].times[ 0 ] ) {\n\n\t\t\t\tminStartTime = clip.tracks[ i ].times[ 0 ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// shift all tracks such that clip begins at t=0\n\n\t\tfor ( let i = 0; i < clip.tracks.length; ++ i ) {\n\n\t\t\tclip.tracks[ i ].shift( - 1 * minStartTime );\n\n\t\t}\n\n\t\tclip.resetDuration();\n\n\t\treturn clip;\n\n\t},\n\n\tmakeClipAdditive: function ( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) {\n\n\t\tif ( fps <= 0 ) fps = 30;\n\n\t\tconst numTracks = referenceClip.tracks.length;\n\t\tconst referenceTime = referenceFrame / fps;\n\n\t\t// Make each track's values relative to the values at the reference frame\n\t\tfor ( let i = 0; i < numTracks; ++ i ) {\n\n\t\t\tconst referenceTrack = referenceClip.tracks[ i ];\n\t\t\tconst referenceTrackType = referenceTrack.ValueTypeName;\n\n\t\t\t// Skip this track if it's non-numeric\n\t\t\tif ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue;\n\n\t\t\t// Find the track in the target clip whose name and type matches the reference track\n\t\t\tconst targetTrack = targetClip.tracks.find( function ( track ) {\n\n\t\t\t\treturn track.name === referenceTrack.name\n\t\t\t\t\t&& track.ValueTypeName === referenceTrackType;\n\n\t\t\t} );\n\n\t\t\tif ( targetTrack === undefined ) continue;\n\n\t\t\tlet referenceOffset = 0;\n\t\t\tconst referenceValueSize = referenceTrack.getValueSize();\n\n\t\t\tif ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\treferenceOffset = referenceValueSize / 3;\n\n\t\t\t}\n\n\t\t\tlet targetOffset = 0;\n\t\t\tconst targetValueSize = targetTrack.getValueSize();\n\n\t\t\tif ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) {\n\n\t\t\t\ttargetOffset = targetValueSize / 3;\n\n\t\t\t}\n\n\t\t\tconst lastIndex = referenceTrack.times.length - 1;\n\t\t\tlet referenceValue;\n\n\t\t\t// Find the value to subtract out of the track\n\t\t\tif ( referenceTime <= referenceTrack.times[ 0 ] ) {\n\n\t\t\t\t// Reference frame is earlier than the first keyframe, so just use the first keyframe\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) {\n\n\t\t\t\t// Reference frame is after the last keyframe, so just use the last keyframe\n\t\t\t\tconst startIndex = lastIndex * referenceValueSize + referenceOffset;\n\t\t\t\tconst endIndex = startIndex + referenceValueSize - referenceOffset;\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( referenceTrack.values, startIndex, endIndex );\n\n\t\t\t} else {\n\n\t\t\t\t// Interpolate to the reference value\n\t\t\t\tconst interpolant = referenceTrack.createInterpolant();\n\t\t\t\tconst startIndex = referenceOffset;\n\t\t\t\tconst endIndex = referenceValueSize - referenceOffset;\n\t\t\t\tinterpolant.evaluate( referenceTime );\n\t\t\t\treferenceValue = AnimationUtils.arraySlice( interpolant.resultBuffer, startIndex, endIndex );\n\n\t\t\t}\n\n\t\t\t// Conjugate the quaternion\n\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\tconst referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate();\n\t\t\t\treferenceQuat.toArray( referenceValue );\n\n\t\t\t}\n\n\t\t\t// Subtract the reference value from all of the track values\n\n\t\t\tconst numTimes = targetTrack.times.length;\n\t\t\tfor ( let j = 0; j < numTimes; ++ j ) {\n\n\t\t\t\tconst valueStart = j * targetValueSize + targetOffset;\n\n\t\t\t\tif ( referenceTrackType === 'quaternion' ) {\n\n\t\t\t\t\t// Multiply the conjugate for quaternion track types\n\t\t\t\t\tQuaternion.multiplyQuaternionsFlat(\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart,\n\t\t\t\t\t\treferenceValue,\n\t\t\t\t\t\t0,\n\t\t\t\t\t\ttargetTrack.values,\n\t\t\t\t\t\tvalueStart\n\t\t\t\t\t);\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconst valueEnd = targetValueSize - targetOffset * 2;\n\n\t\t\t\t\t// Subtract each value for all other numeric track types\n\t\t\t\t\tfor ( let k = 0; k < valueEnd; ++ k ) {\n\n\t\t\t\t\t\ttargetTrack.values[ valueStart + k ] -= referenceValue[ k ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\ttargetClip.blendMode = AdditiveAnimationBlendMode;\n\n\t\treturn targetClip;\n\n\t}\n\n};\n\n/**\n * Abstract base class of interpolants over parametric samples.\n *\n * The parameter domain is one dimensional, typically the time or a path\n * along a curve defined by the data.\n *\n * The sample values can have any dimensionality and derived classes may\n * apply special interpretations to the data.\n *\n * This class provides the interval seek in a Template Method, deferring\n * the actual interpolation to derived classes.\n *\n * Time complexity is O(1) for linear access crossing at most two points\n * and O(log N) for random access, where N is the number of positions.\n *\n * References:\n *\n * \t\thttp://www.oodesign.com/template-method-pattern.html\n *\n */\n\nfunction Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tthis.parameterPositions = parameterPositions;\n\tthis._cachedIndex = 0;\n\n\tthis.resultBuffer = resultBuffer !== undefined ?\n\t\tresultBuffer : new sampleValues.constructor( sampleSize );\n\tthis.sampleValues = sampleValues;\n\tthis.valueSize = sampleSize;\n\n}\n\nObject.assign( Interpolant.prototype, {\n\n\tevaluate: function ( t ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet i1 = this._cachedIndex,\n\t\t\tt1 = pp[ i1 ],\n\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\tvalidate_interval: {\n\n\t\t\tseek: {\n\n\t\t\t\tlet right;\n\n\t\t\t\tlinear_scan: {\n\n\t\t\t\t\t//- See http://jsperf.com/comparison-to-undefined/3\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\n\t\t\t\t\t//- \t\t\t\tif ( t >= t1 || t1 === undefined ) {\n\t\t\t\t\tforward_scan: if ( ! ( t < t1 ) ) {\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 + 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\t\t\t\tif ( t < t0 ) break forward_scan;\n\n\t\t\t\t\t\t\t\t// after end\n\n\t\t\t\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\t\t\t\treturn this.afterEnd_( i1 - 1, t, t0 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt0 = t1;\n\t\t\t\t\t\t\tt1 = pp[ ++ i1 ];\n\n\t\t\t\t\t\t\tif ( t < t1 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the right side of the index\n\t\t\t\t\t\tright = pp.length;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t//- slower code:\n\t\t\t\t\t//-\t\t\t\t\tif ( t < t0 || t0 === undefined ) {\n\t\t\t\t\tif ( ! ( t >= t0 ) ) {\n\n\t\t\t\t\t\t// looping?\n\n\t\t\t\t\t\tconst t1global = pp[ 1 ];\n\n\t\t\t\t\t\tif ( t < t1global ) {\n\n\t\t\t\t\t\t\ti1 = 2; // + 1, using the scan for the details\n\t\t\t\t\t\t\tt0 = t1global;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// linear reverse scan\n\n\t\t\t\t\t\tfor ( let giveUpAt = i1 - 2; ; ) {\n\n\t\t\t\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\t\t\t\t// before start\n\n\t\t\t\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif ( i1 === giveUpAt ) break; // this loop\n\n\t\t\t\t\t\t\tt1 = t0;\n\t\t\t\t\t\t\tt0 = pp[ -- i1 - 1 ];\n\n\t\t\t\t\t\t\tif ( t >= t0 ) {\n\n\t\t\t\t\t\t\t\t// we have arrived at the sought interval\n\t\t\t\t\t\t\t\tbreak seek;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t// prepare binary search on the left side of the index\n\t\t\t\t\t\tright = i1;\n\t\t\t\t\t\ti1 = 0;\n\t\t\t\t\t\tbreak linear_scan;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// the interval is valid\n\n\t\t\t\t\tbreak validate_interval;\n\n\t\t\t\t} // linear scan\n\n\t\t\t\t// binary search\n\n\t\t\t\twhile ( i1 < right ) {\n\n\t\t\t\t\tconst mid = ( i1 + right ) >>> 1;\n\n\t\t\t\t\tif ( t < pp[ mid ] ) {\n\n\t\t\t\t\t\tright = mid;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ti1 = mid + 1;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tt1 = pp[ i1 ];\n\t\t\t\tt0 = pp[ i1 - 1 ];\n\n\t\t\t\t// check boundary cases, again\n\n\t\t\t\tif ( t0 === undefined ) {\n\n\t\t\t\t\tthis._cachedIndex = 0;\n\t\t\t\t\treturn this.beforeStart_( 0, t, t1 );\n\n\t\t\t\t}\n\n\t\t\t\tif ( t1 === undefined ) {\n\n\t\t\t\t\ti1 = pp.length;\n\t\t\t\t\tthis._cachedIndex = i1;\n\t\t\t\t\treturn this.afterEnd_( i1 - 1, t0, t );\n\n\t\t\t\t}\n\n\t\t\t} // seek\n\n\t\t\tthis._cachedIndex = i1;\n\n\t\t\tthis.intervalChanged_( i1, t0, t1 );\n\n\t\t} // validate_interval\n\n\t\treturn this.interpolate_( i1, t0, t, t1 );\n\n\t},\n\n\tsettings: null, // optional, subclass-specific settings structure\n\t// Note: The indirection allows central control of many interpolants.\n\n\t// --- Protected interface\n\n\tDefaultSettings_: {},\n\n\tgetSettings_: function () {\n\n\t\treturn this.settings || this.DefaultSettings_;\n\n\t},\n\n\tcopySampleValue_: function ( index ) {\n\n\t\t// copies a sample value to the result buffer\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = index * stride;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t},\n\n\t// Template methods for derived classes:\n\n\tinterpolate_: function ( /* i1, t0, t, t1 */ ) {\n\n\t\tthrow new Error( 'call to abstract method' );\n\t\t// implementations shall return this.resultBuffer\n\n\t},\n\n\tintervalChanged_: function ( /* i1, t0, t1 */ ) {\n\n\t\t// empty\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( Interpolant.prototype, {\n\n\t//( 0, t, t0 ), returns this.resultBuffer\n\tbeforeStart_: Interpolant.prototype.copySampleValue_,\n\n\t//( N-1, tN-1, t ), returns this.resultBuffer\n\tafterEnd_: Interpolant.prototype.copySampleValue_,\n\n} );\n\n/**\n * Fast and simple cubic spline interpolant.\n *\n * It was derived from a Hermitian construction setting the first derivative\n * at each sample position to the linear slope between neighboring positions\n * over their parameter interval.\n */\n\nfunction CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\tthis._weightPrev = - 0;\n\tthis._offsetPrev = - 0;\n\tthis._weightNext = - 0;\n\tthis._offsetNext = - 0;\n\n}\n\nCubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: CubicInterpolant,\n\n\tDefaultSettings_: {\n\n\t\tendingStart: ZeroCurvatureEnding,\n\t\tendingEnd: ZeroCurvatureEnding\n\n\t},\n\n\tintervalChanged_: function ( i1, t0, t1 ) {\n\n\t\tconst pp = this.parameterPositions;\n\t\tlet iPrev = i1 - 2,\n\t\t\tiNext = i1 + 1,\n\n\t\t\ttPrev = pp[ iPrev ],\n\t\t\ttNext = pp[ iNext ];\n\n\t\tif ( tPrev === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingStart ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(t0) = 0\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = 2 * t0 - t1;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiPrev = pp.length - 2;\n\t\t\t\t\ttPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(t0) = 0 a.k.a. Natural Spline\n\t\t\t\t\tiPrev = i1;\n\t\t\t\t\ttPrev = t1;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tNext === undefined ) {\n\n\t\t\tswitch ( this.getSettings_().endingEnd ) {\n\n\t\t\t\tcase ZeroSlopeEnding:\n\n\t\t\t\t\t// f'(tN) = 0\n\t\t\t\t\tiNext = i1;\n\t\t\t\t\ttNext = 2 * t1 - t0;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase WrapAroundEnding:\n\n\t\t\t\t\t// use the other end of the curve\n\t\t\t\t\tiNext = 1;\n\t\t\t\t\ttNext = t1 + pp[ 1 ] - pp[ 0 ];\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault: // ZeroCurvatureEnding\n\n\t\t\t\t\t// f''(tN) = 0, a.k.a. Natural Spline\n\t\t\t\t\tiNext = i1 - 1;\n\t\t\t\t\ttNext = t0;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst halfDt = ( t1 - t0 ) * 0.5,\n\t\t\tstride = this.valueSize;\n\n\t\tthis._weightPrev = halfDt / ( t0 - tPrev );\n\t\tthis._weightNext = halfDt / ( tNext - t1 );\n\t\tthis._offsetPrev = iPrev * stride;\n\t\tthis._offsetNext = iNext * stride;\n\n\t},\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\to1 = i1 * stride,\t\to0 = o1 - stride,\n\t\t\toP = this._offsetPrev, \toN = this._offsetNext,\n\t\t\twP = this._weightPrev,\twN = this._weightNext,\n\n\t\t\tp = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tpp = p * p,\n\t\t\tppp = pp * p;\n\n\t\t// evaluate polynomials\n\n\t\tconst sP = - wP * ppp + 2 * wP * pp - wP * p;\n\t\tconst s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;\n\t\tconst s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;\n\t\tconst sN = wN * ppp - wN * pp;\n\n\t\t// combine data linearly\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tsP * values[ oP + i ] +\n\t\t\t\t\ts0 * values[ o0 + i ] +\n\t\t\t\t\ts1 * values[ o1 + i ] +\n\t\t\t\t\tsN * values[ oN + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\nfunction LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: LinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\toffset1 = i1 * stride,\n\t\t\toffset0 = offset1 - stride,\n\n\t\t\tweight1 = ( t - t0 ) / ( t1 - t0 ),\n\t\t\tweight0 = 1 - weight1;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tresult[ i ] =\n\t\t\t\t\tvalues[ offset0 + i ] * weight0 +\n\t\t\t\t\tvalues[ offset1 + i ] * weight1;\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n *\n * Interpolant that evaluates to the sample value at the position preceeding\n * the parameter.\n */\n\nfunction DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nDiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: DiscreteInterpolant,\n\n\tinterpolate_: function ( i1 /*, t0, t, t1 */ ) {\n\n\t\treturn this.copySampleValue_( i1 - 1 );\n\n\t}\n\n} );\n\nfunction KeyframeTrack( name, times, values, interpolation ) {\n\n\tif ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );\n\tif ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );\n\n\tthis.name = name;\n\n\tthis.times = AnimationUtils.convertArray( times, this.TimeBufferType );\n\tthis.values = AnimationUtils.convertArray( values, this.ValueBufferType );\n\n\tthis.setInterpolation( interpolation || this.DefaultInterpolation );\n\n}\n\n// Static methods\n\nObject.assign( KeyframeTrack, {\n\n\t// Serialization (in static context, because of constructor invocation\n\t// and automatic invocation of .toJSON):\n\n\ttoJSON: function ( track ) {\n\n\t\tconst trackType = track.constructor;\n\n\t\tlet json;\n\n\t\t// derived classes can define a static toJSON method\n\t\tif ( trackType.toJSON !== undefined ) {\n\n\t\t\tjson = trackType.toJSON( track );\n\n\t\t} else {\n\n\t\t\t// by default, we assume the data can be serialized as-is\n\t\t\tjson = {\n\n\t\t\t\t'name': track.name,\n\t\t\t\t'times': AnimationUtils.convertArray( track.times, Array ),\n\t\t\t\t'values': AnimationUtils.convertArray( track.values, Array )\n\n\t\t\t};\n\n\t\t\tconst interpolation = track.getInterpolation();\n\n\t\t\tif ( interpolation !== track.DefaultInterpolation ) {\n\n\t\t\t\tjson.interpolation = interpolation;\n\n\t\t\t}\n\n\t\t}\n\n\t\tjson.type = track.ValueTypeName; // mandatory\n\n\t\treturn json;\n\n\t}\n\n} );\n\nObject.assign( KeyframeTrack.prototype, {\n\n\tconstructor: KeyframeTrack,\n\n\tTimeBufferType: Float32Array,\n\n\tValueBufferType: Float32Array,\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodDiscrete: function ( result ) {\n\n\t\treturn new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new LinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: function ( result ) {\n\n\t\treturn new CubicInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tsetInterpolation: function ( interpolation ) {\n\n\t\tlet factoryMethod;\n\n\t\tswitch ( interpolation ) {\n\n\t\t\tcase InterpolateDiscrete:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodDiscrete;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateLinear:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodLinear;\n\n\t\t\t\tbreak;\n\n\t\t\tcase InterpolateSmooth:\n\n\t\t\t\tfactoryMethod = this.InterpolantFactoryMethodSmooth;\n\n\t\t\t\tbreak;\n\n\t\t}\n\n\t\tif ( factoryMethod === undefined ) {\n\n\t\t\tconst message = 'unsupported interpolation for ' +\n\t\t\t\tthis.ValueTypeName + ' keyframe track named ' + this.name;\n\n\t\t\tif ( this.createInterpolant === undefined ) {\n\n\t\t\t\t// fall back to default, unless the default itself is messed up\n\t\t\t\tif ( interpolation !== this.DefaultInterpolation ) {\n\n\t\t\t\t\tthis.setInterpolation( this.DefaultInterpolation );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( message ); // fatal, in this case\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tconsole.warn( 'THREE.KeyframeTrack:', message );\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.createInterpolant = factoryMethod;\n\n\t\treturn this;\n\n\t},\n\n\tgetInterpolation: function () {\n\n\t\tswitch ( this.createInterpolant ) {\n\n\t\t\tcase this.InterpolantFactoryMethodDiscrete:\n\n\t\t\t\treturn InterpolateDiscrete;\n\n\t\t\tcase this.InterpolantFactoryMethodLinear:\n\n\t\t\t\treturn InterpolateLinear;\n\n\t\t\tcase this.InterpolantFactoryMethodSmooth:\n\n\t\t\t\treturn InterpolateSmooth;\n\n\t\t}\n\n\t},\n\n\tgetValueSize: function () {\n\n\t\treturn this.values.length / this.times.length;\n\n\t},\n\n\t// move all keyframes either forwards or backwards in time\n\tshift: function ( timeOffset ) {\n\n\t\tif ( timeOffset !== 0.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] += timeOffset;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n\tscale: function ( timeScale ) {\n\n\t\tif ( timeScale !== 1.0 ) {\n\n\t\t\tconst times = this.times;\n\n\t\t\tfor ( let i = 0, n = times.length; i !== n; ++ i ) {\n\n\t\t\t\ttimes[ i ] *= timeScale;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n\t// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n\ttrim: function ( startTime, endTime ) {\n\n\t\tconst times = this.times,\n\t\t\tnKeys = times.length;\n\n\t\tlet from = 0,\n\t\t\tto = nKeys - 1;\n\n\t\twhile ( from !== nKeys && times[ from ] < startTime ) {\n\n\t\t\t++ from;\n\n\t\t}\n\n\t\twhile ( to !== - 1 && times[ to ] > endTime ) {\n\n\t\t\t-- to;\n\n\t\t}\n\n\t\t++ to; // inclusive -> exclusive bound\n\n\t\tif ( from !== 0 || to !== nKeys ) {\n\n\t\t\t// empty tracks are forbidden, so keep at least one keyframe\n\t\t\tif ( from >= to ) {\n\n\t\t\t\tto = Math.max( to, 1 );\n\t\t\t\tfrom = to - 1;\n\n\t\t\t}\n\n\t\t\tconst stride = this.getValueSize();\n\t\t\tthis.times = AnimationUtils.arraySlice( times, from, to );\n\t\t\tthis.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tconst valueSize = this.getValueSize();\n\t\tif ( valueSize - Math.floor( valueSize ) !== 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tconst times = this.times,\n\t\t\tvalues = this.values,\n\n\t\t\tnKeys = times.length;\n\n\t\tif ( nKeys === 0 ) {\n\n\t\t\tconsole.error( 'THREE.KeyframeTrack: Track is empty.', this );\n\t\t\tvalid = false;\n\n\t\t}\n\n\t\tlet prevTime = null;\n\n\t\tfor ( let i = 0; i !== nKeys; i ++ ) {\n\n\t\t\tconst currTime = times[ i ];\n\n\t\t\tif ( typeof currTime === 'number' && isNaN( currTime ) ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tif ( prevTime !== null && prevTime > currTime ) {\n\n\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );\n\t\t\t\tvalid = false;\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t\tprevTime = currTime;\n\n\t\t}\n\n\t\tif ( values !== undefined ) {\n\n\t\t\tif ( AnimationUtils.isTypedArray( values ) ) {\n\n\t\t\t\tfor ( let i = 0, n = values.length; i !== n; ++ i ) {\n\n\t\t\t\t\tconst value = values[ i ];\n\n\t\t\t\t\tif ( isNaN( value ) ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );\n\t\t\t\t\t\tvalid = false;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\t// removes equivalent sequential keys as common in morph target sequences\n\t// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n\toptimize: function () {\n\n\t\t// times or values may be shared with other tracks, so overwriting is unsafe\n\t\tconst times = AnimationUtils.arraySlice( this.times ),\n\t\t\tvalues = AnimationUtils.arraySlice( this.values ),\n\t\t\tstride = this.getValueSize(),\n\n\t\t\tsmoothInterpolation = this.getInterpolation() === InterpolateSmooth,\n\n\t\t\tlastIndex = times.length - 1;\n\n\t\tlet writeIndex = 1;\n\n\t\tfor ( let i = 1; i < lastIndex; ++ i ) {\n\n\t\t\tlet keep = false;\n\n\t\t\tconst time = times[ i ];\n\t\t\tconst timeNext = times[ i + 1 ];\n\n\t\t\t// remove adjacent keyframes scheduled at the same time\n\n\t\t\tif ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {\n\n\t\t\t\tif ( ! smoothInterpolation ) {\n\n\t\t\t\t\t// remove unnecessary keyframes same as their neighbors\n\n\t\t\t\t\tconst offset = i * stride,\n\t\t\t\t\t\toffsetP = offset - stride,\n\t\t\t\t\t\toffsetN = offset + stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tconst value = values[ offset + j ];\n\n\t\t\t\t\t\tif ( value !== values[ offsetP + j ] ||\n\t\t\t\t\t\t\tvalue !== values[ offsetN + j ] ) {\n\n\t\t\t\t\t\t\tkeep = true;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\tkeep = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// in-place compaction\n\n\t\t\tif ( keep ) {\n\n\t\t\t\tif ( i !== writeIndex ) {\n\n\t\t\t\t\ttimes[ writeIndex ] = times[ i ];\n\n\t\t\t\t\tconst readOffset = i * stride,\n\t\t\t\t\t\twriteOffset = writeIndex * stride;\n\n\t\t\t\t\tfor ( let j = 0; j !== stride; ++ j ) {\n\n\t\t\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t++ writeIndex;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// flush last keyframe (compaction looks ahead)\n\n\t\tif ( lastIndex > 0 ) {\n\n\t\t\ttimes[ writeIndex ] = times[ lastIndex ];\n\n\t\t\tfor ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {\n\n\t\t\t\tvalues[ writeOffset + j ] = values[ readOffset + j ];\n\n\t\t\t}\n\n\t\t\t++ writeIndex;\n\n\t\t}\n\n\t\tif ( writeIndex !== times.length ) {\n\n\t\t\tthis.times = AnimationUtils.arraySlice( times, 0, writeIndex );\n\t\t\tthis.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );\n\n\t\t} else {\n\n\t\t\tthis.times = times;\n\t\t\tthis.values = values;\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst times = AnimationUtils.arraySlice( this.times, 0 );\n\t\tconst values = AnimationUtils.arraySlice( this.values, 0 );\n\n\t\tconst TypedKeyframeTrack = this.constructor;\n\t\tconst track = new TypedKeyframeTrack( this.name, times, values );\n\n\t\t// Interpolant argument to constructor is not saved, so copy the factory method directly.\n\t\ttrack.createInterpolant = this.createInterpolant;\n\n\t\treturn track;\n\n\t}\n\n} );\n\n/**\n * A Track of Boolean keyframe values.\n */\n\nfunction BooleanKeyframeTrack( name, times, values ) {\n\n\tKeyframeTrack.call( this, name, times, values );\n\n}\n\nBooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: BooleanKeyframeTrack,\n\n\tValueTypeName: 'bool',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\tInterpolantFactoryMethodSmooth: undefined\n\n\t// Note: Actually this track could have a optimized / compressed\n\t// representation of a single value and a custom interpolant that\n\t// computes \"firstValue ^ isOdd( index )\".\n\n} );\n\n/**\n * A Track of keyframe values that represent color.\n */\n\nfunction ColorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: ColorKeyframeTrack,\n\n\tValueTypeName: 'color'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n\t// Note: Very basic implementation and nothing special yet.\n\t// However, this is the place for color space parameterization.\n\n} );\n\n/**\n * A Track of numeric keyframe values.\n */\n\nfunction NumberKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nNumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: NumberKeyframeTrack,\n\n\tValueTypeName: 'number'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\n/**\n * Spherical linear unit quaternion interpolant.\n */\n\nfunction QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n}\n\nQuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {\n\n\tconstructor: QuaternionLinearInterpolant,\n\n\tinterpolate_: function ( i1, t0, t, t1 ) {\n\n\t\tconst result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tstride = this.valueSize,\n\n\t\t\talpha = ( t - t0 ) / ( t1 - t0 );\n\n\t\tlet offset = i1 * stride;\n\n\t\tfor ( let end = offset + stride; offset !== end; offset += 4 ) {\n\n\t\t\tQuaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );\n\n\t\t}\n\n\t\treturn result;\n\n\t}\n\n} );\n\n/**\n * A Track of quaternion keyframe values.\n */\n\nfunction QuaternionKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nQuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: QuaternionKeyframeTrack,\n\n\tValueTypeName: 'quaternion',\n\n\t// ValueBufferType is inherited\n\n\tDefaultInterpolation: InterpolateLinear,\n\n\tInterpolantFactoryMethodLinear: function ( result ) {\n\n\t\treturn new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );\n\n\t},\n\n\tInterpolantFactoryMethodSmooth: undefined // not yet implemented\n\n} );\n\n/**\n * A Track that interpolates Strings\n */\n\nfunction StringKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nStringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: StringKeyframeTrack,\n\n\tValueTypeName: 'string',\n\tValueBufferType: Array,\n\n\tDefaultInterpolation: InterpolateDiscrete,\n\n\tInterpolantFactoryMethodLinear: undefined,\n\n\tInterpolantFactoryMethodSmooth: undefined\n\n} );\n\n/**\n * A Track of vectored keyframe values.\n */\n\nfunction VectorKeyframeTrack( name, times, values, interpolation ) {\n\n\tKeyframeTrack.call( this, name, times, values, interpolation );\n\n}\n\nVectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {\n\n\tconstructor: VectorKeyframeTrack,\n\n\tValueTypeName: 'vector'\n\n\t// ValueBufferType is inherited\n\n\t// DefaultInterpolation is inherited\n\n} );\n\nfunction AnimationClip( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) {\n\n\tthis.name = name;\n\tthis.tracks = tracks;\n\tthis.duration = duration;\n\tthis.blendMode = blendMode;\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// this means it should figure out its duration by scanning the tracks\n\tif ( this.duration < 0 ) {\n\n\t\tthis.resetDuration();\n\n\t}\n\n}\n\nfunction getTrackTypeForValueTypeName( typeName ) {\n\n\tswitch ( typeName.toLowerCase() ) {\n\n\t\tcase 'scalar':\n\t\tcase 'double':\n\t\tcase 'float':\n\t\tcase 'number':\n\t\tcase 'integer':\n\n\t\t\treturn NumberKeyframeTrack;\n\n\t\tcase 'vector':\n\t\tcase 'vector2':\n\t\tcase 'vector3':\n\t\tcase 'vector4':\n\n\t\t\treturn VectorKeyframeTrack;\n\n\t\tcase 'color':\n\n\t\t\treturn ColorKeyframeTrack;\n\n\t\tcase 'quaternion':\n\n\t\t\treturn QuaternionKeyframeTrack;\n\n\t\tcase 'bool':\n\t\tcase 'boolean':\n\n\t\t\treturn BooleanKeyframeTrack;\n\n\t\tcase 'string':\n\n\t\t\treturn StringKeyframeTrack;\n\n\t}\n\n\tthrow new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );\n\n}\n\nfunction parseKeyframeTrack( json ) {\n\n\tif ( json.type === undefined ) {\n\n\t\tthrow new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );\n\n\t}\n\n\tconst trackType = getTrackTypeForValueTypeName( json.type );\n\n\tif ( json.times === undefined ) {\n\n\t\tconst times = [], values = [];\n\n\t\tAnimationUtils.flattenJSON( json.keys, times, values, 'value' );\n\n\t\tjson.times = times;\n\t\tjson.values = values;\n\n\t}\n\n\t// derived classes can define a static parse method\n\tif ( trackType.parse !== undefined ) {\n\n\t\treturn trackType.parse( json );\n\n\t} else {\n\n\t\t// by default, we assume a constructor compatible with the base\n\t\treturn new trackType( json.name, json.times, json.values, json.interpolation );\n\n\t}\n\n}\n\nObject.assign( AnimationClip, {\n\n\tparse: function ( json ) {\n\n\t\tconst tracks = [],\n\t\t\tjsonTracks = json.tracks,\n\t\t\tframeTime = 1.0 / ( json.fps || 1.0 );\n\n\t\tfor ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( json.name, json.duration, tracks, json.blendMode );\n\t\tclip.uuid = json.uuid;\n\n\t\treturn clip;\n\n\t},\n\n\ttoJSON: function ( clip ) {\n\n\t\tconst tracks = [],\n\t\t\tclipTracks = clip.tracks;\n\n\t\tconst json = {\n\n\t\t\t'name': clip.name,\n\t\t\t'duration': clip.duration,\n\t\t\t'tracks': tracks,\n\t\t\t'uuid': clip.uuid,\n\t\t\t'blendMode': clip.blendMode\n\n\t\t};\n\n\t\tfor ( let i = 0, n = clipTracks.length; i !== n; ++ i ) {\n\n\t\t\ttracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );\n\n\t\t}\n\n\t\treturn json;\n\n\t},\n\n\tCreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {\n\n\t\tconst numMorphTargets = morphTargetSequence.length;\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < numMorphTargets; i ++ ) {\n\n\t\t\tlet times = [];\n\t\t\tlet values = [];\n\n\t\t\ttimes.push(\n\t\t\t\t( i + numMorphTargets - 1 ) % numMorphTargets,\n\t\t\t\ti,\n\t\t\t\t( i + 1 ) % numMorphTargets );\n\n\t\t\tvalues.push( 0, 1, 0 );\n\n\t\t\tconst order = AnimationUtils.getKeyframeOrder( times );\n\t\t\ttimes = AnimationUtils.sortedArray( times, 1, order );\n\t\t\tvalues = AnimationUtils.sortedArray( values, 1, order );\n\n\t\t\t// if there is a key at the first frame, duplicate it as the\n\t\t\t// last frame as well for perfect loop.\n\t\t\tif ( ! noLoop && times[ 0 ] === 0 ) {\n\n\t\t\t\ttimes.push( numMorphTargets );\n\t\t\t\tvalues.push( values[ 0 ] );\n\n\t\t\t}\n\n\t\t\ttracks.push(\n\t\t\t\tnew NumberKeyframeTrack(\n\t\t\t\t\t'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',\n\t\t\t\t\ttimes, values\n\t\t\t\t).scale( 1.0 / fps ) );\n\n\t\t}\n\n\t\treturn new AnimationClip( name, - 1, tracks );\n\n\t},\n\n\tfindByName: function ( objectOrClipArray, name ) {\n\n\t\tlet clipArray = objectOrClipArray;\n\n\t\tif ( ! Array.isArray( objectOrClipArray ) ) {\n\n\t\t\tconst o = objectOrClipArray;\n\t\t\tclipArray = o.geometry && o.geometry.animations || o.animations;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < clipArray.length; i ++ ) {\n\n\t\t\tif ( clipArray[ i ].name === name ) {\n\n\t\t\t\treturn clipArray[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\tCreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {\n\n\t\tconst animationToMorphTargets = {};\n\n\t\t// tested with https://regex101.com/ on trick sequences\n\t\t// such flamingo_flyA_003, flamingo_run1_003, crdeath0059\n\t\tconst pattern = /^([\\w-]*?)([\\d]+)$/;\n\n\t\t// sort morph target names into animation groups based\n\t\t// patterns like Walk_001, Walk_002, Run_001, Run_002\n\t\tfor ( let i = 0, il = morphTargets.length; i < il; i ++ ) {\n\n\t\t\tconst morphTarget = morphTargets[ i ];\n\t\t\tconst parts = morphTarget.name.match( pattern );\n\n\t\t\tif ( parts && parts.length > 1 ) {\n\n\t\t\t\tconst name = parts[ 1 ];\n\n\t\t\t\tlet animationMorphTargets = animationToMorphTargets[ name ];\n\n\t\t\t\tif ( ! animationMorphTargets ) {\n\n\t\t\t\t\tanimationToMorphTargets[ name ] = animationMorphTargets = [];\n\n\t\t\t\t}\n\n\t\t\t\tanimationMorphTargets.push( morphTarget );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst clips = [];\n\n\t\tfor ( const name in animationToMorphTargets ) {\n\n\t\t\tclips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );\n\n\t\t}\n\n\t\treturn clips;\n\n\t},\n\n\t// parse the animation.hierarchy format\n\tparseAnimation: function ( animation, bones ) {\n\n\t\tif ( ! animation ) {\n\n\t\t\tconsole.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {\n\n\t\t\t// only return track if there are actually keys.\n\t\t\tif ( animationKeys.length !== 0 ) {\n\n\t\t\t\tconst times = [];\n\t\t\t\tconst values = [];\n\n\t\t\t\tAnimationUtils.flattenJSON( animationKeys, times, values, propertyName );\n\n\t\t\t\t// empty keys are filtered out, so check again\n\t\t\t\tif ( times.length !== 0 ) {\n\n\t\t\t\t\tdestTracks.push( new trackType( trackName, times, values ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t\tconst tracks = [];\n\n\t\tconst clipName = animation.name || 'default';\n\t\tconst fps = animation.fps || 30;\n\t\tconst blendMode = animation.blendMode;\n\n\t\t// automatic length determination in AnimationClip.\n\t\tlet duration = animation.length || - 1;\n\n\t\tconst hierarchyTracks = animation.hierarchy || [];\n\n\t\tfor ( let h = 0; h < hierarchyTracks.length; h ++ ) {\n\n\t\t\tconst animationKeys = hierarchyTracks[ h ].keys;\n\n\t\t\t// skip empty tracks\n\t\t\tif ( ! animationKeys || animationKeys.length === 0 ) continue;\n\n\t\t\t// process morph targets\n\t\t\tif ( animationKeys[ 0 ].morphTargets ) {\n\n\t\t\t\t// figure out all morph targets used in this track\n\t\t\t\tconst morphTargetNames = {};\n\n\t\t\t\tlet k;\n\n\t\t\t\tfor ( k = 0; k < animationKeys.length; k ++ ) {\n\n\t\t\t\t\tif ( animationKeys[ k ].morphTargets ) {\n\n\t\t\t\t\t\tfor ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {\n\n\t\t\t\t\t\t\tmorphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\t// create a track for each morph target with all zero\n\t\t\t\t// morphTargetInfluences except for the keys in which\n\t\t\t\t// the morphTarget is named.\n\t\t\t\tfor ( const morphTargetName in morphTargetNames ) {\n\n\t\t\t\t\tconst times = [];\n\t\t\t\t\tconst values = [];\n\n\t\t\t\t\tfor ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {\n\n\t\t\t\t\t\tconst animationKey = animationKeys[ k ];\n\n\t\t\t\t\t\ttimes.push( animationKey.time );\n\t\t\t\t\t\tvalues.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );\n\n\t\t\t\t}\n\n\t\t\t\tduration = morphTargetNames.length * ( fps || 1.0 );\n\n\t\t\t} else {\n\n\t\t\t\t// ...assume skeletal animation\n\n\t\t\t\tconst boneName = '.bones[' + bones[ h ].name + ']';\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.position',\n\t\t\t\t\tanimationKeys, 'pos', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tQuaternionKeyframeTrack, boneName + '.quaternion',\n\t\t\t\t\tanimationKeys, 'rot', tracks );\n\n\t\t\t\taddNonemptyTrack(\n\t\t\t\t\tVectorKeyframeTrack, boneName + '.scale',\n\t\t\t\t\tanimationKeys, 'scl', tracks );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( tracks.length === 0 ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tconst clip = new AnimationClip( clipName, duration, tracks, blendMode );\n\n\t\treturn clip;\n\n\t}\n\n} );\n\nObject.assign( AnimationClip.prototype, {\n\n\tresetDuration: function () {\n\n\t\tconst tracks = this.tracks;\n\t\tlet duration = 0;\n\n\t\tfor ( let i = 0, n = tracks.length; i !== n; ++ i ) {\n\n\t\t\tconst track = this.tracks[ i ];\n\n\t\t\tduration = Math.max( duration, track.times[ track.times.length - 1 ] );\n\n\t\t}\n\n\t\tthis.duration = duration;\n\n\t\treturn this;\n\n\t},\n\n\ttrim: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].trim( 0, this.duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tvalidate: function () {\n\n\t\tlet valid = true;\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tvalid = valid && this.tracks[ i ].validate();\n\n\t\t}\n\n\t\treturn valid;\n\n\t},\n\n\toptimize: function () {\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\tthis.tracks[ i ].optimize();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\tconst tracks = [];\n\n\t\tfor ( let i = 0; i < this.tracks.length; i ++ ) {\n\n\t\t\ttracks.push( this.tracks[ i ].clone() );\n\n\t\t}\n\n\t\treturn new AnimationClip( this.name, this.duration, tracks, this.blendMode );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\treturn AnimationClip.toJSON( this );\n\n\t}\n\n} );\n\nconst Cache = {\n\n\tenabled: false,\n\n\tfiles: {},\n\n\tadd: function ( key, file ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Adding key:', key );\n\n\t\tthis.files[ key ] = file;\n\n\t},\n\n\tget: function ( key ) {\n\n\t\tif ( this.enabled === false ) return;\n\n\t\t// console.log( 'THREE.Cache', 'Checking key:', key );\n\n\t\treturn this.files[ key ];\n\n\t},\n\n\tremove: function ( key ) {\n\n\t\tdelete this.files[ key ];\n\n\t},\n\n\tclear: function () {\n\n\t\tthis.files = {};\n\n\t}\n\n};\n\nfunction LoadingManager( onLoad, onProgress, onError ) {\n\n\tconst scope = this;\n\n\tlet isLoading = false;\n\tlet itemsLoaded = 0;\n\tlet itemsTotal = 0;\n\tlet urlModifier = undefined;\n\tconst handlers = [];\n\n\t// Refer to #5689 for the reason why we don't set .onStart\n\t// in the constructor\n\n\tthis.onStart = undefined;\n\tthis.onLoad = onLoad;\n\tthis.onProgress = onProgress;\n\tthis.onError = onError;\n\n\tthis.itemStart = function ( url ) {\n\n\t\titemsTotal ++;\n\n\t\tif ( isLoading === false ) {\n\n\t\t\tif ( scope.onStart !== undefined ) {\n\n\t\t\t\tscope.onStart( url, itemsLoaded, itemsTotal );\n\n\t\t\t}\n\n\t\t}\n\n\t\tisLoading = true;\n\n\t};\n\n\tthis.itemEnd = function ( url ) {\n\n\t\titemsLoaded ++;\n\n\t\tif ( scope.onProgress !== undefined ) {\n\n\t\t\tscope.onProgress( url, itemsLoaded, itemsTotal );\n\n\t\t}\n\n\t\tif ( itemsLoaded === itemsTotal ) {\n\n\t\t\tisLoading = false;\n\n\t\t\tif ( scope.onLoad !== undefined ) {\n\n\t\t\t\tscope.onLoad();\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tthis.itemError = function ( url ) {\n\n\t\tif ( scope.onError !== undefined ) {\n\n\t\t\tscope.onError( url );\n\n\t\t}\n\n\t};\n\n\tthis.resolveURL = function ( url ) {\n\n\t\tif ( urlModifier ) {\n\n\t\t\treturn urlModifier( url );\n\n\t\t}\n\n\t\treturn url;\n\n\t};\n\n\tthis.setURLModifier = function ( transform ) {\n\n\t\turlModifier = transform;\n\n\t\treturn this;\n\n\t};\n\n\tthis.addHandler = function ( regex, loader ) {\n\n\t\thandlers.push( regex, loader );\n\n\t\treturn this;\n\n\t};\n\n\tthis.removeHandler = function ( regex ) {\n\n\t\tconst index = handlers.indexOf( regex );\n\n\t\tif ( index !== - 1 ) {\n\n\t\t\thandlers.splice( index, 2 );\n\n\t\t}\n\n\t\treturn this;\n\n\t};\n\n\tthis.getHandler = function ( file ) {\n\n\t\tfor ( let i = 0, l = handlers.length; i < l; i += 2 ) {\n\n\t\t\tconst regex = handlers[ i ];\n\t\t\tconst loader = handlers[ i + 1 ];\n\n\t\t\tif ( regex.global ) regex.lastIndex = 0; // see #17920\n\n\t\t\tif ( regex.test( file ) ) {\n\n\t\t\t\treturn loader;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t};\n\n}\n\nconst DefaultLoadingManager = new LoadingManager();\n\nfunction Loader( manager ) {\n\n\tthis.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;\n\n\tthis.crossOrigin = 'anonymous';\n\tthis.withCredentials = false;\n\tthis.path = '';\n\tthis.resourcePath = '';\n\tthis.requestHeader = {};\n\n}\n\nObject.assign( Loader.prototype, {\n\n\tload: function ( /* url, onLoad, onProgress, onError */ ) {},\n\n\tloadAsync: function ( url, onProgress ) {\n\n\t\tconst scope = this;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tscope.load( url, resolve, onProgress, reject );\n\n\t\t} );\n\n\t},\n\n\tparse: function ( /* data */ ) {},\n\n\tsetCrossOrigin: function ( crossOrigin ) {\n\n\t\tthis.crossOrigin = crossOrigin;\n\t\treturn this;\n\n\t},\n\n\tsetWithCredentials: function ( value ) {\n\n\t\tthis.withCredentials = value;\n\t\treturn this;\n\n\t},\n\n\tsetPath: function ( path ) {\n\n\t\tthis.path = path;\n\t\treturn this;\n\n\t},\n\n\tsetResourcePath: function ( resourcePath ) {\n\n\t\tthis.resourcePath = resourcePath;\n\t\treturn this;\n\n\t},\n\n\tsetRequestHeader: function ( requestHeader ) {\n\n\t\tthis.requestHeader = requestHeader;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst loading = {};\n\nfunction FileLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFileLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FileLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\t// Check if request is duplicate\n\n\t\tif ( loading[ url ] !== undefined ) {\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\treturn;\n\n\t\t}\n\n\t\t// Check for data: URI\n\t\tconst dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;\n\t\tconst dataUriRegexResult = url.match( dataUriRegex );\n\t\tlet request;\n\n\t\t// Safari can not handle Data URIs through XMLHttpRequest so process manually\n\t\tif ( dataUriRegexResult ) {\n\n\t\t\tconst mimeType = dataUriRegexResult[ 1 ];\n\t\t\tconst isBase64 = !! dataUriRegexResult[ 2 ];\n\n\t\t\tlet data = dataUriRegexResult[ 3 ];\n\t\t\tdata = decodeURIComponent( data );\n\n\t\t\tif ( isBase64 ) data = atob( data );\n\n\t\t\ttry {\n\n\t\t\t\tlet response;\n\t\t\t\tconst responseType = ( this.responseType || '' ).toLowerCase();\n\n\t\t\t\tswitch ( responseType ) {\n\n\t\t\t\t\tcase 'arraybuffer':\n\t\t\t\t\tcase 'blob':\n\n\t\t\t\t\t\tconst view = new Uint8Array( data.length );\n\n\t\t\t\t\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\t\t\t\t\tview[ i ] = data.charCodeAt( i );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif ( responseType === 'blob' ) {\n\n\t\t\t\t\t\t\tresponse = new Blob( [ view.buffer ], { type: mimeType } );\n\n\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\tresponse = view.buffer;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'document':\n\n\t\t\t\t\t\tconst parser = new DOMParser();\n\t\t\t\t\t\tresponse = parser.parseFromString( data, mimeType );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'json':\n\n\t\t\t\t\t\tresponse = JSON.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault: // 'text' or other\n\n\t\t\t\t\t\tresponse = data;\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onLoad ) onLoad( response );\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\t// Wait for next browser tick like standard XMLHttpRequest event dispatching does\n\t\t\t\tsetTimeout( function () {\n\n\t\t\t\t\tif ( onError ) onError( error );\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}, 0 );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// Initialise array for duplicate requests\n\n\t\t\tloading[ url ] = [];\n\n\t\t\tloading[ url ].push( {\n\n\t\t\t\tonLoad: onLoad,\n\t\t\t\tonProgress: onProgress,\n\t\t\t\tonError: onError\n\n\t\t\t} );\n\n\t\t\trequest = new XMLHttpRequest();\n\n\t\t\trequest.open( 'GET', url, true );\n\n\t\t\trequest.addEventListener( 'load', function ( event ) {\n\n\t\t\t\tconst response = this.response;\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tif ( this.status === 200 || this.status === 0 ) {\n\n\t\t\t\t\t// Some browsers return HTTP Status 0 when using non-http protocol\n\t\t\t\t\t// e.g. 'file://' or 'data://'. Handle as success.\n\n\t\t\t\t\tif ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );\n\n\t\t\t\t\t// Add to cache only on HTTP success, so that we do not cache\n\t\t\t\t\t// error response bodies as proper responses to requests.\n\t\t\t\t\tCache.add( url, response );\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onLoad ) callback.onLoad( response );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tscope.manager.itemError( url );\n\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'progress', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onProgress ) callback.onProgress( event );\n\n\t\t\t\t}\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'error', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\trequest.addEventListener( 'abort', function ( event ) {\n\n\t\t\t\tconst callbacks = loading[ url ];\n\n\t\t\t\tdelete loading[ url ];\n\n\t\t\t\tfor ( let i = 0, il = callbacks.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst callback = callbacks[ i ];\n\t\t\t\t\tif ( callback.onError ) callback.onError( event );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, false );\n\n\t\t\tif ( this.responseType !== undefined ) request.responseType = this.responseType;\n\t\t\tif ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;\n\n\t\t\tif ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );\n\n\t\t\tfor ( const header in this.requestHeader ) {\n\n\t\t\t\trequest.setRequestHeader( header, this.requestHeader[ header ] );\n\n\t\t\t}\n\n\t\t\trequest.send( null );\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\treturn request;\n\n\t},\n\n\tsetResponseType: function ( value ) {\n\n\t\tthis.responseType = value;\n\t\treturn this;\n\n\t},\n\n\tsetMimeType: function ( value ) {\n\n\t\tthis.mimeType = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AnimationLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAnimationLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AnimationLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst animations = [];\n\n\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\tconst clip = AnimationClip.parse( json[ i ] );\n\n\t\t\tanimations.push( clip );\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to block based textures loader (dds, pvr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction CompressedTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCompressedTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CompressedTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst images = [];\n\n\t\tconst texture = new CompressedTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( url[ i ], function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\timages[ i ] = {\n\t\t\t\t\twidth: texDatas.width,\n\t\t\t\t\theight: texDatas.height,\n\t\t\t\t\tformat: texDatas.format,\n\t\t\t\t\tmipmaps: texDatas.mipmaps\n\t\t\t\t};\n\n\t\t\t\tloaded += 1;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\tif ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter;\n\n\t\t\t\t\ttexture.image = images;\n\t\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\tif ( Array.isArray( url ) ) {\n\n\t\t\tfor ( let i = 0, il = url.length; i < il; ++ i ) {\n\n\t\t\t\tloadTexture( i );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// compressed cubemap texture stored in a single DDS file\n\n\t\t\tloader.load( url, function ( buffer ) {\n\n\t\t\t\tconst texDatas = scope.parse( buffer, true );\n\n\t\t\t\tif ( texDatas.isCubemap ) {\n\n\t\t\t\t\tconst faces = texDatas.mipmaps.length / texDatas.mipmapCount;\n\n\t\t\t\t\tfor ( let f = 0; f < faces; f ++ ) {\n\n\t\t\t\t\t\timages[ f ] = { mipmaps: [] };\n\n\t\t\t\t\t\tfor ( let i = 0; i < texDatas.mipmapCount; i ++ ) {\n\n\t\t\t\t\t\t\timages[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );\n\t\t\t\t\t\t\timages[ f ].format = texDatas.format;\n\t\t\t\t\t\t\timages[ f ].width = texDatas.width;\n\t\t\t\t\t\t\timages[ f ].height = texDatas.height;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttexture.image = images;\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttexture.image.width = texDatas.width;\n\t\t\t\t\ttexture.image.height = texDatas.height;\n\t\t\t\t\ttexture.mipmaps = texDatas.mipmaps;\n\n\t\t\t\t}\n\n\t\t\t\tif ( texDatas.mipmapCount === 1 ) {\n\n\t\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t\t}\n\n\t\t\t\ttexture.format = texDatas.format;\n\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t}, onProgress, onError );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction ImageLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nImageLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );\n\n\t\tfunction onImageLoad() {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tCache.add( url, this );\n\n\t\t\tif ( onLoad ) onLoad( this );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\tfunction onImageError( event ) {\n\n\t\t\timage.removeEventListener( 'load', onImageLoad, false );\n\t\t\timage.removeEventListener( 'error', onImageError, false );\n\n\t\t\tif ( onError ) onError( event );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t}\n\n\t\timage.addEventListener( 'load', onImageLoad, false );\n\t\timage.addEventListener( 'error', onImageError, false );\n\n\t\tif ( url.substr( 0, 5 ) !== 'data:' ) {\n\n\t\t\tif ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;\n\n\t\t}\n\n\t\tscope.manager.itemStart( url );\n\n\t\timage.src = url;\n\n\t\treturn image;\n\n\t}\n\n} );\n\nfunction CubeTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nCubeTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: CubeTextureLoader,\n\n\tload: function ( urls, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new CubeTexture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tlet loaded = 0;\n\n\t\tfunction loadTexture( i ) {\n\n\t\t\tloader.load( urls[ i ], function ( image ) {\n\n\t\t\t\ttexture.images[ i ] = image;\n\n\t\t\t\tloaded ++;\n\n\t\t\t\tif ( loaded === 6 ) {\n\n\t\t\t\t\ttexture.needsUpdate = true;\n\n\t\t\t\t\tif ( onLoad ) onLoad( texture );\n\n\t\t\t\t}\n\n\t\t\t}, undefined, onError );\n\n\t\t}\n\n\t\tfor ( let i = 0; i < urls.length; ++ i ) {\n\n\t\t\tloadTexture( i );\n\n\t\t}\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)\n *\n * Sub classes have to implement the parse() method which will be used in load().\n */\n\nfunction DataTextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nDataTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: DataTextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst texture = new DataTexture();\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setPath( this.path );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\tconst texData = scope.parse( buffer );\n\n\t\t\tif ( ! texData ) return;\n\n\t\t\tif ( texData.image !== undefined ) {\n\n\t\t\t\ttexture.image = texData.image;\n\n\t\t\t} else if ( texData.data !== undefined ) {\n\n\t\t\t\ttexture.image.width = texData.width;\n\t\t\t\ttexture.image.height = texData.height;\n\t\t\t\ttexture.image.data = texData.data;\n\n\t\t\t}\n\n\t\t\ttexture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;\n\t\t\ttexture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;\n\n\t\t\ttexture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;\n\t\t\ttexture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter;\n\n\t\t\ttexture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;\n\n\t\t\tif ( texData.format !== undefined ) {\n\n\t\t\t\ttexture.format = texData.format;\n\n\t\t\t}\n\n\t\t\tif ( texData.type !== undefined ) {\n\n\t\t\t\ttexture.type = texData.type;\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmaps !== undefined ) {\n\n\t\t\t\ttexture.mipmaps = texData.mipmaps;\n\t\t\t\ttexture.minFilter = LinearMipmapLinearFilter; // presumably...\n\n\t\t\t}\n\n\t\t\tif ( texData.mipmapCount === 1 ) {\n\n\t\t\t\ttexture.minFilter = LinearFilter;\n\n\t\t\t}\n\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad ) onLoad( texture, texData );\n\n\t\t}, onProgress, onError );\n\n\n\t\treturn texture;\n\n\t}\n\n} );\n\nfunction TextureLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nTextureLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: TextureLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst texture = new Texture();\n\n\t\tconst loader = new ImageLoader( this.manager );\n\t\tloader.setCrossOrigin( this.crossOrigin );\n\t\tloader.setPath( this.path );\n\n\t\tloader.load( url, function ( image ) {\n\n\t\t\ttexture.image = image;\n\n\t\t\t// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.\n\t\t\tconst isJPEG = url.search( /\\.jpe?g($|\\?)/i ) > 0 || url.search( /^data\\:image\\/jpeg/ ) === 0;\n\n\t\t\ttexture.format = isJPEG ? RGBFormat : RGBAFormat;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tif ( onLoad !== undefined ) {\n\n\t\t\t\tonLoad( texture );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t\treturn texture;\n\n\t}\n\n} );\n\n/**\n * Extensible curve object.\n *\n * Some common of curve methods:\n * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )\n * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )\n * .getPoints(), .getSpacedPoints()\n * .getLength()\n * .updateArcLengths()\n *\n * This following curves inherit from THREE.Curve:\n *\n * -- 2D curves --\n * THREE.ArcCurve\n * THREE.CubicBezierCurve\n * THREE.EllipseCurve\n * THREE.LineCurve\n * THREE.QuadraticBezierCurve\n * THREE.SplineCurve\n *\n * -- 3D curves --\n * THREE.CatmullRomCurve3\n * THREE.CubicBezierCurve3\n * THREE.LineCurve3\n * THREE.QuadraticBezierCurve3\n *\n * A series of curves can be represented as a THREE.CurvePath.\n *\n **/\n\nfunction Curve() {\n\n\tthis.type = 'Curve';\n\n\tthis.arcLengthDivisions = 200;\n\n}\n\nObject.assign( Curve.prototype, {\n\n\t// Virtual base class method to overwrite and implement in subclasses\n\t//\t- t [0 .. 1]\n\n\tgetPoint: function ( /* t, optionalTarget */ ) {\n\n\t\tconsole.warn( 'THREE.Curve: .getPoint() not implemented.' );\n\t\treturn null;\n\n\t},\n\n\t// Get point at relative position in curve according to arc length\n\t// - u [0 .. 1]\n\n\tgetPointAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getPoint( t, optionalTarget );\n\n\t},\n\n\t// Get sequence of points using getPoint( t )\n\n\tgetPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPoint( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get sequence of points using getPointAt( u )\n\n\tgetSpacedPoints: function ( divisions = 5 ) {\n\n\t\tconst points = [];\n\n\t\tfor ( let d = 0; d <= divisions; d ++ ) {\n\n\t\t\tpoints.push( this.getPointAt( d / divisions ) );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\t// Get total curve arc length\n\n\tgetLength: function () {\n\n\t\tconst lengths = this.getLengths();\n\t\treturn lengths[ lengths.length - 1 ];\n\n\t},\n\n\t// Get list of cumulative segment lengths\n\n\tgetLengths: function ( divisions ) {\n\n\t\tif ( divisions === undefined ) divisions = this.arcLengthDivisions;\n\n\t\tif ( this.cacheArcLengths &&\n\t\t\t( this.cacheArcLengths.length === divisions + 1 ) &&\n\t\t\t! this.needsUpdate ) {\n\n\t\t\treturn this.cacheArcLengths;\n\n\t\t}\n\n\t\tthis.needsUpdate = false;\n\n\t\tconst cache = [];\n\t\tlet current, last = this.getPoint( 0 );\n\t\tlet sum = 0;\n\n\t\tcache.push( 0 );\n\n\t\tfor ( let p = 1; p <= divisions; p ++ ) {\n\n\t\t\tcurrent = this.getPoint( p / divisions );\n\t\t\tsum += current.distanceTo( last );\n\t\t\tcache.push( sum );\n\t\t\tlast = current;\n\n\t\t}\n\n\t\tthis.cacheArcLengths = cache;\n\n\t\treturn cache; // { sums: cache, sum: sum }; Sum is in the last element.\n\n\t},\n\n\tupdateArcLengths: function () {\n\n\t\tthis.needsUpdate = true;\n\t\tthis.getLengths();\n\n\t},\n\n\t// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n\n\tgetUtoTmapping: function ( u, distance ) {\n\n\t\tconst arcLengths = this.getLengths();\n\n\t\tlet i = 0;\n\t\tconst il = arcLengths.length;\n\n\t\tlet targetArcLength; // The targeted u distance value to get\n\n\t\tif ( distance ) {\n\n\t\t\ttargetArcLength = distance;\n\n\t\t} else {\n\n\t\t\ttargetArcLength = u * arcLengths[ il - 1 ];\n\n\t\t}\n\n\t\t// binary search for the index with largest value smaller than target u distance\n\n\t\tlet low = 0, high = il - 1, comparison;\n\n\t\twhile ( low <= high ) {\n\n\t\t\ti = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats\n\n\t\t\tcomparison = arcLengths[ i ] - targetArcLength;\n\n\t\t\tif ( comparison < 0 ) {\n\n\t\t\t\tlow = i + 1;\n\n\t\t\t} else if ( comparison > 0 ) {\n\n\t\t\t\thigh = i - 1;\n\n\t\t\t} else {\n\n\t\t\t\thigh = i;\n\t\t\t\tbreak;\n\n\t\t\t\t// DONE\n\n\t\t\t}\n\n\t\t}\n\n\t\ti = high;\n\n\t\tif ( arcLengths[ i ] === targetArcLength ) {\n\n\t\t\treturn i / ( il - 1 );\n\n\t\t}\n\n\t\t// we could get finer grain at lengths, or use simple interpolation between two points\n\n\t\tconst lengthBefore = arcLengths[ i ];\n\t\tconst lengthAfter = arcLengths[ i + 1 ];\n\n\t\tconst segmentLength = lengthAfter - lengthBefore;\n\n\t\t// determine where we are between the 'before' and 'after' points\n\n\t\tconst segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;\n\n\t\t// add that fractional amount to t\n\n\t\tconst t = ( i + segmentFraction ) / ( il - 1 );\n\n\t\treturn t;\n\n\t},\n\n\t// Returns a unit vector tangent at t\n\t// In case any sub curve does not implement its tangent derivation,\n\t// 2 points a small delta apart will be used to find its gradient\n\t// which seems to give a reasonable approximation\n\n\tgetTangent: function ( t, optionalTarget ) {\n\n\t\tconst delta = 0.0001;\n\t\tlet t1 = t - delta;\n\t\tlet t2 = t + delta;\n\n\t\t// Capping in case of danger\n\n\t\tif ( t1 < 0 ) t1 = 0;\n\t\tif ( t2 > 1 ) t2 = 1;\n\n\t\tconst pt1 = this.getPoint( t1 );\n\t\tconst pt2 = this.getPoint( t2 );\n\n\t\tconst tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );\n\n\t\ttangent.copy( pt2 ).sub( pt1 ).normalize();\n\n\t\treturn tangent;\n\n\t},\n\n\tgetTangentAt: function ( u, optionalTarget ) {\n\n\t\tconst t = this.getUtoTmapping( u );\n\t\treturn this.getTangent( t, optionalTarget );\n\n\t},\n\n\tcomputeFrenetFrames: function ( segments, closed ) {\n\n\t\t// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf\n\n\t\tconst normal = new Vector3();\n\n\t\tconst tangents = [];\n\t\tconst normals = [];\n\t\tconst binormals = [];\n\n\t\tconst vec = new Vector3();\n\t\tconst mat = new Matrix4();\n\n\t\t// compute the tangent vectors for each segment on the curve\n\n\t\tfor ( let i = 0; i <= segments; i ++ ) {\n\n\t\t\tconst u = i / segments;\n\n\t\t\ttangents[ i ] = this.getTangentAt( u, new Vector3() );\n\t\t\ttangents[ i ].normalize();\n\n\t\t}\n\n\t\t// select an initial normal vector perpendicular to the first tangent vector,\n\t\t// and in the direction of the minimum tangent xyz component\n\n\t\tnormals[ 0 ] = new Vector3();\n\t\tbinormals[ 0 ] = new Vector3();\n\t\tlet min = Number.MAX_VALUE;\n\t\tconst tx = Math.abs( tangents[ 0 ].x );\n\t\tconst ty = Math.abs( tangents[ 0 ].y );\n\t\tconst tz = Math.abs( tangents[ 0 ].z );\n\n\t\tif ( tx <= min ) {\n\n\t\t\tmin = tx;\n\t\t\tnormal.set( 1, 0, 0 );\n\n\t\t}\n\n\t\tif ( ty <= min ) {\n\n\t\t\tmin = ty;\n\t\t\tnormal.set( 0, 1, 0 );\n\n\t\t}\n\n\t\tif ( tz <= min ) {\n\n\t\t\tnormal.set( 0, 0, 1 );\n\n\t\t}\n\n\t\tvec.crossVectors( tangents[ 0 ], normal ).normalize();\n\n\t\tnormals[ 0 ].crossVectors( tangents[ 0 ], vec );\n\t\tbinormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );\n\n\n\t\t// compute the slowly-varying normal and binormal vectors for each segment on the curve\n\n\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\tnormals[ i ] = normals[ i - 1 ].clone();\n\n\t\t\tbinormals[ i ] = binormals[ i - 1 ].clone();\n\n\t\t\tvec.crossVectors( tangents[ i - 1 ], tangents[ i ] );\n\n\t\t\tif ( vec.length() > Number.EPSILON ) {\n\n\t\t\t\tvec.normalize();\n\n\t\t\t\tconst theta = Math.acos( MathUtils.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors\n\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );\n\n\t\t\t}\n\n\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t}\n\n\t\t// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same\n\n\t\tif ( closed === true ) {\n\n\t\t\tlet theta = Math.acos( MathUtils.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );\n\t\t\ttheta /= segments;\n\n\t\t\tif ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {\n\n\t\t\t\ttheta = - theta;\n\n\t\t\t}\n\n\t\t\tfor ( let i = 1; i <= segments; i ++ ) {\n\n\t\t\t\t// twist a little...\n\t\t\t\tnormals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );\n\t\t\t\tbinormals[ i ].crossVectors( tangents[ i ], normals[ i ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn {\n\t\t\ttangents: tangents,\n\t\t\tnormals: normals,\n\t\t\tbinormals: binormals\n\t\t};\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.arcLengthDivisions = source.arcLengthDivisions;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = {\n\t\t\tmetadata: {\n\t\t\t\tversion: 4.5,\n\t\t\t\ttype: 'Curve',\n\t\t\t\tgenerator: 'Curve.toJSON'\n\t\t\t}\n\t\t};\n\n\t\tdata.arcLengthDivisions = this.arcLengthDivisions;\n\t\tdata.type = this.type;\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.arcLengthDivisions = json.arcLengthDivisions;\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'EllipseCurve';\n\n\tthis.aX = aX || 0;\n\tthis.aY = aY || 0;\n\n\tthis.xRadius = xRadius || 1;\n\tthis.yRadius = yRadius || 1;\n\n\tthis.aStartAngle = aStartAngle || 0;\n\tthis.aEndAngle = aEndAngle || 2 * Math.PI;\n\n\tthis.aClockwise = aClockwise || false;\n\n\tthis.aRotation = aRotation || 0;\n\n}\n\nEllipseCurve.prototype = Object.create( Curve.prototype );\nEllipseCurve.prototype.constructor = EllipseCurve;\n\nEllipseCurve.prototype.isEllipseCurve = true;\n\nEllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {\n\n\tconst point = optionalTarget || new Vector2();\n\n\tconst twoPi = Math.PI * 2;\n\tlet deltaAngle = this.aEndAngle - this.aStartAngle;\n\tconst samePoints = Math.abs( deltaAngle ) < Number.EPSILON;\n\n\t// ensures that deltaAngle is 0 .. 2 PI\n\twhile ( deltaAngle < 0 ) deltaAngle += twoPi;\n\twhile ( deltaAngle > twoPi ) deltaAngle -= twoPi;\n\n\tif ( deltaAngle < Number.EPSILON ) {\n\n\t\tif ( samePoints ) {\n\n\t\t\tdeltaAngle = 0;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = twoPi;\n\n\t\t}\n\n\t}\n\n\tif ( this.aClockwise === true && ! samePoints ) {\n\n\t\tif ( deltaAngle === twoPi ) {\n\n\t\t\tdeltaAngle = - twoPi;\n\n\t\t} else {\n\n\t\t\tdeltaAngle = deltaAngle - twoPi;\n\n\t\t}\n\n\t}\n\n\tconst angle = this.aStartAngle + t * deltaAngle;\n\tlet x = this.aX + this.xRadius * Math.cos( angle );\n\tlet y = this.aY + this.yRadius * Math.sin( angle );\n\n\tif ( this.aRotation !== 0 ) {\n\n\t\tconst cos = Math.cos( this.aRotation );\n\t\tconst sin = Math.sin( this.aRotation );\n\n\t\tconst tx = x - this.aX;\n\t\tconst ty = y - this.aY;\n\n\t\t// Rotate the point about the center of the ellipse.\n\t\tx = tx * cos - ty * sin + this.aX;\n\t\ty = tx * sin + ty * cos + this.aY;\n\n\t}\n\n\treturn point.set( x, y );\n\n};\n\nEllipseCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.aX = source.aX;\n\tthis.aY = source.aY;\n\n\tthis.xRadius = source.xRadius;\n\tthis.yRadius = source.yRadius;\n\n\tthis.aStartAngle = source.aStartAngle;\n\tthis.aEndAngle = source.aEndAngle;\n\n\tthis.aClockwise = source.aClockwise;\n\n\tthis.aRotation = source.aRotation;\n\n\treturn this;\n\n};\n\n\nEllipseCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.aX = this.aX;\n\tdata.aY = this.aY;\n\n\tdata.xRadius = this.xRadius;\n\tdata.yRadius = this.yRadius;\n\n\tdata.aStartAngle = this.aStartAngle;\n\tdata.aEndAngle = this.aEndAngle;\n\n\tdata.aClockwise = this.aClockwise;\n\n\tdata.aRotation = this.aRotation;\n\n\treturn data;\n\n};\n\nEllipseCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.aX = json.aX;\n\tthis.aY = json.aY;\n\n\tthis.xRadius = json.xRadius;\n\tthis.yRadius = json.yRadius;\n\n\tthis.aStartAngle = json.aStartAngle;\n\tthis.aEndAngle = json.aEndAngle;\n\n\tthis.aClockwise = json.aClockwise;\n\n\tthis.aRotation = json.aRotation;\n\n\treturn this;\n\n};\n\nfunction ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\tEllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\tthis.type = 'ArcCurve';\n\n}\n\nArcCurve.prototype = Object.create( EllipseCurve.prototype );\nArcCurve.prototype.constructor = ArcCurve;\n\nArcCurve.prototype.isArcCurve = true;\n\n/**\n * Centripetal CatmullRom Curve - which is useful for avoiding\n * cusps and self-intersections in non-uniform catmull rom curves.\n * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf\n *\n * curve.type accepts centripetal(default), chordal and catmullrom\n * curve.tension is used for catmullrom which defaults to 0.5\n */\n\n\n/*\nBased on an optimized c++ solution in\n - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/\n - http://ideone.com/NoEbVM\n\nThis CubicPoly class could be used for reusing some variables and calculations,\nbut for three.js curve use, it could be possible inlined and flatten into a single function call\nwhich can be placed in CurveUtils.\n*/\n\nfunction CubicPoly() {\n\n\tlet c0 = 0, c1 = 0, c2 = 0, c3 = 0;\n\n\t/*\n\t * Compute coefficients for a cubic polynomial\n\t * p(s) = c0 + c1*s + c2*s^2 + c3*s^3\n\t * such that\n\t * p(0) = x0, p(1) = x1\n\t * and\n\t * p'(0) = t0, p'(1) = t1.\n\t */\n\tfunction init( x0, x1, t0, t1 ) {\n\n\t\tc0 = x0;\n\t\tc1 = t0;\n\t\tc2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;\n\t\tc3 = 2 * x0 - 2 * x1 + t0 + t1;\n\n\t}\n\n\treturn {\n\n\t\tinitCatmullRom: function ( x0, x1, x2, x3, tension ) {\n\n\t\t\tinit( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );\n\n\t\t},\n\n\t\tinitNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {\n\n\t\t\t// compute tangents when parameterized in [t1,t2]\n\t\t\tlet t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;\n\t\t\tlet t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;\n\n\t\t\t// rescale tangents for parametrization in [0,1]\n\t\t\tt1 *= dt1;\n\t\t\tt2 *= dt1;\n\n\t\t\tinit( x1, x2, t1, t2 );\n\n\t\t},\n\n\t\tcalc: function ( t ) {\n\n\t\t\tconst t2 = t * t;\n\t\t\tconst t3 = t2 * t;\n\t\t\treturn c0 + c1 * t + c2 * t2 + c3 * t3;\n\n\t\t}\n\n\t};\n\n}\n\n//\n\nconst tmp = new Vector3();\nconst px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();\n\nfunction CatmullRomCurve3( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CatmullRomCurve3';\n\n\tthis.points = points;\n\tthis.closed = closed;\n\tthis.curveType = curveType;\n\tthis.tension = tension;\n\n}\n\nCatmullRomCurve3.prototype = Object.create( Curve.prototype );\nCatmullRomCurve3.prototype.constructor = CatmullRomCurve3;\n\nCatmullRomCurve3.prototype.isCatmullRomCurve3 = true;\n\nCatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst points = this.points;\n\tconst l = points.length;\n\n\tconst p = ( l - ( this.closed ? 0 : 1 ) ) * t;\n\tlet intPoint = Math.floor( p );\n\tlet weight = p - intPoint;\n\n\tif ( this.closed ) {\n\n\t\tintPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;\n\n\t} else if ( weight === 0 && intPoint === l - 1 ) {\n\n\t\tintPoint = l - 2;\n\t\tweight = 1;\n\n\t}\n\n\tlet p0, p3; // 4 points (p1 & p2 defined below)\n\n\tif ( this.closed || intPoint > 0 ) {\n\n\t\tp0 = points[ ( intPoint - 1 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate first point\n\t\ttmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );\n\t\tp0 = tmp;\n\n\t}\n\n\tconst p1 = points[ intPoint % l ];\n\tconst p2 = points[ ( intPoint + 1 ) % l ];\n\n\tif ( this.closed || intPoint + 2 < l ) {\n\n\t\tp3 = points[ ( intPoint + 2 ) % l ];\n\n\t} else {\n\n\t\t// extrapolate last point\n\t\ttmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );\n\t\tp3 = tmp;\n\n\t}\n\n\tif ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {\n\n\t\t// init Centripetal / Chordal Catmull-Rom\n\t\tconst pow = this.curveType === 'chordal' ? 0.5 : 0.25;\n\t\tlet dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );\n\t\tlet dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );\n\t\tlet dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );\n\n\t\t// safety check for repeated points\n\t\tif ( dt1 < 1e-4 ) dt1 = 1.0;\n\t\tif ( dt0 < 1e-4 ) dt0 = dt1;\n\t\tif ( dt2 < 1e-4 ) dt2 = dt1;\n\n\t\tpx.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );\n\t\tpy.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );\n\t\tpz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );\n\n\t} else if ( this.curveType === 'catmullrom' ) {\n\n\t\tpx.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );\n\t\tpy.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );\n\t\tpz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );\n\n\t}\n\n\tpoint.set(\n\t\tpx.calc( weight ),\n\t\tpy.calc( weight ),\n\t\tpz.calc( weight )\n\t);\n\n\treturn point;\n\n};\n\nCatmullRomCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\tthis.closed = source.closed;\n\tthis.curveType = source.curveType;\n\tthis.tension = source.tension;\n\n\treturn this;\n\n};\n\nCatmullRomCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\tdata.closed = this.closed;\n\tdata.curveType = this.curveType;\n\tdata.tension = this.tension;\n\n\treturn data;\n\n};\n\nCatmullRomCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector3().fromArray( point ) );\n\n\t}\n\n\tthis.closed = json.closed;\n\tthis.curveType = json.curveType;\n\tthis.tension = json.tension;\n\n\treturn this;\n\n};\n\n/**\n * Bezier Curves formulas obtained from\n * http://en.wikipedia.org/wiki/Bézier_curve\n */\n\nfunction CatmullRom( t, p0, p1, p2, p3 ) {\n\n\tconst v0 = ( p2 - p0 ) * 0.5;\n\tconst v1 = ( p3 - p1 ) * 0.5;\n\tconst t2 = t * t;\n\tconst t3 = t * t2;\n\treturn ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;\n\n}\n\n//\n\nfunction QuadraticBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * p;\n\n}\n\nfunction QuadraticBezierP1( t, p ) {\n\n\treturn 2 * ( 1 - t ) * t * p;\n\n}\n\nfunction QuadraticBezierP2( t, p ) {\n\n\treturn t * t * p;\n\n}\n\nfunction QuadraticBezier( t, p0, p1, p2 ) {\n\n\treturn QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +\n\t\tQuadraticBezierP2( t, p2 );\n\n}\n\n//\n\nfunction CubicBezierP0( t, p ) {\n\n\tconst k = 1 - t;\n\treturn k * k * k * p;\n\n}\n\nfunction CubicBezierP1( t, p ) {\n\n\tconst k = 1 - t;\n\treturn 3 * k * k * t * p;\n\n}\n\nfunction CubicBezierP2( t, p ) {\n\n\treturn 3 * ( 1 - t ) * t * t * p;\n\n}\n\nfunction CubicBezierP3( t, p ) {\n\n\treturn t * t * t * p;\n\n}\n\nfunction CubicBezier( t, p0, p1, p2, p3 ) {\n\n\treturn CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +\n\t\tCubicBezierP3( t, p3 );\n\n}\n\nfunction CubicBezierCurve( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve.prototype = Object.create( Curve.prototype );\nCubicBezierCurve.prototype.constructor = CubicBezierCurve;\n\nCubicBezierCurve.prototype.isCubicBezierCurve = true;\n\nCubicBezierCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction CubicBezierCurve3( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'CubicBezierCurve3';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\tthis.v3 = v3;\n\n}\n\nCubicBezierCurve3.prototype = Object.create( Curve.prototype );\nCubicBezierCurve3.prototype.constructor = CubicBezierCurve3;\n\nCubicBezierCurve3.prototype.isCubicBezierCurve3 = true;\n\nCubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;\n\n\tpoint.set(\n\t\tCubicBezier( t, v0.x, v1.x, v2.x, v3.x ),\n\t\tCubicBezier( t, v0.y, v1.y, v2.y, v3.y ),\n\t\tCubicBezier( t, v0.z, v1.z, v2.z, v3.z )\n\t);\n\n\treturn point;\n\n};\n\nCubicBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\tthis.v3.copy( source.v3 );\n\n\treturn this;\n\n};\n\nCubicBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\tdata.v3 = this.v3.toArray();\n\n\treturn data;\n\n};\n\nCubicBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\tthis.v3.fromArray( json.v3 );\n\n\treturn this;\n\n};\n\nfunction LineCurve( v1 = new Vector2(), v2 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve';\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve.prototype = Object.create( Curve.prototype );\nLineCurve.prototype.constructor = LineCurve;\n\nLineCurve.prototype.isLineCurve = true;\n\nLineCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve.prototype.getTangent = function ( t, optionalTarget ) {\n\n\tconst tangent = optionalTarget || new Vector2();\n\n\ttangent.copy( this.v2 ).sub( this.v1 ).normalize();\n\n\treturn tangent;\n\n};\n\nLineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction LineCurve3( v1 = new Vector3(), v2 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'LineCurve3';\n\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nLineCurve3.prototype = Object.create( Curve.prototype );\nLineCurve3.prototype.constructor = LineCurve3;\n\nLineCurve3.prototype.isLineCurve3 = true;\n\nLineCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tif ( t === 1 ) {\n\n\t\tpoint.copy( this.v2 );\n\n\t} else {\n\n\t\tpoint.copy( this.v2 ).sub( this.v1 );\n\t\tpoint.multiplyScalar( t ).add( this.v1 );\n\n\t}\n\n\treturn point;\n\n};\n\n// Line curve is linear, so we can overwrite default getPointAt\n\nLineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {\n\n\treturn this.getPoint( u, optionalTarget );\n\n};\n\nLineCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nLineCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nLineCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;\n\nQuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;\n\nQuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction QuadraticBezierCurve3( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'QuadraticBezierCurve3';\n\n\tthis.v0 = v0;\n\tthis.v1 = v1;\n\tthis.v2 = v2;\n\n}\n\nQuadraticBezierCurve3.prototype = Object.create( Curve.prototype );\nQuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;\n\nQuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;\n\nQuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget = new Vector3() ) {\n\n\tconst point = optionalTarget;\n\n\tconst v0 = this.v0, v1 = this.v1, v2 = this.v2;\n\n\tpoint.set(\n\t\tQuadraticBezier( t, v0.x, v1.x, v2.x ),\n\t\tQuadraticBezier( t, v0.y, v1.y, v2.y ),\n\t\tQuadraticBezier( t, v0.z, v1.z, v2.z )\n\t);\n\n\treturn point;\n\n};\n\nQuadraticBezierCurve3.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.v0.copy( source.v0 );\n\tthis.v1.copy( source.v1 );\n\tthis.v2.copy( source.v2 );\n\n\treturn this;\n\n};\n\nQuadraticBezierCurve3.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.v0 = this.v0.toArray();\n\tdata.v1 = this.v1.toArray();\n\tdata.v2 = this.v2.toArray();\n\n\treturn data;\n\n};\n\nQuadraticBezierCurve3.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.v0.fromArray( json.v0 );\n\tthis.v1.fromArray( json.v1 );\n\tthis.v2.fromArray( json.v2 );\n\n\treturn this;\n\n};\n\nfunction SplineCurve( points = [] ) {\n\n\tCurve.call( this );\n\n\tthis.type = 'SplineCurve';\n\n\tthis.points = points;\n\n}\n\nSplineCurve.prototype = Object.create( Curve.prototype );\nSplineCurve.prototype.constructor = SplineCurve;\n\nSplineCurve.prototype.isSplineCurve = true;\n\nSplineCurve.prototype.getPoint = function ( t, optionalTarget = new Vector2() ) {\n\n\tconst point = optionalTarget;\n\n\tconst points = this.points;\n\tconst p = ( points.length - 1 ) * t;\n\n\tconst intPoint = Math.floor( p );\n\tconst weight = p - intPoint;\n\n\tconst p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];\n\tconst p1 = points[ intPoint ];\n\tconst p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];\n\tconst p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];\n\n\tpoint.set(\n\t\tCatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),\n\t\tCatmullRom( weight, p0.y, p1.y, p2.y, p3.y )\n\t);\n\n\treturn point;\n\n};\n\nSplineCurve.prototype.copy = function ( source ) {\n\n\tCurve.prototype.copy.call( this, source );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = source.points.length; i < l; i ++ ) {\n\n\t\tconst point = source.points[ i ];\n\n\t\tthis.points.push( point.clone() );\n\n\t}\n\n\treturn this;\n\n};\n\nSplineCurve.prototype.toJSON = function () {\n\n\tconst data = Curve.prototype.toJSON.call( this );\n\n\tdata.points = [];\n\n\tfor ( let i = 0, l = this.points.length; i < l; i ++ ) {\n\n\t\tconst point = this.points[ i ];\n\t\tdata.points.push( point.toArray() );\n\n\t}\n\n\treturn data;\n\n};\n\nSplineCurve.prototype.fromJSON = function ( json ) {\n\n\tCurve.prototype.fromJSON.call( this, json );\n\n\tthis.points = [];\n\n\tfor ( let i = 0, l = json.points.length; i < l; i ++ ) {\n\n\t\tconst point = json.points[ i ];\n\t\tthis.points.push( new Vector2().fromArray( point ) );\n\n\t}\n\n\treturn this;\n\n};\n\nvar Curves = /*#__PURE__*/Object.freeze({\n\t__proto__: null,\n\tArcCurve: ArcCurve,\n\tCatmullRomCurve3: CatmullRomCurve3,\n\tCubicBezierCurve: CubicBezierCurve,\n\tCubicBezierCurve3: CubicBezierCurve3,\n\tEllipseCurve: EllipseCurve,\n\tLineCurve: LineCurve,\n\tLineCurve3: LineCurve3,\n\tQuadraticBezierCurve: QuadraticBezierCurve,\n\tQuadraticBezierCurve3: QuadraticBezierCurve3,\n\tSplineCurve: SplineCurve\n});\n\n/**************************************************************\n *\tCurved Path - a curve path is simply a array of connected\n * curves, but retains the api of a curve\n **************************************************************/\n\nfunction CurvePath() {\n\n\tCurve.call( this );\n\n\tthis.type = 'CurvePath';\n\n\tthis.curves = [];\n\tthis.autoClose = false; // Automatically closes the path\n\n}\n\nCurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {\n\n\tconstructor: CurvePath,\n\n\tadd: function ( curve ) {\n\n\t\tthis.curves.push( curve );\n\n\t},\n\n\tclosePath: function () {\n\n\t\t// Add a line curve if start and end of lines are not connected\n\t\tconst startPoint = this.curves[ 0 ].getPoint( 0 );\n\t\tconst endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );\n\n\t\tif ( ! startPoint.equals( endPoint ) ) {\n\n\t\t\tthis.curves.push( new LineCurve( endPoint, startPoint ) );\n\n\t\t}\n\n\t},\n\n\t// To get accurate point with reference to\n\t// entire path distance at time t,\n\t// following has to be done:\n\n\t// 1. Length of each sub path have to be known\n\t// 2. Locate and identify type of curve\n\t// 3. Get t for the curve\n\t// 4. Return curve.getPointAt(t')\n\n\tgetPoint: function ( t ) {\n\n\t\tconst d = t * this.getLength();\n\t\tconst curveLengths = this.getCurveLengths();\n\t\tlet i = 0;\n\n\t\t// To think about boundaries points.\n\n\t\twhile ( i < curveLengths.length ) {\n\n\t\t\tif ( curveLengths[ i ] >= d ) {\n\n\t\t\t\tconst diff = curveLengths[ i ] - d;\n\t\t\t\tconst curve = this.curves[ i ];\n\n\t\t\t\tconst segmentLength = curve.getLength();\n\t\t\t\tconst u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;\n\n\t\t\t\treturn curve.getPointAt( u );\n\n\t\t\t}\n\n\t\t\ti ++;\n\n\t\t}\n\n\t\treturn null;\n\n\t\t// loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {\n\n\t\t\tpoints.push( points[ 0 ] );\n\n\t\t}\n\n\t\treturn points;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurve.prototype.copy.call( this, source );\n\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = source.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = source.curves[ i ];\n\n\t\t\tthis.curves.push( curve.clone() );\n\n\t\t}\n\n\t\tthis.autoClose = source.autoClose;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Curve.prototype.toJSON.call( this );\n\n\t\tdata.autoClose = this.autoClose;\n\t\tdata.curves = [];\n\n\t\tfor ( let i = 0, l = this.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = this.curves[ i ];\n\t\t\tdata.curves.push( curve.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurve.prototype.fromJSON.call( this, json );\n\n\t\tthis.autoClose = json.autoClose;\n\t\tthis.curves = [];\n\n\t\tfor ( let i = 0, l = json.curves.length; i < l; i ++ ) {\n\n\t\t\tconst curve = json.curves[ i ];\n\t\t\tthis.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Path( points ) {\n\n\tCurvePath.call( this );\n\n\tthis.type = 'Path';\n\n\tthis.currentPoint = new Vector2();\n\n\tif ( points ) {\n\n\t\tthis.setFromPoints( points );\n\n\t}\n\n}\n\nPath.prototype = Object.assign( Object.create( CurvePath.prototype ), {\n\n\tconstructor: Path,\n\n\tsetFromPoints: function ( points ) {\n\n\t\tthis.moveTo( points[ 0 ].x, points[ 0 ].y );\n\n\t\tfor ( let i = 1, l = points.length; i < l; i ++ ) {\n\n\t\t\tthis.lineTo( points[ i ].x, points[ i ].y );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tconst curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tconst curve = new QuadraticBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCPx, aCPy ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tconst curve = new CubicBezierCurve(\n\t\t\tthis.currentPoint.clone(),\n\t\t\tnew Vector2( aCP1x, aCP1y ),\n\t\t\tnew Vector2( aCP2x, aCP2y ),\n\t\t\tnew Vector2( aX, aY )\n\t\t);\n\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.set( aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts /*Array of Vector*/ ) {\n\n\t\tconst npts = [ this.currentPoint.clone() ].concat( pts );\n\n\t\tconst curve = new SplineCurve( npts );\n\t\tthis.curves.push( curve );\n\n\t\tthis.currentPoint.copy( pts[ pts.length - 1 ] );\n\n\t\treturn this;\n\n\t},\n\n\tarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absarc( aX + x0, aY + y0, aRadius,\n\t\t\taStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tabsarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {\n\n\t\tthis.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );\n\n\t\treturn this;\n\n\t},\n\n\tellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst x0 = this.currentPoint.x;\n\t\tconst y0 = this.currentPoint.y;\n\n\t\tthis.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\treturn this;\n\n\t},\n\n\tabsellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {\n\n\t\tconst curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );\n\n\t\tif ( this.curves.length > 0 ) {\n\n\t\t\t// if a previous curve is present, attempt to join\n\t\t\tconst firstPoint = curve.getPoint( 0 );\n\n\t\t\tif ( ! firstPoint.equals( this.currentPoint ) ) {\n\n\t\t\t\tthis.lineTo( firstPoint.x, firstPoint.y );\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis.curves.push( curve );\n\n\t\tconst lastPoint = curve.getPoint( 1 );\n\t\tthis.currentPoint.copy( lastPoint );\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tCurvePath.prototype.copy.call( this, source );\n\n\t\tthis.currentPoint.copy( source.currentPoint );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = CurvePath.prototype.toJSON.call( this );\n\n\t\tdata.currentPoint = this.currentPoint.toArray();\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tCurvePath.prototype.fromJSON.call( this, json );\n\n\t\tthis.currentPoint.fromArray( json.currentPoint );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Shape( points ) {\n\n\tPath.call( this, points );\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\tthis.type = 'Shape';\n\n\tthis.holes = [];\n\n}\n\nShape.prototype = Object.assign( Object.create( Path.prototype ), {\n\n\tconstructor: Shape,\n\n\tgetPointsHoles: function ( divisions ) {\n\n\t\tconst holesPts = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tholesPts[ i ] = this.holes[ i ].getPoints( divisions );\n\n\t\t}\n\n\t\treturn holesPts;\n\n\t},\n\n\t// get points of shape and holes (keypoints based on segments parameter)\n\n\textractPoints: function ( divisions ) {\n\n\t\treturn {\n\n\t\t\tshape: this.getPoints( divisions ),\n\t\t\tholes: this.getPointsHoles( divisions )\n\n\t\t};\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tPath.prototype.copy.call( this, source );\n\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = source.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = source.holes[ i ];\n\n\t\t\tthis.holes.push( hole.clone() );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = Path.prototype.toJSON.call( this );\n\n\t\tdata.uuid = this.uuid;\n\t\tdata.holes = [];\n\n\t\tfor ( let i = 0, l = this.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = this.holes[ i ];\n\t\t\tdata.holes.push( hole.toJSON() );\n\n\t\t}\n\n\t\treturn data;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tPath.prototype.fromJSON.call( this, json );\n\n\t\tthis.uuid = json.uuid;\n\t\tthis.holes = [];\n\n\t\tfor ( let i = 0, l = json.holes.length; i < l; i ++ ) {\n\n\t\t\tconst hole = json.holes[ i ];\n\t\t\tthis.holes.push( new Path().fromJSON( hole ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction Light( color, intensity = 1 ) {\n\n\tObject3D.call( this );\n\n\tthis.type = 'Light';\n\n\tthis.color = new Color( color );\n\tthis.intensity = intensity;\n\n}\n\nLight.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: Light,\n\n\tisLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tObject3D.prototype.copy.call( this, source );\n\n\t\tthis.color.copy( source.color );\n\t\tthis.intensity = source.intensity;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.color = this.color.getHex();\n\t\tdata.object.intensity = this.intensity;\n\n\t\tif ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();\n\n\t\tif ( this.distance !== undefined ) data.object.distance = this.distance;\n\t\tif ( this.angle !== undefined ) data.object.angle = this.angle;\n\t\tif ( this.decay !== undefined ) data.object.decay = this.decay;\n\t\tif ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;\n\n\t\tif ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction HemisphereLight( skyColor, groundColor, intensity ) {\n\n\tLight.call( this, skyColor, intensity );\n\n\tthis.type = 'HemisphereLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.groundColor = new Color( groundColor );\n\n}\n\nHemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: HemisphereLight,\n\n\tisHemisphereLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.groundColor.copy( source.groundColor );\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction LightShadow( camera ) {\n\n\tthis.camera = camera;\n\n\tthis.bias = 0;\n\tthis.normalBias = 0;\n\tthis.radius = 1;\n\n\tthis.mapSize = new Vector2( 512, 512 );\n\n\tthis.map = null;\n\tthis.mapPass = null;\n\tthis.matrix = new Matrix4();\n\n\tthis.autoUpdate = true;\n\tthis.needsUpdate = false;\n\n\tthis._frustum = new Frustum();\n\tthis._frameExtents = new Vector2( 1, 1 );\n\n\tthis._viewportCount = 1;\n\n\tthis._viewports = [\n\n\t\tnew Vector4( 0, 0, 1, 1 )\n\n\t];\n\n}\n\nObject.assign( LightShadow.prototype, {\n\n\t_projScreenMatrix: new Matrix4(),\n\n\t_lightPositionWorld: new Vector3(),\n\n\t_lookTarget: new Vector3(),\n\n\tgetViewportCount: function () {\n\n\t\treturn this._viewportCount;\n\n\t},\n\n\tgetFrustum: function () {\n\n\t\treturn this._frustum;\n\n\t},\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst shadowCamera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tprojScreenMatrix = this._projScreenMatrix,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tlightPositionWorld = this._lightPositionWorld;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tshadowCamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.setFromMatrixPosition( light.target.matrixWorld );\n\t\tshadowCamera.lookAt( lookTarget );\n\t\tshadowCamera.updateMatrixWorld();\n\n\t\tprojScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t\tshadowMatrix.set(\n\t\t\t0.5, 0.0, 0.0, 0.5,\n\t\t\t0.0, 0.5, 0.0, 0.5,\n\t\t\t0.0, 0.0, 0.5, 0.5,\n\t\t\t0.0, 0.0, 0.0, 1.0\n\t\t);\n\n\t\tshadowMatrix.multiply( shadowCamera.projectionMatrix );\n\t\tshadowMatrix.multiply( shadowCamera.matrixWorldInverse );\n\n\t},\n\n\tgetViewport: function ( viewportIndex ) {\n\n\t\treturn this._viewports[ viewportIndex ];\n\n\t},\n\n\tgetFrameExtents: function () {\n\n\t\treturn this._frameExtents;\n\n\t},\n\n\tcopy: function ( source ) {\n\n\t\tthis.camera = source.camera.clone();\n\n\t\tthis.bias = source.bias;\n\t\tthis.radius = source.radius;\n\n\t\tthis.mapSize.copy( source.mapSize );\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst object = {};\n\n\t\tif ( this.bias !== 0 ) object.bias = this.bias;\n\t\tif ( this.normalBias !== 0 ) object.normalBias = this.normalBias;\n\t\tif ( this.radius !== 1 ) object.radius = this.radius;\n\t\tif ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();\n\n\t\tobject.camera = this.camera.toJSON( false ).object;\n\t\tdelete object.camera.matrix;\n\n\t\treturn object;\n\n\t}\n\n} );\n\nfunction SpotLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );\n\n\tthis.focus = 1;\n\n}\n\nSpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: SpotLightShadow,\n\n\tisSpotLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tconst camera = this.camera;\n\n\t\tconst fov = MathUtils.RAD2DEG * 2 * light.angle * this.focus;\n\t\tconst aspect = this.mapSize.width / this.mapSize.height;\n\t\tconst far = light.distance || camera.far;\n\n\t\tif ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {\n\n\t\t\tcamera.fov = fov;\n\t\t\tcamera.aspect = aspect;\n\t\t\tcamera.far = far;\n\t\t\tcamera.updateProjectionMatrix();\n\n\t\t}\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction SpotLight( color, intensity, distance, angle, penumbra, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'SpotLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / Math.PI;\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.angle = ( angle !== undefined ) ? angle : Math.PI / 3;\n\tthis.penumbra = ( penumbra !== undefined ) ? penumbra : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new SpotLightShadow();\n\n}\n\nSpotLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: SpotLight,\n\n\tisSpotLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.angle = source.angle;\n\t\tthis.penumbra = source.penumbra;\n\t\tthis.decay = source.decay;\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction PointLightShadow() {\n\n\tLightShadow.call( this, new PerspectiveCamera( 90, 1, 0.5, 500 ) );\n\n\tthis._frameExtents = new Vector2( 4, 2 );\n\n\tthis._viewportCount = 6;\n\n\tthis._viewports = [\n\t\t// These viewports map a cube-map onto a 2D texture with the\n\t\t// following orientation:\n\t\t//\n\t\t// xzXZ\n\t\t// y Y\n\t\t//\n\t\t// X - Positive x direction\n\t\t// x - Negative x direction\n\t\t// Y - Positive y direction\n\t\t// y - Negative y direction\n\t\t// Z - Positive z direction\n\t\t// z - Negative z direction\n\n\t\t// positive X\n\t\tnew Vector4( 2, 1, 1, 1 ),\n\t\t// negative X\n\t\tnew Vector4( 0, 1, 1, 1 ),\n\t\t// positive Z\n\t\tnew Vector4( 3, 1, 1, 1 ),\n\t\t// negative Z\n\t\tnew Vector4( 1, 1, 1, 1 ),\n\t\t// positive Y\n\t\tnew Vector4( 3, 0, 1, 1 ),\n\t\t// negative Y\n\t\tnew Vector4( 1, 0, 1, 1 )\n\t];\n\n\tthis._cubeDirections = [\n\t\tnew Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),\n\t\tnew Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )\n\t];\n\n\tthis._cubeUps = [\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),\n\t\tnew Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),\tnew Vector3( 0, 0, - 1 )\n\t];\n\n}\n\nPointLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: PointLightShadow,\n\n\tisPointLightShadow: true,\n\n\tupdateMatrices: function ( light, viewportIndex = 0 ) {\n\n\t\tconst camera = this.camera,\n\t\t\tshadowMatrix = this.matrix,\n\t\t\tlightPositionWorld = this._lightPositionWorld,\n\t\t\tlookTarget = this._lookTarget,\n\t\t\tprojScreenMatrix = this._projScreenMatrix;\n\n\t\tlightPositionWorld.setFromMatrixPosition( light.matrixWorld );\n\t\tcamera.position.copy( lightPositionWorld );\n\n\t\tlookTarget.copy( camera.position );\n\t\tlookTarget.add( this._cubeDirections[ viewportIndex ] );\n\t\tcamera.up.copy( this._cubeUps[ viewportIndex ] );\n\t\tcamera.lookAt( lookTarget );\n\t\tcamera.updateMatrixWorld();\n\n\t\tshadowMatrix.makeTranslation( - lightPositionWorld.x, - lightPositionWorld.y, - lightPositionWorld.z );\n\n\t\tprojScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );\n\t\tthis._frustum.setFromProjectionMatrix( projScreenMatrix );\n\n\t}\n\n} );\n\nfunction PointLight( color, intensity, distance, decay ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'PointLight';\n\n\tObject.defineProperty( this, 'power', {\n\t\tget: function () {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\treturn this.intensity * 4 * Math.PI;\n\n\t\t},\n\t\tset: function ( power ) {\n\n\t\t\t// intensity = power per solid angle.\n\t\t\t// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf\n\t\t\tthis.intensity = power / ( 4 * Math.PI );\n\n\t\t}\n\t} );\n\n\tthis.distance = ( distance !== undefined ) ? distance : 0;\n\tthis.decay = ( decay !== undefined ) ? decay : 1;\t// for physically correct lights, should be 2.\n\n\tthis.shadow = new PointLightShadow();\n\n}\n\nPointLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: PointLight,\n\n\tisPointLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.distance = source.distance;\n\t\tthis.decay = source.decay;\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction OrthographicCamera( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {\n\n\tCamera.call( this );\n\n\tthis.type = 'OrthographicCamera';\n\n\tthis.zoom = 1;\n\tthis.view = null;\n\n\tthis.left = left;\n\tthis.right = right;\n\tthis.top = top;\n\tthis.bottom = bottom;\n\n\tthis.near = near;\n\tthis.far = far;\n\n\tthis.updateProjectionMatrix();\n\n}\n\nOrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {\n\n\tconstructor: OrthographicCamera,\n\n\tisOrthographicCamera: true,\n\n\tcopy: function ( source, recursive ) {\n\n\t\tCamera.prototype.copy.call( this, source, recursive );\n\n\t\tthis.left = source.left;\n\t\tthis.right = source.right;\n\t\tthis.top = source.top;\n\t\tthis.bottom = source.bottom;\n\t\tthis.near = source.near;\n\t\tthis.far = source.far;\n\n\t\tthis.zoom = source.zoom;\n\t\tthis.view = source.view === null ? null : Object.assign( {}, source.view );\n\n\t\treturn this;\n\n\t},\n\n\tsetViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {\n\n\t\tif ( this.view === null ) {\n\n\t\t\tthis.view = {\n\t\t\t\tenabled: true,\n\t\t\t\tfullWidth: 1,\n\t\t\t\tfullHeight: 1,\n\t\t\t\toffsetX: 0,\n\t\t\t\toffsetY: 0,\n\t\t\t\twidth: 1,\n\t\t\t\theight: 1\n\t\t\t};\n\n\t\t}\n\n\t\tthis.view.enabled = true;\n\t\tthis.view.fullWidth = fullWidth;\n\t\tthis.view.fullHeight = fullHeight;\n\t\tthis.view.offsetX = x;\n\t\tthis.view.offsetY = y;\n\t\tthis.view.width = width;\n\t\tthis.view.height = height;\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tclearViewOffset: function () {\n\n\t\tif ( this.view !== null ) {\n\n\t\t\tthis.view.enabled = false;\n\n\t\t}\n\n\t\tthis.updateProjectionMatrix();\n\n\t},\n\n\tupdateProjectionMatrix: function () {\n\n\t\tconst dx = ( this.right - this.left ) / ( 2 * this.zoom );\n\t\tconst dy = ( this.top - this.bottom ) / ( 2 * this.zoom );\n\t\tconst cx = ( this.right + this.left ) / 2;\n\t\tconst cy = ( this.top + this.bottom ) / 2;\n\n\t\tlet left = cx - dx;\n\t\tlet right = cx + dx;\n\t\tlet top = cy + dy;\n\t\tlet bottom = cy - dy;\n\n\t\tif ( this.view !== null && this.view.enabled ) {\n\n\t\t\tconst scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;\n\t\t\tconst scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;\n\n\t\t\tleft += scaleW * this.view.offsetX;\n\t\t\tright = left + scaleW * this.view.width;\n\t\t\ttop -= scaleH * this.view.offsetY;\n\t\t\tbottom = top - scaleH * this.view.height;\n\n\t\t}\n\n\t\tthis.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );\n\n\t\tthis.projectionMatrixInverse.copy( this.projectionMatrix ).invert();\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Object3D.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.zoom = this.zoom;\n\t\tdata.object.left = this.left;\n\t\tdata.object.right = this.right;\n\t\tdata.object.top = this.top;\n\t\tdata.object.bottom = this.bottom;\n\t\tdata.object.near = this.near;\n\t\tdata.object.far = this.far;\n\n\t\tif ( this.view !== null ) data.object.view = Object.assign( {}, this.view );\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction DirectionalLightShadow() {\n\n\tLightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );\n\n}\n\nDirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {\n\n\tconstructor: DirectionalLightShadow,\n\n\tisDirectionalLightShadow: true,\n\n\tupdateMatrices: function ( light ) {\n\n\t\tLightShadow.prototype.updateMatrices.call( this, light );\n\n\t}\n\n} );\n\nfunction DirectionalLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'DirectionalLight';\n\n\tthis.position.copy( Object3D.DefaultUp );\n\tthis.updateMatrix();\n\n\tthis.target = new Object3D();\n\n\tthis.shadow = new DirectionalLightShadow();\n\n}\n\nDirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: DirectionalLight,\n\n\tisDirectionalLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.target = source.target.clone();\n\n\t\tthis.shadow = source.shadow.clone();\n\n\t\treturn this;\n\n\t}\n\n} );\n\nfunction AmbientLight( color, intensity ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'AmbientLight';\n\n}\n\nAmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: AmbientLight,\n\n\tisAmbientLight: true\n\n} );\n\nfunction RectAreaLight( color, intensity, width, height ) {\n\n\tLight.call( this, color, intensity );\n\n\tthis.type = 'RectAreaLight';\n\n\tthis.width = ( width !== undefined ) ? width : 10;\n\tthis.height = ( height !== undefined ) ? height : 10;\n\n}\n\nRectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: RectAreaLight,\n\n\tisRectAreaLight: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.width = source.width;\n\t\tthis.height = source.height;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.width = this.width;\n\t\tdata.object.height = this.height;\n\n\t\treturn data;\n\n\t}\n\n} );\n\n/**\n * Primary reference:\n * https://graphics.stanford.edu/papers/envmap/envmap.pdf\n *\n * Secondary reference:\n * https://www.ppsloan.org/publications/StupidSH36.pdf\n */\n\n// 3-band SH defined by 9 coefficients\n\nclass SphericalHarmonics3 {\n\n\tconstructor() {\n\n\t\tObject.defineProperty( this, 'isSphericalHarmonics3', { value: true } );\n\n\t\tthis.coefficients = [];\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients.push( new Vector3() );\n\n\t\t}\n\n\t}\n\n\tset( coefficients ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].copy( coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tzero() {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].set( 0, 0, 0 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// get the radiance in the direction of the normal\n\t// target is a Vector3\n\tgetAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 );\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 0.488603 * y );\n\t\ttarget.addScaledVector( coeff[ 2 ], 0.488603 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 0.488603 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) );\n\t\ttarget.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) );\n\t\ttarget.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) );\n\n\t\treturn target;\n\n\t}\n\n\t// get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n\t// target is a Vector3\n\t// https://graphics.stanford.edu/papers/envmap/envmap.pdf\n\tgetIrradianceAt( normal, target ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\tconst coeff = this.coefficients;\n\n\t\t// band 0\n\t\ttarget.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095\n\n\t\t// band 1\n\t\ttarget.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603\n\t\ttarget.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z );\n\t\ttarget.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x );\n\n\t\t// band 2\n\t\ttarget.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548\n\t\ttarget.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z );\n\t\ttarget.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3\n\t\ttarget.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z );\n\t\ttarget.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274\n\n\t\treturn target;\n\n\t}\n\n\tadd( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].add( sh.coefficients[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\taddScaledSH( sh, s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tscale( s ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].multiplyScalar( s );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tlerp( sh, alpha ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tthis.coefficients[ i ].lerp( sh.coefficients[ i ], alpha );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tequals( sh ) {\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tif ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) {\n\n\t\t\t\treturn false;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn true;\n\n\t}\n\n\tcopy( sh ) {\n\n\t\treturn this.set( sh.coefficients );\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tfromArray( array, offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].fromArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\ttoArray( array = [], offset = 0 ) {\n\n\t\tconst coefficients = this.coefficients;\n\n\t\tfor ( let i = 0; i < 9; i ++ ) {\n\n\t\t\tcoefficients[ i ].toArray( array, offset + ( i * 3 ) );\n\n\t\t}\n\n\t\treturn array;\n\n\t}\n\n\t// evaluate the basis functions\n\t// shBasis is an Array[ 9 ]\n\tstatic getBasisAt( normal, shBasis ) {\n\n\t\t// normal is assumed to be unit length\n\n\t\tconst x = normal.x, y = normal.y, z = normal.z;\n\n\t\t// band 0\n\t\tshBasis[ 0 ] = 0.282095;\n\n\t\t// band 1\n\t\tshBasis[ 1 ] = 0.488603 * y;\n\t\tshBasis[ 2 ] = 0.488603 * z;\n\t\tshBasis[ 3 ] = 0.488603 * x;\n\n\t\t// band 2\n\t\tshBasis[ 4 ] = 1.092548 * x * y;\n\t\tshBasis[ 5 ] = 1.092548 * y * z;\n\t\tshBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 );\n\t\tshBasis[ 7 ] = 1.092548 * x * z;\n\t\tshBasis[ 8 ] = 0.546274 * ( x * x - y * y );\n\n\t}\n\n}\n\nfunction LightProbe( sh, intensity ) {\n\n\tLight.call( this, undefined, intensity );\n\n\tthis.type = 'LightProbe';\n\n\tthis.sh = ( sh !== undefined ) ? sh : new SphericalHarmonics3();\n\n}\n\nLightProbe.prototype = Object.assign( Object.create( Light.prototype ), {\n\n\tconstructor: LightProbe,\n\n\tisLightProbe: true,\n\n\tcopy: function ( source ) {\n\n\t\tLight.prototype.copy.call( this, source );\n\n\t\tthis.sh.copy( source.sh );\n\n\t\treturn this;\n\n\t},\n\n\tfromJSON: function ( json ) {\n\n\t\tthis.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON();\n\t\tthis.sh.fromArray( json.sh );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = Light.prototype.toJSON.call( this, meta );\n\n\t\tdata.object.sh = this.sh.toArray();\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction MaterialLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n\tthis.textures = {};\n\n}\n\nMaterialLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: MaterialLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst textures = this.textures;\n\n\t\tfunction getTexture( name ) {\n\n\t\t\tif ( textures[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.MaterialLoader: Undefined texture', name );\n\n\t\t\t}\n\n\t\t\treturn textures[ name ];\n\n\t\t}\n\n\t\tconst material = new Materials[ json.type ]();\n\n\t\tif ( json.uuid !== undefined ) material.uuid = json.uuid;\n\t\tif ( json.name !== undefined ) material.name = json.name;\n\t\tif ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color );\n\t\tif ( json.roughness !== undefined ) material.roughness = json.roughness;\n\t\tif ( json.metalness !== undefined ) material.metalness = json.metalness;\n\t\tif ( json.sheen !== undefined ) material.sheen = new Color().setHex( json.sheen );\n\t\tif ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive );\n\t\tif ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular );\n\t\tif ( json.shininess !== undefined ) material.shininess = json.shininess;\n\t\tif ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat;\n\t\tif ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness;\n\t\tif ( json.fog !== undefined ) material.fog = json.fog;\n\t\tif ( json.flatShading !== undefined ) material.flatShading = json.flatShading;\n\t\tif ( json.blending !== undefined ) material.blending = json.blending;\n\t\tif ( json.combine !== undefined ) material.combine = json.combine;\n\t\tif ( json.side !== undefined ) material.side = json.side;\n\t\tif ( json.opacity !== undefined ) material.opacity = json.opacity;\n\t\tif ( json.transparent !== undefined ) material.transparent = json.transparent;\n\t\tif ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;\n\t\tif ( json.depthTest !== undefined ) material.depthTest = json.depthTest;\n\t\tif ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;\n\t\tif ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;\n\n\t\tif ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;\n\t\tif ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask;\n\t\tif ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc;\n\t\tif ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef;\n\t\tif ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask;\n\t\tif ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail;\n\t\tif ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail;\n\t\tif ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass;\n\n\t\tif ( json.wireframe !== undefined ) material.wireframe = json.wireframe;\n\t\tif ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;\n\t\tif ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;\n\t\tif ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;\n\n\t\tif ( json.rotation !== undefined ) material.rotation = json.rotation;\n\n\t\tif ( json.linewidth !== 1 ) material.linewidth = json.linewidth;\n\t\tif ( json.dashSize !== undefined ) material.dashSize = json.dashSize;\n\t\tif ( json.gapSize !== undefined ) material.gapSize = json.gapSize;\n\t\tif ( json.scale !== undefined ) material.scale = json.scale;\n\n\t\tif ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;\n\t\tif ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;\n\t\tif ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;\n\n\t\tif ( json.skinning !== undefined ) material.skinning = json.skinning;\n\t\tif ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;\n\t\tif ( json.morphNormals !== undefined ) material.morphNormals = json.morphNormals;\n\t\tif ( json.dithering !== undefined ) material.dithering = json.dithering;\n\n\t\tif ( json.vertexTangents !== undefined ) material.vertexTangents = json.vertexTangents;\n\n\t\tif ( json.visible !== undefined ) material.visible = json.visible;\n\n\t\tif ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped;\n\n\t\tif ( json.userData !== undefined ) material.userData = json.userData;\n\n\t\tif ( json.vertexColors !== undefined ) {\n\n\t\t\tif ( typeof json.vertexColors === 'number' ) {\n\n\t\t\t\tmaterial.vertexColors = ( json.vertexColors > 0 ) ? true : false;\n\n\t\t\t} else {\n\n\t\t\t\tmaterial.vertexColors = json.vertexColors;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Shader Material\n\n\t\tif ( json.uniforms !== undefined ) {\n\n\t\t\tfor ( const name in json.uniforms ) {\n\n\t\t\t\tconst uniform = json.uniforms[ name ];\n\n\t\t\t\tmaterial.uniforms[ name ] = {};\n\n\t\t\t\tswitch ( uniform.type ) {\n\n\t\t\t\t\tcase 't':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = getTexture( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'c':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Color().setHex( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v2':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector2().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'v4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Vector4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm3':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'm4':\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\t\t\t\t\t\tmaterial.uniforms[ name ].value = uniform.value;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json.defines !== undefined ) material.defines = json.defines;\n\t\tif ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;\n\t\tif ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;\n\n\t\tif ( json.extensions !== undefined ) {\n\n\t\t\tfor ( const key in json.extensions ) {\n\n\t\t\t\tmaterial.extensions[ key ] = json.extensions[ key ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Deprecated\n\n\t\tif ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading\n\n\t\t// for PointsMaterial\n\n\t\tif ( json.size !== undefined ) material.size = json.size;\n\t\tif ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;\n\n\t\t// maps\n\n\t\tif ( json.map !== undefined ) material.map = getTexture( json.map );\n\t\tif ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap );\n\n\t\tif ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap );\n\n\t\tif ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );\n\t\tif ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;\n\n\t\tif ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );\n\t\tif ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;\n\t\tif ( json.normalScale !== undefined ) {\n\n\t\t\tlet normalScale = json.normalScale;\n\n\t\t\tif ( Array.isArray( normalScale ) === false ) {\n\n\t\t\t\t// Blender exporter used to export a scalar. See #7459\n\n\t\t\t\tnormalScale = [ normalScale, normalScale ];\n\n\t\t\t}\n\n\t\t\tmaterial.normalScale = new Vector2().fromArray( normalScale );\n\n\t\t}\n\n\t\tif ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );\n\t\tif ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;\n\t\tif ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;\n\n\t\tif ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );\n\t\tif ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );\n\n\t\tif ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );\n\t\tif ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;\n\n\t\tif ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );\n\n\t\tif ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );\n\t\tif ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;\n\n\t\tif ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;\n\t\tif ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio;\n\n\t\tif ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );\n\t\tif ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;\n\n\t\tif ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );\n\t\tif ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;\n\n\t\tif ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );\n\n\t\tif ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap );\n\t\tif ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap );\n\t\tif ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap );\n\t\tif ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale );\n\n\t\tif ( json.transmission !== undefined ) material.transmission = json.transmission;\n\t\tif ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap );\n\n\t\treturn material;\n\n\t},\n\n\tsetTextures: function ( value ) {\n\n\t\tthis.textures = value;\n\t\treturn this;\n\n\t}\n\n} );\n\nconst LoaderUtils = {\n\n\tdecodeText: function ( array ) {\n\n\t\tif ( typeof TextDecoder !== 'undefined' ) {\n\n\t\t\treturn new TextDecoder().decode( array );\n\n\t\t}\n\n\t\t// Avoid the String.fromCharCode.apply(null, array) shortcut, which\n\t\t// throws a \"maximum call stack size exceeded\" error for large arrays.\n\n\t\tlet s = '';\n\n\t\tfor ( let i = 0, il = array.length; i < il; i ++ ) {\n\n\t\t\t// Implicitly assumes little-endian.\n\t\t\ts += String.fromCharCode( array[ i ] );\n\n\t\t}\n\n\t\ttry {\n\n\t\t\t// merges multi-byte utf-8 characters.\n\n\t\t\treturn decodeURIComponent( escape( s ) );\n\n\t\t} catch ( e ) { // see #16358\n\n\t\t\treturn s;\n\n\t\t}\n\n\t},\n\n\textractUrlBase: function ( url ) {\n\n\t\tconst index = url.lastIndexOf( '/' );\n\n\t\tif ( index === - 1 ) return './';\n\n\t\treturn url.substr( 0, index + 1 );\n\n\t}\n\n};\n\nfunction InstancedBufferGeometry() {\n\n\tBufferGeometry.call( this );\n\n\tthis.type = 'InstancedBufferGeometry';\n\tthis.instanceCount = Infinity;\n\n}\n\nInstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {\n\n\tconstructor: InstancedBufferGeometry,\n\n\tisInstancedBufferGeometry: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferGeometry.prototype.copy.call( this, source );\n\n\t\tthis.instanceCount = source.instanceCount;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function () {\n\n\t\treturn new this.constructor().copy( this );\n\n\t},\n\n\ttoJSON: function () {\n\n\t\tconst data = BufferGeometry.prototype.toJSON.call( this );\n\n\t\tdata.instanceCount = this.instanceCount;\n\n\t\tdata.isInstancedBufferGeometry = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {\n\n\tif ( typeof ( normalized ) === 'number' ) {\n\n\t\tmeshPerAttribute = normalized;\n\n\t\tnormalized = false;\n\n\t\tconsole.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );\n\n\t}\n\n\tBufferAttribute.call( this, array, itemSize, normalized );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {\n\n\tconstructor: InstancedBufferAttribute,\n\n\tisInstancedBufferAttribute: true,\n\n\tcopy: function ( source ) {\n\n\t\tBufferAttribute.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ()\t{\n\n\t\tconst data = BufferAttribute.prototype.toJSON.call( this );\n\n\t\tdata.meshPerAttribute = this.meshPerAttribute;\n\n\t\tdata.isInstancedBufferAttribute = true;\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction BufferGeometryLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nBufferGeometryLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: BufferGeometryLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\ttry {\n\n\t\t\t\tonLoad( scope.parse( JSON.parse( text ) ) );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\tconst interleavedBufferMap = {};\n\t\tconst arrayBufferMap = {};\n\n\t\tfunction getInterleavedBuffer( json, uuid ) {\n\n\t\t\tif ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ];\n\n\t\t\tconst interleavedBuffers = json.interleavedBuffers;\n\t\t\tconst interleavedBuffer = interleavedBuffers[ uuid ];\n\n\t\t\tconst buffer = getArrayBuffer( json, interleavedBuffer.buffer );\n\n\t\t\tconst array = getTypedArray( interleavedBuffer.type, buffer );\n\t\t\tconst ib = new InterleavedBuffer( array, interleavedBuffer.stride );\n\t\t\tib.uuid = interleavedBuffer.uuid;\n\n\t\t\tinterleavedBufferMap[ uuid ] = ib;\n\n\t\t\treturn ib;\n\n\t\t}\n\n\t\tfunction getArrayBuffer( json, uuid ) {\n\n\t\t\tif ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ];\n\n\t\t\tconst arrayBuffers = json.arrayBuffers;\n\t\t\tconst arrayBuffer = arrayBuffers[ uuid ];\n\n\t\t\tconst ab = new Uint32Array( arrayBuffer ).buffer;\n\n\t\t\tarrayBufferMap[ uuid ] = ab;\n\n\t\t\treturn ab;\n\n\t\t}\n\n\t\tconst geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry();\n\n\t\tconst index = json.data.index;\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst typedArray = getTypedArray( index.type, index.array );\n\t\t\tgeometry.setIndex( new BufferAttribute( typedArray, 1 ) );\n\n\t\t}\n\n\t\tconst attributes = json.data.attributes;\n\n\t\tfor ( const key in attributes ) {\n\n\t\t\tconst attribute = attributes[ key ];\n\t\t\tlet bufferAttribute;\n\n\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t} else {\n\n\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\tconst bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute;\n\t\t\t\tbufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t}\n\n\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\tgeometry.setAttribute( key, bufferAttribute );\n\n\t\t}\n\n\t\tconst morphAttributes = json.data.morphAttributes;\n\n\t\tif ( morphAttributes ) {\n\n\t\t\tfor ( const key in morphAttributes ) {\n\n\t\t\t\tconst attributeArray = morphAttributes[ key ];\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, il = attributeArray.length; i < il; i ++ ) {\n\n\t\t\t\t\tconst attribute = attributeArray[ i ];\n\t\t\t\t\tlet bufferAttribute;\n\n\t\t\t\t\tif ( attribute.isInterleavedBufferAttribute ) {\n\n\t\t\t\t\t\tconst interleavedBuffer = getInterleavedBuffer( json.data, attribute.data );\n\t\t\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst typedArray = getTypedArray( attribute.type, attribute.array );\n\t\t\t\t\t\tbufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;\n\t\t\t\t\tarray.push( bufferAttribute );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.morphAttributes[ key ] = array;\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst morphTargetsRelative = json.data.morphTargetsRelative;\n\n\t\tif ( morphTargetsRelative ) {\n\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t}\n\n\t\tconst groups = json.data.groups || json.data.drawcalls || json.data.offsets;\n\n\t\tif ( groups !== undefined ) {\n\n\t\t\tfor ( let i = 0, n = groups.length; i !== n; ++ i ) {\n\n\t\t\t\tconst group = groups[ i ];\n\n\t\t\t\tgeometry.addGroup( group.start, group.count, group.materialIndex );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst boundingSphere = json.data.boundingSphere;\n\n\t\tif ( boundingSphere !== undefined ) {\n\n\t\t\tconst center = new Vector3();\n\n\t\t\tif ( boundingSphere.center !== undefined ) {\n\n\t\t\t\tcenter.fromArray( boundingSphere.center );\n\n\t\t\t}\n\n\t\t\tgeometry.boundingSphere = new Sphere( center, boundingSphere.radius );\n\n\t\t}\n\n\t\tif ( json.name ) geometry.name = json.name;\n\t\tif ( json.userData ) geometry.userData = json.userData;\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\nclass ObjectLoader extends Loader {\n\n\tconstructor( manager ) {\n\n\t\tsuper( manager );\n\n\t}\n\n\tload( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path;\n\t\tthis.resourcePath = this.resourcePath || path;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( this.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json = null;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( error ) {\n\n\t\t\t\tif ( onError !== undefined ) onError( error );\n\n\t\t\t\tconsole.error( 'THREE:ObjectLoader: Can\\'t parse ' + url + '.', error.message );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tconst metadata = json.metadata;\n\n\t\t\tif ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {\n\n\t\t\t\tconsole.error( 'THREE.ObjectLoader: Can\\'t load ' + url );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tscope.parse( json, onLoad );\n\n\t\t}, onProgress, onError );\n\n\t}\n\n\tparse( json, onLoad ) {\n\n\t\tconst animations = this.parseAnimations( json.animations );\n\t\tconst shapes = this.parseShapes( json.shapes );\n\t\tconst geometries = this.parseGeometries( json.geometries, shapes );\n\n\t\tconst images = this.parseImages( json.images, function () {\n\n\t\t\tif ( onLoad !== undefined ) onLoad( object );\n\n\t\t} );\n\n\t\tconst textures = this.parseTextures( json.textures, images );\n\t\tconst materials = this.parseMaterials( json.materials, textures );\n\n\t\tconst object = this.parseObject( json.object, geometries, materials, animations );\n\t\tconst skeletons = this.parseSkeletons( json.skeletons, object );\n\n\t\tthis.bindSkeletons( object, skeletons );\n\n\t\t//\n\n\t\tif ( onLoad !== undefined ) {\n\n\t\t\tlet hasImages = false;\n\n\t\t\tfor ( const uuid in images ) {\n\n\t\t\t\tif ( images[ uuid ] instanceof HTMLImageElement ) {\n\n\t\t\t\t\thasImages = true;\n\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( hasImages === false ) onLoad( object );\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tparseShapes( json ) {\n\n\t\tconst shapes = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst shape = new Shape().fromJSON( json[ i ] );\n\n\t\t\t\tshapes[ shape.uuid ] = shape;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n\tparseSkeletons( json, object ) {\n\n\t\tconst skeletons = {};\n\t\tconst bones = {};\n\n\t\t// generate bone lookup table\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isBone ) bones[ child.uuid ] = child;\n\n\t\t} );\n\n\t\t// create skeletons\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst skeleton = new Skeleton().fromJSON( json[ i ], bones );\n\n\t\t\t\tskeletons[ skeleton.uuid ] = skeleton;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn skeletons;\n\n\t}\n\n\tparseGeometries( json, shapes ) {\n\n\t\tconst geometries = {};\n\t\tlet geometryShapes;\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst bufferGeometryLoader = new BufferGeometryLoader();\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tlet geometry;\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tswitch ( data.type ) {\n\n\t\t\t\t\tcase 'PlaneGeometry':\n\t\t\t\t\tcase 'PlaneBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BoxGeometry':\n\t\t\t\t\tcase 'BoxBufferGeometry':\n\t\t\t\t\tcase 'CubeGeometry': // backwards compatible\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.width,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.depth,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.depthSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CircleGeometry':\n\t\t\t\t\tcase 'CircleBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'CylinderGeometry':\n\t\t\t\t\tcase 'CylinderBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radiusTop,\n\t\t\t\t\t\t\tdata.radiusBottom,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ConeGeometry':\n\t\t\t\t\tcase 'ConeBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.height,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.openEnded,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'SphereGeometry':\n\t\t\t\t\tcase 'SphereBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.widthSegments,\n\t\t\t\t\t\t\tdata.heightSegments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'DodecahedronGeometry':\n\t\t\t\t\tcase 'DodecahedronBufferGeometry':\n\t\t\t\t\tcase 'IcosahedronGeometry':\n\t\t\t\t\tcase 'IcosahedronBufferGeometry':\n\t\t\t\t\tcase 'OctahedronGeometry':\n\t\t\t\t\tcase 'OctahedronBufferGeometry':\n\t\t\t\t\tcase 'TetrahedronGeometry':\n\t\t\t\t\tcase 'TetrahedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.detail\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'RingGeometry':\n\t\t\t\t\tcase 'RingBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.innerRadius,\n\t\t\t\t\t\t\tdata.outerRadius,\n\t\t\t\t\t\t\tdata.thetaSegments,\n\t\t\t\t\t\t\tdata.phiSegments,\n\t\t\t\t\t\t\tdata.thetaStart,\n\t\t\t\t\t\t\tdata.thetaLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusGeometry':\n\t\t\t\t\tcase 'TorusBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.arc\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TorusKnotGeometry':\n\t\t\t\t\tcase 'TorusKnotBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.tube,\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.p,\n\t\t\t\t\t\t\tdata.q\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'TubeGeometry':\n\t\t\t\t\tcase 'TubeBufferGeometry':\n\n\t\t\t\t\t\t// This only works for built-in curves (e.g. CatmullRomCurve3).\n\t\t\t\t\t\t// User defined curves or instances of CurvePath will not be deserialized.\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tnew Curves[ data.path.type ]().fromJSON( data.path ),\n\t\t\t\t\t\t\tdata.tubularSegments,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.radialSegments,\n\t\t\t\t\t\t\tdata.closed\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'LatheGeometry':\n\t\t\t\t\tcase 'LatheBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.points,\n\t\t\t\t\t\t\tdata.segments,\n\t\t\t\t\t\t\tdata.phiStart,\n\t\t\t\t\t\t\tdata.phiLength\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'PolyhedronGeometry':\n\t\t\t\t\tcase 'PolyhedronBufferGeometry':\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tdata.vertices,\n\t\t\t\t\t\t\tdata.indices,\n\t\t\t\t\t\t\tdata.radius,\n\t\t\t\t\t\t\tdata.details\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'ShapeGeometry':\n\t\t\t\t\tcase 'ShapeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.curveSegments\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\n\t\t\t\t\tcase 'ExtrudeGeometry':\n\t\t\t\t\tcase 'ExtrudeBufferGeometry':\n\n\t\t\t\t\t\tgeometryShapes = [];\n\n\t\t\t\t\t\tfor ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tconst shape = shapes[ data.shapes[ j ] ];\n\n\t\t\t\t\t\t\tgeometryShapes.push( shape );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tconst extrudePath = data.options.extrudePath;\n\n\t\t\t\t\t\tif ( extrudePath !== undefined ) {\n\n\t\t\t\t\t\t\tdata.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tgeometry = new Geometries[ data.type ](\n\t\t\t\t\t\t\tgeometryShapes,\n\t\t\t\t\t\t\tdata.options\n\t\t\t\t\t\t);\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'BufferGeometry':\n\t\t\t\t\tcase 'InstancedBufferGeometry':\n\n\t\t\t\t\t\tgeometry = bufferGeometryLoader.parse( data );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase 'Geometry':\n\n\t\t\t\t\t\tconsole.error( 'THREE.ObjectLoader: Loading \"Geometry\" is not supported anymore.' );\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Unsupported geometry type \"' + data.type + '\"' );\n\n\t\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) geometry.name = data.name;\n\t\t\t\tif ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;\n\n\t\t\t\tgeometries[ data.uuid ] = geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn geometries;\n\n\t}\n\n\tparseMaterials( json, textures ) {\n\n\t\tconst cache = {}; // MultiMaterial\n\t\tconst materials = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tconst loader = new MaterialLoader();\n\t\t\tloader.setTextures( textures );\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.type === 'MultiMaterial' ) {\n\n\t\t\t\t\t// Deprecated\n\n\t\t\t\t\tconst array = [];\n\n\t\t\t\t\tfor ( let j = 0; j < data.materials.length; j ++ ) {\n\n\t\t\t\t\t\tconst material = data.materials[ j ];\n\n\t\t\t\t\t\tif ( cache[ material.uuid ] === undefined ) {\n\n\t\t\t\t\t\t\tcache[ material.uuid ] = loader.parse( material );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tarray.push( cache[ material.uuid ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = array;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( cache[ data.uuid ] === undefined ) {\n\n\t\t\t\t\t\tcache[ data.uuid ] = loader.parse( data );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tmaterials[ data.uuid ] = cache[ data.uuid ];\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn materials;\n\n\t}\n\n\tparseAnimations( json ) {\n\n\t\tconst animations = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0; i < json.length; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tconst clip = AnimationClip.parse( data );\n\n\t\t\t\tanimations[ clip.uuid ] = clip;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn animations;\n\n\t}\n\n\tparseImages( json, onLoad ) {\n\n\t\tconst scope = this;\n\t\tconst images = {};\n\n\t\tlet loader;\n\n\t\tfunction loadImage( url ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\treturn loader.load( url, function () {\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, undefined, function () {\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t} );\n\n\t\t}\n\n\t\tfunction deserializeImage( image ) {\n\n\t\t\tif ( typeof image === 'string' ) {\n\n\t\t\t\tconst url = image;\n\n\t\t\t\tconst path = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test( url ) ? url : scope.resourcePath + url;\n\n\t\t\t\treturn loadImage( path );\n\n\t\t\t} else {\n\n\t\t\t\tif ( image.data ) {\n\n\t\t\t\t\treturn {\n\t\t\t\t\t\tdata: getTypedArray( image.type, image.data ),\n\t\t\t\t\t\twidth: image.width,\n\t\t\t\t\t\theight: image.height\n\t\t\t\t\t};\n\n\t\t\t\t} else {\n\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( json !== undefined && json.length > 0 ) {\n\n\t\t\tconst manager = new LoadingManager( onLoad );\n\n\t\t\tloader = new ImageLoader( manager );\n\t\t\tloader.setCrossOrigin( this.crossOrigin );\n\n\t\t\tfor ( let i = 0, il = json.length; i < il; i ++ ) {\n\n\t\t\t\tconst image = json[ i ];\n\t\t\t\tconst url = image.url;\n\n\t\t\t\tif ( Array.isArray( url ) ) {\n\n\t\t\t\t\t// load array of images e.g CubeTexture\n\n\t\t\t\t\timages[ image.uuid ] = [];\n\n\t\t\t\t\tfor ( let j = 0, jl = url.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tconst currentUrl = url[ j ];\n\n\t\t\t\t\t\tconst deserializedImage = deserializeImage( currentUrl );\n\n\t\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\t\tif ( deserializedImage instanceof HTMLImageElement ) {\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( deserializedImage );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\t// special case: handle array of data textures for cube textures\n\n\t\t\t\t\t\t\t\timages[ image.uuid ].push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// load single image\n\n\t\t\t\t\tconst deserializedImage = deserializeImage( image.url );\n\n\t\t\t\t\tif ( deserializedImage !== null ) {\n\n\t\t\t\t\t\timages[ image.uuid ] = deserializedImage;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn images;\n\n\t}\n\n\tparseTextures( json, images ) {\n\n\t\tfunction parseConstant( value, type ) {\n\n\t\t\tif ( typeof value === 'number' ) return value;\n\n\t\t\tconsole.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );\n\n\t\t\treturn type[ value ];\n\n\t\t}\n\n\t\tconst textures = {};\n\n\t\tif ( json !== undefined ) {\n\n\t\t\tfor ( let i = 0, l = json.length; i < l; i ++ ) {\n\n\t\t\t\tconst data = json[ i ];\n\n\t\t\t\tif ( data.image === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No \"image\" specified for', data.uuid );\n\n\t\t\t\t}\n\n\t\t\t\tif ( images[ data.image ] === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined image', data.image );\n\n\t\t\t\t}\n\n\t\t\t\tlet texture;\n\t\t\t\tconst image = images[ data.image ];\n\n\t\t\t\tif ( Array.isArray( image ) ) {\n\n\t\t\t\t\ttexture = new CubeTexture( image );\n\n\t\t\t\t\tif ( image.length === 6 ) texture.needsUpdate = true;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tif ( image && image.data ) {\n\n\t\t\t\t\t\ttexture = new DataTexture( image.data, image.width, image.height );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\ttexture = new Texture( image );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( image ) texture.needsUpdate = true; // textures can have undefined image data\n\n\t\t\t\t}\n\n\t\t\t\ttexture.uuid = data.uuid;\n\n\t\t\t\tif ( data.name !== undefined ) texture.name = data.name;\n\n\t\t\t\tif ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );\n\n\t\t\t\tif ( data.offset !== undefined ) texture.offset.fromArray( data.offset );\n\t\t\t\tif ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );\n\t\t\t\tif ( data.center !== undefined ) texture.center.fromArray( data.center );\n\t\t\t\tif ( data.rotation !== undefined ) texture.rotation = data.rotation;\n\n\t\t\t\tif ( data.wrap !== undefined ) {\n\n\t\t\t\t\ttexture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );\n\t\t\t\t\ttexture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.format !== undefined ) texture.format = data.format;\n\t\t\t\tif ( data.type !== undefined ) texture.type = data.type;\n\t\t\t\tif ( data.encoding !== undefined ) texture.encoding = data.encoding;\n\n\t\t\t\tif ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );\n\t\t\t\tif ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;\n\n\t\t\t\tif ( data.flipY !== undefined ) texture.flipY = data.flipY;\n\n\t\t\t\tif ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;\n\t\t\t\tif ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;\n\n\t\t\t\ttextures[ data.uuid ] = texture;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn textures;\n\n\t}\n\n\tparseObject( data, geometries, materials, animations ) {\n\n\t\tlet object;\n\n\t\tfunction getGeometry( name ) {\n\n\t\t\tif ( geometries[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined geometry', name );\n\n\t\t\t}\n\n\t\t\treturn geometries[ name ];\n\n\t\t}\n\n\t\tfunction getMaterial( name ) {\n\n\t\t\tif ( name === undefined ) return undefined;\n\n\t\t\tif ( Array.isArray( name ) ) {\n\n\t\t\t\tconst array = [];\n\n\t\t\t\tfor ( let i = 0, l = name.length; i < l; i ++ ) {\n\n\t\t\t\t\tconst uuid = name[ i ];\n\n\t\t\t\t\tif ( materials[ uuid ] === undefined ) {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', uuid );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tarray.push( materials[ uuid ] );\n\n\t\t\t\t}\n\n\t\t\t\treturn array;\n\n\t\t\t}\n\n\t\t\tif ( materials[ name ] === undefined ) {\n\n\t\t\t\tconsole.warn( 'THREE.ObjectLoader: Undefined material', name );\n\n\t\t\t}\n\n\t\t\treturn materials[ name ];\n\n\t\t}\n\n\t\tlet geometry, material;\n\n\t\tswitch ( data.type ) {\n\n\t\t\tcase 'Scene':\n\n\t\t\t\tobject = new Scene();\n\n\t\t\t\tif ( data.background !== undefined ) {\n\n\t\t\t\t\tif ( Number.isInteger( data.background ) ) {\n\n\t\t\t\t\t\tobject.background = new Color( data.background );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tif ( data.fog !== undefined ) {\n\n\t\t\t\t\tif ( data.fog.type === 'Fog' ) {\n\n\t\t\t\t\t\tobject.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );\n\n\t\t\t\t\t} else if ( data.fog.type === 'FogExp2' ) {\n\n\t\t\t\t\t\tobject.fog = new FogExp2( data.fog.color, data.fog.density );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PerspectiveCamera':\n\n\t\t\t\tobject = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );\n\n\t\t\t\tif ( data.focus !== undefined ) object.focus = data.focus;\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;\n\t\t\t\tif ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'OrthographicCamera':\n\n\t\t\t\tobject = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );\n\n\t\t\t\tif ( data.zoom !== undefined ) object.zoom = data.zoom;\n\t\t\t\tif ( data.view !== undefined ) object.view = Object.assign( {}, data.view );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'AmbientLight':\n\n\t\t\t\tobject = new AmbientLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'DirectionalLight':\n\n\t\t\t\tobject = new DirectionalLight( data.color, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointLight':\n\n\t\t\t\tobject = new PointLight( data.color, data.intensity, data.distance, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'RectAreaLight':\n\n\t\t\t\tobject = new RectAreaLight( data.color, data.intensity, data.width, data.height );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SpotLight':\n\n\t\t\t\tobject = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'HemisphereLight':\n\n\t\t\t\tobject = new HemisphereLight( data.color, data.groundColor, data.intensity );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LightProbe':\n\n\t\t\t\tobject = new LightProbe().fromJSON( data );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'SkinnedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t \tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new SkinnedMesh( geometry, material );\n\n\t\t\t\tif ( data.bindMode !== undefined ) object.bindMode = data.bindMode;\n\t\t\t\tif ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix );\n\t\t\t\tif ( data.skeleton !== undefined ) object.skeleton = data.skeleton;\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Mesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\n\t\t\t\tobject = new Mesh( geometry, material );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'InstancedMesh':\n\n\t\t\t\tgeometry = getGeometry( data.geometry );\n\t\t\t\tmaterial = getMaterial( data.material );\n\t\t\t\tconst count = data.count;\n\t\t\t\tconst instanceMatrix = data.instanceMatrix;\n\n\t\t\t\tobject = new InstancedMesh( geometry, material, count );\n\t\t\t\tobject.instanceMatrix = new BufferAttribute( new Float32Array( instanceMatrix.array ), 16 );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LOD':\n\n\t\t\t\tobject = new LOD();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Line':\n\n\t\t\t\tobject = new Line( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineLoop':\n\n\t\t\t\tobject = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'LineSegments':\n\n\t\t\t\tobject = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'PointCloud':\n\t\t\tcase 'Points':\n\n\t\t\t\tobject = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Sprite':\n\n\t\t\t\tobject = new Sprite( getMaterial( data.material ) );\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Group':\n\n\t\t\t\tobject = new Group();\n\n\t\t\t\tbreak;\n\n\t\t\tcase 'Bone':\n\n\t\t\t\tobject = new Bone();\n\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\n\t\t\t\tobject = new Object3D();\n\n\t\t}\n\n\t\tobject.uuid = data.uuid;\n\n\t\tif ( data.name !== undefined ) object.name = data.name;\n\n\t\tif ( data.matrix !== undefined ) {\n\n\t\t\tobject.matrix.fromArray( data.matrix );\n\n\t\t\tif ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;\n\t\t\tif ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );\n\n\t\t} else {\n\n\t\t\tif ( data.position !== undefined ) object.position.fromArray( data.position );\n\t\t\tif ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );\n\t\t\tif ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );\n\t\t\tif ( data.scale !== undefined ) object.scale.fromArray( data.scale );\n\n\t\t}\n\n\t\tif ( data.castShadow !== undefined ) object.castShadow = data.castShadow;\n\t\tif ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;\n\n\t\tif ( data.shadow ) {\n\n\t\t\tif ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;\n\t\t\tif ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias;\n\t\t\tif ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;\n\t\t\tif ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );\n\t\t\tif ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );\n\n\t\t}\n\n\t\tif ( data.visible !== undefined ) object.visible = data.visible;\n\t\tif ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;\n\t\tif ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;\n\t\tif ( data.userData !== undefined ) object.userData = data.userData;\n\t\tif ( data.layers !== undefined ) object.layers.mask = data.layers;\n\n\t\tif ( data.children !== undefined ) {\n\n\t\t\tconst children = data.children;\n\n\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\tobject.add( this.parseObject( children[ i ], geometries, materials, animations ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.animations !== undefined ) {\n\n\t\t\tconst objectAnimations = data.animations;\n\n\t\t\tfor ( let i = 0; i < objectAnimations.length; i ++ ) {\n\n\t\t\t\tconst uuid = objectAnimations[ i ];\n\n\t\t\t\tobject.animations.push( animations[ uuid ] );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( data.type === 'LOD' ) {\n\n\t\t\tif ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate;\n\n\t\t\tconst levels = data.levels;\n\n\t\t\tfor ( let l = 0; l < levels.length; l ++ ) {\n\n\t\t\t\tconst level = levels[ l ];\n\t\t\t\tconst child = object.getObjectByProperty( 'uuid', level.object );\n\n\t\t\t\tif ( child !== undefined ) {\n\n\t\t\t\t\tobject.addLevel( child, level.distance );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn object;\n\n\t}\n\n\tbindSkeletons( object, skeletons ) {\n\n\t\tif ( Object.keys( skeletons ).length === 0 ) return;\n\n\t\tobject.traverse( function ( child ) {\n\n\t\t\tif ( child.isSkinnedMesh === true && child.skeleton !== undefined ) {\n\n\t\t\t\tconst skeleton = skeletons[ child.skeleton ];\n\n\t\t\t\tif ( skeleton === undefined ) {\n\n\t\t\t\t\tconsole.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tchild.bind( skeleton, child.bindMatrix );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t/* DEPRECATED */\n\n\tsetTexturePath( value ) {\n\n\t\tconsole.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );\n\t\treturn this.setResourcePath( value );\n\n\t}\n\n}\n\nconst TEXTURE_MAPPING = {\n\tUVMapping: UVMapping,\n\tCubeReflectionMapping: CubeReflectionMapping,\n\tCubeRefractionMapping: CubeRefractionMapping,\n\tEquirectangularReflectionMapping: EquirectangularReflectionMapping,\n\tEquirectangularRefractionMapping: EquirectangularRefractionMapping,\n\tCubeUVReflectionMapping: CubeUVReflectionMapping,\n\tCubeUVRefractionMapping: CubeUVRefractionMapping\n};\n\nconst TEXTURE_WRAPPING = {\n\tRepeatWrapping: RepeatWrapping,\n\tClampToEdgeWrapping: ClampToEdgeWrapping,\n\tMirroredRepeatWrapping: MirroredRepeatWrapping\n};\n\nconst TEXTURE_FILTER = {\n\tNearestFilter: NearestFilter,\n\tNearestMipmapNearestFilter: NearestMipmapNearestFilter,\n\tNearestMipmapLinearFilter: NearestMipmapLinearFilter,\n\tLinearFilter: LinearFilter,\n\tLinearMipmapNearestFilter: LinearMipmapNearestFilter,\n\tLinearMipmapLinearFilter: LinearMipmapLinearFilter\n};\n\nfunction ImageBitmapLoader( manager ) {\n\n\tif ( typeof createImageBitmap === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );\n\n\t}\n\n\tif ( typeof fetch === 'undefined' ) {\n\n\t\tconsole.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );\n\n\t}\n\n\tLoader.call( this, manager );\n\n\tthis.options = { premultiplyAlpha: 'none' };\n\n}\n\nImageBitmapLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: ImageBitmapLoader,\n\n\tisImageBitmapLoader: true,\n\n\tsetOptions: function setOptions( options ) {\n\n\t\tthis.options = options;\n\n\t\treturn this;\n\n\t},\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tif ( url === undefined ) url = '';\n\n\t\tif ( this.path !== undefined ) url = this.path + url;\n\n\t\turl = this.manager.resolveURL( url );\n\n\t\tconst scope = this;\n\n\t\tconst cached = Cache.get( url );\n\n\t\tif ( cached !== undefined ) {\n\n\t\t\tscope.manager.itemStart( url );\n\n\t\t\tsetTimeout( function () {\n\n\t\t\t\tif ( onLoad ) onLoad( cached );\n\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t}, 0 );\n\n\t\t\treturn cached;\n\n\t\t}\n\n\t\tconst fetchOptions = {};\n\t\tfetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include';\n\n\t\tfetch( url, fetchOptions ).then( function ( res ) {\n\n\t\t\treturn res.blob();\n\n\t\t} ).then( function ( blob ) {\n\n\t\t\treturn createImageBitmap( blob, scope.options );\n\n\t\t} ).then( function ( imageBitmap ) {\n\n\t\t\tCache.add( url, imageBitmap );\n\n\t\t\tif ( onLoad ) onLoad( imageBitmap );\n\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} ).catch( function ( e ) {\n\n\t\t\tif ( onError ) onError( e );\n\n\t\t\tscope.manager.itemError( url );\n\t\t\tscope.manager.itemEnd( url );\n\n\t\t} );\n\n\t\tscope.manager.itemStart( url );\n\n\t}\n\n} );\n\nfunction ShapePath() {\n\n\tthis.type = 'ShapePath';\n\n\tthis.color = new Color();\n\n\tthis.subPaths = [];\n\tthis.currentPath = null;\n\n}\n\nObject.assign( ShapePath.prototype, {\n\n\tmoveTo: function ( x, y ) {\n\n\t\tthis.currentPath = new Path();\n\t\tthis.subPaths.push( this.currentPath );\n\t\tthis.currentPath.moveTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tlineTo: function ( x, y ) {\n\n\t\tthis.currentPath.lineTo( x, y );\n\n\t\treturn this;\n\n\t},\n\n\tquadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {\n\n\t\tthis.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tbezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {\n\n\t\tthis.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );\n\n\t\treturn this;\n\n\t},\n\n\tsplineThru: function ( pts ) {\n\n\t\tthis.currentPath.splineThru( pts );\n\n\t\treturn this;\n\n\t},\n\n\ttoShapes: function ( isCCW, noHoles ) {\n\n\t\tfunction toShapesNoHoles( inSubpaths ) {\n\n\t\t\tconst shapes = [];\n\n\t\t\tfor ( let i = 0, l = inSubpaths.length; i < l; i ++ ) {\n\n\t\t\t\tconst tmpPath = inSubpaths[ i ];\n\n\t\t\t\tconst tmpShape = new Shape();\n\t\t\t\ttmpShape.curves = tmpPath.curves;\n\n\t\t\t\tshapes.push( tmpShape );\n\n\t\t\t}\n\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tfunction isPointInsidePolygon( inPt, inPolygon ) {\n\n\t\t\tconst polyLen = inPolygon.length;\n\n\t\t\t// inPt on polygon contour => immediate success or\n\t\t\t// toggling of inside/outside at every single! intersection point of an edge\n\t\t\t// with the horizontal line through inPt, left of inPt\n\t\t\t// not counting lowerY endpoints of edges and whole edges on that line\n\t\t\tlet inside = false;\n\t\t\tfor ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {\n\n\t\t\t\tlet edgeLowPt = inPolygon[ p ];\n\t\t\t\tlet edgeHighPt = inPolygon[ q ];\n\n\t\t\t\tlet edgeDx = edgeHighPt.x - edgeLowPt.x;\n\t\t\t\tlet edgeDy = edgeHighPt.y - edgeLowPt.y;\n\n\t\t\t\tif ( Math.abs( edgeDy ) > Number.EPSILON ) {\n\n\t\t\t\t\t// not parallel\n\t\t\t\t\tif ( edgeDy < 0 ) {\n\n\t\t\t\t\t\tedgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;\n\t\t\t\t\t\tedgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) \t\tcontinue;\n\n\t\t\t\t\tif ( inPt.y === edgeLowPt.y ) {\n\n\t\t\t\t\t\tif ( inPt.x === edgeLowPt.x )\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\t// continue;\t\t\t\t// no intersection or edgeLowPt => doesn't count !!!\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconst perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );\n\t\t\t\t\t\tif ( perpEdge === 0 )\t\t\t\treturn\ttrue;\t\t// inPt is on contour ?\n\t\t\t\t\t\tif ( perpEdge < 0 ) \t\t\t\tcontinue;\n\t\t\t\t\t\tinside = ! inside;\t\t// true intersection left of inPt\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// parallel or collinear\n\t\t\t\t\tif ( inPt.y !== edgeLowPt.y ) \t\tcontinue;\t\t\t// parallel\n\t\t\t\t\t// edge lies on the same horizontal line as inPt\n\t\t\t\t\tif ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||\n\t\t\t\t\t\t ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )\t\treturn\ttrue;\t// inPt: Point on contour !\n\t\t\t\t\t// continue;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn\tinside;\n\n\t\t}\n\n\t\tconst isClockWise = ShapeUtils.isClockWise;\n\n\t\tconst subPaths = this.subPaths;\n\t\tif ( subPaths.length === 0 ) return [];\n\n\t\tif ( noHoles === true )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tlet solid, tmpPath, tmpShape;\n\t\tconst shapes = [];\n\n\t\tif ( subPaths.length === 1 ) {\n\n\t\t\ttmpPath = subPaths[ 0 ];\n\t\t\ttmpShape = new Shape();\n\t\t\ttmpShape.curves = tmpPath.curves;\n\t\t\tshapes.push( tmpShape );\n\t\t\treturn shapes;\n\n\t\t}\n\n\t\tlet holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );\n\t\tholesFirst = isCCW ? ! holesFirst : holesFirst;\n\n\t\t// console.log(\"Holes first\", holesFirst);\n\n\t\tconst betterShapeHoles = [];\n\t\tconst newShapes = [];\n\t\tlet newShapeHoles = [];\n\t\tlet mainIdx = 0;\n\t\tlet tmpPoints;\n\n\t\tnewShapes[ mainIdx ] = undefined;\n\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\tfor ( let i = 0, l = subPaths.length; i < l; i ++ ) {\n\n\t\t\ttmpPath = subPaths[ i ];\n\t\t\ttmpPoints = tmpPath.getPoints();\n\t\t\tsolid = isClockWise( tmpPoints );\n\t\t\tsolid = isCCW ? ! solid : solid;\n\n\t\t\tif ( solid ) {\n\n\t\t\t\tif ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )\tmainIdx ++;\n\n\t\t\t\tnewShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };\n\t\t\t\tnewShapes[ mainIdx ].s.curves = tmpPath.curves;\n\n\t\t\t\tif ( holesFirst )\tmainIdx ++;\n\t\t\t\tnewShapeHoles[ mainIdx ] = [];\n\n\t\t\t\t//console.log('cw', i);\n\n\t\t\t} else {\n\n\t\t\t\tnewShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );\n\n\t\t\t\t//console.log('ccw', i);\n\n\t\t\t}\n\n\t\t}\n\n\t\t// only Holes? -> probably all Shapes with wrong orientation\n\t\tif ( ! newShapes[ 0 ] )\treturn\ttoShapesNoHoles( subPaths );\n\n\n\t\tif ( newShapes.length > 1 ) {\n\n\t\t\tlet ambiguous = false;\n\t\t\tconst toChange = [];\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tbetterShapeHoles[ sIdx ] = [];\n\n\t\t\t}\n\n\t\t\tfor ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {\n\n\t\t\t\tconst sho = newShapeHoles[ sIdx ];\n\n\t\t\t\tfor ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {\n\n\t\t\t\t\tconst ho = sho[ hIdx ];\n\t\t\t\t\tlet hole_unassigned = true;\n\n\t\t\t\t\tfor ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {\n\n\t\t\t\t\t\tif ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {\n\n\t\t\t\t\t\t\tif ( sIdx !== s2Idx )\ttoChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );\n\t\t\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\t\t\thole_unassigned = false;\n\t\t\t\t\t\t\t\tbetterShapeHoles[ s2Idx ].push( ho );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tambiguous = true;\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( hole_unassigned ) {\n\n\t\t\t\t\t\tbetterShapeHoles[ sIdx ].push( ho );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t\t// console.log(\"ambiguous: \", ambiguous);\n\n\t\t\tif ( toChange.length > 0 ) {\n\n\t\t\t\t// console.log(\"to change: \", toChange);\n\t\t\t\tif ( ! ambiguous )\tnewShapeHoles = betterShapeHoles;\n\n\t\t\t}\n\n\t\t}\n\n\t\tlet tmpHoles;\n\n\t\tfor ( let i = 0, il = newShapes.length; i < il; i ++ ) {\n\n\t\t\ttmpShape = newShapes[ i ].s;\n\t\t\tshapes.push( tmpShape );\n\t\t\ttmpHoles = newShapeHoles[ i ];\n\n\t\t\tfor ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {\n\n\t\t\t\ttmpShape.holes.push( tmpHoles[ j ].h );\n\n\t\t\t}\n\n\t\t}\n\n\t\t//console.log(\"shape\", shapes);\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction Font( data ) {\n\n\tthis.type = 'Font';\n\n\tthis.data = data;\n\n}\n\nObject.assign( Font.prototype, {\n\n\tisFont: true,\n\n\tgenerateShapes: function ( text, size = 100 ) {\n\n\t\tconst shapes = [];\n\t\tconst paths = createPaths( text, size, this.data );\n\n\t\tfor ( let p = 0, pl = paths.length; p < pl; p ++ ) {\n\n\t\t\tArray.prototype.push.apply( shapes, paths[ p ].toShapes() );\n\n\t\t}\n\n\t\treturn shapes;\n\n\t}\n\n} );\n\nfunction createPaths( text, size, data ) {\n\n\tconst chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // workaround for IE11, see #13988\n\tconst scale = size / data.resolution;\n\tconst line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;\n\n\tconst paths = [];\n\n\tlet offsetX = 0, offsetY = 0;\n\n\tfor ( let i = 0; i < chars.length; i ++ ) {\n\n\t\tconst char = chars[ i ];\n\n\t\tif ( char === '\\n' ) {\n\n\t\t\toffsetX = 0;\n\t\t\toffsetY -= line_height;\n\n\t\t} else {\n\n\t\t\tconst ret = createPath( char, scale, offsetX, offsetY, data );\n\t\t\toffsetX += ret.offsetX;\n\t\t\tpaths.push( ret.path );\n\n\t\t}\n\n\t}\n\n\treturn paths;\n\n}\n\nfunction createPath( char, scale, offsetX, offsetY, data ) {\n\n\tconst glyph = data.glyphs[ char ] || data.glyphs[ '?' ];\n\n\tif ( ! glyph ) {\n\n\t\tconsole.error( 'THREE.Font: character \"' + char + '\" does not exists in font family ' + data.familyName + '.' );\n\n\t\treturn;\n\n\t}\n\n\tconst path = new ShapePath();\n\n\tlet x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;\n\n\tif ( glyph.o ) {\n\n\t\tconst outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );\n\n\t\tfor ( let i = 0, l = outline.length; i < l; ) {\n\n\t\t\tconst action = outline[ i ++ ];\n\n\t\t\tswitch ( action ) {\n\n\t\t\t\tcase 'm': // moveTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.moveTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'l': // lineTo\n\n\t\t\t\t\tx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\ty = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.lineTo( x, y );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'q': // quadraticCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.quadraticCurveTo( cpx1, cpy1, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'b': // bezierCurveTo\n\n\t\t\t\t\tcpx = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx1 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy1 = outline[ i ++ ] * scale + offsetY;\n\t\t\t\t\tcpx2 = outline[ i ++ ] * scale + offsetX;\n\t\t\t\t\tcpy2 = outline[ i ++ ] * scale + offsetY;\n\n\t\t\t\t\tpath.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );\n\n\t\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\treturn { offsetX: glyph.ha * scale, path: path };\n\n}\n\nfunction FontLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nFontLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: FontLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( this.manager );\n\t\tloader.setPath( this.path );\n\t\tloader.setRequestHeader( this.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( text ) {\n\n\t\t\tlet json;\n\n\t\t\ttry {\n\n\t\t\t\tjson = JSON.parse( text );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tconsole.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );\n\t\t\t\tjson = JSON.parse( text.substring( 65, text.length - 2 ) );\n\n\t\t\t}\n\n\t\t\tconst font = scope.parse( json );\n\n\t\t\tif ( onLoad ) onLoad( font );\n\n\t\t}, onProgress, onError );\n\n\t},\n\n\tparse: function ( json ) {\n\n\t\treturn new Font( json );\n\n\t}\n\n} );\n\nlet _context;\n\nconst AudioContext = {\n\n\tgetContext: function () {\n\n\t\tif ( _context === undefined ) {\n\n\t\t\t_context = new ( window.AudioContext || window.webkitAudioContext )();\n\n\t\t}\n\n\t\treturn _context;\n\n\t},\n\n\tsetContext: function ( value ) {\n\n\t\t_context = value;\n\n\t}\n\n};\n\nfunction AudioLoader( manager ) {\n\n\tLoader.call( this, manager );\n\n}\n\nAudioLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\tconstructor: AudioLoader,\n\n\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\tconst scope = this;\n\n\t\tconst loader = new FileLoader( scope.manager );\n\t\tloader.setResponseType( 'arraybuffer' );\n\t\tloader.setPath( scope.path );\n\t\tloader.setRequestHeader( scope.requestHeader );\n\t\tloader.setWithCredentials( scope.withCredentials );\n\t\tloader.load( url, function ( buffer ) {\n\n\t\t\ttry {\n\n\t\t\t\t// Create a copy of the buffer. The `decodeAudioData` method\n\t\t\t\t// detaches the buffer when complete, preventing reuse.\n\t\t\t\tconst bufferCopy = buffer.slice( 0 );\n\n\t\t\t\tconst context = AudioContext.getContext();\n\t\t\t\tcontext.decodeAudioData( bufferCopy, function ( audioBuffer ) {\n\n\t\t\t\t\tonLoad( audioBuffer );\n\n\t\t\t\t} );\n\n\t\t\t} catch ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\n\t\t\t}\n\n\t\t}, onProgress, onError );\n\n\t}\n\n} );\n\nfunction HemisphereLightProbe( skyColor, groundColor, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( skyColor );\n\tconst color2 = new Color().set( groundColor );\n\n\tconst sky = new Vector3( color1.r, color1.g, color1.b );\n\tconst ground = new Vector3( color2.r, color2.g, color2.b );\n\n\t// without extra factor of PI in the shader, should = 1 / Math.sqrt( Math.PI );\n\tconst c0 = Math.sqrt( Math.PI );\n\tconst c1 = c0 * Math.sqrt( 0.75 );\n\n\tthis.sh.coefficients[ 0 ].copy( sky ).add( ground ).multiplyScalar( c0 );\n\tthis.sh.coefficients[ 1 ].copy( sky ).sub( ground ).multiplyScalar( c1 );\n\n}\n\nHemisphereLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: HemisphereLightProbe,\n\n\tisHemisphereLightProbe: true,\n\n\tcopy: function ( source ) { // modifying colors not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nfunction AmbientLightProbe( color, intensity ) {\n\n\tLightProbe.call( this, undefined, intensity );\n\n\tconst color1 = new Color().set( color );\n\n\t// without extra factor of PI in the shader, would be 2 / Math.sqrt( Math.PI );\n\tthis.sh.coefficients[ 0 ].set( color1.r, color1.g, color1.b ).multiplyScalar( 2 * Math.sqrt( Math.PI ) );\n\n}\n\nAmbientLightProbe.prototype = Object.assign( Object.create( LightProbe.prototype ), {\n\n\tconstructor: AmbientLightProbe,\n\n\tisAmbientLightProbe: true,\n\n\tcopy: function ( source ) { // modifying color not currently supported\n\n\t\tLightProbe.prototype.copy.call( this, source );\n\n\t\treturn this;\n\n\t},\n\n\ttoJSON: function ( meta ) {\n\n\t\tconst data = LightProbe.prototype.toJSON.call( this, meta );\n\n\t\t// data.sh = this.sh.toArray(); // todo\n\n\t\treturn data;\n\n\t}\n\n} );\n\nconst _eyeRight = new Matrix4();\nconst _eyeLeft = new Matrix4();\n\nfunction StereoCamera() {\n\n\tthis.type = 'StereoCamera';\n\n\tthis.aspect = 1;\n\n\tthis.eyeSep = 0.064;\n\n\tthis.cameraL = new PerspectiveCamera();\n\tthis.cameraL.layers.enable( 1 );\n\tthis.cameraL.matrixAutoUpdate = false;\n\n\tthis.cameraR = new PerspectiveCamera();\n\tthis.cameraR.layers.enable( 2 );\n\tthis.cameraR.matrixAutoUpdate = false;\n\n\tthis._cache = {\n\t\tfocus: null,\n\t\tfov: null,\n\t\taspect: null,\n\t\tnear: null,\n\t\tfar: null,\n\t\tzoom: null,\n\t\teyeSep: null\n\t};\n\n}\n\nObject.assign( StereoCamera.prototype, {\n\n\tupdate: function ( camera ) {\n\n\t\tconst cache = this._cache;\n\n\t\tconst needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||\n\t\t\tcache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||\n\t\t\tcache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;\n\n\t\tif ( needsUpdate ) {\n\n\t\t\tcache.focus = camera.focus;\n\t\t\tcache.fov = camera.fov;\n\t\t\tcache.aspect = camera.aspect * this.aspect;\n\t\t\tcache.near = camera.near;\n\t\t\tcache.far = camera.far;\n\t\t\tcache.zoom = camera.zoom;\n\t\t\tcache.eyeSep = this.eyeSep;\n\n\t\t\t// Off-axis stereoscopic effect based on\n\t\t\t// http://paulbourke.net/stereographics/stereorender/\n\n\t\t\tconst projectionMatrix = camera.projectionMatrix.clone();\n\t\t\tconst eyeSepHalf = cache.eyeSep / 2;\n\t\t\tconst eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;\n\t\t\tconst ymax = ( cache.near * Math.tan( MathUtils.DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;\n\t\t\tlet xmin, xmax;\n\n\t\t\t// translate xOffset\n\n\t\t\t_eyeLeft.elements[ 12 ] = - eyeSepHalf;\n\t\t\t_eyeRight.elements[ 12 ] = eyeSepHalf;\n\n\t\t\t// for left eye\n\n\t\t\txmin = - ymax * cache.aspect + eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect + eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraL.projectionMatrix.copy( projectionMatrix );\n\n\t\t\t// for right eye\n\n\t\t\txmin = - ymax * cache.aspect - eyeSepOnProjection;\n\t\t\txmax = ymax * cache.aspect - eyeSepOnProjection;\n\n\t\t\tprojectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );\n\t\t\tprojectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );\n\n\t\t\tthis.cameraR.projectionMatrix.copy( projectionMatrix );\n\n\t\t}\n\n\t\tthis.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );\n\t\tthis.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );\n\n\t}\n\n} );\n\nclass Clock {\n\n\tconstructor( autoStart ) {\n\n\t\tthis.autoStart = ( autoStart !== undefined ) ? autoStart : true;\n\n\t\tthis.startTime = 0;\n\t\tthis.oldTime = 0;\n\t\tthis.elapsedTime = 0;\n\n\t\tthis.running = false;\n\n\t}\n\n\tstart() {\n\n\t\tthis.startTime = now();\n\n\t\tthis.oldTime = this.startTime;\n\t\tthis.elapsedTime = 0;\n\t\tthis.running = true;\n\n\t}\n\n\tstop() {\n\n\t\tthis.getElapsedTime();\n\t\tthis.running = false;\n\t\tthis.autoStart = false;\n\n\t}\n\n\tgetElapsedTime() {\n\n\t\tthis.getDelta();\n\t\treturn this.elapsedTime;\n\n\t}\n\n\tgetDelta() {\n\n\t\tlet diff = 0;\n\n\t\tif ( this.autoStart && ! this.running ) {\n\n\t\t\tthis.start();\n\t\t\treturn 0;\n\n\t\t}\n\n\t\tif ( this.running ) {\n\n\t\t\tconst newTime = now();\n\n\t\t\tdiff = ( newTime - this.oldTime ) / 1000;\n\t\t\tthis.oldTime = newTime;\n\n\t\t\tthis.elapsedTime += diff;\n\n\t\t}\n\n\t\treturn diff;\n\n\t}\n\n}\n\nfunction now() {\n\n\treturn ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732\n\n}\n\nconst _position$2 = /*@__PURE__*/ new Vector3();\nconst _quaternion$3 = /*@__PURE__*/ new Quaternion();\nconst _scale$1 = /*@__PURE__*/ new Vector3();\nconst _orientation = /*@__PURE__*/ new Vector3();\n\nclass AudioListener extends Object3D {\n\n\tconstructor() {\n\n\t\tsuper();\n\n\t\tthis.type = 'AudioListener';\n\n\t\tthis.context = AudioContext.getContext();\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( this.context.destination );\n\n\t\tthis.filter = null;\n\n\t\tthis.timeDelta = 0;\n\n\t\t// private\n\n\t\tthis._clock = new Clock();\n\n\t}\n\n\tgetInput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tremoveFilter() {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\t\t\tthis.gain.connect( this.context.destination );\n\t\t\tthis.filter = null;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.filter;\n\n\t}\n\n\tsetFilter( value ) {\n\n\t\tif ( this.filter !== null ) {\n\n\t\t\tthis.gain.disconnect( this.filter );\n\t\t\tthis.filter.disconnect( this.context.destination );\n\n\t\t} else {\n\n\t\t\tthis.gain.disconnect( this.context.destination );\n\n\t\t}\n\n\t\tthis.filter = value;\n\t\tthis.gain.connect( this.filter );\n\t\tthis.filter.connect( this.context.destination );\n\n\t\treturn this;\n\n\t}\n\n\tgetMasterVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetMasterVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tconst listener = this.context.listener;\n\t\tconst up = this.up;\n\n\t\tthis.timeDelta = this._clock.getDelta();\n\n\t\tthis.matrixWorld.decompose( _position$2, _quaternion$3, _scale$1 );\n\n\t\t_orientation.set( 0, 0, - 1 ).applyQuaternion( _quaternion$3 );\n\n\t\tif ( listener.positionX ) {\n\n\t\t\t// code path for Chrome (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.timeDelta;\n\n\t\t\tlistener.positionX.linearRampToValueAtTime( _position$2.x, endTime );\n\t\t\tlistener.positionY.linearRampToValueAtTime( _position$2.y, endTime );\n\t\t\tlistener.positionZ.linearRampToValueAtTime( _position$2.z, endTime );\n\t\t\tlistener.forwardX.linearRampToValueAtTime( _orientation.x, endTime );\n\t\t\tlistener.forwardY.linearRampToValueAtTime( _orientation.y, endTime );\n\t\t\tlistener.forwardZ.linearRampToValueAtTime( _orientation.z, endTime );\n\t\t\tlistener.upX.linearRampToValueAtTime( up.x, endTime );\n\t\t\tlistener.upY.linearRampToValueAtTime( up.y, endTime );\n\t\t\tlistener.upZ.linearRampToValueAtTime( up.z, endTime );\n\n\t\t} else {\n\n\t\t\tlistener.setPosition( _position$2.x, _position$2.y, _position$2.z );\n\t\t\tlistener.setOrientation( _orientation.x, _orientation.y, _orientation.z, up.x, up.y, up.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass Audio extends Object3D {\n\n\tconstructor( listener ) {\n\n\t\tsuper();\n\n\t\tthis.type = 'Audio';\n\n\t\tthis.listener = listener;\n\t\tthis.context = listener.context;\n\n\t\tthis.gain = this.context.createGain();\n\t\tthis.gain.connect( listener.getInput() );\n\n\t\tthis.autoplay = false;\n\n\t\tthis.buffer = null;\n\t\tthis.detune = 0;\n\t\tthis.loop = false;\n\t\tthis.loopStart = 0;\n\t\tthis.loopEnd = 0;\n\t\tthis.offset = 0;\n\t\tthis.duration = undefined;\n\t\tthis.playbackRate = 1;\n\t\tthis.isPlaying = false;\n\t\tthis.hasPlaybackControl = true;\n\t\tthis.source = null;\n\t\tthis.sourceType = 'empty';\n\n\t\tthis._startedAt = 0;\n\t\tthis._progress = 0;\n\t\tthis._connected = false;\n\n\t\tthis.filters = [];\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.gain;\n\n\t}\n\n\tsetNodeSource( audioNode ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'audioNode';\n\t\tthis.source = audioNode;\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaElementSource( mediaElement ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaNode';\n\t\tthis.source = this.context.createMediaElementSource( mediaElement );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetMediaStreamSource( mediaStream ) {\n\n\t\tthis.hasPlaybackControl = false;\n\t\tthis.sourceType = 'mediaStreamNode';\n\t\tthis.source = this.context.createMediaStreamSource( mediaStream );\n\t\tthis.connect();\n\n\t\treturn this;\n\n\t}\n\n\tsetBuffer( audioBuffer ) {\n\n\t\tthis.buffer = audioBuffer;\n\t\tthis.sourceType = 'buffer';\n\n\t\tif ( this.autoplay ) this.play();\n\n\t\treturn this;\n\n\t}\n\n\tplay( delay = 0 ) {\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: Audio is already playing.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._startedAt = this.context.currentTime + delay;\n\n\t\tconst source = this.context.createBufferSource();\n\t\tsource.buffer = this.buffer;\n\t\tsource.loop = this.loop;\n\t\tsource.loopStart = this.loopStart;\n\t\tsource.loopEnd = this.loopEnd;\n\t\tsource.onended = this.onEnded.bind( this );\n\t\tsource.start( this._startedAt, this._progress + this.offset, this.duration );\n\n\t\tthis.isPlaying = true;\n\n\t\tthis.source = source;\n\n\t\tthis.setDetune( this.detune );\n\t\tthis.setPlaybackRate( this.playbackRate );\n\n\t\treturn this.connect();\n\n\t}\n\n\tpause() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\t// update current progress\n\n\t\t\tthis._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate;\n\n\t\t\tif ( this.loop === true ) {\n\n\t\t\t\t// ensure _progress does not exceed duration with looped audios\n\n\t\t\t\tthis._progress = this._progress % ( this.duration || this.buffer.duration );\n\n\t\t\t}\n\n\t\t\tthis.source.stop();\n\t\t\tthis.source.onended = null;\n\n\t\t\tthis.isPlaying = false;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis._progress = 0;\n\n\t\tthis.source.stop();\n\t\tthis.source.onended = null;\n\t\tthis.isPlaying = false;\n\n\t\treturn this;\n\n\t}\n\n\tconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.connect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].connect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].connect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.connect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = true;\n\n\t\treturn this;\n\n\t}\n\n\tdisconnect() {\n\n\t\tif ( this.filters.length > 0 ) {\n\n\t\t\tthis.source.disconnect( this.filters[ 0 ] );\n\n\t\t\tfor ( let i = 1, l = this.filters.length; i < l; i ++ ) {\n\n\t\t\t\tthis.filters[ i - 1 ].disconnect( this.filters[ i ] );\n\n\t\t\t}\n\n\t\t\tthis.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );\n\n\t\t} else {\n\n\t\t\tthis.source.disconnect( this.getOutput() );\n\n\t\t}\n\n\t\tthis._connected = false;\n\n\t\treturn this;\n\n\t}\n\n\tgetFilters() {\n\n\t\treturn this.filters;\n\n\t}\n\n\tsetFilters( value ) {\n\n\t\tif ( ! value ) value = [];\n\n\t\tif ( this._connected === true ) {\n\n\t\t\tthis.disconnect();\n\t\t\tthis.filters = value.slice();\n\t\t\tthis.connect();\n\n\t\t} else {\n\n\t\t\tthis.filters = value.slice();\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetDetune( value ) {\n\n\t\tthis.detune = value;\n\n\t\tif ( this.source.detune === undefined ) return; // only set detune when available\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetDetune() {\n\n\t\treturn this.detune;\n\n\t}\n\n\tgetFilter() {\n\n\t\treturn this.getFilters()[ 0 ];\n\n\t}\n\n\tsetFilter( filter ) {\n\n\t\treturn this.setFilters( filter ? [ filter ] : [] );\n\n\t}\n\n\tsetPlaybackRate( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.playbackRate = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tgetPlaybackRate() {\n\n\t\treturn this.playbackRate;\n\n\t}\n\n\tonEnded() {\n\n\t\tthis.isPlaying = false;\n\n\t}\n\n\tgetLoop() {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn false;\n\n\t\t}\n\n\t\treturn this.loop;\n\n\t}\n\n\tsetLoop( value ) {\n\n\t\tif ( this.hasPlaybackControl === false ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: this Audio has no playback control.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tthis.loop = value;\n\n\t\tif ( this.isPlaying === true ) {\n\n\t\t\tthis.source.loop = this.loop;\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopStart( value ) {\n\n\t\tthis.loopStart = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoopEnd( value ) {\n\n\t\tthis.loopEnd = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetVolume() {\n\n\t\treturn this.gain.gain.value;\n\n\t}\n\n\tsetVolume( value ) {\n\n\t\tthis.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _position$3 = /*@__PURE__*/ new Vector3();\nconst _quaternion$4 = /*@__PURE__*/ new Quaternion();\nconst _scale$2 = /*@__PURE__*/ new Vector3();\nconst _orientation$1 = /*@__PURE__*/ new Vector3();\n\nclass PositionalAudio extends Audio {\n\n\tconstructor( listener ) {\n\n\t\tsuper( listener );\n\n\t\tthis.panner = this.context.createPanner();\n\t\tthis.panner.panningModel = 'HRTF';\n\t\tthis.panner.connect( this.gain );\n\n\t}\n\n\tgetOutput() {\n\n\t\treturn this.panner;\n\n\t}\n\n\tgetRefDistance() {\n\n\t\treturn this.panner.refDistance;\n\n\t}\n\n\tsetRefDistance( value ) {\n\n\t\tthis.panner.refDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetRolloffFactor() {\n\n\t\treturn this.panner.rolloffFactor;\n\n\t}\n\n\tsetRolloffFactor( value ) {\n\n\t\tthis.panner.rolloffFactor = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetDistanceModel() {\n\n\t\treturn this.panner.distanceModel;\n\n\t}\n\n\tsetDistanceModel( value ) {\n\n\t\tthis.panner.distanceModel = value;\n\n\t\treturn this;\n\n\t}\n\n\tgetMaxDistance() {\n\n\t\treturn this.panner.maxDistance;\n\n\t}\n\n\tsetMaxDistance( value ) {\n\n\t\tthis.panner.maxDistance = value;\n\n\t\treturn this;\n\n\t}\n\n\tsetDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) {\n\n\t\tthis.panner.coneInnerAngle = coneInnerAngle;\n\t\tthis.panner.coneOuterAngle = coneOuterAngle;\n\t\tthis.panner.coneOuterGain = coneOuterGain;\n\n\t\treturn this;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t\tif ( this.hasPlaybackControl === true && this.isPlaying === false ) return;\n\n\t\tthis.matrixWorld.decompose( _position$3, _quaternion$4, _scale$2 );\n\n\t\t_orientation$1.set( 0, 0, 1 ).applyQuaternion( _quaternion$4 );\n\n\t\tconst panner = this.panner;\n\n\t\tif ( panner.positionX ) {\n\n\t\t\t// code path for Chrome and Firefox (see #14393)\n\n\t\t\tconst endTime = this.context.currentTime + this.listener.timeDelta;\n\n\t\t\tpanner.positionX.linearRampToValueAtTime( _position$3.x, endTime );\n\t\t\tpanner.positionY.linearRampToValueAtTime( _position$3.y, endTime );\n\t\t\tpanner.positionZ.linearRampToValueAtTime( _position$3.z, endTime );\n\t\t\tpanner.orientationX.linearRampToValueAtTime( _orientation$1.x, endTime );\n\t\t\tpanner.orientationY.linearRampToValueAtTime( _orientation$1.y, endTime );\n\t\t\tpanner.orientationZ.linearRampToValueAtTime( _orientation$1.z, endTime );\n\n\t\t} else {\n\n\t\t\tpanner.setPosition( _position$3.x, _position$3.y, _position$3.z );\n\t\t\tpanner.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z );\n\n\t\t}\n\n\t}\n\n}\n\nclass AudioAnalyser {\n\n\tconstructor( audio, fftSize = 2048 ) {\n\n\t\tthis.analyser = audio.context.createAnalyser();\n\t\tthis.analyser.fftSize = fftSize;\n\n\t\tthis.data = new Uint8Array( this.analyser.frequencyBinCount );\n\n\t\taudio.getOutput().connect( this.analyser );\n\n\t}\n\n\n\tgetFrequencyData() {\n\n\t\tthis.analyser.getByteFrequencyData( this.data );\n\n\t\treturn this.data;\n\n\t}\n\n\tgetAverageFrequency() {\n\n\t\tlet value = 0;\n\t\tconst data = this.getFrequencyData();\n\n\t\tfor ( let i = 0; i < data.length; i ++ ) {\n\n\t\t\tvalue += data[ i ];\n\n\t\t}\n\n\t\treturn value / data.length;\n\n\t}\n\n}\n\nfunction PropertyMixer( binding, typeName, valueSize ) {\n\n\tthis.binding = binding;\n\tthis.valueSize = valueSize;\n\n\tlet mixFunction,\n\t\tmixFunctionAdditive,\n\t\tsetIdentity;\n\n\t// buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ]\n\t//\n\t// interpolators can use .buffer as their .result\n\t// the data then goes to 'incoming'\n\t//\n\t// 'accu0' and 'accu1' are used frame-interleaved for\n\t// the cumulative result and are compared to detect\n\t// changes\n\t//\n\t// 'orig' stores the original state of the property\n\t//\n\t// 'add' is used for additive cumulative results\n\t//\n\t// 'work' is optional and is only present for quaternion types. It is used\n\t// to store intermediate quaternion multiplication results\n\n\tswitch ( typeName ) {\n\n\t\tcase 'quaternion':\n\t\t\tmixFunction = this._slerp;\n\t\t\tmixFunctionAdditive = this._slerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityQuaternion;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 6 );\n\t\t\tthis._workIndex = 5;\n\t\t\tbreak;\n\n\t\tcase 'string':\n\t\tcase 'bool':\n\t\t\tmixFunction = this._select;\n\n\t\t\t// Use the regular mix function and for additive on these types,\n\t\t\t// additive is not relevant for non-numeric types\n\t\t\tmixFunctionAdditive = this._select;\n\n\t\t\tsetIdentity = this._setAdditiveIdentityOther;\n\n\t\t\tthis.buffer = new Array( valueSize * 5 );\n\t\t\tbreak;\n\n\t\tdefault:\n\t\t\tmixFunction = this._lerp;\n\t\t\tmixFunctionAdditive = this._lerpAdditive;\n\t\t\tsetIdentity = this._setAdditiveIdentityNumeric;\n\n\t\t\tthis.buffer = new Float64Array( valueSize * 5 );\n\n\t}\n\n\tthis._mixBufferRegion = mixFunction;\n\tthis._mixBufferRegionAdditive = mixFunctionAdditive;\n\tthis._setIdentity = setIdentity;\n\tthis._origIndex = 3;\n\tthis._addIndex = 4;\n\n\tthis.cumulativeWeight = 0;\n\tthis.cumulativeWeightAdditive = 0;\n\n\tthis.useCount = 0;\n\tthis.referenceCount = 0;\n\n}\n\nObject.assign( PropertyMixer.prototype, {\n\n\t// accumulate data in the 'incoming' region into 'accu'\n\taccumulate: function ( accuIndex, weight ) {\n\n\t\t// note: happily accumulating nothing when weight = 0, the caller knows\n\t\t// the weight and shouldn't have made the call in the first place\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = accuIndex * stride + stride;\n\n\t\tlet currentWeight = this.cumulativeWeight;\n\n\t\tif ( currentWeight === 0 ) {\n\n\t\t\t// accuN := incoming * weight\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ offset + i ] = buffer[ i ];\n\n\t\t\t}\n\n\t\t\tcurrentWeight = weight;\n\n\t\t} else {\n\n\t\t\t// accuN := accuN + incoming * weight\n\n\t\t\tcurrentWeight += weight;\n\t\t\tconst mix = weight / currentWeight;\n\t\t\tthis._mixBufferRegion( buffer, offset, 0, mix, stride );\n\n\t\t}\n\n\t\tthis.cumulativeWeight = currentWeight;\n\n\t},\n\n\t// accumulate data in the 'incoming' region into 'add'\n\taccumulateAdditive: function ( weight ) {\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\t\t\toffset = stride * this._addIndex;\n\n\t\tif ( this.cumulativeWeightAdditive === 0 ) {\n\n\t\t\t// add = identity\n\n\t\t\tthis._setIdentity();\n\n\t\t}\n\n\t\t// add := add + incoming * weight\n\n\t\tthis._mixBufferRegionAdditive( buffer, offset, 0, weight, stride );\n\t\tthis.cumulativeWeightAdditive += weight;\n\n\t},\n\n\t// apply the state of 'accu' to the binding when accus differ\n\tapply: function ( accuIndex ) {\n\n\t\tconst stride = this.valueSize,\n\t\t\tbuffer = this.buffer,\n\t\t\toffset = accuIndex * stride + stride,\n\n\t\t\tweight = this.cumulativeWeight,\n\t\t\tweightAdditive = this.cumulativeWeightAdditive,\n\n\t\t\tbinding = this.binding;\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t\tif ( weight < 1 ) {\n\n\t\t\t// accuN := accuN + original * ( 1 - cumulativeWeight )\n\n\t\t\tconst originalValueOffset = stride * this._origIndex;\n\n\t\t\tthis._mixBufferRegion(\n\t\t\t\tbuffer, offset, originalValueOffset, 1 - weight, stride );\n\n\t\t}\n\n\t\tif ( weightAdditive > 0 ) {\n\n\t\t\t// accuN := accuN + additive accuN\n\n\t\t\tthis._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride );\n\n\t\t}\n\n\t\tfor ( let i = stride, e = stride + stride; i !== e; ++ i ) {\n\n\t\t\tif ( buffer[ i ] !== buffer[ i + stride ] ) {\n\n\t\t\t\t// value has changed -> update scene graph\n\n\t\t\t\tbinding.setValue( buffer, offset );\n\t\t\t\tbreak;\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remember the state of the bound property and copy it to both accus\n\tsaveOriginalState: function () {\n\n\t\tconst binding = this.binding;\n\n\t\tconst buffer = this.buffer,\n\t\t\tstride = this.valueSize,\n\n\t\t\toriginalValueOffset = stride * this._origIndex;\n\n\t\tbinding.getValue( buffer, originalValueOffset );\n\n\t\t// accu[0..1] := orig -- initially detect changes against the original\n\t\tfor ( let i = stride, e = originalValueOffset; i !== e; ++ i ) {\n\n\t\t\tbuffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];\n\n\t\t}\n\n\t\t// Add to identity for additive\n\t\tthis._setIdentity();\n\n\t\tthis.cumulativeWeight = 0;\n\t\tthis.cumulativeWeightAdditive = 0;\n\n\t},\n\n\t// apply the state previously taken via 'saveOriginalState' to the binding\n\trestoreOriginalState: function () {\n\n\t\tconst originalValueOffset = this.valueSize * 3;\n\t\tthis.binding.setValue( this.buffer, originalValueOffset );\n\n\t},\n\n\t_setAdditiveIdentityNumeric: function () {\n\n\t\tconst startIndex = this._addIndex * this.valueSize;\n\t\tconst endIndex = startIndex + this.valueSize;\n\n\t\tfor ( let i = startIndex; i < endIndex; i ++ ) {\n\n\t\t\tthis.buffer[ i ] = 0;\n\n\t\t}\n\n\t},\n\n\t_setAdditiveIdentityQuaternion: function () {\n\n\t\tthis._setAdditiveIdentityNumeric();\n\t\tthis.buffer[ this._addIndex * this.valueSize + 3 ] = 1;\n\n\t},\n\n\t_setAdditiveIdentityOther: function () {\n\n\t\tconst startIndex = this._origIndex * this.valueSize;\n\t\tconst targetIndex = this._addIndex * this.valueSize;\n\n\t\tfor ( let i = 0; i < this.valueSize; i ++ ) {\n\n\t\t\tthis.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ];\n\n\t\t}\n\n\t},\n\n\n\t// mix functions\n\n\t_select: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tif ( t >= 0.5 ) {\n\n\t\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\t\tbuffer[ dstOffset + i ] = buffer[ srcOffset + i ];\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_slerp: function ( buffer, dstOffset, srcOffset, t ) {\n\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );\n\n\t},\n\n\t_slerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst workOffset = this._workIndex * stride;\n\n\t\t// Store result in intermediate buffer offset\n\t\tQuaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset );\n\n\t\t// Slerp to the intermediate result\n\t\tQuaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t );\n\n\t},\n\n\t_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tconst s = 1 - t;\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t},\n\n\t_lerpAdditive: function ( buffer, dstOffset, srcOffset, t, stride ) {\n\n\t\tfor ( let i = 0; i !== stride; ++ i ) {\n\n\t\t\tconst j = dstOffset + i;\n\n\t\t\tbuffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t;\n\n\t\t}\n\n\t}\n\n} );\n\n// Characters [].:/ are reserved for track binding syntax.\nconst _RESERVED_CHARS_RE = '\\\\[\\\\]\\\\.:\\\\/';\nconst _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' );\n\n// Attempts to allow node names from any language. ES5's `\\w` regexp matches\n// only latin characters, and the unicode \\p{L} is not yet supported. So\n// instead, we exclude reserved characters and match everything else.\nconst _wordChar = '[^' + _RESERVED_CHARS_RE + ']';\nconst _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\\\.', '' ) + ']';\n\n// Parent directories, delimited by '/' or ':'. Currently unused, but must\n// be matched to parse the rest of the track name.\nconst _directoryRe = /((?:WC+[\\/:])*)/.source.replace( 'WC', _wordChar );\n\n// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.\nconst _nodeRe = /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot );\n\n// Object on target node, and accessor. May not contain reserved\n// characters. Accessor may contain any character except closing bracket.\nconst _objectRe = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace( 'WC', _wordChar );\n\n// Property and accessor. May not contain reserved characters. Accessor may\n// contain any non-bracket characters.\nconst _propertyRe = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace( 'WC', _wordChar );\n\nconst _trackRe = new RegExp( ''\n\t+ '^'\n\t+ _directoryRe\n\t+ _nodeRe\n\t+ _objectRe\n\t+ _propertyRe\n\t+ '$'\n);\n\nconst _supportedObjectNames = [ 'material', 'materials', 'bones' ];\n\nfunction Composite( targetGroup, path, optionalParsedPath ) {\n\n\tconst parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis._targetGroup = targetGroup;\n\tthis._bindings = targetGroup.subscribe_( path, parsedPath );\n\n}\n\nObject.assign( Composite.prototype, {\n\n\tgetValue: function ( array, offset ) {\n\n\t\tthis.bind(); // bind all binding\n\n\t\tconst firstValidIndex = this._targetGroup.nCachedObjects_,\n\t\t\tbinding = this._bindings[ firstValidIndex ];\n\n\t\t// and only call .getValue on the first\n\t\tif ( binding !== undefined ) binding.getValue( array, offset );\n\n\t},\n\n\tsetValue: function ( array, offset ) {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].setValue( array, offset );\n\n\t\t}\n\n\t},\n\n\tbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].bind();\n\n\t\t}\n\n\t},\n\n\tunbind: function () {\n\n\t\tconst bindings = this._bindings;\n\n\t\tfor ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tbindings[ i ].unbind();\n\n\t\t}\n\n\t}\n\n} );\n\n\nfunction PropertyBinding( rootNode, path, parsedPath ) {\n\n\tthis.path = path;\n\tthis.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );\n\n\tthis.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;\n\n\tthis.rootNode = rootNode;\n\n}\n\nObject.assign( PropertyBinding, {\n\n\tComposite: Composite,\n\n\tcreate: function ( root, path, parsedPath ) {\n\n\t\tif ( ! ( root && root.isAnimationObjectGroup ) ) {\n\n\t\t\treturn new PropertyBinding( root, path, parsedPath );\n\n\t\t} else {\n\n\t\t\treturn new PropertyBinding.Composite( root, path, parsedPath );\n\n\t\t}\n\n\t},\n\n\t/**\n\t * Replaces spaces with underscores and removes unsupported characters from\n\t * node names, to ensure compatibility with parseTrackName().\n\t *\n\t * @param {string} name Node name to be sanitized.\n\t * @return {string}\n\t */\n\tsanitizeNodeName: function ( name ) {\n\n\t\treturn name.replace( /\\s/g, '_' ).replace( _reservedRe, '' );\n\n\t},\n\n\tparseTrackName: function ( trackName ) {\n\n\t\tconst matches = _trackRe.exec( trackName );\n\n\t\tif ( ! matches ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );\n\n\t\t}\n\n\t\tconst results = {\n\t\t\t// directoryName: matches[ 1 ], // (tschw) currently unused\n\t\t\tnodeName: matches[ 2 ],\n\t\t\tobjectName: matches[ 3 ],\n\t\t\tobjectIndex: matches[ 4 ],\n\t\t\tpropertyName: matches[ 5 ], // required\n\t\t\tpropertyIndex: matches[ 6 ]\n\t\t};\n\n\t\tconst lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );\n\n\t\tif ( lastDot !== undefined && lastDot !== - 1 ) {\n\n\t\t\tconst objectName = results.nodeName.substring( lastDot + 1 );\n\n\t\t\t// Object names must be checked against an allowlist. Otherwise, there\n\t\t\t// is no way to parse 'foo.bar.baz': 'baz' must be a property, but\n\t\t\t// 'bar' could be the objectName, or part of a nodeName (which can\n\t\t\t// include '.' characters).\n\t\t\tif ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) {\n\n\t\t\t\tresults.nodeName = results.nodeName.substring( 0, lastDot );\n\t\t\t\tresults.objectName = objectName;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( results.propertyName === null || results.propertyName.length === 0 ) {\n\n\t\t\tthrow new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );\n\n\t\t}\n\n\t\treturn results;\n\n\t},\n\n\tfindNode: function ( root, nodeName ) {\n\n\t\tif ( ! nodeName || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {\n\n\t\t\treturn root;\n\n\t\t}\n\n\t\t// search into skeleton bones.\n\t\tif ( root.skeleton ) {\n\n\t\t\tconst bone = root.skeleton.getBoneByName( nodeName );\n\n\t\t\tif ( bone !== undefined ) {\n\n\t\t\t\treturn bone;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// search into node subtree.\n\t\tif ( root.children ) {\n\n\t\t\tconst searchNodeSubtree = function ( children ) {\n\n\t\t\t\tfor ( let i = 0; i < children.length; i ++ ) {\n\n\t\t\t\t\tconst childNode = children[ i ];\n\n\t\t\t\t\tif ( childNode.name === nodeName || childNode.uuid === nodeName ) {\n\n\t\t\t\t\t\treturn childNode;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tconst result = searchNodeSubtree( childNode.children );\n\n\t\t\t\t\tif ( result ) return result;\n\n\t\t\t\t}\n\n\t\t\t\treturn null;\n\n\t\t\t};\n\n\t\t\tconst subTreeNode = searchNodeSubtree( root.children );\n\n\t\t\tif ( subTreeNode ) {\n\n\t\t\t\treturn subTreeNode;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn null;\n\n\t}\n\n} );\n\nObject.assign( PropertyBinding.prototype, { // prototype, continued\n\n\t// these are used to \"bind\" a nonexistent property\n\t_getValue_unavailable: function () {},\n\t_setValue_unavailable: function () {},\n\n\tBindingType: {\n\t\tDirect: 0,\n\t\tEntireArray: 1,\n\t\tArrayElement: 2,\n\t\tHasFromToArray: 3\n\t},\n\n\tVersioning: {\n\t\tNone: 0,\n\t\tNeedsUpdate: 1,\n\t\tMatrixWorldNeedsUpdate: 2\n\t},\n\n\tGetterByBindingType: [\n\n\t\tfunction getValue_direct( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.node[ this.propertyName ];\n\n\t\t},\n\n\t\tfunction getValue_array( buffer, offset ) {\n\n\t\t\tconst source = this.resolvedProperty;\n\n\t\t\tfor ( let i = 0, n = source.length; i !== n; ++ i ) {\n\n\t\t\t\tbuffer[ offset ++ ] = source[ i ];\n\n\t\t\t}\n\n\t\t},\n\n\t\tfunction getValue_arrayElement( buffer, offset ) {\n\n\t\t\tbuffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];\n\n\t\t},\n\n\t\tfunction getValue_toArray( buffer, offset ) {\n\n\t\t\tthis.resolvedProperty.toArray( buffer, offset );\n\n\t\t}\n\n\t],\n\n\tSetterByBindingTypeAndVersioning: [\n\n\t\t[\n\t\t\t// Direct\n\n\t\t\tfunction setValue_direct( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.targetObject[ this.propertyName ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// EntireArray\n\n\t\t\tfunction setValue_array( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tconst dest = this.resolvedProperty;\n\n\t\t\t\tfor ( let i = 0, n = dest.length; i !== n; ++ i ) {\n\n\t\t\t\t\tdest[ i ] = buffer[ offset ++ ];\n\n\t\t\t\t}\n\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// ArrayElement\n\n\t\t\tfunction setValue_arrayElement( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t], [\n\n\t\t\t// HasToFromArray\n\n\t\t\tfunction setValue_fromArray( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.needsUpdate = true;\n\n\t\t\t},\n\n\t\t\tfunction setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {\n\n\t\t\t\tthis.resolvedProperty.fromArray( buffer, offset );\n\t\t\t\tthis.targetObject.matrixWorldNeedsUpdate = true;\n\n\t\t\t}\n\n\t\t]\n\n\t],\n\n\tgetValue: function getValue_unbound( targetArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.getValue( targetArray, offset );\n\n\t\t// Note: This class uses a State pattern on a per-method basis:\n\t\t// 'bind' sets 'this.getValue' / 'setValue' and shadows the\n\t\t// prototype version of these methods with one that represents\n\t\t// the bound state. When the property is not found, the methods\n\t\t// become no-ops.\n\n\t},\n\n\tsetValue: function getValue_unbound( sourceArray, offset ) {\n\n\t\tthis.bind();\n\t\tthis.setValue( sourceArray, offset );\n\n\t},\n\n\t// create getter / setter pair for a property in the scene graph\n\tbind: function () {\n\n\t\tlet targetObject = this.node;\n\t\tconst parsedPath = this.parsedPath;\n\n\t\tconst objectName = parsedPath.objectName;\n\t\tconst propertyName = parsedPath.propertyName;\n\t\tlet propertyIndex = parsedPath.propertyIndex;\n\n\t\tif ( ! targetObject ) {\n\n\t\t\ttargetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;\n\n\t\t\tthis.node = targetObject;\n\n\t\t}\n\n\t\t// set fail state so we can just 'return' on error\n\t\tthis.getValue = this._getValue_unavailable;\n\t\tthis.setValue = this._setValue_unavailable;\n\n\t\t// ensure there is a value node\n\t\tif ( ! targetObject ) {\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\\'t found.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( objectName ) {\n\n\t\t\tlet objectIndex = parsedPath.objectIndex;\n\n\t\t\t// special cases were we need to reach deeper into the hierarchy to get the face materials....\n\t\t\tswitch ( objectName ) {\n\n\t\t\t\tcase 'materials':\n\n\t\t\t\t\tif ( ! targetObject.material ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( ! targetObject.material.materials ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject.material.materials;\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bones':\n\n\t\t\t\t\tif ( ! targetObject.skeleton ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\t// potential future optimization: skip this if propertyIndex is already an integer\n\t\t\t\t\t// and convert the integer string to a true integer.\n\n\t\t\t\t\ttargetObject = targetObject.skeleton.bones;\n\n\t\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\t\tfor ( let i = 0; i < targetObject.length; i ++ ) {\n\n\t\t\t\t\t\tif ( targetObject[ i ].name === objectIndex ) {\n\n\t\t\t\t\t\t\tobjectIndex = i;\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\n\t\t\t\t\tif ( targetObject[ objectName ] === undefined ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttargetObject = targetObject[ objectName ];\n\n\t\t\t}\n\n\n\t\t\tif ( objectIndex !== undefined ) {\n\n\t\t\t\tif ( targetObject[ objectIndex ] === undefined ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\ttargetObject = targetObject[ objectIndex ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// resolve property\n\t\tconst nodeProperty = targetObject[ propertyName ];\n\n\t\tif ( nodeProperty === undefined ) {\n\n\t\t\tconst nodeName = parsedPath.nodeName;\n\n\t\t\tconsole.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +\n\t\t\t\t'.' + propertyName + ' but it wasn\\'t found.', targetObject );\n\t\t\treturn;\n\n\t\t}\n\n\t\t// determine versioning scheme\n\t\tlet versioning = this.Versioning.None;\n\n\t\tthis.targetObject = targetObject;\n\n\t\tif ( targetObject.needsUpdate !== undefined ) { // material\n\n\t\t\tversioning = this.Versioning.NeedsUpdate;\n\n\t\t} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform\n\n\t\t\tversioning = this.Versioning.MatrixWorldNeedsUpdate;\n\n\t\t}\n\n\t\t// determine how the property gets bound\n\t\tlet bindingType = this.BindingType.Direct;\n\n\t\tif ( propertyIndex !== undefined ) {\n\n\t\t\t// access a sub element of the property array (only primitives are supported right now)\n\n\t\t\tif ( propertyName === 'morphTargetInfluences' ) {\n\n\t\t\t\t// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.\n\n\t\t\t\t// support resolving morphTarget names into indices.\n\t\t\t\tif ( ! targetObject.geometry ) {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( targetObject.geometry.isBufferGeometry ) {\n\n\t\t\t\t\tif ( ! targetObject.geometry.morphAttributes ) {\n\n\t\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) {\n\n\t\t\t\t\t\tpropertyIndex = targetObject.morphTargetDictionary[ propertyIndex ];\n\n\t\t\t\t\t}\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.', this );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tbindingType = this.BindingType.ArrayElement;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\t\t\tthis.propertyIndex = propertyIndex;\n\n\t\t} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {\n\n\t\t\t// must use copy for Object3D.Euler/Quaternion\n\n\t\t\tbindingType = this.BindingType.HasFromToArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else if ( Array.isArray( nodeProperty ) ) {\n\n\t\t\tbindingType = this.BindingType.EntireArray;\n\n\t\t\tthis.resolvedProperty = nodeProperty;\n\n\t\t} else {\n\n\t\t\tthis.propertyName = propertyName;\n\n\t\t}\n\n\t\t// select getter / setter\n\t\tthis.getValue = this.GetterByBindingType[ bindingType ];\n\t\tthis.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];\n\n\t},\n\n\tunbind: function () {\n\n\t\tthis.node = null;\n\n\t\t// back to the prototype version of getValue / setValue\n\t\t// note: avoiding to mutate the shape of 'this' via 'delete'\n\t\tthis.getValue = this._getValue_unbound;\n\t\tthis.setValue = this._setValue_unbound;\n\n\t}\n\n} );\n\n// DECLARE ALIAS AFTER assign prototype\nObject.assign( PropertyBinding.prototype, {\n\n\t// initial state of these methods that calls 'bind'\n\t_getValue_unbound: PropertyBinding.prototype.getValue,\n\t_setValue_unbound: PropertyBinding.prototype.setValue,\n\n} );\n\n/**\n *\n * A group of objects that receives a shared animation state.\n *\n * Usage:\n *\n * - Add objects you would otherwise pass as 'root' to the\n * constructor or the .clipAction method of AnimationMixer.\n *\n * - Instead pass this object as 'root'.\n *\n * - You can also add and remove objects later when the mixer\n * is running.\n *\n * Note:\n *\n * Objects of this class appear as one object to the mixer,\n * so cache control of the individual objects must be done\n * on the group.\n *\n * Limitation:\n *\n * - The animated properties must be compatible among the\n * all objects in the group.\n *\n * - A single property can either be controlled through a\n * target group or directly, but not both.\n */\n\nfunction AnimationObjectGroup() {\n\n\tthis.uuid = MathUtils.generateUUID();\n\n\t// cached objects followed by the active ones\n\tthis._objects = Array.prototype.slice.call( arguments );\n\n\tthis.nCachedObjects_ = 0; // threshold\n\t// note: read by PropertyBinding.Composite\n\n\tconst indices = {};\n\tthis._indicesByUUID = indices; // for bookkeeping\n\n\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\tindices[ arguments[ i ].uuid ] = i;\n\n\t}\n\n\tthis._paths = []; // inside: string\n\tthis._parsedPaths = []; // inside: { we don't care, here }\n\tthis._bindings = []; // inside: Array< PropertyBinding >\n\tthis._bindingsIndicesByPath = {}; // inside: indices in these arrays\n\n\tconst scope = this;\n\n\tthis.stats = {\n\n\t\tobjects: {\n\t\t\tget total() {\n\n\t\t\t\treturn scope._objects.length;\n\n\t\t\t},\n\t\t\tget inUse() {\n\n\t\t\t\treturn this.total - scope.nCachedObjects_;\n\n\t\t\t}\n\t\t},\n\t\tget bindingsPerObject() {\n\n\t\t\treturn scope._bindings.length;\n\n\t\t}\n\n\t};\n\n}\n\nObject.assign( AnimationObjectGroup.prototype, {\n\n\tisAnimationObjectGroup: true,\n\n\tadd: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tpaths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet knownObject = undefined,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid;\n\t\t\tlet index = indicesByUUID[ uuid ];\n\n\t\t\tif ( index === undefined ) {\n\n\t\t\t\t// unknown object -> add it to the ACTIVE region\n\n\t\t\t\tindex = nObjects ++;\n\t\t\t\tindicesByUUID[ uuid ] = index;\n\t\t\t\tobjects.push( object );\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tbindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );\n\n\t\t\t\t}\n\n\t\t\t} else if ( index < nCachedObjects ) {\n\n\t\t\t\tknownObject = objects[ index ];\n\n\t\t\t\t// move existing object to the ACTIVE region\n\n\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ];\n\n\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = firstActiveIndex;\n\t\t\t\tobjects[ firstActiveIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ];\n\n\t\t\t\t\tlet binding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\n\t\t\t\t\tif ( binding === undefined ) {\n\n\t\t\t\t\t\t// since we do not bother to create new bindings\n\t\t\t\t\t\t// for objects that are cached, the binding may\n\t\t\t\t\t\t// or may not exist\n\n\t\t\t\t\t\tbinding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t} else if ( objects[ index ] !== knownObject ) {\n\n\t\t\t\tconsole.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +\n\t\t\t\t\t'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );\n\n\t\t\t} // else the object is already where we want it to be\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\tremove: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined && index >= nCachedObjects ) {\n\n\t\t\t\t// move existing object into the CACHED region\n\n\t\t\t\tconst lastCachedIndex = nCachedObjects ++,\n\t\t\t\t\tfirstActiveObject = objects[ lastCachedIndex ];\n\n\t\t\t\tindicesByUUID[ firstActiveObject.uuid ] = index;\n\t\t\t\tobjects[ index ] = firstActiveObject;\n\n\t\t\t\tindicesByUUID[ uuid ] = lastCachedIndex;\n\t\t\t\tobjects[ lastCachedIndex ] = object;\n\n\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\tfirstActive = bindingsForPath[ lastCachedIndex ],\n\t\t\t\t\t\tbinding = bindingsForPath[ index ];\n\n\t\t\t\t\tbindingsForPath[ index ] = firstActive;\n\t\t\t\t\tbindingsForPath[ lastCachedIndex ] = binding;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// remove & forget\n\tuncache: function () {\n\n\t\tconst objects = this._objects,\n\t\t\tindicesByUUID = this._indicesByUUID,\n\t\t\tbindings = this._bindings,\n\t\t\tnBindings = bindings.length;\n\n\t\tlet nCachedObjects = this.nCachedObjects_,\n\t\t\tnObjects = objects.length;\n\n\t\tfor ( let i = 0, n = arguments.length; i !== n; ++ i ) {\n\n\t\t\tconst object = arguments[ i ],\n\t\t\t\tuuid = object.uuid,\n\t\t\t\tindex = indicesByUUID[ uuid ];\n\n\t\t\tif ( index !== undefined ) {\n\n\t\t\t\tdelete indicesByUUID[ uuid ];\n\n\t\t\t\tif ( index < nCachedObjects ) {\n\n\t\t\t\t\t// object is cached, shrink the CACHED region\n\n\t\t\t\t\tconst firstActiveIndex = -- nCachedObjects,\n\t\t\t\t\t\tlastCachedObject = objects[ firstActiveIndex ],\n\t\t\t\t\t\tlastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\t// last cached object takes this object's place\n\t\t\t\t\tindicesByUUID[ lastCachedObject.uuid ] = index;\n\t\t\t\t\tobjects[ index ] = lastCachedObject;\n\n\t\t\t\t\t// last object goes to the activated slot and pop\n\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = firstActiveIndex;\n\t\t\t\t\tobjects[ firstActiveIndex ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ],\n\t\t\t\t\t\t\tlastCached = bindingsForPath[ firstActiveIndex ],\n\t\t\t\t\t\t\tlast = bindingsForPath[ lastIndex ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = lastCached;\n\t\t\t\t\t\tbindingsForPath[ firstActiveIndex ] = last;\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// object is active, just swap with the last and pop\n\n\t\t\t\t\tconst lastIndex = -- nObjects,\n\t\t\t\t\t\tlastObject = objects[ lastIndex ];\n\n\t\t\t\t\tif ( lastIndex > 0 ) {\n\n\t\t\t\t\t\tindicesByUUID[ lastObject.uuid ] = index;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tobjects[ index ] = lastObject;\n\t\t\t\t\tobjects.pop();\n\n\t\t\t\t\t// accounting is done, now do the same for all bindings\n\n\t\t\t\t\tfor ( let j = 0, m = nBindings; j !== m; ++ j ) {\n\n\t\t\t\t\t\tconst bindingsForPath = bindings[ j ];\n\n\t\t\t\t\t\tbindingsForPath[ index ] = bindingsForPath[ lastIndex ];\n\t\t\t\t\t\tbindingsForPath.pop();\n\n\t\t\t\t\t}\n\n\t\t\t\t} // cached or active\n\n\t\t\t} // if object is known\n\n\t\t} // for arguments\n\n\t\tthis.nCachedObjects_ = nCachedObjects;\n\n\t},\n\n\t// Internal interface used by befriended PropertyBinding.Composite:\n\n\tsubscribe_: function ( path, parsedPath ) {\n\n\t\t// returns an array of bindings for the given path that is changed\n\t\t// according to the contained objects in the group\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath;\n\t\tlet index = indicesByPath[ path ];\n\t\tconst bindings = this._bindings;\n\n\t\tif ( index !== undefined ) return bindings[ index ];\n\n\t\tconst paths = this._paths,\n\t\t\tparsedPaths = this._parsedPaths,\n\t\t\tobjects = this._objects,\n\t\t\tnObjects = objects.length,\n\t\t\tnCachedObjects = this.nCachedObjects_,\n\t\t\tbindingsForPath = new Array( nObjects );\n\n\t\tindex = bindings.length;\n\n\t\tindicesByPath[ path ] = index;\n\n\t\tpaths.push( path );\n\t\tparsedPaths.push( parsedPath );\n\t\tbindings.push( bindingsForPath );\n\n\t\tfor ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) {\n\n\t\t\tconst object = objects[ i ];\n\t\t\tbindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );\n\n\t\t}\n\n\t\treturn bindingsForPath;\n\n\t},\n\n\tunsubscribe_: function ( path ) {\n\n\t\t// tells the group to forget about a property path and no longer\n\t\t// update the array previously obtained with 'subscribe_'\n\n\t\tconst indicesByPath = this._bindingsIndicesByPath,\n\t\t\tindex = indicesByPath[ path ];\n\n\t\tif ( index !== undefined ) {\n\n\t\t\tconst paths = this._paths,\n\t\t\t\tparsedPaths = this._parsedPaths,\n\t\t\t\tbindings = this._bindings,\n\t\t\t\tlastBindingsIndex = bindings.length - 1,\n\t\t\t\tlastBindings = bindings[ lastBindingsIndex ],\n\t\t\t\tlastBindingsPath = path[ lastBindingsIndex ];\n\n\t\t\tindicesByPath[ lastBindingsPath ] = index;\n\n\t\t\tbindings[ index ] = lastBindings;\n\t\t\tbindings.pop();\n\n\t\t\tparsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];\n\t\t\tparsedPaths.pop();\n\n\t\t\tpaths[ index ] = paths[ lastBindingsIndex ];\n\t\t\tpaths.pop();\n\n\t\t}\n\n\t}\n\n} );\n\nclass AnimationAction {\n\n\tconstructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) {\n\n\t\tthis._mixer = mixer;\n\t\tthis._clip = clip;\n\t\tthis._localRoot = localRoot;\n\t\tthis.blendMode = blendMode;\n\n\t\tconst tracks = clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tinterpolants = new Array( nTracks );\n\n\t\tconst interpolantSettings = {\n\t\t\tendingStart: ZeroCurvatureEnding,\n\t\t\tendingEnd: ZeroCurvatureEnding\n\t\t};\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst interpolant = tracks[ i ].createInterpolant( null );\n\t\t\tinterpolants[ i ] = interpolant;\n\t\t\tinterpolant.settings = interpolantSettings;\n\n\t\t}\n\n\t\tthis._interpolantSettings = interpolantSettings;\n\n\t\tthis._interpolants = interpolants; // bound by the mixer\n\n\t\t// inside: PropertyMixer (managed by the mixer)\n\t\tthis._propertyBindings = new Array( nTracks );\n\n\t\tthis._cacheIndex = null; // for the memory manager\n\t\tthis._byClipCacheIndex = null; // for the memory manager\n\n\t\tthis._timeScaleInterpolant = null;\n\t\tthis._weightInterpolant = null;\n\n\t\tthis.loop = LoopRepeat;\n\t\tthis._loopCount = - 1;\n\n\t\t// global mixer time when the action is to be started\n\t\t// it's set back to 'null' upon start of the action\n\t\tthis._startTime = null;\n\n\t\t// scaled local time of the action\n\t\t// gets clamped or wrapped to 0..clip.duration according to loop\n\t\tthis.time = 0;\n\n\t\tthis.timeScale = 1;\n\t\tthis._effectiveTimeScale = 1;\n\n\t\tthis.weight = 1;\n\t\tthis._effectiveWeight = 1;\n\n\t\tthis.repetitions = Infinity; // no. of repetitions when looping\n\n\t\tthis.paused = false; // true -> zero effective time scale\n\t\tthis.enabled = true; // false -> zero effective weight\n\n\t\tthis.clampWhenFinished = false;// keep feeding the last frame?\n\n\t\tthis.zeroSlopeAtStart = true;// for smooth interpolation w/o separate\n\t\tthis.zeroSlopeAtEnd = true;// clips for start, loop and end\n\n\t}\n\n\t// State & Scheduling\n\n\tplay() {\n\n\t\tthis._mixer._activateAction( this );\n\n\t\treturn this;\n\n\t}\n\n\tstop() {\n\n\t\tthis._mixer._deactivateAction( this );\n\n\t\treturn this.reset();\n\n\t}\n\n\treset() {\n\n\t\tthis.paused = false;\n\t\tthis.enabled = true;\n\n\t\tthis.time = 0; // restart clip\n\t\tthis._loopCount = - 1;// forget previous loops\n\t\tthis._startTime = null;// forget scheduling\n\n\t\treturn this.stopFading().stopWarping();\n\n\t}\n\n\tisRunning() {\n\n\t\treturn this.enabled && ! this.paused && this.timeScale !== 0 &&\n\t\t\tthis._startTime === null && this._mixer._isActiveAction( this );\n\n\t}\n\n\t// return true when play has been called\n\tisScheduled() {\n\n\t\treturn this._mixer._isActiveAction( this );\n\n\t}\n\n\tstartAt( time ) {\n\n\t\tthis._startTime = time;\n\n\t\treturn this;\n\n\t}\n\n\tsetLoop( mode, repetitions ) {\n\n\t\tthis.loop = mode;\n\t\tthis.repetitions = repetitions;\n\n\t\treturn this;\n\n\t}\n\n\t// Weight\n\n\t// set the weight stopping any scheduled fading\n\t// although .enabled = false yields an effective weight of zero, this\n\t// method does *not* change .enabled, because it would be confusing\n\tsetEffectiveWeight( weight ) {\n\n\t\tthis.weight = weight;\n\n\t\t// note: same logic as when updated at runtime\n\t\tthis._effectiveWeight = this.enabled ? weight : 0;\n\n\t\treturn this.stopFading();\n\n\t}\n\n\t// return the weight considering fading and .enabled\n\tgetEffectiveWeight() {\n\n\t\treturn this._effectiveWeight;\n\n\t}\n\n\tfadeIn( duration ) {\n\n\t\treturn this._scheduleFading( duration, 0, 1 );\n\n\t}\n\n\tfadeOut( duration ) {\n\n\t\treturn this._scheduleFading( duration, 1, 0 );\n\n\t}\n\n\tcrossFadeFrom( fadeOutAction, duration, warp ) {\n\n\t\tfadeOutAction.fadeOut( duration );\n\t\tthis.fadeIn( duration );\n\n\t\tif ( warp ) {\n\n\t\t\tconst fadeInDuration = this._clip.duration,\n\t\t\t\tfadeOutDuration = fadeOutAction._clip.duration,\n\n\t\t\t\tstartEndRatio = fadeOutDuration / fadeInDuration,\n\t\t\t\tendStartRatio = fadeInDuration / fadeOutDuration;\n\n\t\t\tfadeOutAction.warp( 1.0, startEndRatio, duration );\n\t\t\tthis.warp( endStartRatio, 1.0, duration );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tcrossFadeTo( fadeInAction, duration, warp ) {\n\n\t\treturn fadeInAction.crossFadeFrom( this, duration, warp );\n\n\t}\n\n\tstopFading() {\n\n\t\tconst weightInterpolant = this._weightInterpolant;\n\n\t\tif ( weightInterpolant !== null ) {\n\n\t\t\tthis._weightInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( weightInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Time Scale Control\n\n\t// set the time scale stopping any scheduled warping\n\t// although .paused = true yields an effective time scale of zero, this\n\t// method does *not* change .paused, because it would be confusing\n\tsetEffectiveTimeScale( timeScale ) {\n\n\t\tthis.timeScale = timeScale;\n\t\tthis._effectiveTimeScale = this.paused ? 0 : timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\t// return the time scale considering warping and .paused\n\tgetEffectiveTimeScale() {\n\n\t\treturn this._effectiveTimeScale;\n\n\t}\n\n\tsetDuration( duration ) {\n\n\t\tthis.timeScale = this._clip.duration / duration;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\tsyncWith( action ) {\n\n\t\tthis.time = action.time;\n\t\tthis.timeScale = action.timeScale;\n\n\t\treturn this.stopWarping();\n\n\t}\n\n\thalt( duration ) {\n\n\t\treturn this.warp( this._effectiveTimeScale, 0, duration );\n\n\t}\n\n\twarp( startTimeScale, endTimeScale, duration ) {\n\n\t\tconst mixer = this._mixer,\n\t\t\tnow = mixer.time,\n\t\t\ttimeScale = this.timeScale;\n\n\t\tlet interpolant = this._timeScaleInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._timeScaleInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\ttimes[ 1 ] = now + duration;\n\n\t\tvalues[ 0 ] = startTimeScale / timeScale;\n\t\tvalues[ 1 ] = endTimeScale / timeScale;\n\n\t\treturn this;\n\n\t}\n\n\tstopWarping() {\n\n\t\tconst timeScaleInterpolant = this._timeScaleInterpolant;\n\n\t\tif ( timeScaleInterpolant !== null ) {\n\n\t\t\tthis._timeScaleInterpolant = null;\n\t\t\tthis._mixer._takeBackControlInterpolant( timeScaleInterpolant );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\t// Object Accessors\n\n\tgetMixer() {\n\n\t\treturn this._mixer;\n\n\t}\n\n\tgetClip() {\n\n\t\treturn this._clip;\n\n\t}\n\n\tgetRoot() {\n\n\t\treturn this._localRoot || this._mixer._root;\n\n\t}\n\n\t// Interna\n\n\t_update( time, deltaTime, timeDirection, accuIndex ) {\n\n\t\t// called by the mixer\n\n\t\tif ( ! this.enabled ) {\n\n\t\t\t// call ._updateWeight() to update ._effectiveWeight\n\n\t\t\tthis._updateWeight( time );\n\t\t\treturn;\n\n\t\t}\n\n\t\tconst startTime = this._startTime;\n\n\t\tif ( startTime !== null ) {\n\n\t\t\t// check for scheduled start of action\n\n\t\t\tconst timeRunning = ( time - startTime ) * timeDirection;\n\t\t\tif ( timeRunning < 0 || timeDirection === 0 ) {\n\n\t\t\t\treturn; // yet to come / don't decide when delta = 0\n\n\t\t\t}\n\n\t\t\t// start\n\n\t\t\tthis._startTime = null; // unschedule\n\t\t\tdeltaTime = timeDirection * timeRunning;\n\n\t\t}\n\n\t\t// apply time scale and advance time\n\n\t\tdeltaTime *= this._updateTimeScale( time );\n\t\tconst clipTime = this._updateTime( deltaTime );\n\n\t\t// note: _updateTime may disable the action resulting in\n\t\t// an effective weight of 0\n\n\t\tconst weight = this._updateWeight( time );\n\n\t\tif ( weight > 0 ) {\n\n\t\t\tconst interpolants = this._interpolants;\n\t\t\tconst propertyMixers = this._propertyBindings;\n\n\t\t\tswitch ( this.blendMode ) {\n\n\t\t\t\tcase AdditiveAnimationBlendMode:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulateAdditive( weight );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase NormalAnimationBlendMode:\n\t\t\t\tdefault:\n\n\t\t\t\t\tfor ( let j = 0, m = interpolants.length; j !== m; ++ j ) {\n\n\t\t\t\t\t\tinterpolants[ j ].evaluate( clipTime );\n\t\t\t\t\t\tpropertyMixers[ j ].accumulate( accuIndex, weight );\n\n\t\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_updateWeight( time ) {\n\n\t\tlet weight = 0;\n\n\t\tif ( this.enabled ) {\n\n\t\t\tweight = this.weight;\n\t\t\tconst interpolant = this._weightInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\tweight *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopFading();\n\n\t\t\t\t\tif ( interpolantValue === 0 ) {\n\n\t\t\t\t\t\t// faded out, disable\n\t\t\t\t\t\tthis.enabled = false;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveWeight = weight;\n\t\treturn weight;\n\n\t}\n\n\t_updateTimeScale( time ) {\n\n\t\tlet timeScale = 0;\n\n\t\tif ( ! this.paused ) {\n\n\t\t\ttimeScale = this.timeScale;\n\n\t\t\tconst interpolant = this._timeScaleInterpolant;\n\n\t\t\tif ( interpolant !== null ) {\n\n\t\t\t\tconst interpolantValue = interpolant.evaluate( time )[ 0 ];\n\n\t\t\t\ttimeScale *= interpolantValue;\n\n\t\t\t\tif ( time > interpolant.parameterPositions[ 1 ] ) {\n\n\t\t\t\t\tthis.stopWarping();\n\n\t\t\t\t\tif ( timeScale === 0 ) {\n\n\t\t\t\t\t\t// motion has halted, pause\n\t\t\t\t\t\tthis.paused = true;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\t// warp done - apply final time scale\n\t\t\t\t\t\tthis.timeScale = timeScale;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tthis._effectiveTimeScale = timeScale;\n\t\treturn timeScale;\n\n\t}\n\n\t_updateTime( deltaTime ) {\n\n\t\tconst duration = this._clip.duration;\n\t\tconst loop = this.loop;\n\n\t\tlet time = this.time + deltaTime;\n\t\tlet loopCount = this._loopCount;\n\n\t\tconst pingPong = ( loop === LoopPingPong );\n\n\t\tif ( deltaTime === 0 ) {\n\n\t\t\tif ( loopCount === - 1 ) return time;\n\n\t\t\treturn ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;\n\n\t\t}\n\n\t\tif ( loop === LoopOnce ) {\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tthis._loopCount = 0;\n\t\t\t\tthis._setEndings( true, true, false );\n\n\t\t\t}\n\n\t\t\thandle_stop: {\n\n\t\t\t\tif ( time >= duration ) {\n\n\t\t\t\t\ttime = duration;\n\n\t\t\t\t} else if ( time < 0 ) {\n\n\t\t\t\t\ttime = 0;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tbreak handle_stop;\n\n\t\t\t\t}\n\n\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\telse this.enabled = false;\n\n\t\t\t\tthis.time = time;\n\n\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\tdirection: deltaTime < 0 ? - 1 : 1\n\t\t\t\t} );\n\n\t\t\t}\n\n\t\t} else { // repetitive Repeat or PingPong\n\n\t\t\tif ( loopCount === - 1 ) {\n\n\t\t\t\t// just started\n\n\t\t\t\tif ( deltaTime >= 0 ) {\n\n\t\t\t\t\tloopCount = 0;\n\n\t\t\t\t\tthis._setEndings( true, this.repetitions === 0, pingPong );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// when looping in reverse direction, the initial\n\t\t\t\t\t// transition through zero counts as a repetition,\n\t\t\t\t\t// so leave loopCount at -1\n\n\t\t\t\t\tthis._setEndings( this.repetitions === 0, true, pingPong );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( time >= duration || time < 0 ) {\n\n\t\t\t\t// wrap around\n\n\t\t\t\tconst loopDelta = Math.floor( time / duration ); // signed\n\t\t\t\ttime -= duration * loopDelta;\n\n\t\t\t\tloopCount += Math.abs( loopDelta );\n\n\t\t\t\tconst pending = this.repetitions - loopCount;\n\n\t\t\t\tif ( pending <= 0 ) {\n\n\t\t\t\t\t// have to stop (switch state, clamp time, fire event)\n\n\t\t\t\t\tif ( this.clampWhenFinished ) this.paused = true;\n\t\t\t\t\telse this.enabled = false;\n\n\t\t\t\t\ttime = deltaTime > 0 ? duration : 0;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'finished', action: this,\n\t\t\t\t\t\tdirection: deltaTime > 0 ? 1 : - 1\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// keep running\n\n\t\t\t\t\tif ( pending === 1 ) {\n\n\t\t\t\t\t\t// entering the last round\n\n\t\t\t\t\t\tconst atStart = deltaTime < 0;\n\t\t\t\t\t\tthis._setEndings( atStart, ! atStart, pingPong );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthis._setEndings( false, false, pingPong );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tthis._loopCount = loopCount;\n\n\t\t\t\t\tthis.time = time;\n\n\t\t\t\t\tthis._mixer.dispatchEvent( {\n\t\t\t\t\t\ttype: 'loop', action: this, loopDelta: loopDelta\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tthis.time = time;\n\n\t\t\t}\n\n\t\t\tif ( pingPong && ( loopCount & 1 ) === 1 ) {\n\n\t\t\t\t// invert time for the \"pong round\"\n\n\t\t\t\treturn duration - time;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn time;\n\n\t}\n\n\t_setEndings( atStart, atEnd, pingPong ) {\n\n\t\tconst settings = this._interpolantSettings;\n\n\t\tif ( pingPong ) {\n\n\t\t\tsettings.endingStart = ZeroSlopeEnding;\n\t\t\tsettings.endingEnd = ZeroSlopeEnding;\n\n\t\t} else {\n\n\t\t\t// assuming for LoopOnce atStart == atEnd == true\n\n\t\t\tif ( atStart ) {\n\n\t\t\t\tsettings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingStart = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t\tif ( atEnd ) {\n\n\t\t\t\tsettings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding;\n\n\t\t\t} else {\n\n\t\t\t\tsettings.endingEnd \t = WrapAroundEnding;\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t_scheduleFading( duration, weightNow, weightThen ) {\n\n\t\tconst mixer = this._mixer, now = mixer.time;\n\t\tlet interpolant = this._weightInterpolant;\n\n\t\tif ( interpolant === null ) {\n\n\t\t\tinterpolant = mixer._lendControlInterpolant();\n\t\t\tthis._weightInterpolant = interpolant;\n\n\t\t}\n\n\t\tconst times = interpolant.parameterPositions,\n\t\t\tvalues = interpolant.sampleValues;\n\n\t\ttimes[ 0 ] = now;\n\t\tvalues[ 0 ] = weightNow;\n\t\ttimes[ 1 ] = now + duration;\n\t\tvalues[ 1 ] = weightThen;\n\n\t\treturn this;\n\n\t}\n\n}\n\nfunction AnimationMixer( root ) {\n\n\tthis._root = root;\n\tthis._initMemoryManager();\n\tthis._accuIndex = 0;\n\n\tthis.time = 0;\n\n\tthis.timeScale = 1.0;\n\n}\n\nAnimationMixer.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {\n\n\tconstructor: AnimationMixer,\n\n\t_bindAction: function ( action, prototypeAction ) {\n\n\t\tconst root = action._localRoot || this._root,\n\t\t\ttracks = action._clip.tracks,\n\t\t\tnTracks = tracks.length,\n\t\t\tbindings = action._propertyBindings,\n\t\t\tinterpolants = action._interpolants,\n\t\t\trootUuid = root.uuid,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName;\n\n\t\tlet bindingsByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingsByName === undefined ) {\n\n\t\t\tbindingsByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingsByName;\n\n\t\t}\n\n\t\tfor ( let i = 0; i !== nTracks; ++ i ) {\n\n\t\t\tconst track = tracks[ i ],\n\t\t\t\ttrackName = track.name;\n\n\t\t\tlet binding = bindingsByName[ trackName ];\n\n\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t} else {\n\n\t\t\t\tbinding = bindings[ i ];\n\n\t\t\t\tif ( binding !== undefined ) {\n\n\t\t\t\t\t// existing binding, make sure the cache knows\n\n\t\t\t\t\tif ( binding._cacheIndex === null ) {\n\n\t\t\t\t\t\t++ binding.referenceCount;\n\t\t\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\tconst path = prototypeAction && prototypeAction.\n\t\t\t\t\t_propertyBindings[ i ].binding.parsedPath;\n\n\t\t\t\tbinding = new PropertyMixer(\n\t\t\t\t\tPropertyBinding.create( root, trackName, path ),\n\t\t\t\t\ttrack.ValueTypeName, track.getValueSize() );\n\n\t\t\t\t++ binding.referenceCount;\n\t\t\t\tthis._addInactiveBinding( binding, rootUuid, trackName );\n\n\t\t\t\tbindings[ i ] = binding;\n\n\t\t\t}\n\n\t\t\tinterpolants[ i ].resultBuffer = binding.buffer;\n\n\t\t}\n\n\t},\n\n\t_activateAction: function ( action ) {\n\n\t\tif ( ! this._isActiveAction( action ) ) {\n\n\t\t\tif ( action._cacheIndex === null ) {\n\n\t\t\t\t// this action has been forgotten by the cache, but the user\n\t\t\t\t// appears to be still using it -> rebind\n\n\t\t\t\tconst rootUuid = ( action._localRoot || this._root ).uuid,\n\t\t\t\t\tclipUuid = action._clip.uuid,\n\t\t\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\t\t\tthis._bindAction( action,\n\t\t\t\t\tactionsForClip && actionsForClip.knownActions[ 0 ] );\n\n\t\t\t\tthis._addInactiveAction( action, clipUuid, rootUuid );\n\n\t\t\t}\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// increment reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( binding.useCount ++ === 0 ) {\n\n\t\t\t\t\tthis._lendBinding( binding );\n\t\t\t\t\tbinding.saveOriginalState();\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._lendAction( action );\n\n\t\t}\n\n\t},\n\n\t_deactivateAction: function ( action ) {\n\n\t\tif ( this._isActiveAction( action ) ) {\n\n\t\t\tconst bindings = action._propertyBindings;\n\n\t\t\t// decrement reference counts / sort out state\n\t\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\t\tconst binding = bindings[ i ];\n\n\t\t\t\tif ( -- binding.useCount === 0 ) {\n\n\t\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\t\tthis._takeBackBinding( binding );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tthis._takeBackAction( action );\n\n\t\t}\n\n\t},\n\n\t// Memory manager\n\n\t_initMemoryManager: function () {\n\n\t\tthis._actions = []; // 'nActiveActions' followed by inactive ones\n\t\tthis._nActiveActions = 0;\n\n\t\tthis._actionsByClip = {};\n\t\t// inside:\n\t\t// {\n\t\t// \tknownActions: Array< AnimationAction > - used as prototypes\n\t\t// \tactionByRoot: AnimationAction - lookup\n\t\t// }\n\n\n\t\tthis._bindings = []; // 'nActiveBindings' followed by inactive ones\n\t\tthis._nActiveBindings = 0;\n\n\t\tthis._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >\n\n\n\t\tthis._controlInterpolants = []; // same game as above\n\t\tthis._nActiveControlInterpolants = 0;\n\n\t\tconst scope = this;\n\n\t\tthis.stats = {\n\n\t\t\tactions: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._actions.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveActions;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tbindings: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._bindings.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveBindings;\n\n\t\t\t\t}\n\t\t\t},\n\t\t\tcontrolInterpolants: {\n\t\t\t\tget total() {\n\n\t\t\t\t\treturn scope._controlInterpolants.length;\n\n\t\t\t\t},\n\t\t\t\tget inUse() {\n\n\t\t\t\t\treturn scope._nActiveControlInterpolants;\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t};\n\n\t},\n\n\t// Memory management for AnimationAction objects\n\n\t_isActiveAction: function ( action ) {\n\n\t\tconst index = action._cacheIndex;\n\t\treturn index !== null && index < this._nActiveActions;\n\n\t},\n\n\t_addInactiveAction: function ( action, clipUuid, rootUuid ) {\n\n\t\tconst actions = this._actions,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tlet actionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip === undefined ) {\n\n\t\t\tactionsForClip = {\n\n\t\t\t\tknownActions: [ action ],\n\t\t\t\tactionByRoot: {}\n\n\t\t\t};\n\n\t\t\taction._byClipCacheIndex = 0;\n\n\t\t\tactionsByClip[ clipUuid ] = actionsForClip;\n\n\t\t} else {\n\n\t\t\tconst knownActions = actionsForClip.knownActions;\n\n\t\t\taction._byClipCacheIndex = knownActions.length;\n\t\t\tknownActions.push( action );\n\n\t\t}\n\n\t\taction._cacheIndex = actions.length;\n\t\tactions.push( action );\n\n\t\tactionsForClip.actionByRoot[ rootUuid ] = action;\n\n\t},\n\n\t_removeInactiveAction: function ( action ) {\n\n\t\tconst actions = this._actions,\n\t\t\tlastInactiveAction = actions[ actions.length - 1 ],\n\t\t\tcacheIndex = action._cacheIndex;\n\n\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\tactions.pop();\n\n\t\taction._cacheIndex = null;\n\n\n\t\tconst clipUuid = action._clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ],\n\t\t\tknownActionsForClip = actionsForClip.knownActions,\n\n\t\t\tlastKnownAction =\n\t\t\t\tknownActionsForClip[ knownActionsForClip.length - 1 ],\n\n\t\t\tbyClipCacheIndex = action._byClipCacheIndex;\n\n\t\tlastKnownAction._byClipCacheIndex = byClipCacheIndex;\n\t\tknownActionsForClip[ byClipCacheIndex ] = lastKnownAction;\n\t\tknownActionsForClip.pop();\n\n\t\taction._byClipCacheIndex = null;\n\n\n\t\tconst actionByRoot = actionsForClip.actionByRoot,\n\t\t\trootUuid = ( action._localRoot || this._root ).uuid;\n\n\t\tdelete actionByRoot[ rootUuid ];\n\n\t\tif ( knownActionsForClip.length === 0 ) {\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t\tthis._removeInactiveBindingsForAction( action );\n\n\t},\n\n\t_removeInactiveBindingsForAction: function ( action ) {\n\n\t\tconst bindings = action._propertyBindings;\n\n\t\tfor ( let i = 0, n = bindings.length; i !== n; ++ i ) {\n\n\t\t\tconst binding = bindings[ i ];\n\n\t\t\tif ( -- binding.referenceCount === 0 ) {\n\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t_lendAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions >| inactive actions ]\n\t\t// s a\n\t\t// <-swap->\n\t\t// a s\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveActions ++,\n\n\t\t\tfirstInactiveAction = actions[ lastActiveIndex ];\n\n\t\taction._cacheIndex = lastActiveIndex;\n\t\tactions[ lastActiveIndex ] = action;\n\n\t\tfirstInactiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = firstInactiveAction;\n\n\t},\n\n\t_takeBackAction: function ( action ) {\n\n\t\t// [ active actions | inactive actions ]\n\t\t// [ active actions |< inactive actions ]\n\t\t// a s\n\t\t// <-swap->\n\t\t// s a\n\n\t\tconst actions = this._actions,\n\t\t\tprevIndex = action._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveActions,\n\n\t\t\tlastActiveAction = actions[ firstInactiveIndex ];\n\n\t\taction._cacheIndex = firstInactiveIndex;\n\t\tactions[ firstInactiveIndex ] = action;\n\n\t\tlastActiveAction._cacheIndex = prevIndex;\n\t\tactions[ prevIndex ] = lastActiveAction;\n\n\t},\n\n\t// Memory management for PropertyMixer objects\n\n\t_addInactiveBinding: function ( binding, rootUuid, trackName ) {\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindings = this._bindings;\n\n\t\tlet bindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName === undefined ) {\n\n\t\t\tbindingByName = {};\n\t\t\tbindingsByRoot[ rootUuid ] = bindingByName;\n\n\t\t}\n\n\t\tbindingByName[ trackName ] = binding;\n\n\t\tbinding._cacheIndex = bindings.length;\n\t\tbindings.push( binding );\n\n\t},\n\n\t_removeInactiveBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tpropBinding = binding.binding,\n\t\t\trootUuid = propBinding.rootNode.uuid,\n\t\t\ttrackName = propBinding.path,\n\t\t\tbindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ],\n\n\t\t\tlastInactiveBinding = bindings[ bindings.length - 1 ],\n\t\t\tcacheIndex = binding._cacheIndex;\n\n\t\tlastInactiveBinding._cacheIndex = cacheIndex;\n\t\tbindings[ cacheIndex ] = lastInactiveBinding;\n\t\tbindings.pop();\n\n\t\tdelete bindingByName[ trackName ];\n\n\t\tif ( Object.keys( bindingByName ).length === 0 ) {\n\n\t\t\tdelete bindingsByRoot[ rootUuid ];\n\n\t\t}\n\n\t},\n\n\t_lendBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tlastActiveIndex = this._nActiveBindings ++,\n\n\t\t\tfirstInactiveBinding = bindings[ lastActiveIndex ];\n\n\t\tbinding._cacheIndex = lastActiveIndex;\n\t\tbindings[ lastActiveIndex ] = binding;\n\n\t\tfirstInactiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = firstInactiveBinding;\n\n\t},\n\n\t_takeBackBinding: function ( binding ) {\n\n\t\tconst bindings = this._bindings,\n\t\t\tprevIndex = binding._cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveBindings,\n\n\t\t\tlastActiveBinding = bindings[ firstInactiveIndex ];\n\n\t\tbinding._cacheIndex = firstInactiveIndex;\n\t\tbindings[ firstInactiveIndex ] = binding;\n\n\t\tlastActiveBinding._cacheIndex = prevIndex;\n\t\tbindings[ prevIndex ] = lastActiveBinding;\n\n\t},\n\n\n\t// Memory management of Interpolants for weight and time scale\n\n\t_lendControlInterpolant: function () {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tlastActiveIndex = this._nActiveControlInterpolants ++;\n\n\t\tlet interpolant = interpolants[ lastActiveIndex ];\n\n\t\tif ( interpolant === undefined ) {\n\n\t\t\tinterpolant = new LinearInterpolant(\n\t\t\t\tnew Float32Array( 2 ), new Float32Array( 2 ),\n\t\t\t\t1, this._controlInterpolantsResultBuffer );\n\n\t\t\tinterpolant.__cacheIndex = lastActiveIndex;\n\t\t\tinterpolants[ lastActiveIndex ] = interpolant;\n\n\t\t}\n\n\t\treturn interpolant;\n\n\t},\n\n\t_takeBackControlInterpolant: function ( interpolant ) {\n\n\t\tconst interpolants = this._controlInterpolants,\n\t\t\tprevIndex = interpolant.__cacheIndex,\n\n\t\t\tfirstInactiveIndex = -- this._nActiveControlInterpolants,\n\n\t\t\tlastActiveInterpolant = interpolants[ firstInactiveIndex ];\n\n\t\tinterpolant.__cacheIndex = firstInactiveIndex;\n\t\tinterpolants[ firstInactiveIndex ] = interpolant;\n\n\t\tlastActiveInterpolant.__cacheIndex = prevIndex;\n\t\tinterpolants[ prevIndex ] = lastActiveInterpolant;\n\n\t},\n\n\t_controlInterpolantsResultBuffer: new Float32Array( 1 ),\n\n\t// return an action for a clip optionally using a custom root target\n\t// object (this method allocates a lot of dynamic memory in case a\n\t// previously unknown clip/root combination is specified)\n\tclipAction: function ( clip, optionalRoot, blendMode ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid;\n\n\t\tlet clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip;\n\n\t\tconst clipUuid = clipObject !== null ? clipObject.uuid : clip;\n\n\t\tconst actionsForClip = this._actionsByClip[ clipUuid ];\n\t\tlet prototypeAction = null;\n\n\t\tif ( blendMode === undefined ) {\n\n\t\t\tif ( clipObject !== null ) {\n\n\t\t\t\tblendMode = clipObject.blendMode;\n\n\t\t\t} else {\n\n\t\t\t\tblendMode = NormalAnimationBlendMode;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\tconst existingAction = actionsForClip.actionByRoot[ rootUuid ];\n\n\t\t\tif ( existingAction !== undefined && existingAction.blendMode === blendMode ) {\n\n\t\t\t\treturn existingAction;\n\n\t\t\t}\n\n\t\t\t// we know the clip, so we don't have to parse all\n\t\t\t// the bindings again but can just copy\n\t\t\tprototypeAction = actionsForClip.knownActions[ 0 ];\n\n\t\t\t// also, take the clip from the prototype action\n\t\t\tif ( clipObject === null )\n\t\t\t\tclipObject = prototypeAction._clip;\n\n\t\t}\n\n\t\t// clip must be known when specified via string\n\t\tif ( clipObject === null ) return null;\n\n\t\t// allocate all resources required to run it\n\t\tconst newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode );\n\n\t\tthis._bindAction( newAction, prototypeAction );\n\n\t\t// and make the action known to the memory manager\n\t\tthis._addInactiveAction( newAction, clipUuid, rootUuid );\n\n\t\treturn newAction;\n\n\t},\n\n\t// get an existing action\n\texistingAction: function ( clip, optionalRoot ) {\n\n\t\tconst root = optionalRoot || this._root,\n\t\t\trootUuid = root.uuid,\n\n\t\t\tclipObject = typeof clip === 'string' ?\n\t\t\t\tAnimationClip.findByName( root, clip ) : clip,\n\n\t\t\tclipUuid = clipObject ? clipObject.uuid : clip,\n\n\t\t\tactionsForClip = this._actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\treturn actionsForClip.actionByRoot[ rootUuid ] || null;\n\n\t\t}\n\n\t\treturn null;\n\n\t},\n\n\t// deactivates all previously scheduled actions\n\tstopAllAction: function () {\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions;\n\n\t\tfor ( let i = nActions - 1; i >= 0; -- i ) {\n\n\t\t\tactions[ i ].stop();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// advance the time and update apply the animation\n\tupdate: function ( deltaTime ) {\n\n\t\tdeltaTime *= this.timeScale;\n\n\t\tconst actions = this._actions,\n\t\t\tnActions = this._nActiveActions,\n\n\t\t\ttime = this.time += deltaTime,\n\t\t\ttimeDirection = Math.sign( deltaTime ),\n\n\t\t\taccuIndex = this._accuIndex ^= 1;\n\n\t\t// run active actions\n\n\t\tfor ( let i = 0; i !== nActions; ++ i ) {\n\n\t\t\tconst action = actions[ i ];\n\n\t\t\taction._update( time, deltaTime, timeDirection, accuIndex );\n\n\t\t}\n\n\t\t// update scene graph\n\n\t\tconst bindings = this._bindings,\n\t\t\tnBindings = this._nActiveBindings;\n\n\t\tfor ( let i = 0; i !== nBindings; ++ i ) {\n\n\t\t\tbindings[ i ].apply( accuIndex );\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\t// Allows you to seek to a specific time in an animation.\n\tsetTime: function ( timeInSeconds ) {\n\n\t\tthis.time = 0; // Zero out time attribute for AnimationMixer object;\n\t\tfor ( let i = 0; i < this._actions.length; i ++ ) {\n\n\t\t\tthis._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects.\n\n\t\t}\n\n\t\treturn this.update( timeInSeconds ); // Update used to set exact time. Returns \"this\" AnimationMixer object.\n\n\t},\n\n\t// return this mixer's root target object\n\tgetRoot: function () {\n\n\t\treturn this._root;\n\n\t},\n\n\t// free all resources specific to a particular clip\n\tuncacheClip: function ( clip ) {\n\n\t\tconst actions = this._actions,\n\t\t\tclipUuid = clip.uuid,\n\t\t\tactionsByClip = this._actionsByClip,\n\t\t\tactionsForClip = actionsByClip[ clipUuid ];\n\n\t\tif ( actionsForClip !== undefined ) {\n\n\t\t\t// note: just calling _removeInactiveAction would mess up the\n\t\t\t// iteration state and also require updating the state we can\n\t\t\t// just throw away\n\n\t\t\tconst actionsToRemove = actionsForClip.knownActions;\n\n\t\t\tfor ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) {\n\n\t\t\t\tconst action = actionsToRemove[ i ];\n\n\t\t\t\tthis._deactivateAction( action );\n\n\t\t\t\tconst cacheIndex = action._cacheIndex,\n\t\t\t\t\tlastInactiveAction = actions[ actions.length - 1 ];\n\n\t\t\t\taction._cacheIndex = null;\n\t\t\t\taction._byClipCacheIndex = null;\n\n\t\t\t\tlastInactiveAction._cacheIndex = cacheIndex;\n\t\t\t\tactions[ cacheIndex ] = lastInactiveAction;\n\t\t\t\tactions.pop();\n\n\t\t\t\tthis._removeInactiveBindingsForAction( action );\n\n\t\t\t}\n\n\t\t\tdelete actionsByClip[ clipUuid ];\n\n\t\t}\n\n\t},\n\n\t// free all resources specific to a particular root target object\n\tuncacheRoot: function ( root ) {\n\n\t\tconst rootUuid = root.uuid,\n\t\t\tactionsByClip = this._actionsByClip;\n\n\t\tfor ( const clipUuid in actionsByClip ) {\n\n\t\t\tconst actionByRoot = actionsByClip[ clipUuid ].actionByRoot,\n\t\t\t\taction = actionByRoot[ rootUuid ];\n\n\t\t\tif ( action !== undefined ) {\n\n\t\t\t\tthis._deactivateAction( action );\n\t\t\t\tthis._removeInactiveAction( action );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst bindingsByRoot = this._bindingsByRootAndName,\n\t\t\tbindingByName = bindingsByRoot[ rootUuid ];\n\n\t\tif ( bindingByName !== undefined ) {\n\n\t\t\tfor ( const trackName in bindingByName ) {\n\n\t\t\t\tconst binding = bindingByName[ trackName ];\n\t\t\t\tbinding.restoreOriginalState();\n\t\t\t\tthis._removeInactiveBinding( binding );\n\n\t\t\t}\n\n\t\t}\n\n\t},\n\n\t// remove a targeted clip from the cache\n\tuncacheAction: function ( clip, optionalRoot ) {\n\n\t\tconst action = this.existingAction( clip, optionalRoot );\n\n\t\tif ( action !== null ) {\n\n\t\t\tthis._deactivateAction( action );\n\t\t\tthis._removeInactiveAction( action );\n\n\t\t}\n\n\t}\n\n} );\n\nclass Uniform {\n\n\tconstructor( value ) {\n\n\t\tif ( typeof value === 'string' ) {\n\n\t\t\tconsole.warn( 'THREE.Uniform: Type parameter is no longer needed.' );\n\t\t\tvalue = arguments[ 1 ];\n\n\t\t}\n\n\t\tthis.value = value;\n\n\t}\n\n\tclone() {\n\n\t\treturn new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );\n\n\t}\n\n}\n\nfunction InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {\n\n\tInterleavedBuffer.call( this, array, stride );\n\n\tthis.meshPerAttribute = meshPerAttribute || 1;\n\n}\n\nInstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {\n\n\tconstructor: InstancedInterleavedBuffer,\n\n\tisInstancedInterleavedBuffer: true,\n\n\tcopy: function ( source ) {\n\n\t\tInterleavedBuffer.prototype.copy.call( this, source );\n\n\t\tthis.meshPerAttribute = source.meshPerAttribute;\n\n\t\treturn this;\n\n\t},\n\n\tclone: function ( data ) {\n\n\t\tconst ib = InterleavedBuffer.prototype.clone.call( this, data );\n\n\t\tib.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn ib;\n\n\t},\n\n\ttoJSON: function ( data ) {\n\n\t\tconst json = InterleavedBuffer.prototype.toJSON.call( this, data );\n\n\t\tjson.isInstancedInterleavedBuffer = true;\n\t\tjson.meshPerAttribute = this.meshPerAttribute;\n\n\t\treturn json;\n\n\t}\n\n} );\n\nfunction GLBufferAttribute( buffer, type, itemSize, elementSize, count ) {\n\n\tthis.buffer = buffer;\n\tthis.type = type;\n\tthis.itemSize = itemSize;\n\tthis.elementSize = elementSize;\n\tthis.count = count;\n\n\tthis.version = 0;\n\n}\n\nObject.defineProperty( GLBufferAttribute.prototype, 'needsUpdate', {\n\n\tset: function ( value ) {\n\n\t\tif ( value === true ) this.version ++;\n\n\t}\n\n} );\n\nObject.assign( GLBufferAttribute.prototype, {\n\n\tisGLBufferAttribute: true,\n\n\tsetBuffer: function ( buffer ) {\n\n\t\tthis.buffer = buffer;\n\n\t\treturn this;\n\n\t},\n\n\tsetType: function ( type, elementSize ) {\n\n\t\tthis.type = type;\n\t\tthis.elementSize = elementSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetItemSize: function ( itemSize ) {\n\n\t\tthis.itemSize = itemSize;\n\n\t\treturn this;\n\n\t},\n\n\tsetCount: function ( count ) {\n\n\t\tthis.count = count;\n\n\t\treturn this;\n\n\t},\n\n} );\n\nfunction Raycaster( origin, direction, near, far ) {\n\n\tthis.ray = new Ray( origin, direction );\n\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\tthis.near = near || 0;\n\tthis.far = far || Infinity;\n\tthis.camera = null;\n\tthis.layers = new Layers();\n\n\tthis.params = {\n\t\tMesh: {},\n\t\tLine: { threshold: 1 },\n\t\tLOD: {},\n\t\tPoints: { threshold: 1 },\n\t\tSprite: {}\n\t};\n\n\tObject.defineProperties( this.params, {\n\t\tPointCloud: {\n\t\t\tget: function () {\n\n\t\t\t\tconsole.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );\n\t\t\t\treturn this.Points;\n\n\t\t\t}\n\t\t}\n\t} );\n\n}\n\nfunction ascSort( a, b ) {\n\n\treturn a.distance - b.distance;\n\n}\n\nfunction intersectObject( object, raycaster, intersects, recursive ) {\n\n\tif ( object.layers.test( raycaster.layers ) ) {\n\n\t\tobject.raycast( raycaster, intersects );\n\n\t}\n\n\tif ( recursive === true ) {\n\n\t\tconst children = object.children;\n\n\t\tfor ( let i = 0, l = children.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( children[ i ], raycaster, intersects, true );\n\n\t\t}\n\n\t}\n\n}\n\nObject.assign( Raycaster.prototype, {\n\n\tset: function ( origin, direction ) {\n\n\t\t// direction is assumed to be normalized (for accurate distance calculations)\n\n\t\tthis.ray.set( origin, direction );\n\n\t},\n\n\tsetFromCamera: function ( coords, camera ) {\n\n\t\tif ( camera && camera.isPerspectiveCamera ) {\n\n\t\t\tthis.ray.origin.setFromMatrixPosition( camera.matrixWorld );\n\t\t\tthis.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();\n\t\t\tthis.camera = camera;\n\n\t\t} else if ( camera && camera.isOrthographicCamera ) {\n\n\t\t\tthis.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera\n\t\t\tthis.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );\n\t\t\tthis.camera = camera;\n\n\t\t} else {\n\n\t\t\tconsole.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );\n\n\t\t}\n\n\t},\n\n\tintersectObject: function ( object, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tintersectObject( object, this, intersects, recursive );\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t},\n\n\tintersectObjects: function ( objects, recursive, optionalTarget ) {\n\n\t\tconst intersects = optionalTarget || [];\n\n\t\tif ( Array.isArray( objects ) === false ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );\n\t\t\treturn intersects;\n\n\t\t}\n\n\t\tfor ( let i = 0, l = objects.length; i < l; i ++ ) {\n\n\t\t\tintersectObject( objects[ i ], this, intersects, recursive );\n\n\t\t}\n\n\t\tintersects.sort( ascSort );\n\n\t\treturn intersects;\n\n\t}\n\n} );\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system\n *\n * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.\n * The azimuthal angle (theta) is measured from the positive z-axis.\n */\n\nclass Spherical {\n\n\tconstructor( radius = 1, phi = 0, theta = 0 ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi; // polar angle\n\t\tthis.theta = theta; // azimuthal angle\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, phi, theta ) {\n\n\t\tthis.radius = radius;\n\t\tthis.phi = phi;\n\t\tthis.theta = theta;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.phi = other.phi;\n\t\tthis.theta = other.theta;\n\n\t\treturn this;\n\n\t}\n\n\t// restrict phi to be betwee EPS and PI-EPS\n\tmakeSafe() {\n\n\t\tconst EPS = 0.000001;\n\t\tthis.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + y * y + z * z );\n\n\t\tif ( this.radius === 0 ) {\n\n\t\t\tthis.theta = 0;\n\t\t\tthis.phi = 0;\n\n\t\t} else {\n\n\t\t\tthis.theta = Math.atan2( x, z );\n\t\t\tthis.phi = Math.acos( MathUtils.clamp( y / this.radius, - 1, 1 ) );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n}\n\n/**\n * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system\n */\n\nclass Cylindrical {\n\n\tconstructor( radius, theta, y ) {\n\n\t\tthis.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane\n\t\tthis.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis\n\t\tthis.y = ( y !== undefined ) ? y : 0; // height above the x-z plane\n\n\t\treturn this;\n\n\t}\n\n\tset( radius, theta, y ) {\n\n\t\tthis.radius = radius;\n\t\tthis.theta = theta;\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( other ) {\n\n\t\tthis.radius = other.radius;\n\t\tthis.theta = other.theta;\n\t\tthis.y = other.y;\n\n\t\treturn this;\n\n\t}\n\n\tsetFromVector3( v ) {\n\n\t\treturn this.setFromCartesianCoords( v.x, v.y, v.z );\n\n\t}\n\n\tsetFromCartesianCoords( x, y, z ) {\n\n\t\tthis.radius = Math.sqrt( x * x + z * z );\n\t\tthis.theta = Math.atan2( x, z );\n\t\tthis.y = y;\n\n\t\treturn this;\n\n\t}\n\n}\n\nconst _vector$8 = /*@__PURE__*/ new Vector2();\n\nclass Box2 {\n\n\tconstructor( min, max ) {\n\n\t\tObject.defineProperty( this, 'isBox2', { value: true } );\n\n\t\tthis.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );\n\t\tthis.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );\n\n\t}\n\n\tset( min, max ) {\n\n\t\tthis.min.copy( min );\n\t\tthis.max.copy( max );\n\n\t\treturn this;\n\n\t}\n\n\tsetFromPoints( points ) {\n\n\t\tthis.makeEmpty();\n\n\t\tfor ( let i = 0, il = points.length; i < il; i ++ ) {\n\n\t\t\tthis.expandByPoint( points[ i ] );\n\n\t\t}\n\n\t\treturn this;\n\n\t}\n\n\tsetFromCenterAndSize( center, size ) {\n\n\t\tconst halfSize = _vector$8.copy( size ).multiplyScalar( 0.5 );\n\t\tthis.min.copy( center ).sub( halfSize );\n\t\tthis.max.copy( center ).add( halfSize );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( box ) {\n\n\t\tthis.min.copy( box.min );\n\t\tthis.max.copy( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tmakeEmpty() {\n\n\t\tthis.min.x = this.min.y = + Infinity;\n\t\tthis.max.x = this.max.y = - Infinity;\n\n\t\treturn this;\n\n\t}\n\n\tisEmpty() {\n\n\t\t// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes\n\n\t\treturn ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getCenter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );\n\n\t}\n\n\tgetSize( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getSize() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );\n\n\t}\n\n\texpandByPoint( point ) {\n\n\t\tthis.min.min( point );\n\t\tthis.max.max( point );\n\n\t\treturn this;\n\n\t}\n\n\texpandByVector( vector ) {\n\n\t\tthis.min.sub( vector );\n\t\tthis.max.add( vector );\n\n\t\treturn this;\n\n\t}\n\n\texpandByScalar( scalar ) {\n\n\t\tthis.min.addScalar( - scalar );\n\t\tthis.max.addScalar( scalar );\n\n\t\treturn this;\n\n\t}\n\n\tcontainsPoint( point ) {\n\n\t\treturn point.x < this.min.x || point.x > this.max.x ||\n\t\t\tpoint.y < this.min.y || point.y > this.max.y ? false : true;\n\n\t}\n\n\tcontainsBox( box ) {\n\n\t\treturn this.min.x <= box.min.x && box.max.x <= this.max.x &&\n\t\t\tthis.min.y <= box.min.y && box.max.y <= this.max.y;\n\n\t}\n\n\tgetParameter( point, target ) {\n\n\t\t// This can potentially have a divide by zero if the box\n\t\t// has a size dimension of 0.\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .getParameter() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.set(\n\t\t\t( point.x - this.min.x ) / ( this.max.x - this.min.x ),\n\t\t\t( point.y - this.min.y ) / ( this.max.y - this.min.y )\n\t\t);\n\n\t}\n\n\tintersectsBox( box ) {\n\n\t\t// using 4 splitting planes to rule out intersections\n\n\t\treturn box.max.x < this.min.x || box.min.x > this.max.x ||\n\t\t\tbox.max.y < this.min.y || box.min.y > this.max.y ? false : true;\n\n\t}\n\n\tclampPoint( point, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Box2: .clampPoint() target is now required' );\n\t\t\ttarget = new Vector2();\n\n\t\t}\n\n\t\treturn target.copy( point ).clamp( this.min, this.max );\n\n\t}\n\n\tdistanceToPoint( point ) {\n\n\t\tconst clampedPoint = _vector$8.copy( point ).clamp( this.min, this.max );\n\t\treturn clampedPoint.sub( point ).length();\n\n\t}\n\n\tintersect( box ) {\n\n\t\tthis.min.max( box.min );\n\t\tthis.max.min( box.max );\n\n\t\treturn this;\n\n\t}\n\n\tunion( box ) {\n\n\t\tthis.min.min( box.min );\n\t\tthis.max.max( box.max );\n\n\t\treturn this;\n\n\t}\n\n\ttranslate( offset ) {\n\n\t\tthis.min.add( offset );\n\t\tthis.max.add( offset );\n\n\t\treturn this;\n\n\t}\n\n\tequals( box ) {\n\n\t\treturn box.min.equals( this.min ) && box.max.equals( this.max );\n\n\t}\n\n}\n\nconst _startP = /*@__PURE__*/ new Vector3();\nconst _startEnd = /*@__PURE__*/ new Vector3();\n\nclass Line3 {\n\n\tconstructor( start, end ) {\n\n\t\tthis.start = ( start !== undefined ) ? start : new Vector3();\n\t\tthis.end = ( end !== undefined ) ? end : new Vector3();\n\n\t}\n\n\tset( start, end ) {\n\n\t\tthis.start.copy( start );\n\t\tthis.end.copy( end );\n\n\t\treturn this;\n\n\t}\n\n\tclone() {\n\n\t\treturn new this.constructor().copy( this );\n\n\t}\n\n\tcopy( line ) {\n\n\t\tthis.start.copy( line.start );\n\t\tthis.end.copy( line.end );\n\n\t\treturn this;\n\n\t}\n\n\tgetCenter( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .getCenter() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );\n\n\t}\n\n\tdelta( target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .delta() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn target.subVectors( this.end, this.start );\n\n\t}\n\n\tdistanceSq() {\n\n\t\treturn this.start.distanceToSquared( this.end );\n\n\t}\n\n\tdistance() {\n\n\t\treturn this.start.distanceTo( this.end );\n\n\t}\n\n\tat( t, target ) {\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .at() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tclosestPointToPointParameter( point, clampToLine ) {\n\n\t\t_startP.subVectors( point, this.start );\n\t\t_startEnd.subVectors( this.end, this.start );\n\n\t\tconst startEnd2 = _startEnd.dot( _startEnd );\n\t\tconst startEnd_startP = _startEnd.dot( _startP );\n\n\t\tlet t = startEnd_startP / startEnd2;\n\n\t\tif ( clampToLine ) {\n\n\t\t\tt = MathUtils.clamp( t, 0, 1 );\n\n\t\t}\n\n\t\treturn t;\n\n\t}\n\n\tclosestPointToPoint( point, clampToLine, target ) {\n\n\t\tconst t = this.closestPointToPointParameter( point, clampToLine );\n\n\t\tif ( target === undefined ) {\n\n\t\t\tconsole.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );\n\t\t\ttarget = new Vector3();\n\n\t\t}\n\n\t\treturn this.delta( target ).multiplyScalar( t ).add( this.start );\n\n\t}\n\n\tapplyMatrix4( matrix ) {\n\n\t\tthis.start.applyMatrix4( matrix );\n\t\tthis.end.applyMatrix4( matrix );\n\n\t\treturn this;\n\n\t}\n\n\tequals( line ) {\n\n\t\treturn line.start.equals( this.start ) && line.end.equals( this.end );\n\n\t}\n\n}\n\nfunction ImmediateRenderObject( material ) {\n\n\tObject3D.call( this );\n\n\tthis.material = material;\n\tthis.render = function ( /* renderCallback */ ) {};\n\n\tthis.hasPositions = false;\n\tthis.hasNormals = false;\n\tthis.hasColors = false;\n\tthis.hasUvs = false;\n\n\tthis.positionArray = null;\n\tthis.normalArray = null;\n\tthis.colorArray = null;\n\tthis.uvArray = null;\n\n\tthis.count = 0;\n\n}\n\nImmediateRenderObject.prototype = Object.create( Object3D.prototype );\nImmediateRenderObject.prototype.constructor = ImmediateRenderObject;\n\nImmediateRenderObject.prototype.isImmediateRenderObject = true;\n\nconst _vector$9 = /*@__PURE__*/ new Vector3();\n\nclass SpotLightHelper extends Object3D {\n\n\tconstructor( light, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst positions = [\n\t\t\t0, 0, 0, \t0, 0, 1,\n\t\t\t0, 0, 0, \t1, 0, 1,\n\t\t\t0, 0, 0,\t- 1, 0, 1,\n\t\t\t0, 0, 0, \t0, 1, 1,\n\t\t\t0, 0, 0, \t0, - 1, 1\n\t\t];\n\n\t\tfor ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {\n\n\t\t\tconst p1 = ( i / l ) * Math.PI * 2;\n\t\t\tconst p2 = ( j / l ) * Math.PI * 2;\n\n\t\t\tpositions.push(\n\t\t\t\tMath.cos( p1 ), Math.sin( p1 ), 1,\n\t\t\t\tMath.cos( p2 ), Math.sin( p2 ), 1\n\t\t\t);\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.cone = new LineSegments( geometry, material );\n\t\tthis.add( this.cone );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.cone.geometry.dispose();\n\t\tthis.cone.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tthis.light.updateMatrixWorld();\n\n\t\tconst coneLength = this.light.distance ? this.light.distance : 1000;\n\t\tconst coneWidth = coneLength * Math.tan( this.light.angle );\n\n\t\tthis.cone.scale.set( coneWidth, coneWidth, coneLength );\n\n\t\t_vector$9.setFromMatrixPosition( this.light.target.matrixWorld );\n\n\t\tthis.cone.lookAt( _vector$9 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.cone.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.cone.material.color.copy( this.light.color );\n\n\t\t}\n\n\t}\n\n}\n\nconst _vector$a = /*@__PURE__*/ new Vector3();\nconst _boneMatrix = /*@__PURE__*/ new Matrix4();\nconst _matrixWorldInv = /*@__PURE__*/ new Matrix4();\n\n\nclass SkeletonHelper extends LineSegments {\n\n\tconstructor( object ) {\n\n\t\tconst bones = getBoneList( object );\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst color1 = new Color( 0, 0, 1 );\n\t\tconst color2 = new Color( 0, 1, 0 );\n\n\t\tfor ( let i = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tvertices.push( 0, 0, 0 );\n\t\t\t\tcolors.push( color1.r, color1.g, color1.b );\n\t\t\t\tcolors.push( color2.r, color2.g, color2.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'SkeletonHelper';\n\t\tthis.isSkeletonHelper = true;\n\n\t\tthis.root = object;\n\t\tthis.bones = bones;\n\n\t\tthis.matrix = object.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst bones = this.bones;\n\n\t\tconst geometry = this.geometry;\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\t_matrixWorldInv.copy( this.root.matrixWorld ).invert();\n\n\t\tfor ( let i = 0, j = 0; i < bones.length; i ++ ) {\n\n\t\t\tconst bone = bones[ i ];\n\n\t\t\tif ( bone.parent && bone.parent.isBone ) {\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );\n\t\t\t\t_vector$a.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j, _vector$a.x, _vector$a.y, _vector$a.z );\n\n\t\t\t\t_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );\n\t\t\t\t_vector$a.setFromMatrixPosition( _boneMatrix );\n\t\t\t\tposition.setXYZ( j + 1, _vector$a.x, _vector$a.y, _vector$a.z );\n\n\t\t\t\tj += 2;\n\n\t\t\t}\n\n\t\t}\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\n\nfunction getBoneList( object ) {\n\n\tconst boneList = [];\n\n\tif ( object && object.isBone ) {\n\n\t\tboneList.push( object );\n\n\t}\n\n\tfor ( let i = 0; i < object.children.length; i ++ ) {\n\n\t\tboneList.push.apply( boneList, getBoneList( object.children[ i ] ) );\n\n\t}\n\n\treturn boneList;\n\n}\n\nclass PointLightHelper extends Mesh {\n\n\tconstructor( light, sphereSize, color ) {\n\n\t\tconst geometry = new SphereBufferGeometry( sphereSize, 4, 2 );\n\t\tconst material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.color = color;\n\n\t\tthis.type = 'PointLightHelper';\n\n\t\tthis.matrix = this.light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\n\t\t/*\n\t// TODO: delete this comment?\n\tconst distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );\n\tconst distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );\n\n\tthis.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );\n\tthis.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );\n\n\tconst d = light.distance;\n\n\tif ( d === 0.0 ) {\n\n\t\tthis.lightDistance.visible = false;\n\n\t} else {\n\n\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t}\n\n\tthis.add( this.lightDistance );\n\t*/\n\n\t}\n\n\tdispose() {\n\n\t\tthis.geometry.dispose();\n\t\tthis.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\t/*\n\t\tconst d = this.light.distance;\n\n\t\tif ( d === 0.0 ) {\n\n\t\t\tthis.lightDistance.visible = false;\n\n\t\t} else {\n\n\t\t\tthis.lightDistance.visible = true;\n\t\t\tthis.lightDistance.scale.set( d, d, d );\n\n\t\t}\n\t\t*/\n\n\t}\n\n}\n\nconst _vector$b = /*@__PURE__*/ new Vector3();\nconst _color1 = /*@__PURE__*/ new Color();\nconst _color2 = /*@__PURE__*/ new Color();\n\nclass HemisphereLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tconst geometry = new OctahedronBufferGeometry( size );\n\t\tgeometry.rotateY( Math.PI * 0.5 );\n\n\t\tthis.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } );\n\t\tif ( this.color === undefined ) this.material.vertexColors = true;\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\t\tconst colors = new Float32Array( position.count * 3 );\n\n\t\tgeometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) );\n\n\t\tthis.add( new Mesh( geometry, this.material ) );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.children[ 0 ].geometry.dispose();\n\t\tthis.children[ 0 ].material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\tconst mesh = this.children[ 0 ];\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tconst colors = mesh.geometry.getAttribute( 'color' );\n\n\t\t\t_color1.copy( this.light.color );\n\t\t\t_color2.copy( this.light.groundColor );\n\n\t\t\tfor ( let i = 0, l = colors.count; i < l; i ++ ) {\n\n\t\t\t\tconst color = ( i < ( l / 2 ) ) ? _color1 : _color2;\n\n\t\t\t\tcolors.setXYZ( i, color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t\tcolors.needsUpdate = true;\n\n\t\t}\n\n\t\tmesh.lookAt( _vector$b.setFromMatrixPosition( this.light.matrixWorld ).negate() );\n\n\t}\n\n}\n\nclass GridHelper extends LineSegments {\n\n\tconstructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst center = divisions / 2;\n\t\tconst step = size / divisions;\n\t\tconst halfSize = size / 2;\n\n\t\tconst vertices = [], colors = [];\n\n\t\tfor ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {\n\n\t\t\tvertices.push( - halfSize, 0, k, halfSize, 0, k );\n\t\t\tvertices.push( k, 0, - halfSize, k, 0, halfSize );\n\n\t\t\tconst color = i === center ? color1 : color2;\n\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\t\t\tcolor.toArray( colors, j ); j += 3;\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'GridHelper';\n\n\t}\n\n}\n\nclass PolarGridHelper extends LineSegments {\n\n\tconstructor( radius = 10, radials = 16, circles = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) {\n\n\t\tcolor1 = new Color( color1 );\n\t\tcolor2 = new Color( color2 );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\t// create the radials\n\n\t\tfor ( let i = 0; i <= radials; i ++ ) {\n\n\t\t\tconst v = ( i / radials ) * ( Math.PI * 2 );\n\n\t\t\tconst x = Math.sin( v ) * radius;\n\t\t\tconst z = Math.cos( v ) * radius;\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tvertices.push( x, 0, z );\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tcolors.push( color.r, color.g, color.b );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t}\n\n\t\t// create the circles\n\n\t\tfor ( let i = 0; i <= circles; i ++ ) {\n\n\t\t\tconst color = ( i & 1 ) ? color1 : color2;\n\n\t\t\tconst r = radius - ( radius / circles * i );\n\n\t\t\tfor ( let j = 0; j < divisions; j ++ ) {\n\n\t\t\t\t// first vertex\n\n\t\t\t\tlet v = ( j / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tlet x = Math.sin( v ) * r;\n\t\t\t\tlet z = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t\t// second vertex\n\n\t\t\t\tv = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );\n\n\t\t\t\tx = Math.sin( v ) * r;\n\t\t\t\tz = Math.cos( v ) * r;\n\n\t\t\t\tvertices.push( x, 0, z );\n\t\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'PolarGridHelper';\n\n\t}\n\n}\n\nconst _v1$6 = /*@__PURE__*/ new Vector3();\nconst _v2$3 = /*@__PURE__*/ new Vector3();\nconst _v3$1 = /*@__PURE__*/ new Vector3();\n\nclass DirectionalLightHelper extends Object3D {\n\n\tconstructor( light, size, color ) {\n\n\t\tsuper();\n\t\tthis.light = light;\n\t\tthis.light.updateMatrixWorld();\n\n\t\tthis.matrix = light.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.color = color;\n\n\t\tif ( size === undefined ) size = 1;\n\n\t\tlet geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [\n\t\t\t- size, size, 0,\n\t\t\tsize, size, 0,\n\t\t\tsize, - size, 0,\n\t\t\t- size, - size, 0,\n\t\t\t- size, size, 0\n\t\t], 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { fog: false, toneMapped: false } );\n\n\t\tthis.lightPlane = new Line( geometry, material );\n\t\tthis.add( this.lightPlane );\n\n\t\tgeometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );\n\n\t\tthis.targetLine = new Line( geometry, material );\n\t\tthis.add( this.targetLine );\n\n\t\tthis.update();\n\n\t}\n\n\tdispose() {\n\n\t\tthis.lightPlane.geometry.dispose();\n\t\tthis.lightPlane.material.dispose();\n\t\tthis.targetLine.geometry.dispose();\n\t\tthis.targetLine.material.dispose();\n\n\t}\n\n\tupdate() {\n\n\t\t_v1$6.setFromMatrixPosition( this.light.matrixWorld );\n\t\t_v2$3.setFromMatrixPosition( this.light.target.matrixWorld );\n\t\t_v3$1.subVectors( _v2$3, _v1$6 );\n\n\t\tthis.lightPlane.lookAt( _v2$3 );\n\n\t\tif ( this.color !== undefined ) {\n\n\t\t\tthis.lightPlane.material.color.set( this.color );\n\t\t\tthis.targetLine.material.color.set( this.color );\n\n\t\t} else {\n\n\t\t\tthis.lightPlane.material.color.copy( this.light.color );\n\t\t\tthis.targetLine.material.color.copy( this.light.color );\n\n\t\t}\n\n\t\tthis.targetLine.lookAt( _v2$3 );\n\t\tthis.targetLine.scale.z = _v3$1.length();\n\n\t}\n\n}\n\nconst _vector$c = /*@__PURE__*/ new Vector3();\nconst _camera = /*@__PURE__*/ new Camera();\n\n/**\n *\t- shows frustum, line of sight and up of the camera\n *\t- suitable for fast updates\n * \t- based on frustum visualization in lightgl.js shadowmap example\n *\t\thttp://evanw.github.com/lightgl.js/tests/shadowmap.html\n */\n\nclass CameraHelper extends LineSegments {\n\n\tconstructor( camera ) {\n\n\t\tconst geometry = new BufferGeometry();\n\t\tconst material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } );\n\n\t\tconst vertices = [];\n\t\tconst colors = [];\n\n\t\tconst pointMap = {};\n\n\t\t// colors\n\n\t\tconst colorFrustum = new Color( 0xffaa00 );\n\t\tconst colorCone = new Color( 0xff0000 );\n\t\tconst colorUp = new Color( 0x00aaff );\n\t\tconst colorTarget = new Color( 0xffffff );\n\t\tconst colorCross = new Color( 0x333333 );\n\n\t\t// near\n\n\t\taddLine( 'n1', 'n2', colorFrustum );\n\t\taddLine( 'n2', 'n4', colorFrustum );\n\t\taddLine( 'n4', 'n3', colorFrustum );\n\t\taddLine( 'n3', 'n1', colorFrustum );\n\n\t\t// far\n\n\t\taddLine( 'f1', 'f2', colorFrustum );\n\t\taddLine( 'f2', 'f4', colorFrustum );\n\t\taddLine( 'f4', 'f3', colorFrustum );\n\t\taddLine( 'f3', 'f1', colorFrustum );\n\n\t\t// sides\n\n\t\taddLine( 'n1', 'f1', colorFrustum );\n\t\taddLine( 'n2', 'f2', colorFrustum );\n\t\taddLine( 'n3', 'f3', colorFrustum );\n\t\taddLine( 'n4', 'f4', colorFrustum );\n\n\t\t// cone\n\n\t\taddLine( 'p', 'n1', colorCone );\n\t\taddLine( 'p', 'n2', colorCone );\n\t\taddLine( 'p', 'n3', colorCone );\n\t\taddLine( 'p', 'n4', colorCone );\n\n\t\t// up\n\n\t\taddLine( 'u1', 'u2', colorUp );\n\t\taddLine( 'u2', 'u3', colorUp );\n\t\taddLine( 'u3', 'u1', colorUp );\n\n\t\t// target\n\n\t\taddLine( 'c', 't', colorTarget );\n\t\taddLine( 'p', 'c', colorCross );\n\n\t\t// cross\n\n\t\taddLine( 'cn1', 'cn2', colorCross );\n\t\taddLine( 'cn3', 'cn4', colorCross );\n\n\t\taddLine( 'cf1', 'cf2', colorCross );\n\t\taddLine( 'cf3', 'cf4', colorCross );\n\n\t\tfunction addLine( a, b, color ) {\n\n\t\t\taddPoint( a, color );\n\t\t\taddPoint( b, color );\n\n\t\t}\n\n\t\tfunction addPoint( id, color ) {\n\n\t\t\tvertices.push( 0, 0, 0 );\n\t\t\tcolors.push( color.r, color.g, color.b );\n\n\t\t\tif ( pointMap[ id ] === undefined ) {\n\n\t\t\t\tpointMap[ id ] = [];\n\n\t\t\t}\n\n\t\t\tpointMap[ id ].push( ( vertices.length / 3 ) - 1 );\n\n\t\t}\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'CameraHelper';\n\n\t\tthis.camera = camera;\n\t\tif ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();\n\n\t\tthis.matrix = camera.matrixWorld;\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.pointMap = pointMap;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate() {\n\n\t\tconst geometry = this.geometry;\n\t\tconst pointMap = this.pointMap;\n\n\t\tconst w = 1, h = 1;\n\n\t\t// we need just camera projection matrix inverse\n\t\t// world matrix must be identity\n\n\t\t_camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );\n\n\t\t// center / target\n\n\t\tsetPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 );\n\t\tsetPoint( 't', pointMap, geometry, _camera, 0, 0, 1 );\n\n\t\t// near\n\n\t\tsetPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 );\n\t\tsetPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 );\n\t\tsetPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 );\n\t\tsetPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 );\n\n\t\t// far\n\n\t\tsetPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 );\n\t\tsetPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 );\n\t\tsetPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 );\n\t\tsetPoint( 'f4', pointMap, geometry, _camera, w, h, 1 );\n\n\t\t// up\n\n\t\tsetPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 );\n\t\tsetPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 );\n\n\t\t// cross\n\n\t\tsetPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 );\n\t\tsetPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 );\n\t\tsetPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 );\n\t\tsetPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 );\n\n\t\tsetPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 );\n\t\tsetPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 );\n\t\tsetPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 );\n\t\tsetPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 );\n\n\t\tgeometry.getAttribute( 'position' ).needsUpdate = true;\n\n\t}\n\n}\n\n\nfunction setPoint( point, pointMap, geometry, camera, x, y, z ) {\n\n\t_vector$c.set( x, y, z ).unproject( camera );\n\n\tconst points = pointMap[ point ];\n\n\tif ( points !== undefined ) {\n\n\t\tconst position = geometry.getAttribute( 'position' );\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tposition.setXYZ( points[ i ], _vector$c.x, _vector$c.y, _vector$c.z );\n\n\t\t}\n\n\t}\n\n}\n\nconst _box$3 = /*@__PURE__*/ new Box3();\n\nclass BoxHelper extends LineSegments {\n\n\tconstructor( object, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\t\tconst positions = new Float32Array( 8 * 3 );\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\t\tgeometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.object = object;\n\t\tthis.type = 'BoxHelper';\n\n\t\tthis.matrixAutoUpdate = false;\n\n\t\tthis.update();\n\n\t}\n\n\tupdate( object ) {\n\n\t\tif ( object !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );\n\n\t\t}\n\n\t\tif ( this.object !== undefined ) {\n\n\t\t\t_box$3.setFromObject( this.object );\n\n\t\t}\n\n\t\tif ( _box$3.isEmpty() ) return;\n\n\t\tconst min = _box$3.min;\n\t\tconst max = _box$3.max;\n\n\t\t/*\n\t\t\t5____4\n\t\t1/___0/|\n\t\t| 6__|_7\n\t\t2/___3/\n\n\t\t0: max.x, max.y, max.z\n\t\t1: min.x, max.y, max.z\n\t\t2: min.x, min.y, max.z\n\t\t3: max.x, min.y, max.z\n\t\t4: max.x, max.y, min.z\n\t\t5: min.x, max.y, min.z\n\t\t6: min.x, min.y, min.z\n\t\t7: max.x, min.y, min.z\n\t\t*/\n\n\t\tconst position = this.geometry.attributes.position;\n\t\tconst array = position.array;\n\n\t\tarray[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z;\n\t\tarray[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z;\n\t\tarray[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z;\n\t\tarray[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;\n\t\tarray[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;\n\t\tarray[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;\n\t\tarray[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;\n\t\tarray[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;\n\n\t\tposition.needsUpdate = true;\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\n\t}\n\n\tsetFromObject( object ) {\n\n\t\tthis.object = object;\n\t\tthis.update();\n\n\t\treturn this;\n\n\t}\n\n\tcopy( source ) {\n\n\t\tLineSegments.prototype.copy.call( this, source );\n\n\t\tthis.object = source.object;\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass Box3Helper extends LineSegments {\n\n\tconstructor( box, color = 0xffff00 ) {\n\n\t\tconst indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );\n\n\t\tconst positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];\n\n\t\tconst geometry = new BufferGeometry();\n\n\t\tgeometry.setIndex( new BufferAttribute( indices, 1 ) );\n\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.box = box;\n\n\t\tthis.type = 'Box3Helper';\n\n\t\tthis.geometry.computeBoundingSphere();\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tconst box = this.box;\n\n\t\tif ( box.isEmpty() ) return;\n\n\t\tbox.getCenter( this.position );\n\n\t\tbox.getSize( this.scale );\n\n\t\tthis.scale.multiplyScalar( 0.5 );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nclass PlaneHelper extends Line {\n\n\tconstructor( plane, size = 1, hex = 0xffff00 ) {\n\n\t\tconst color = hex;\n\n\t\tconst positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\t\tgeometry.computeBoundingSphere();\n\n\t\tsuper( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\n\t\tthis.type = 'PlaneHelper';\n\n\t\tthis.plane = plane;\n\n\t\tthis.size = size;\n\n\t\tconst positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];\n\n\t\tconst geometry2 = new BufferGeometry();\n\t\tgeometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );\n\t\tgeometry2.computeBoundingSphere();\n\n\t\tthis.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) );\n\n\t}\n\n\tupdateMatrixWorld( force ) {\n\n\t\tlet scale = - this.plane.constant;\n\n\t\tif ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter\n\n\t\tthis.scale.set( 0.5 * this.size, 0.5 * this.size, scale );\n\n\t\tthis.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here\n\n\t\tthis.lookAt( this.plane.normal );\n\n\t\tsuper.updateMatrixWorld( force );\n\n\t}\n\n}\n\nconst _axis = /*@__PURE__*/ new Vector3();\nlet _lineGeometry, _coneGeometry;\n\nclass ArrowHelper extends Object3D {\n\n\tconstructor( dir, origin, length, color, headLength, headWidth ) {\n\n\t\tsuper();\n\t\t// dir is assumed to be normalized\n\n\t\tthis.type = 'ArrowHelper';\n\n\t\tif ( dir === undefined ) dir = new Vector3( 0, 0, 1 );\n\t\tif ( origin === undefined ) origin = new Vector3( 0, 0, 0 );\n\t\tif ( length === undefined ) length = 1;\n\t\tif ( color === undefined ) color = 0xffff00;\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tif ( _lineGeometry === undefined ) {\n\n\t\t\t_lineGeometry = new BufferGeometry();\n\t\t\t_lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );\n\n\t\t\t_coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );\n\t\t\t_coneGeometry.translate( 0, - 0.5, 0 );\n\n\t\t}\n\n\t\tthis.position.copy( origin );\n\n\t\tthis.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.line.matrixAutoUpdate = false;\n\t\tthis.add( this.line );\n\n\t\tthis.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) );\n\t\tthis.cone.matrixAutoUpdate = false;\n\t\tthis.add( this.cone );\n\n\t\tthis.setDirection( dir );\n\t\tthis.setLength( length, headLength, headWidth );\n\n\t}\n\n\tsetDirection( dir ) {\n\n\t\t// dir is assumed to be normalized\n\n\t\tif ( dir.y > 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 0, 0, 0, 1 );\n\n\t\t} else if ( dir.y < - 0.99999 ) {\n\n\t\t\tthis.quaternion.set( 1, 0, 0, 0 );\n\n\t\t} else {\n\n\t\t\t_axis.set( dir.z, 0, - dir.x ).normalize();\n\n\t\t\tconst radians = Math.acos( dir.y );\n\n\t\t\tthis.quaternion.setFromAxisAngle( _axis, radians );\n\n\t\t}\n\n\t}\n\n\tsetLength( length, headLength, headWidth ) {\n\n\t\tif ( headLength === undefined ) headLength = 0.2 * length;\n\t\tif ( headWidth === undefined ) headWidth = 0.2 * headLength;\n\n\t\tthis.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458\n\t\tthis.line.updateMatrix();\n\n\t\tthis.cone.scale.set( headWidth, headLength, headWidth );\n\t\tthis.cone.position.y = length;\n\t\tthis.cone.updateMatrix();\n\n\t}\n\n\tsetColor( color ) {\n\n\t\tthis.line.material.color.set( color );\n\t\tthis.cone.material.color.set( color );\n\n\t}\n\n\tcopy( source ) {\n\n\t\tsuper.copy( source, false );\n\n\t\tthis.line.copy( source.line );\n\t\tthis.cone.copy( source.cone );\n\n\t\treturn this;\n\n\t}\n\n}\n\nclass AxesHelper extends LineSegments {\n\n\tconstructor( size = 1 ) {\n\n\t\tconst vertices = [\n\t\t\t0, 0, 0,\tsize, 0, 0,\n\t\t\t0, 0, 0,\t0, size, 0,\n\t\t\t0, 0, 0,\t0, 0, size\n\t\t];\n\n\t\tconst colors = [\n\t\t\t1, 0, 0,\t1, 0.6, 0,\n\t\t\t0, 1, 0,\t0.6, 1, 0,\n\t\t\t0, 0, 1,\t0, 0.6, 1\n\t\t];\n\n\t\tconst geometry = new BufferGeometry();\n\t\tgeometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );\n\t\tgeometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );\n\n\t\tconst material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } );\n\n\t\tsuper( geometry, material );\n\n\t\tthis.type = 'AxesHelper';\n\n\t}\n\n}\n\nconst _floatView = new Float32Array( 1 );\nconst _int32View = new Int32Array( _floatView.buffer );\n\nconst DataUtils = {\n\n\t// Converts float32 to float16 (stored as uint16 value).\n\n\ttoHalfFloat: function ( val ) {\n\n\t\t// Source: http://gamedev.stackexchange.com/questions/17326/conversion-of-a-number-from-single-precision-floating-point-representation-to-a/17410#17410\n\n\t\t/* This method is faster than the OpenEXR implementation (very often\n\t\t* used, eg. in Ogre), with the additional benefit of rounding, inspired\n\t\t* by James Tursa?s half-precision code. */\n\n\t\t_floatView[ 0 ] = val;\n\t\tconst x = _int32View[ 0 ];\n\n\t\tlet bits = ( x >> 16 ) & 0x8000; /* Get the sign */\n\t\tlet m = ( x >> 12 ) & 0x07ff; /* Keep one extra bit for rounding */\n\t\tconst e = ( x >> 23 ) & 0xff; /* Using int is faster here */\n\n\t\t/* If zero, or denormal, or exponent underflows too much for a denormal\n\t\t\t* half, return signed zero. */\n\t\tif ( e < 103 ) return bits;\n\n\t\t/* If NaN, return NaN. If Inf or exponent overflow, return Inf. */\n\t\tif ( e > 142 ) {\n\n\t\t\tbits |= 0x7c00;\n\t\t\t/* If exponent was 0xff and one mantissa bit was set, it means NaN,\n\t\t\t\t\t\t* not Inf, so make sure we set one mantissa bit too. */\n\t\t\tbits |= ( ( e == 255 ) ? 0 : 1 ) && ( x & 0x007fffff );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\t/* If exponent underflows but not too much, return a denormal */\n\t\tif ( e < 113 ) {\n\n\t\t\tm |= 0x0800;\n\t\t\t/* Extra rounding may overflow and set mantissa to 0 and exponent\n\t\t\t\t* to 1, which is OK. */\n\t\t\tbits |= ( m >> ( 114 - e ) ) + ( ( m >> ( 113 - e ) ) & 1 );\n\t\t\treturn bits;\n\n\t\t}\n\n\t\tbits |= ( ( e - 112 ) << 10 ) | ( m >> 1 );\n\t\t/* Extra rounding. An overflow will set mantissa to 0 and increment\n\t\t\t* the exponent, which is OK. */\n\t\tbits += m & 1;\n\t\treturn bits;\n\n\t}\n\n};\n\nconst LOD_MIN = 4;\nconst LOD_MAX = 8;\nconst SIZE_MAX = Math.pow( 2, LOD_MAX );\n\n// The standard deviations (radians) associated with the extra mips. These are\n// chosen to approximate a Trowbridge-Reitz distribution function times the\n// geometric shadowing function. These sigma values squared must match the\n// variance #defines in cube_uv_reflection_fragment.glsl.js.\nconst EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];\n\nconst TOTAL_LODS = LOD_MAX - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;\n\n// The maximum length of the blur for loop. Smaller sigmas will use fewer\n// samples and exit early, but not recompile the shader.\nconst MAX_SAMPLES = 20;\n\nconst ENCODINGS = {\n\t[ LinearEncoding ]: 0,\n\t[ sRGBEncoding ]: 1,\n\t[ RGBEEncoding ]: 2,\n\t[ RGBM7Encoding ]: 3,\n\t[ RGBM16Encoding ]: 4,\n\t[ RGBDEncoding ]: 5,\n\t[ GammaEncoding ]: 6\n};\n\nconst _flatCamera = /*@__PURE__*/ new OrthographicCamera();\nconst { _lodPlanes, _sizeLods, _sigmas } = /*@__PURE__*/ _createPlanes();\nconst _clearColor = /*@__PURE__*/ new Color();\nlet _oldTarget = null;\n\n// Golden Ratio\nconst PHI = ( 1 + Math.sqrt( 5 ) ) / 2;\nconst INV_PHI = 1 / PHI;\n\n// Vertices of a dodecahedron (except the opposites, which represent the\n// same axis), used as axis directions evenly spread on a sphere.\nconst _axisDirections = [\n\t/*@__PURE__*/ new Vector3( 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, 1 ),\n\t/*@__PURE__*/ new Vector3( 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),\n\t/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),\n\t/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),\n\t/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),\n\t/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];\n\n/**\n * This class generates a Prefiltered, Mipmapped Radiance Environment Map\n * (PMREM) from a cubeMap environment texture. This allows different levels of\n * blur to be quickly accessed based on material roughness. It is packed into a\n * special CubeUV format that allows us to perform custom interpolation so that\n * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap\n * chain, it only goes down to the LOD_MIN level (above), and then creates extra\n * even more filtered 'mips' at the same LOD_MIN resolution, associated with\n * higher roughness levels. In this way we maintain resolution to smoothly\n * interpolate diffuse lighting while limiting sampling computation.\n */\n\nclass PMREMGenerator {\n\n\tconstructor( renderer ) {\n\n\t\tthis._renderer = renderer;\n\t\tthis._pingPongRenderTarget = null;\n\n\t\tthis._blurMaterial = _getBlurShader( MAX_SAMPLES );\n\t\tthis._equirectShader = null;\n\t\tthis._cubemapShader = null;\n\n\t\tthis._compileMaterial( this._blurMaterial );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from a supplied Scene, which can be faster than using an\n\t * image if networking bandwidth is low. Optional sigma specifies a blur radius\n\t * in radians to be applied to the scene before PMREM generation. Optional near\n\t * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n\t * is placed at the origin).\n\t */\n\tfromScene( scene, sigma = 0, near = 0.1, far = 100 ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets();\n\n\t\tthis._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );\n\t\tif ( sigma > 0 ) {\n\n\t\t\tthis._blur( cubeUVRenderTarget, 0, 0, sigma );\n\n\t\t}\n\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an equirectangular texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromEquirectangular( equirectangular ) {\n\n\t\treturn this._fromTexture( equirectangular );\n\n\t}\n\n\t/**\n\t * Generates a PMREM from an cubemap texture, which can be either LDR\n\t * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n\t * as this matches best with the 256 x 256 cubemap output.\n\t */\n\tfromCubemap( cubemap ) {\n\n\t\treturn this._fromTexture( cubemap );\n\n\t}\n\n\t/**\n\t * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileCubemapShader() {\n\n\t\tif ( this._cubemapShader === null ) {\n\n\t\t\tthis._cubemapShader = _getCubemapShader();\n\t\t\tthis._compileMaterial( this._cubemapShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n\t * your texture's network fetch for increased concurrency.\n\t */\n\tcompileEquirectangularShader() {\n\n\t\tif ( this._equirectShader === null ) {\n\n\t\t\tthis._equirectShader = _getEquirectShader();\n\t\t\tthis._compileMaterial( this._equirectShader );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n\t * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n\t * one of them will cause any others to also become unusable.\n\t */\n\tdispose() {\n\n\t\tthis._blurMaterial.dispose();\n\n\t\tif ( this._cubemapShader !== null ) this._cubemapShader.dispose();\n\t\tif ( this._equirectShader !== null ) this._equirectShader.dispose();\n\n\t\tfor ( let i = 0; i < _lodPlanes.length; i ++ ) {\n\n\t\t\t_lodPlanes[ i ].dispose();\n\n\t\t}\n\n\t}\n\n\t// private interface\n\n\t_cleanup( outputTarget ) {\n\n\t\tthis._pingPongRenderTarget.dispose();\n\t\tthis._renderer.setRenderTarget( _oldTarget );\n\t\toutputTarget.scissorTest = false;\n\t\t_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );\n\n\t}\n\n\t_fromTexture( texture ) {\n\n\t\t_oldTarget = this._renderer.getRenderTarget();\n\t\tconst cubeUVRenderTarget = this._allocateTargets( texture );\n\t\tthis._textureToCubeUV( texture, cubeUVRenderTarget );\n\t\tthis._applyPMREM( cubeUVRenderTarget );\n\t\tthis._cleanup( cubeUVRenderTarget );\n\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_allocateTargets( texture ) { // warning: null texture is valid\n\n\t\tconst params = {\n\t\t\tmagFilter: NearestFilter,\n\t\t\tminFilter: NearestFilter,\n\t\t\tgenerateMipmaps: false,\n\t\t\ttype: UnsignedByteType,\n\t\t\tformat: RGBEFormat,\n\t\t\tencoding: _isLDR( texture ) ? texture.encoding : RGBEEncoding,\n\t\t\tdepthBuffer: false\n\t\t};\n\n\t\tconst cubeUVRenderTarget = _createRenderTarget( params );\n\t\tcubeUVRenderTarget.depthBuffer = texture ? false : true;\n\t\tthis._pingPongRenderTarget = _createRenderTarget( params );\n\t\treturn cubeUVRenderTarget;\n\n\t}\n\n\t_compileMaterial( material ) {\n\n\t\tconst tmpMesh = new Mesh( _lodPlanes[ 0 ], material );\n\t\tthis._renderer.compile( tmpMesh, _flatCamera );\n\n\t}\n\n\t_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {\n\n\t\tconst fov = 90;\n\t\tconst aspect = 1;\n\t\tconst cubeCamera = new PerspectiveCamera( fov, aspect, near, far );\n\t\tconst upSign = [ 1, - 1, 1, 1, 1, 1 ];\n\t\tconst forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ];\n\t\tconst renderer = this._renderer;\n\n\t\tconst outputEncoding = renderer.outputEncoding;\n\t\tconst toneMapping = renderer.toneMapping;\n\t\trenderer.getClearColor( _clearColor );\n\t\tconst clearAlpha = renderer.getClearAlpha();\n\n\t\trenderer.toneMapping = NoToneMapping;\n\t\trenderer.outputEncoding = LinearEncoding;\n\n\t\tlet background = scene.background;\n\t\tif ( background && background.isColor ) {\n\n\t\t\tbackground.convertSRGBToLinear();\n\t\t\t// Convert linear to RGBE\n\t\t\tconst maxComponent = Math.max( background.r, background.g, background.b );\n\t\t\tconst fExp = Math.min( Math.max( Math.ceil( Math.log2( maxComponent ) ), - 128.0 ), 127.0 );\n\t\t\tbackground = background.multiplyScalar( Math.pow( 2.0, - fExp ) );\n\t\t\tconst alpha = ( fExp + 128.0 ) / 255.0;\n\t\t\trenderer.setClearColor( background, alpha );\n\t\t\tscene.background = null;\n\n\t\t}\n\n\t\tfor ( let i = 0; i < 6; i ++ ) {\n\n\t\t\tconst col = i % 3;\n\t\t\tif ( col == 0 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( forwardSign[ i ], 0, 0 );\n\n\t\t\t} else if ( col == 1 ) {\n\n\t\t\t\tcubeCamera.up.set( 0, 0, upSign[ i ] );\n\t\t\t\tcubeCamera.lookAt( 0, forwardSign[ i ], 0 );\n\n\t\t\t} else {\n\n\t\t\t\tcubeCamera.up.set( 0, upSign[ i ], 0 );\n\t\t\t\tcubeCamera.lookAt( 0, 0, forwardSign[ i ] );\n\n\t\t\t}\n\n\t\t\t_setViewport( cubeUVRenderTarget,\n\t\t\t\tcol * SIZE_MAX, i > 2 ? SIZE_MAX : 0, SIZE_MAX, SIZE_MAX );\n\t\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\t\trenderer.render( scene, cubeCamera );\n\n\t\t}\n\n\t\trenderer.toneMapping = toneMapping;\n\t\trenderer.outputEncoding = outputEncoding;\n\t\trenderer.setClearColor( _clearColor, clearAlpha );\n\n\t}\n\n\t_textureToCubeUV( texture, cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\n\t\tif ( texture.isCubeTexture ) {\n\n\t\t\tif ( this._cubemapShader == null ) {\n\n\t\t\t\tthis._cubemapShader = _getCubemapShader();\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( this._equirectShader == null ) {\n\n\t\t\t\tthis._equirectShader = _getEquirectShader();\n\n\t\t\t}\n\n\t\t}\n\n\t\tconst material = texture.isCubeTexture ? this._cubemapShader : this._equirectShader;\n\t\tconst mesh = new Mesh( _lodPlanes[ 0 ], material );\n\n\t\tconst uniforms = material.uniforms;\n\n\t\tuniforms[ 'envMap' ].value = texture;\n\n\t\tif ( ! texture.isCubeTexture ) {\n\n\t\t\tuniforms[ 'texelSize' ].value.set( 1.0 / texture.image.width, 1.0 / texture.image.height );\n\n\t\t}\n\n\t\tuniforms[ 'inputEncoding' ].value = ENCODINGS[ texture.encoding ];\n\t\tuniforms[ 'outputEncoding' ].value = ENCODINGS[ cubeUVRenderTarget.texture.encoding ];\n\n\t\t_setViewport( cubeUVRenderTarget, 0, 0, 3 * SIZE_MAX, 2 * SIZE_MAX );\n\n\t\trenderer.setRenderTarget( cubeUVRenderTarget );\n\t\trenderer.render( mesh, _flatCamera );\n\n\t}\n\n\t_applyPMREM( cubeUVRenderTarget ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst autoClear = renderer.autoClear;\n\t\trenderer.autoClear = false;\n\n\t\tfor ( let i = 1; i < TOTAL_LODS; i ++ ) {\n\n\t\t\tconst sigma = Math.sqrt( _sigmas[ i ] * _sigmas[ i ] - _sigmas[ i - 1 ] * _sigmas[ i - 1 ] );\n\n\t\t\tconst poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];\n\n\t\t\tthis._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );\n\n\t\t}\n\n\t\trenderer.autoClear = autoClear;\n\n\t}\n\n\t/**\n\t * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n\t * vertically and horizontally, but this breaks down on a cube. Here we apply\n\t * the blur latitudinally (around the poles), and then longitudinally (towards\n\t * the poles) to approximate the orthogonally-separable blur. It is least\n\t * accurate at the poles, but still does a decent job.\n\t */\n\t_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {\n\n\t\tconst pingPongRenderTarget = this._pingPongRenderTarget;\n\n\t\tthis._halfBlur(\n\t\t\tcubeUVRenderTarget,\n\t\t\tpingPongRenderTarget,\n\t\t\tlodIn,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'latitudinal',\n\t\t\tpoleAxis );\n\n\t\tthis._halfBlur(\n\t\t\tpingPongRenderTarget,\n\t\t\tcubeUVRenderTarget,\n\t\t\tlodOut,\n\t\t\tlodOut,\n\t\t\tsigma,\n\t\t\t'longitudinal',\n\t\t\tpoleAxis );\n\n\t}\n\n\t_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {\n\n\t\tconst renderer = this._renderer;\n\t\tconst blurMaterial = this._blurMaterial;\n\n\t\tif ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {\n\n\t\t\tconsole.error(\n\t\t\t\t'blur direction must be either latitudinal or longitudinal!' );\n\n\t\t}\n\n\t\t// Number of standard deviations at which to cut off the discrete approximation.\n\t\tconst STANDARD_DEVIATIONS = 3;\n\n\t\tconst blurMesh = new Mesh( _lodPlanes[ lodOut ], blurMaterial );\n\t\tconst blurUniforms = blurMaterial.uniforms;\n\n\t\tconst pixels = _sizeLods[ lodIn ] - 1;\n\t\tconst radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );\n\t\tconst sigmaPixels = sigmaRadians / radiansPerPixel;\n\t\tconst samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;\n\n\t\tif ( samples > MAX_SAMPLES ) {\n\n\t\t\tconsole.warn( `sigmaRadians, ${\n\t\t\t\tsigmaRadians}, is too large and will clip, as it requested ${\n\t\t\t\tsamples} samples when the maximum is set to ${MAX_SAMPLES}` );\n\n\t\t}\n\n\t\tconst weights = [];\n\t\tlet sum = 0;\n\n\t\tfor ( let i = 0; i < MAX_SAMPLES; ++ i ) {\n\n\t\t\tconst x = i / sigmaPixels;\n\t\t\tconst weight = Math.exp( - x * x / 2 );\n\t\t\tweights.push( weight );\n\n\t\t\tif ( i == 0 ) {\n\n\t\t\t\tsum += weight;\n\n\t\t\t} else if ( i < samples ) {\n\n\t\t\t\tsum += 2 * weight;\n\n\t\t\t}\n\n\t\t}\n\n\t\tfor ( let i = 0; i < weights.length; i ++ ) {\n\n\t\t\tweights[ i ] = weights[ i ] / sum;\n\n\t\t}\n\n\t\tblurUniforms[ 'envMap' ].value = targetIn.texture;\n\t\tblurUniforms[ 'samples' ].value = samples;\n\t\tblurUniforms[ 'weights' ].value = weights;\n\t\tblurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';\n\n\t\tif ( poleAxis ) {\n\n\t\t\tblurUniforms[ 'poleAxis' ].value = poleAxis;\n\n\t\t}\n\n\t\tblurUniforms[ 'dTheta' ].value = radiansPerPixel;\n\t\tblurUniforms[ 'mipInt' ].value = LOD_MAX - lodIn;\n\t\tblurUniforms[ 'inputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\t\tblurUniforms[ 'outputEncoding' ].value = ENCODINGS[ targetIn.texture.encoding ];\n\n\t\tconst outputSize = _sizeLods[ lodOut ];\n\t\tconst x = 3 * Math.max( 0, SIZE_MAX - 2 * outputSize );\n\t\tconst y = ( lodOut === 0 ? 0 : 2 * SIZE_MAX ) + 2 * outputSize * ( lodOut > LOD_MAX - LOD_MIN ? lodOut - LOD_MAX + LOD_MIN : 0 );\n\n\t\t_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );\n\t\trenderer.setRenderTarget( targetOut );\n\t\trenderer.render( blurMesh, _flatCamera );\n\n\t}\n\n}\n\nfunction _isLDR( texture ) {\n\n\tif ( texture === undefined || texture.type !== UnsignedByteType ) return false;\n\n\treturn texture.encoding === LinearEncoding || texture.encoding === sRGBEncoding || texture.encoding === GammaEncoding;\n\n}\n\nfunction _createPlanes() {\n\n\tconst _lodPlanes = [];\n\tconst _sizeLods = [];\n\tconst _sigmas = [];\n\n\tlet lod = LOD_MAX;\n\n\tfor ( let i = 0; i < TOTAL_LODS; i ++ ) {\n\n\t\tconst sizeLod = Math.pow( 2, lod );\n\t\t_sizeLods.push( sizeLod );\n\t\tlet sigma = 1.0 / sizeLod;\n\n\t\tif ( i > LOD_MAX - LOD_MIN ) {\n\n\t\t\tsigma = EXTRA_LOD_SIGMA[ i - LOD_MAX + LOD_MIN - 1 ];\n\n\t\t} else if ( i == 0 ) {\n\n\t\t\tsigma = 0;\n\n\t\t}\n\n\t\t_sigmas.push( sigma );\n\n\t\tconst texelSize = 1.0 / ( sizeLod - 1 );\n\t\tconst min = - texelSize / 2;\n\t\tconst max = 1 + texelSize / 2;\n\t\tconst uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];\n\n\t\tconst cubeFaces = 6;\n\t\tconst vertices = 6;\n\t\tconst positionSize = 3;\n\t\tconst uvSize = 2;\n\t\tconst faceIndexSize = 1;\n\n\t\tconst position = new Float32Array( positionSize * vertices * cubeFaces );\n\t\tconst uv = new Float32Array( uvSize * vertices * cubeFaces );\n\t\tconst faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );\n\n\t\tfor ( let face = 0; face < cubeFaces; face ++ ) {\n\n\t\t\tconst x = ( face % 3 ) * 2 / 3 - 1;\n\t\t\tconst y = face > 2 ? 0 : - 1;\n\t\t\tconst coordinates = [\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y, 0,\n\t\t\t\tx + 2 / 3, y + 1, 0,\n\t\t\t\tx, y + 1, 0\n\t\t\t];\n\t\t\tposition.set( coordinates, positionSize * vertices * face );\n\t\t\tuv.set( uv1, uvSize * vertices * face );\n\t\t\tconst fill = [ face, face, face, face, face, face ];\n\t\t\tfaceIndex.set( fill, faceIndexSize * vertices * face );\n\n\t\t}\n\n\t\tconst planes = new BufferGeometry();\n\t\tplanes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );\n\t\tplanes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );\n\t\tplanes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );\n\t\t_lodPlanes.push( planes );\n\n\t\tif ( lod > LOD_MIN ) {\n\n\t\t\tlod --;\n\n\t\t}\n\n\t}\n\n\treturn { _lodPlanes, _sizeLods, _sigmas };\n\n}\n\nfunction _createRenderTarget( params ) {\n\n\tconst cubeUVRenderTarget = new WebGLRenderTarget( 3 * SIZE_MAX, 3 * SIZE_MAX, params );\n\tcubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;\n\tcubeUVRenderTarget.texture.name = 'PMREM.cubeUv';\n\tcubeUVRenderTarget.scissorTest = true;\n\treturn cubeUVRenderTarget;\n\n}\n\nfunction _setViewport( target, x, y, width, height ) {\n\n\ttarget.viewport.set( x, y, width, height );\n\ttarget.scissor.set( x, y, width, height );\n\n}\n\nfunction _getBlurShader( maxSamples ) {\n\n\tconst weights = new Float32Array( maxSamples );\n\tconst poleAxis = new Vector3( 0, 1, 0 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'SphericalGaussianBlur',\n\n\t\tdefines: { 'n': maxSamples },\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'samples': { value: 1 },\n\t\t\t'weights': { value: weights },\n\t\t\t'latitudinal': { value: false },\n\t\t\t'dTheta': { value: 0 },\n\t\t\t'mipInt': { value: 0 },\n\t\t\t'poleAxis': { value: poleAxis },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getEquirectShader() {\n\n\tconst texelSize = new Vector2( 1, 1 );\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'EquirectangularToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'texelSize': { value: texelSize },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform vec2 texelSize;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCubemapShader() {\n\n\tconst shaderMaterial = new RawShaderMaterial( {\n\n\t\tname: 'CubemapToCubeUV',\n\n\t\tuniforms: {\n\t\t\t'envMap': { value: null },\n\t\t\t'inputEncoding': { value: ENCODINGS[ LinearEncoding ] },\n\t\t\t'outputEncoding': { value: ENCODINGS[ LinearEncoding ] }\n\t\t},\n\n\t\tvertexShader: _getCommonVertexShader(),\n\n\t\tfragmentShader: /* glsl */`\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${ _getEncodings() }\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb = envMapTexelToLinear( textureCube( envMap, vec3( - vOutputDirection.x, vOutputDirection.yz ) ) ).rgb;\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`,\n\n\t\tblending: NoBlending,\n\t\tdepthTest: false,\n\t\tdepthWrite: false\n\n\t} );\n\n\treturn shaderMaterial;\n\n}\n\nfunction _getCommonVertexShader() {\n\n\treturn /* glsl */`\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; // ( -1, v, -u ) neg x\n\n\t\t\t} else if ( face == 4.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xy *= -1.0; // ( -u, -1, v ) neg y\n\n\t\t\t} else if ( face == 5.0 ) {\n\n\t\t\t\tdirection.z *= -1.0; // ( u, v, -1 ) neg z\n\n\t\t\t}\n\n\t\t\treturn direction;\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvOutputDirection = getDirection( uv, faceIndex );\n\t\t\tgl_Position = vec4( position, 1.0 );\n\n\t\t}\n\t`;\n\n}\n\nfunction _getEncodings() {\n\n\treturn /* glsl */`\n\n\t\tuniform int inputEncoding;\n\t\tuniform int outputEncoding;\n\n\t\t#include \n\n\t\tvec4 inputTexelToLinear( vec4 value ) {\n\n\t\t\tif ( inputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( inputEncoding == 1 ) {\n\n\t\t\t\treturn sRGBToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 2 ) {\n\n\t\t\t\treturn RGBEToLinear( value );\n\n\t\t\t} else if ( inputEncoding == 3 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 7.0 );\n\n\t\t\t} else if ( inputEncoding == 4 ) {\n\n\t\t\t\treturn RGBMToLinear( value, 16.0 );\n\n\t\t\t} else if ( inputEncoding == 5 ) {\n\n\t\t\t\treturn RGBDToLinear( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn GammaToLinear( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 linearToOutputTexel( vec4 value ) {\n\n\t\t\tif ( outputEncoding == 0 ) {\n\n\t\t\t\treturn value;\n\n\t\t\t} else if ( outputEncoding == 1 ) {\n\n\t\t\t\treturn LinearTosRGB( value );\n\n\t\t\t} else if ( outputEncoding == 2 ) {\n\n\t\t\t\treturn LinearToRGBE( value );\n\n\t\t\t} else if ( outputEncoding == 3 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 7.0 );\n\n\t\t\t} else if ( outputEncoding == 4 ) {\n\n\t\t\t\treturn LinearToRGBM( value, 16.0 );\n\n\t\t\t} else if ( outputEncoding == 5 ) {\n\n\t\t\t\treturn LinearToRGBD( value, 256.0 );\n\n\t\t\t} else {\n\n\t\t\t\treturn LinearToGamma( value, 2.2 );\n\n\t\t\t}\n\n\t\t}\n\n\t\tvec4 envMapTexelToLinear( vec4 color ) {\n\n\t\t\treturn inputTexelToLinear( color );\n\n\t\t}\n\t`;\n\n}\n\nfunction Face4( a, b, c, d, normal, color, materialIndex ) {\n\n\tconsole.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );\n\treturn new Face3( a, b, c, normal, color, materialIndex );\n\n}\n\nconst LineStrip = 0;\nconst LinePieces = 1;\nconst NoColors = 0;\nconst FaceColors = 1;\nconst VertexColors = 2;\n\nfunction MeshFaceMaterial( materials ) {\n\n\tconsole.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );\n\treturn materials;\n\n}\n\nfunction MultiMaterial( materials = [] ) {\n\n\tconsole.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );\n\tmaterials.isMultiMaterial = true;\n\tmaterials.materials = materials;\n\tmaterials.clone = function () {\n\n\t\treturn materials.slice();\n\n\t};\n\n\treturn materials;\n\n}\n\nfunction PointCloud( geometry, material ) {\n\n\tconsole.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction Particle( material ) {\n\n\tconsole.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );\n\treturn new Sprite( material );\n\n}\n\nfunction ParticleSystem( geometry, material ) {\n\n\tconsole.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );\n\treturn new Points( geometry, material );\n\n}\n\nfunction PointCloudMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleBasicMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction ParticleSystemMaterial( parameters ) {\n\n\tconsole.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );\n\treturn new PointsMaterial( parameters );\n\n}\n\nfunction Vertex( x, y, z ) {\n\n\tconsole.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );\n\treturn new Vector3( x, y, z );\n\n}\n\n//\n\nfunction DynamicBufferAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.' );\n\treturn new BufferAttribute( array, itemSize ).setUsage( DynamicDrawUsage );\n\n}\n\nfunction Int8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );\n\treturn new Int8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );\n\treturn new Uint8BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint8ClampedAttribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );\n\treturn new Uint8ClampedBufferAttribute( array, itemSize );\n\n}\n\nfunction Int16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );\n\treturn new Int16BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint16Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );\n\treturn new Uint16BufferAttribute( array, itemSize );\n\n}\n\nfunction Int32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );\n\treturn new Int32BufferAttribute( array, itemSize );\n\n}\n\nfunction Uint32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );\n\treturn new Uint32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float32Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );\n\treturn new Float32BufferAttribute( array, itemSize );\n\n}\n\nfunction Float64Attribute( array, itemSize ) {\n\n\tconsole.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );\n\treturn new Float64BufferAttribute( array, itemSize );\n\n}\n\n//\n\nCurve.create = function ( construct, getPoint ) {\n\n\tconsole.log( 'THREE.Curve.create() has been deprecated' );\n\n\tconstruct.prototype = Object.create( Curve.prototype );\n\tconstruct.prototype.constructor = construct;\n\tconstruct.prototype.getPoint = getPoint;\n\n\treturn construct;\n\n};\n\n//\n\nObject.assign( CurvePath.prototype, {\n\n\tcreatePointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from path points (for Line or Points objects)\n\n\t\tconst pts = this.getPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateSpacedPointsGeometry: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\t// generate geometry from equidistant sampling along the path\n\n\t\tconst pts = this.getSpacedPoints( divisions );\n\t\treturn this.createGeometry( pts );\n\n\t},\n\n\tcreateGeometry: function ( points ) {\n\n\t\tconsole.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );\n\n\t\tconst geometry = new Geometry();\n\n\t\tfor ( let i = 0, l = points.length; i < l; i ++ ) {\n\n\t\t\tconst point = points[ i ];\n\t\t\tgeometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );\n\n\t\t}\n\n\t\treturn geometry;\n\n\t}\n\n} );\n\n//\n\nObject.assign( Path.prototype, {\n\n\tfromPoints: function ( points ) {\n\n\t\tconsole.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );\n\t\treturn this.setFromPoints( points );\n\n\t}\n\n} );\n\n//\n\nfunction ClosedSplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\tthis.closed = true;\n\n}\n\nClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction SplineCurve3( points ) {\n\n\tconsole.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );\n\n//\n\nfunction Spline( points ) {\n\n\tconsole.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );\n\n\tCatmullRomCurve3.call( this, points );\n\tthis.type = 'catmullrom';\n\n}\n\nSpline.prototype = Object.create( CatmullRomCurve3.prototype );\n\nObject.assign( Spline.prototype, {\n\n\tinitFromArray: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .initFromArray() has been removed.' );\n\n\t},\n\tgetControlPointsArray: function ( /* optionalTarget */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );\n\n\t},\n\treparametrizeByArcLength: function ( /* samplingCoef */ ) {\n\n\t\tconsole.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nfunction AxisHelper( size ) {\n\n\tconsole.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );\n\treturn new AxesHelper( size );\n\n}\n\nfunction BoundingBoxHelper( object, color ) {\n\n\tconsole.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );\n\treturn new BoxHelper( object, color );\n\n}\n\nfunction EdgesHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );\n\treturn new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\nGridHelper.prototype.setColors = function () {\n\n\tconsole.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );\n\n};\n\nSkeletonHelper.prototype.update = function () {\n\n\tconsole.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );\n\n};\n\nfunction WireframeHelper( object, hex ) {\n\n\tconsole.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );\n\treturn new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );\n\n}\n\n//\n\nObject.assign( Loader.prototype, {\n\n\textractUrlBase: function ( url ) {\n\n\t\tconsole.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );\n\t\treturn LoaderUtils.extractUrlBase( url );\n\n\t}\n\n} );\n\nLoader.Handlers = {\n\n\tadd: function ( /* regex, loader */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.' );\n\n\t},\n\n\tget: function ( /* file */ ) {\n\n\t\tconsole.error( 'THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.' );\n\n\t}\n\n};\n\nfunction XHRLoader( manager ) {\n\n\tconsole.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );\n\treturn new FileLoader( manager );\n\n}\n\nfunction BinaryTextureLoader( manager ) {\n\n\tconsole.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );\n\treturn new DataTextureLoader( manager );\n\n}\n\n//\n\nObject.assign( Box2.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Box3.prototype, {\n\n\tcenter: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );\n\t\treturn this.getCenter( optionalTarget );\n\n\t},\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t},\n\tsize: function ( optionalTarget ) {\n\n\t\tconsole.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );\n\t\treturn this.getSize( optionalTarget );\n\n\t}\n} );\n\nObject.assign( Sphere.prototype, {\n\n\tempty: function () {\n\n\t\tconsole.warn( 'THREE.Sphere: .empty() has been renamed to .isEmpty().' );\n\t\treturn this.isEmpty();\n\n\t},\n\n} );\n\nFrustum.prototype.setFromMatrix = function ( m ) {\n\n\tconsole.warn( 'THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().' );\n\treturn this.setFromProjectionMatrix( m );\n\n};\n\nLine3.prototype.center = function ( optionalTarget ) {\n\n\tconsole.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );\n\treturn this.getCenter( optionalTarget );\n\n};\n\nObject.assign( MathUtils, {\n\n\trandom16: function () {\n\n\t\tconsole.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );\n\t\treturn Math.random();\n\n\t},\n\n\tnearestPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );\n\t\treturn MathUtils.floorPowerOfTwo( value );\n\n\t},\n\n\tnextPowerOfTwo: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );\n\t\treturn MathUtils.ceilPowerOfTwo( value );\n\n\t}\n\n} );\n\nObject.assign( Matrix3.prototype, {\n\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );\n\t\treturn vector.applyMatrix3( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.' );\n\t\treturn attribute.applyMatrix3( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );\n\n\t},\n\tgetInverse: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\t\treturn this.copy( matrix ).invert();\n\n\t}\n\n} );\n\nObject.assign( Matrix4.prototype, {\n\n\textractPosition: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );\n\t\treturn this.copyPosition( m );\n\n\t},\n\tflattenToArrayOffset: function ( array, offset ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.' );\n\t\treturn this.toArray( array, offset );\n\n\t},\n\tgetPosition: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );\n\t\treturn new Vector3().setFromMatrixColumn( this, 3 );\n\n\t},\n\tsetRotationFromQuaternion: function ( q ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );\n\t\treturn this.makeRotationFromQuaternion( q );\n\n\t},\n\tmultiplyToArray: function () {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );\n\n\t},\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector4: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\tmultiplyVector3Array: function ( /* a */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );\n\n\t},\n\trotateAxis: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );\n\t\tv.transformDirection( this );\n\n\t},\n\tcrossVector: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );\n\t\treturn vector.applyMatrix4( this );\n\n\t},\n\ttranslate: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .translate() has been removed.' );\n\n\t},\n\trotateX: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateX() has been removed.' );\n\n\t},\n\trotateY: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateY() has been removed.' );\n\n\t},\n\trotateZ: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateZ() has been removed.' );\n\n\t},\n\trotateByAxis: function () {\n\n\t\tconsole.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );\n\n\t},\n\tapplyToBufferAttribute: function ( attribute ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.' );\n\t\treturn attribute.applyMatrix4( this );\n\n\t},\n\tapplyToVector3Array: function ( /* array, offset, length */ ) {\n\n\t\tconsole.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );\n\n\t},\n\tmakeFrustum: function ( left, right, bottom, top, near, far ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );\n\t\treturn this.makePerspective( left, right, top, bottom, near, far );\n\n\t},\n\tgetInverse: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.' );\n\t\treturn this.copy( matrix ).invert();\n\n\t}\n\n} );\n\nPlane.prototype.isIntersectionLine = function ( line ) {\n\n\tconsole.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );\n\treturn this.intersectsLine( line );\n\n};\n\nObject.assign( Quaternion.prototype, {\n\n\tmultiplyVector3: function ( vector ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );\n\t\treturn vector.applyQuaternion( this );\n\n\t},\n\tinverse: function ( ) {\n\n\t\tconsole.warn( 'THREE.Quaternion: .inverse() has been renamed to invert().' );\n\t\treturn this.invert();\n\n\t}\n\n} );\n\nObject.assign( Ray.prototype, {\n\n\tisIntersectionBox: function ( box ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );\n\t\treturn this.intersectsBox( box );\n\n\t},\n\tisIntersectionPlane: function ( plane ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );\n\t\treturn this.intersectsPlane( plane );\n\n\t},\n\tisIntersectionSphere: function ( sphere ) {\n\n\t\tconsole.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );\n\t\treturn this.intersectsSphere( sphere );\n\n\t}\n\n} );\n\nObject.assign( Triangle.prototype, {\n\n\tarea: function () {\n\n\t\tconsole.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );\n\t\treturn this.getArea();\n\n\t},\n\tbarycoordFromPoint: function ( point, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn this.getBarycoord( point, target );\n\n\t},\n\tmidpoint: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );\n\t\treturn this.getMidpoint( target );\n\n\t},\n\tnormal: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn this.getNormal( target );\n\n\t},\n\tplane: function ( target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );\n\t\treturn this.getPlane( target );\n\n\t}\n\n} );\n\nObject.assign( Triangle, {\n\n\tbarycoordFromPoint: function ( point, a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );\n\t\treturn Triangle.getBarycoord( point, a, b, c, target );\n\n\t},\n\tnormal: function ( a, b, c, target ) {\n\n\t\tconsole.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );\n\t\treturn Triangle.getNormal( a, b, c, target );\n\n\t}\n\n} );\n\nObject.assign( Shape.prototype, {\n\n\textractAllPoints: function ( divisions ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );\n\t\treturn this.extractPoints( divisions );\n\n\t},\n\textrude: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );\n\t\treturn new ExtrudeGeometry( this, options );\n\n\t},\n\tmakeGeometry: function ( options ) {\n\n\t\tconsole.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );\n\t\treturn new ShapeGeometry( this, options );\n\n\t}\n\n} );\n\nObject.assign( Vector2.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector3.prototype, {\n\n\tsetEulerFromRotationMatrix: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );\n\n\t},\n\tsetEulerFromQuaternion: function () {\n\n\t\tconsole.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );\n\n\t},\n\tgetPositionFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );\n\t\treturn this.setFromMatrixPosition( m );\n\n\t},\n\tgetScaleFromMatrix: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );\n\t\treturn this.setFromMatrixScale( m );\n\n\t},\n\tgetColumnFromMatrix: function ( index, matrix ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );\n\t\treturn this.setFromMatrixColumn( matrix, index );\n\n\t},\n\tapplyProjection: function ( m ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );\n\t\treturn this.applyMatrix4( m );\n\n\t},\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tdistanceToManhattan: function ( v ) {\n\n\t\tconsole.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );\n\t\treturn this.manhattanDistanceTo( v );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\nObject.assign( Vector4.prototype, {\n\n\tfromAttribute: function ( attribute, index, offset ) {\n\n\t\tconsole.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );\n\t\treturn this.fromBufferAttribute( attribute, index, offset );\n\n\t},\n\tlengthManhattan: function () {\n\n\t\tconsole.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );\n\t\treturn this.manhattanLength();\n\n\t}\n\n} );\n\n//\n\nObject.assign( Geometry.prototype, {\n\n\tcomputeTangents: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeLineDistances: function () {\n\n\t\tconsole.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.assign( Object3D.prototype, {\n\n\tgetChildByName: function ( name ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );\n\t\treturn this.getObjectByName( name );\n\n\t},\n\trenderDepth: function () {\n\n\t\tconsole.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );\n\n\t},\n\ttranslate: function ( distance, axis ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );\n\t\treturn this.translateOnAxis( axis, distance );\n\n\t},\n\tgetWorldRotation: function () {\n\n\t\tconsole.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( Object3D.prototype, {\n\n\teulerOrder: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\treturn this.rotation.order;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );\n\t\t\tthis.rotation.order = value;\n\n\t\t}\n\t},\n\tuseQuaternion: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( Mesh.prototype, {\n\n\tsetDrawMode: function () {\n\n\t\tconsole.error( 'THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t},\n\n} );\n\nObject.defineProperties( Mesh.prototype, {\n\n\tdrawMode: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.' );\n\t\t\treturn TrianglesDrawMode;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.error( 'THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( LOD.prototype, {\n\n\tobjects: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.LOD: .objects has been renamed to .levels.' );\n\t\t\treturn this.levels;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperty( Skeleton.prototype, 'useVertexTexture', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t},\n\tset: function () {\n\n\t\tconsole.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );\n\n\t}\n\n} );\n\nSkinnedMesh.prototype.initBones = function () {\n\n\tconsole.error( 'THREE.SkinnedMesh: initBones() has been removed.' );\n\n};\n\nObject.defineProperty( Curve.prototype, '__arcLengthDivisions', {\n\n\tget: function () {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\treturn this.arcLengthDivisions;\n\n\t},\n\tset: function ( value ) {\n\n\t\tconsole.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );\n\t\tthis.arcLengthDivisions = value;\n\n\t}\n\n} );\n\n//\n\nPerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {\n\n\tconsole.warn( 'THREE.PerspectiveCamera.setLens is deprecated. ' +\n\t\t\t'Use .setFocalLength and .filmGauge for a photographic setup.' );\n\n\tif ( filmGauge !== undefined ) this.filmGauge = filmGauge;\n\tthis.setFocalLength( focalLength );\n\n};\n\n//\n\nObject.defineProperties( Light.prototype, {\n\tonlyShadow: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .onlyShadow has been removed.' );\n\n\t\t}\n\t},\n\tshadowCameraFov: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );\n\t\t\tthis.shadow.camera.fov = value;\n\n\t\t}\n\t},\n\tshadowCameraLeft: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );\n\t\t\tthis.shadow.camera.left = value;\n\n\t\t}\n\t},\n\tshadowCameraRight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );\n\t\t\tthis.shadow.camera.right = value;\n\n\t\t}\n\t},\n\tshadowCameraTop: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );\n\t\t\tthis.shadow.camera.top = value;\n\n\t\t}\n\t},\n\tshadowCameraBottom: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );\n\t\t\tthis.shadow.camera.bottom = value;\n\n\t\t}\n\t},\n\tshadowCameraNear: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );\n\t\t\tthis.shadow.camera.near = value;\n\n\t\t}\n\t},\n\tshadowCameraFar: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );\n\t\t\tthis.shadow.camera.far = value;\n\n\t\t}\n\t},\n\tshadowCameraVisible: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );\n\n\t\t}\n\t},\n\tshadowBias: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );\n\t\t\tthis.shadow.bias = value;\n\n\t\t}\n\t},\n\tshadowDarkness: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowDarkness has been removed.' );\n\n\t\t}\n\t},\n\tshadowMapWidth: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );\n\t\t\tthis.shadow.mapSize.width = value;\n\n\t\t}\n\t},\n\tshadowMapHeight: {\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );\n\t\t\tthis.shadow.mapSize.height = value;\n\n\t\t}\n\t}\n} );\n\n//\n\nObject.defineProperties( BufferAttribute.prototype, {\n\n\tlength: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );\n\t\t\treturn this.array.length;\n\n\t\t}\n\t},\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( DynamicDrawUsage );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( BufferAttribute.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tcopyIndicesArray: function ( /* indices */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\nObject.assign( BufferGeometry.prototype, {\n\n\taddIndex: function ( index ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );\n\t\tthis.setIndex( index );\n\n\t},\n\taddAttribute: function ( name, attribute ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().' );\n\n\t\tif ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );\n\n\t\t\treturn this.setAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );\n\n\t\t}\n\n\t\tif ( name === 'index' ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );\n\t\t\tthis.setIndex( attribute );\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\treturn this.setAttribute( name, attribute );\n\n\t},\n\taddDrawCall: function ( start, count, indexOffset ) {\n\n\t\tif ( indexOffset !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );\n\n\t\t}\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );\n\t\tthis.addGroup( start, count );\n\n\t},\n\tclearDrawCalls: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );\n\t\tthis.clearGroups();\n\n\t},\n\tcomputeTangents: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );\n\n\t},\n\tcomputeOffsets: function () {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );\n\n\t},\n\tremoveAttribute: function ( name ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().' );\n\n\t\treturn this.deleteAttribute( name );\n\n\t},\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().' );\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nObject.defineProperties( BufferGeometry.prototype, {\n\n\tdrawcalls: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t},\n\toffsets: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );\n\t\t\treturn this.groups;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InstancedBufferGeometry.prototype, {\n\n\tmaxInstancedCount: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\treturn this.instanceCount;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InstancedBufferGeometry: .maxInstancedCount has been renamed to .instanceCount.' );\n\t\t\tthis.instanceCount = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( Raycaster.prototype, {\n\n\tlinePrecision: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\treturn this.params.Line.threshold;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.Raycaster: .linePrecision has been deprecated. Use .params.Line.threshold instead.' );\n\t\t\tthis.params.Line.threshold = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( InterleavedBuffer.prototype, {\n\n\tdynamic: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\treturn this.usage === DynamicDrawUsage;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.InterleavedBuffer: .length has been deprecated. Use .usage instead.' );\n\t\t\tthis.setUsage( value );\n\n\t\t}\n\t}\n\n} );\n\nObject.assign( InterleavedBuffer.prototype, {\n\tsetDynamic: function ( value ) {\n\n\t\tconsole.warn( 'THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.' );\n\t\tthis.setUsage( value === true ? DynamicDrawUsage : StaticDrawUsage );\n\t\treturn this;\n\n\t},\n\tsetArray: function ( /* array */ ) {\n\n\t\tconsole.error( 'THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers' );\n\n\t}\n} );\n\n//\n\nObject.assign( ExtrudeBufferGeometry.prototype, {\n\n\tgetArrays: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );\n\n\t},\n\n\taddShapeList: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );\n\n\t},\n\n\taddShape: function () {\n\n\t\tconsole.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.assign( Scene.prototype, {\n\n\tdispose: function () {\n\n\t\tconsole.error( 'THREE.Scene: .dispose() has been removed.' );\n\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Uniform.prototype, {\n\n\tdynamic: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );\n\n\t\t}\n\t},\n\tonUpdate: {\n\t\tvalue: function () {\n\n\t\t\tconsole.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );\n\t\t\treturn this;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Material.prototype, {\n\n\twrapAround: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapAround has been removed.' );\n\n\t\t}\n\t},\n\n\toverdraw: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .overdraw has been removed.' );\n\n\t\t}\n\t},\n\n\twrapRGB: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.Material: .wrapRGB has been removed.' );\n\t\t\treturn new Color();\n\n\t\t}\n\t},\n\n\tshading: {\n\t\tget: function () {\n\n\t\t\tconsole.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );\n\t\t\tthis.flatShading = ( value === FlatShading );\n\n\t\t}\n\t},\n\n\tstencilMask: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\treturn this.stencilFuncMask;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.' + this.type + ': .stencilMask has been removed. Use .stencilFuncMask instead.' );\n\t\t\tthis.stencilFuncMask = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhongMaterial.prototype, {\n\n\tmetal: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( MeshPhysicalMaterial.prototype, {\n\n\ttransparency: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\treturn this.transmission;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.MeshPhysicalMaterial: .transparency has been renamed to .transmission.' );\n\t\t\tthis.transmission = value;\n\n\t\t}\n\t}\n\n} );\n\nObject.defineProperties( ShaderMaterial.prototype, {\n\n\tderivatives: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\treturn this.extensions.derivatives;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );\n\t\t\tthis.extensions.derivatives = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.assign( WebGLRenderer.prototype, {\n\n\tclearTarget: function ( renderTarget, color, depth, stencil ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );\n\t\tthis.setRenderTarget( renderTarget );\n\t\tthis.clear( color, depth, stencil );\n\n\t},\n\tanimate: function ( callback ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );\n\t\tthis.setAnimationLoop( callback );\n\n\t},\n\tgetCurrentRenderTarget: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );\n\t\treturn this.getRenderTarget();\n\n\t},\n\tgetMaxAnisotropy: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );\n\t\treturn this.capabilities.getMaxAnisotropy();\n\n\t},\n\tgetPrecision: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );\n\t\treturn this.capabilities.precision;\n\n\t},\n\tresetGLState: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );\n\t\treturn this.state.reset();\n\n\t},\n\tsupportsFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \\'OES_texture_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_float' );\n\n\t},\n\tsupportsHalfFloatTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \\'OES_texture_half_float\\' ).' );\n\t\treturn this.extensions.get( 'OES_texture_half_float' );\n\n\t},\n\tsupportsStandardDerivatives: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \\'OES_standard_derivatives\\' ).' );\n\t\treturn this.extensions.get( 'OES_standard_derivatives' );\n\n\t},\n\tsupportsCompressedTextureS3TC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \\'WEBGL_compressed_texture_s3tc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_s3tc' );\n\n\t},\n\tsupportsCompressedTexturePVRTC: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \\'WEBGL_compressed_texture_pvrtc\\' ).' );\n\t\treturn this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );\n\n\t},\n\tsupportsBlendMinMax: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \\'EXT_blend_minmax\\' ).' );\n\t\treturn this.extensions.get( 'EXT_blend_minmax' );\n\n\t},\n\tsupportsVertexTextures: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );\n\t\treturn this.capabilities.vertexTextures;\n\n\t},\n\tsupportsInstancedArrays: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \\'ANGLE_instanced_arrays\\' ).' );\n\t\treturn this.extensions.get( 'ANGLE_instanced_arrays' );\n\n\t},\n\tenableScissorTest: function ( boolean ) {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );\n\t\tthis.setScissorTest( boolean );\n\n\t},\n\tinitMaterial: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );\n\n\t},\n\taddPrePlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );\n\n\t},\n\taddPostPlugin: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );\n\n\t},\n\tupdateShadowMap: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );\n\n\t},\n\tsetFaceCulling: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );\n\n\t},\n\tallocTextureUnit: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );\n\n\t},\n\tsetTexture: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );\n\n\t},\n\tsetTexture2D: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );\n\n\t},\n\tsetTextureCube: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );\n\n\t},\n\tgetActiveMipMapLevel: function () {\n\n\t\tconsole.warn( 'THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().' );\n\t\treturn this.getActiveMipmapLevel();\n\n\t}\n\n} );\n\nObject.defineProperties( WebGLRenderer.prototype, {\n\n\tshadowMapEnabled: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.enabled;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );\n\t\t\tthis.shadowMap.enabled = value;\n\n\t\t}\n\t},\n\tshadowMapType: {\n\t\tget: function () {\n\n\t\t\treturn this.shadowMap.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );\n\t\t\tthis.shadowMap.type = value;\n\n\t\t}\n\t},\n\tshadowMapCullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* value */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\tcontext: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.' );\n\t\t\treturn this.getContext();\n\n\t\t}\n\t},\n\tvr: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .vr has been renamed to .xr' );\n\t\t\treturn this.xr;\n\n\t\t}\n\t},\n\tgammaInput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.' );\n\n\t\t}\n\t},\n\tgammaOutput: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\treturn false;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.' );\n\t\t\tthis.outputEncoding = ( value === true ) ? sRGBEncoding : LinearEncoding;\n\n\t\t}\n\t},\n\ttoneMappingWhitePoint: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\t\t\treturn 1.0;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.' );\n\n\t\t}\n\t},\n\n} );\n\nObject.defineProperties( WebGLShadowMap.prototype, {\n\n\tcullFace: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function ( /* cullFace */ ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderReverseSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t},\n\trenderSingleSided: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\t\t\treturn undefined;\n\n\t\t},\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );\n\n\t\t}\n\t}\n\n} );\n\nfunction WebGLRenderTargetCube( width, height, options ) {\n\n\tconsole.warn( 'THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).' );\n\treturn new WebGLCubeRenderTarget( width, options );\n\n}\n\n//\n\nObject.defineProperties( WebGLRenderTarget.prototype, {\n\n\twrapS: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\treturn this.texture.wrapS;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );\n\t\t\tthis.texture.wrapS = value;\n\n\t\t}\n\t},\n\twrapT: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\treturn this.texture.wrapT;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );\n\t\t\tthis.texture.wrapT = value;\n\n\t\t}\n\t},\n\tmagFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\treturn this.texture.magFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );\n\t\t\tthis.texture.magFilter = value;\n\n\t\t}\n\t},\n\tminFilter: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\treturn this.texture.minFilter;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );\n\t\t\tthis.texture.minFilter = value;\n\n\t\t}\n\t},\n\tanisotropy: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\treturn this.texture.anisotropy;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );\n\t\t\tthis.texture.anisotropy = value;\n\n\t\t}\n\t},\n\toffset: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\treturn this.texture.offset;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );\n\t\t\tthis.texture.offset = value;\n\n\t\t}\n\t},\n\trepeat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\treturn this.texture.repeat;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );\n\t\t\tthis.texture.repeat = value;\n\n\t\t}\n\t},\n\tformat: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\treturn this.texture.format;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );\n\t\t\tthis.texture.format = value;\n\n\t\t}\n\t},\n\ttype: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\treturn this.texture.type;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );\n\t\t\tthis.texture.type = value;\n\n\t\t}\n\t},\n\tgenerateMipmaps: {\n\t\tget: function () {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\treturn this.texture.generateMipmaps;\n\n\t\t},\n\t\tset: function ( value ) {\n\n\t\t\tconsole.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );\n\t\t\tthis.texture.generateMipmaps = value;\n\n\t\t}\n\t}\n\n} );\n\n//\n\nObject.defineProperties( Audio.prototype, {\n\n\tload: {\n\t\tvalue: function ( file ) {\n\n\t\t\tconsole.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );\n\t\t\tconst scope = this;\n\t\t\tconst audioLoader = new AudioLoader();\n\t\t\taudioLoader.load( file, function ( buffer ) {\n\n\t\t\t\tscope.setBuffer( buffer );\n\n\t\t\t} );\n\t\t\treturn this;\n\n\t\t}\n\t},\n\tstartTime: {\n\t\tset: function () {\n\n\t\t\tconsole.warn( 'THREE.Audio: .startTime is now .play( delay ).' );\n\n\t\t}\n\t}\n\n} );\n\nAudioAnalyser.prototype.getData = function () {\n\n\tconsole.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );\n\treturn this.getFrequencyData();\n\n};\n\n//\n\nCubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );\n\treturn this.update( renderer, scene );\n\n};\n\nCubeCamera.prototype.clear = function ( renderer, color, depth, stencil ) {\n\n\tconsole.warn( 'THREE.CubeCamera: .clear() is now .renderTarget.clear().' );\n\treturn this.renderTarget.clear( renderer, color, depth, stencil );\n\n};\n\n//\n\nconst GeometryUtils = {\n\n\tmerge: function ( geometry1, geometry2, materialIndexOffset ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );\n\t\tlet matrix;\n\n\t\tif ( geometry2.isMesh ) {\n\n\t\t\tgeometry2.matrixAutoUpdate && geometry2.updateMatrix();\n\n\t\t\tmatrix = geometry2.matrix;\n\t\t\tgeometry2 = geometry2.geometry;\n\n\t\t}\n\n\t\tgeometry1.merge( geometry2, matrix, materialIndexOffset );\n\n\t},\n\n\tcenter: function ( geometry ) {\n\n\t\tconsole.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );\n\t\treturn geometry.center();\n\n\t}\n\n};\n\nImageUtils.crossOrigin = undefined;\n\nImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );\n\n\tconst loader = new TextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( url, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {\n\n\tconsole.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );\n\n\tconst loader = new CubeTextureLoader();\n\tloader.setCrossOrigin( this.crossOrigin );\n\n\tconst texture = loader.load( urls, onLoad, undefined, onError );\n\n\tif ( mapping ) texture.mapping = mapping;\n\n\treturn texture;\n\n};\n\nImageUtils.loadCompressedTexture = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\nImageUtils.loadCompressedTextureCube = function () {\n\n\tconsole.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );\n\n};\n\n//\n\nfunction CanvasRenderer() {\n\n\tconsole.error( 'THREE.CanvasRenderer has been removed' );\n\n}\n\n//\n\nfunction JSONLoader() {\n\n\tconsole.error( 'THREE.JSONLoader has been removed.' );\n\n}\n\n//\n\nconst SceneUtils = {\n\n\tcreateMultiMaterialObject: function ( /* geometry, materials */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tdetach: function ( /* child, parent, scene */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t},\n\n\tattach: function ( /* child, scene, parent */ ) {\n\n\t\tconsole.error( 'THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js' );\n\n\t}\n\n};\n\n//\n\nfunction LensFlare() {\n\n\tconsole.error( 'THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js' );\n\n}\n\nif ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {\n\n\t/* eslint-disable no-undef */\n\t__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {\n\t\trevision: REVISION,\n\t} } ) );\n\t/* eslint-enable no-undef */\n\n}\n\nexport { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AlphaFormat, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AmbientLightProbe, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, AxisHelper, BackSide, BasicDepthPacking, BasicShadowMap, BinaryTextureLoader, Bone, BooleanKeyframeTrack, BoundingBoxHelper, Box2, Box3, Box3Helper, BoxBufferGeometry, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasRenderer, CanvasTexture, CatmullRomCurve3, CineonToneMapping, CircleBufferGeometry, CircleGeometry, ClampToEdgeWrapping, Clock, ClosedSplineCurve3, Color, ColorKeyframeTrack, CompressedTexture, CompressedTextureLoader, ConeBufferGeometry, ConeGeometry, CubeCamera, BoxGeometry as CubeGeometry, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubeUVRefractionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderBufferGeometry, CylinderGeometry, Cylindrical, DataTexture, DataTexture2DArray, DataTexture3D, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronBufferGeometry, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicBufferAttribute, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EdgesHelper, EllipseCurve, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeBufferGeometry, ExtrudeGeometry, Face3, Face4, FaceColors, FileLoader, FlatShading, Float16BufferAttribute, Float32Attribute, Float32BufferAttribute, Float64Attribute, Float64BufferAttribute, FloatType, Fog, FogExp2, Font, FontLoader, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GammaEncoding, Geometry, GeometryUtils, GreaterDepth, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, HemisphereLightProbe, IcosahedronBufferGeometry, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, ImmediateRenderObject, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16Attribute, Int16BufferAttribute, Int32Attribute, Int32BufferAttribute, Int8Attribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, JSONLoader, KeepStencilOp, KeyframeTrack, LOD, LatheBufferGeometry, LatheGeometry, Layers, LensFlare, LessDepth, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LinePieces, LineSegments, LineStrip, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearToneMapping, Loader, LoaderUtils, LoadingManager, LogLuvEncoding, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils as Math, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshFaceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiMaterial, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverDepth, NeverStencilFunc, NoBlending, NoColors, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronBufferGeometry, OctahedronGeometry, OneFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, ParametricBufferGeometry, ParametricGeometry, Particle, ParticleBasicMaterial, ParticleSystem, ParticleSystemMaterial, Path, PerspectiveCamera, Plane, PlaneBufferGeometry, PlaneGeometry, PlaneHelper, PointCloud, PointCloudMaterial, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronBufferGeometry, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDEncoding, RGBEEncoding, RGBEFormat, RGBFormat, RGBIntegerFormat, RGBM16Encoding, RGBM7Encoding, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingBufferGeometry, RingGeometry, SRGB8_ALPHA8_ASTC_10x10_Format, SRGB8_ALPHA8_ASTC_10x5_Format, SRGB8_ALPHA8_ASTC_10x6_Format, SRGB8_ALPHA8_ASTC_10x8_Format, SRGB8_ALPHA8_ASTC_12x10_Format, SRGB8_ALPHA8_ASTC_12x12_Format, SRGB8_ALPHA8_ASTC_4x4_Format, SRGB8_ALPHA8_ASTC_5x4_Format, SRGB8_ALPHA8_ASTC_5x5_Format, SRGB8_ALPHA8_ASTC_6x5_Format, SRGB8_ALPHA8_ASTC_6x6_Format, SRGB8_ALPHA8_ASTC_8x5_Format, SRGB8_ALPHA8_ASTC_8x6_Format, SRGB8_ALPHA8_ASTC_8x8_Format, Scene, SceneUtils, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeBufferGeometry, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, SmoothShading, Sphere, SphereBufferGeometry, SphereGeometry, Spherical, SphericalHarmonics3, Spline, SplineCurve, SplineCurve3, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronBufferGeometry, TetrahedronGeometry, TextBufferGeometry, TextGeometry, Texture, TextureLoader, TorusBufferGeometry, TorusGeometry, TorusKnotBufferGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeBufferGeometry, TubeGeometry, UVMapping, Uint16Attribute, Uint16BufferAttribute, Uint32Attribute, Uint32BufferAttribute, Uint8Attribute, Uint8BufferAttribute, Uint8ClampedAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, Vertex, VertexColors, VideoTexture, WebGL1Renderer, WebGLCubeRenderTarget, WebGLMultisampleRenderTarget, WebGLRenderTarget, WebGLRenderTargetCube, WebGLRenderer, WebGLUtils, WireframeGeometry, WireframeHelper, WrapAroundEnding, XHRLoader, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, sRGBEncoding };\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\n\nexport class PathAnimation{\n\t\n\tconstructor(path, start, end, speed, callback){\n\t\t\tthis.path = path;\n\t\t\tthis.length = this.path.spline.getLength();\n\t\t\tthis.speed = speed;\n\t\t\tthis.callback = callback;\n\t\t\tthis.tween = null;\n\t\t\tthis.startPoint = Math.max(start, 0);\n\t\t\tthis.endPoint = Math.min(end, this.length);\n\t\t\tthis.t = 0.0;\n\t}\n\n\tstart(resume = false){\n\t\tif(this.tween){\n\t\t\tthis.tween.stop();\n\t\t\tthis.tween = null;\n\t\t}\n\t\n\t\tlet tStart;\n\t\tif(resume){\n\t\t\ttStart = this.t;\n\t\t}else{\n\t\t\ttStart = this.startPoint / this.length;\n\t\t}\n\t\tlet tEnd = this.endPoint / this.length;\n\t\tlet animationDuration = (tEnd - tStart) * this.length * 1000 / this.speed;\n\t\n\t\tlet progress = {t: tStart};\n\t\tthis.tween = new TWEEN.Tween(progress).to({t: tEnd}, animationDuration);\n\t\tthis.tween.easing(TWEEN.Easing.Linear.None);\n\t\tthis.tween.onUpdate((e) => {\n\t\t\tthis.t = progress.t;\n\t\t\tthis.callback(progress.t);\n\t\t});\n\t\tthis.tween.onComplete(() => {\n\t\t\tif(this.repeat){\n\t\t\t\tthis.start();\n\t\t\t}\n\t\t});\n\n\t\tsetTimeout(() => {\n\t\t\tthis.tween.start();\n\t\t}, 0);\n\t}\n\n\tstop(){\n\t\tif(!this.tween){\n\t\t\treturn;\n\t\t}\n\t\tthis.tween.stop();\n\t\tthis.tween = null;\n\t\tthis.t = 0;\n\t}\n\n\tpause(){\n\t\tif(!this.tween){\n\t\t\treturn;\n\t\t}\n\t\t\n\t\tthis.tween.stop();\n\t\tTWEEN.remove(this.tween);\n\t\tthis.tween = null;\n\t}\n\n\tresume(){\n\t\tthis.start(true);\n\t}\n\n\tgetPoint(t){\n\t\treturn this.path.spline.getPoint(t);\n\t}\n\n}\n\nexport class AnimationPath{\n\tconstructor (points = []) {\n\t\tthis.points = points;\n\t\tthis.spline = new THREE.CatmullRomCurve3(points);\n\t\t//this.spline.reparametrizeByArcLength(1 / this.spline.getLength().total);\n\t}\n\n\tget (t) {\n\t\treturn this.spline.getPoint(t);\n\t}\n\n\tgetLength () {\n\t\treturn this.spline.getLength();\n\t}\n\n\tanimate (start, end, speed, callback) {\n\t\tlet animation = new PathAnimation(this, start, end, speed, callback);\n\t\tanimation.start();\n\n\t\treturn animation;\n\t}\n\n\tpause () {\n\t\tif (this.tween) {\n\t\t\tthis.tween.stop();\n\t\t}\n\t}\n\n\tresume () {\n\t\tif (this.tween) {\n\t\t\tthis.tween.start();\n\t\t}\n\t}\n\n\tgetGeometry () {\n\t\tlet geometry = new THREE.Geometry();\n\n\t\tlet samples = 500;\n\t\tlet i = 0;\n\t\tfor (let u = 0; u <= 1; u += 1 / samples) {\n\t\t\tlet position = this.spline.getPoint(u);\n\t\t\tgeometry.vertices[i] = new THREE.Vector3(position.x, position.y, position.z);\n\n\t\t\ti++;\n\t\t}\n\n\t\tif(this.closed){\n\t\t\tlet position = this.spline.getPoint(0);\n\t\t\tgeometry.vertices[i] = new THREE.Vector3(position.x, position.y, position.z);\n\t\t}\n\n\t\treturn geometry;\n\t}\n\n\tget closed(){\n\t\treturn this.spline.closed;\n\t}\n\n\tset closed(value){\n\t\tthis.spline.closed = value;\n\t}\n\n}","\nconst XHRFactory = {\n\tconfig: {\n\t\twithCredentials: false,\n\t\tcustomHeaders: [\n\t\t\t{ header: null, value: null }\n\t\t]\n\t},\n\n\tcreateXMLHttpRequest: function () {\n\t\tlet xhr = new XMLHttpRequest();\n\n\t\tif (this.config.customHeaders &&\n\t\t\tArray.isArray(this.config.customHeaders) &&\n\t\t\tthis.config.customHeaders.length > 0) {\n\t\t\tlet baseOpen = xhr.open;\n\t\t\tlet customHeaders = this.config.customHeaders;\n\t\t\txhr.open = function () {\n\t\t\t\tbaseOpen.apply(this, [].slice.call(arguments));\n\t\t\t\tcustomHeaders.forEach(function (customHeader) {\n\t\t\t\t\tif (!!customHeader.header && !!customHeader.value) {\n\t\t\t\t\t\txhr.setRequestHeader(customHeader.header, customHeader.value);\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t\t};\n\t\t}\n\n\t\treturn xhr;\n\t}\n};\n\nexport {XHRFactory};","\n\n// /**\n// * adapted from http://stemkoski.github.io/Three.js/Sprite-Text-Labels.html\n// */\n\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\n\nexport class TextSprite extends THREE.Object3D{\n\t\n\tconstructor(text){\n\t\tsuper();\n\n\t\tlet texture = new THREE.Texture();\n\t\ttexture.minFilter = THREE.LinearFilter;\n\t\ttexture.magFilter = THREE.LinearFilter;\n\t\tlet spriteMaterial = new THREE.SpriteMaterial({\n\t\t\tmap: texture,\n\t\t\tdepthTest: false,\n\t\t\tdepthWrite: false});\n\n\t\tthis.texture = texture;\n\n\t\tthis.material = spriteMaterial;\n\t\t//this.material = getRawMaterial(texture);\n\t\tthis.sprite = new THREE.Sprite(this.material);\n\t\tthis.add(this.sprite);\n\n\t\tthis.borderThickness = 4;\n\t\tthis.fontface = 'Arial';\n\t\tthis.fontsize = 28;\n\t\tthis.borderColor = { r: 0, g: 0, b: 0, a: 1.0 };\n\t\tthis.backgroundColor = { r: 255, g: 255, b: 255, a: 1.0 };\n\t\tthis.textColor = {r: 255, g: 255, b: 255, a: 1.0};\n\t\tthis.text = '';\n\n\t\tthis.setText(text);\n\t}\n\n\tsetText(text){\n\t\tif (this.text !== text){\n\t\t\tthis.text = text;\n\n\t\t\tthis.update();\n\t\t}\n\t}\n\n\tsetTextColor(color){\n\t\tthis.textColor = color;\n\n\t\tthis.update();\n\t}\n\n\tsetBorderColor(color){\n\t\tthis.borderColor = color;\n\n\t\tthis.update();\n\t}\n\n\tsetBackgroundColor(color){\n\t\tthis.backgroundColor = color;\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet canvas = document.createElement('canvas');\n\t\tlet context = canvas.getContext('2d');\n\t\tcontext.font = 'Bold ' + this.fontsize + 'px ' + this.fontface;\n\n\t\t// get size data (height depends only on font size)\n\t\tlet metrics = context.measureText(this.text);\n\t\tlet textWidth = metrics.width;\n\t\tlet margin = 5;\n\t\tlet spriteWidth = 2 * margin + textWidth + 2 * this.borderThickness;\n\t\tlet spriteHeight = this.fontsize * 1.4 + 2 * this.borderThickness;\n\n\t\tcontext.canvas.width = spriteWidth;\n\t\tcontext.canvas.height = spriteHeight;\n\t\tcontext.font = 'Bold ' + this.fontsize + 'px ' + this.fontface;\n\n\t\t// background color\n\t\tcontext.fillStyle = 'rgba(' + this.backgroundColor.r + ',' + this.backgroundColor.g + ',' +\n\t\t\tthis.backgroundColor.b + ',' + this.backgroundColor.a + ')';\n\t\t// border color\n\t\tcontext.strokeStyle = 'rgba(' + this.borderColor.r + ',' + this.borderColor.g + ',' +\n\t\t\tthis.borderColor.b + ',' + this.borderColor.a + ')';\n\n\t\tcontext.lineWidth = this.borderThickness;\n\t\tthis.roundRect(context, this.borderThickness / 2, this.borderThickness / 2,\n\t\t\ttextWidth + this.borderThickness + 2 * margin, this.fontsize * 1.4 + this.borderThickness, 6);\n\n\t\t// text color\n\t\tcontext.strokeStyle = 'rgba(0, 0, 0, 1.0)';\n\t\tcontext.strokeText(this.text, this.borderThickness + margin, this.fontsize + this.borderThickness);\n\n\t\tcontext.fillStyle = 'rgba(' + this.textColor.r + ',' + this.textColor.g + ',' +\n\t\t\tthis.textColor.b + ',' + this.textColor.a + ')';\n\t\tcontext.fillText(this.text, this.borderThickness + margin, this.fontsize + this.borderThickness);\n\n\t\tlet texture = new THREE.Texture(canvas);\n\t\ttexture.minFilter = THREE.LinearFilter;\n\t\ttexture.magFilter = THREE.LinearFilter;\n\t\ttexture.needsUpdate = true;\n\t\t//this.material.needsUpdate = true;\n\n\t\t// { // screen-space sprite\n\t\t// \tlet [screenWidth, screenHeight] = [1620, 937];\n\n\t\t// \tlet uniforms = this.sprite.material.uniforms;\n\t\t// \tlet aspect = spriteHeight / spriteWidth;\n\t\t// \tlet factor = 0.5;\n\n\t\t// \tlet w = spriteWidth / screenWidth;\n\t\t// \tlet h = spriteHeight / screenHeight;\n\n\t\t// \tuniforms.uScale.value = [2 * w, 2 * h];\n\t\t// \t//uniforms.uScale.value = [factor * 1, factor * aspect];\n\t\t//\tthis.sprite.material.uniforms.map.value = texture;\n\t\t// }\n\n\t\tthis.sprite.material.map = texture;\n\t\tthis.texture = texture;\n\n\t\tthis.sprite.scale.set(spriteWidth * 0.01, spriteHeight * 0.01, 1.0);\n\t}\n\n\troundRect(ctx, x, y, w, h, r){\n\t\tctx.beginPath();\n\t\tctx.moveTo(x + r, y);\n\t\tctx.lineTo(x + w - r, y);\n\t\tctx.quadraticCurveTo(x + w, y, x + w, y + r);\n\t\tctx.lineTo(x + w, y + h - r);\n\t\tctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);\n\t\tctx.lineTo(x + r, y + h);\n\t\tctx.quadraticCurveTo(x, y + h, x, y + h - r);\n\t\tctx.lineTo(x, y + r);\n\t\tctx.quadraticCurveTo(x, y, x + r, y);\n\t\tctx.closePath();\n\t\tctx.fill();\n\t\tctx.stroke();\n\t}\n\n}\n\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {TextSprite} from \"../TextSprite.js\";\n\nexport class Volume extends THREE.Object3D {\n\tconstructor (args = {}) {\n\t\tsuper();\n\n\t\tif(this.constructor.name === \"Volume\"){\n\t\t\tconsole.warn(\"Can't create object of class Volume directly. Use classes BoxVolume or SphereVolume instead.\");\n\t\t}\n\n\t\t//console.log(this);\n\t\t//console.log(this.constructor);\n\t\t//console.log(this.constructor.name);\n\n\t\tthis._clip = args.clip || false;\n\t\tthis._visible = true;\n\t\tthis.showVolumeLabel = true;\n\t\tthis._modifiable = args.modifiable || true;\n\n\t\tthis.label = new TextSprite('0');\n\t\tthis.label.setBorderColor({r: 0, g: 255, b: 0, a: 0.0});\n\t\tthis.label.setBackgroundColor({r: 0, g: 255, b: 0, a: 0.0});\n\t\tthis.label.material.depthTest = false;\n\t\tthis.label.material.depthWrite = false;\n\t\tthis.label.material.transparent = true;\n\t\tthis.label.position.y -= 0.5;\n\t\tthis.add(this.label);\n\n\t\tthis.label.updateMatrixWorld = () => {\n\t\t\tlet volumeWorldPos = new THREE.Vector3();\n\t\t\tvolumeWorldPos.setFromMatrixPosition(this.matrixWorld);\n\t\t\tthis.label.position.copy(volumeWorldPos);\n\t\t\tthis.label.updateMatrix();\n\t\t\tthis.label.matrixWorld.copy(this.label.matrix);\n\t\t\tthis.label.matrixWorldNeedsUpdate = false;\n\n\t\t\tfor (let i = 0, l = this.label.children.length; i < l; i++) {\n\t\t\t\tthis.label.children[ i ].updateMatrixWorld(true);\n\t\t\t}\n\t\t};\n\n\t\t{ // event listeners\n\t\t\tthis.addEventListener('select', e => {});\n\t\t\tthis.addEventListener('deselect', e => {});\n\t\t}\n\n\t}\n\n\tget visible(){\n\t\treturn this._visible;\n\t}\n\n\tset visible(value){\n\t\tif(this._visible !== value){\n\t\t\tthis._visible = value;\n\n\t\t\tthis.dispatchEvent({type: \"visibility_changed\", object: this});\n\t\t}\n\t}\n\n\tgetVolume () {\n\t\tconsole.warn(\"override this in subclass\");\n\t}\n\n\tupdate () {\n\t\t\n\t};\n\n\traycast (raycaster, intersects) {\n\n\t}\n\n\tget clip () {\n\t\treturn this._clip;\n\t}\n\n\tset clip (value) {\n\n\t\tif(this._clip !== value){\n\t\t\tthis._clip = value;\n\n\t\t\tthis.update();\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: \"clip_changed\",\n\t\t\t\tobject: this\n\t\t\t});\n\t\t}\n\t\t\n\t}\n\n\tget modifieable () {\n\t\treturn this._modifiable;\n\t}\n\n\tset modifieable (value) {\n\t\tthis._modifiable = value;\n\n\t\tthis.update();\n\t}\n};\n\n\nexport class BoxVolume extends Volume{\n\n\tconstructor(args = {}){\n\t\tsuper(args);\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\t\tthis.name = 'box_' + this.constructor.counter;\n\n\t\tlet boxGeometry = new THREE.BoxGeometry(1, 1, 1);\n\t\tboxGeometry.computeBoundingBox();\n\n\t\tlet boxFrameGeometry = new THREE.Geometry();\n\t\t{\n\t\t\tlet Vector3 = THREE.Vector3;\n\n\t\t\tboxFrameGeometry.vertices.push(\n\n\t\t\t\t// bottom\n\t\t\t\tnew Vector3(-0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, -0.5, 0.5),\n\t\t\t\t// top\n\t\t\t\tnew Vector3(-0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, 0.5),\n\t\t\t\t// sides\n\t\t\t\tnew Vector3(-0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, 0.5),\n\t\t\t\tnew Vector3(0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(0.5, 0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, -0.5, -0.5),\n\t\t\t\tnew Vector3(-0.5, 0.5, -0.5),\n\n\t\t\t);\n\n\t\t}\n\n\t\tthis.material = new THREE.MeshBasicMaterial({\n\t\t\tcolor: 0x00ff00,\n\t\t\ttransparent: true,\n\t\t\topacity: 0.3,\n\t\t\tdepthTest: true,\n\t\t\tdepthWrite: false});\n\t\tthis.box = new THREE.Mesh(boxGeometry, this.material);\n\t\tthis.box.geometry.computeBoundingBox();\n\t\tthis.boundingBox = this.box.geometry.boundingBox;\n\t\tthis.add(this.box);\n\n\t\tthis.frame = new THREE.LineSegments(boxFrameGeometry, new THREE.LineBasicMaterial({color: 0x000000}));\n\t\t// this.frame.mode = THREE.Lines;\n\t\tthis.add(this.frame);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tthis.boundingBox = this.box.geometry.boundingBox;\n\t\tthis.boundingSphere = this.boundingBox.getBoundingSphere(new THREE.Sphere());\n\n\t\tif (this._clip) {\n\t\t\tthis.box.visible = false;\n\t\t\tthis.label.visible = false;\n\t\t} else {\n\t\t\tthis.box.visible = true;\n\t\t\tthis.label.visible = this.showVolumeLabel;\n\t\t}\n\t}\n\n\traycast (raycaster, intersects) {\n\t\tlet is = [];\n\t\tthis.box.raycast(raycaster, is);\n\n\t\tif (is.length > 0) {\n\t\t\tlet I = is[0];\n\t\t\tintersects.push({\n\t\t\t\tdistance: I.distance,\n\t\t\t\tobject: this,\n\t\t\t\tpoint: I.point.clone()\n\t\t\t});\n\t\t}\n\t}\n\n\tgetVolume(){\n\t\treturn Math.abs(this.scale.x * this.scale.y * this.scale.z);\n\t}\n\n};\n\nexport class SphereVolume extends Volume{\n\n\tconstructor(args = {}){\n\t\tsuper(args);\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\t\tthis.name = 'sphere_' + this.constructor.counter;\n\n\t\tlet sphereGeometry = new THREE.SphereGeometry(1, 32, 32);\n\t\tsphereGeometry.computeBoundingBox();\n\n\t\tthis.material = new THREE.MeshBasicMaterial({\n\t\t\tcolor: 0x00ff00,\n\t\t\ttransparent: true,\n\t\t\topacity: 0.3,\n\t\t\tdepthTest: true,\n\t\t\tdepthWrite: false});\n\t\tthis.sphere = new THREE.Mesh(sphereGeometry, this.material);\n\t\tthis.sphere.visible = false;\n\t\tthis.sphere.geometry.computeBoundingBox();\n\t\tthis.boundingBox = this.sphere.geometry.boundingBox;\n\t\tthis.add(this.sphere);\n\n\t\tthis.label.visible = false;\n\n\n\t\tlet frameGeometry = new THREE.Geometry();\n\t\t{\n\t\t\tlet steps = 64;\n\t\t\tlet uSegments = 8;\n\t\t\tlet vSegments = 5;\n\t\t\tlet r = 1;\n\n\t\t\tfor(let uSegment = 0; uSegment < uSegments; uSegment++){\n\n\t\t\t\tlet alpha = (uSegment / uSegments) * Math.PI * 2;\n\t\t\t\tlet dirx = Math.cos(alpha);\n\t\t\t\tlet diry = Math.sin(alpha);\n\n\t\t\t\tfor(let i = 0; i <= steps; i++){\n\t\t\t\t\tlet v = (i / steps) * Math.PI * 2;\n\t\t\t\t\tlet vNext = v + 2 * Math.PI / steps;\n\n\t\t\t\t\tlet height = Math.sin(v);\n\t\t\t\t\tlet xyAmount = Math.cos(v);\n\n\t\t\t\t\tlet heightNext = Math.sin(vNext);\n\t\t\t\t\tlet xyAmountNext = Math.cos(vNext);\n\n\t\t\t\t\tlet vertex = new THREE.Vector3(dirx * xyAmount, diry * xyAmount, height);\n\t\t\t\t\tframeGeometry.vertices.push(vertex);\n\n\t\t\t\t\tlet vertexNext = new THREE.Vector3(dirx * xyAmountNext, diry * xyAmountNext, heightNext);\n\t\t\t\t\tframeGeometry.vertices.push(vertexNext);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// creates rings at poles, just because it's easier to implement\n\t\t\tfor(let vSegment = 0; vSegment <= vSegments + 1; vSegment++){\n\n\t\t\t\t//let height = (vSegment / (vSegments + 1)) * 2 - 1; // -1 to 1\n\t\t\t\tlet uh = (vSegment / (vSegments + 1)); // -1 to 1\n\t\t\t\tuh = (1 - uh) * (-Math.PI / 2) + uh *(Math.PI / 2);\n\t\t\t\tlet height = Math.sin(uh);\n\n\t\t\t\tconsole.log(uh, height);\n\n\t\t\t\tfor(let i = 0; i <= steps; i++){\n\t\t\t\t\tlet u = (i / steps) * Math.PI * 2;\n\t\t\t\t\tlet uNext = u + 2 * Math.PI / steps;\n\n\t\t\t\t\tlet dirx = Math.cos(u);\n\t\t\t\t\tlet diry = Math.sin(u);\n\n\t\t\t\t\tlet dirxNext = Math.cos(uNext);\n\t\t\t\t\tlet diryNext = Math.sin(uNext);\n\n\t\t\t\t\tlet xyAmount = Math.sqrt(1 - height * height);\n\n\t\t\t\t\tlet vertex = new THREE.Vector3(dirx * xyAmount, diry * xyAmount, height);\n\t\t\t\t\tframeGeometry.vertices.push(vertex);\n\n\t\t\t\t\tlet vertexNext = new THREE.Vector3(dirxNext * xyAmount, diryNext * xyAmount, height);\n\t\t\t\t\tframeGeometry.vertices.push(vertexNext);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tthis.frame = new THREE.LineSegments(frameGeometry, new THREE.LineBasicMaterial({color: 0x000000}));\n\t\tthis.add(this.frame);\n\n\t\tlet frameMaterial = new THREE.MeshBasicMaterial({wireframe: true, color: 0x000000});\n\t\tthis.frame = new THREE.Mesh(sphereGeometry, frameMaterial);\n\t\t//this.add(this.frame);\n\n\t\t//this.frame = new THREE.LineSegments(boxFrameGeometry, new THREE.LineBasicMaterial({color: 0x000000}));\n\t\t// this.frame.mode = THREE.Lines;\n\t\t//this.add(this.frame);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tthis.boundingBox = this.sphere.geometry.boundingBox;\n\t\tthis.boundingSphere = this.boundingBox.getBoundingSphere(new THREE.Sphere());\n\n\t\t//if (this._clip) {\n\t\t//\tthis.sphere.visible = false;\n\t\t//\tthis.label.visible = false;\n\t\t//} else {\n\t\t//\tthis.sphere.visible = true;\n\t\t//\tthis.label.visible = this.showVolumeLabel;\n\t\t//}\n\t}\n\n\traycast (raycaster, intersects) {\n\t\tlet is = [];\n\t\tthis.sphere.raycast(raycaster, is);\n\n\t\tif (is.length > 0) {\n\t\t\tlet I = is[0];\n\t\t\tintersects.push({\n\t\t\t\tdistance: I.distance,\n\t\t\t\tobject: this,\n\t\t\t\tpoint: I.point.clone()\n\t\t\t});\n\t\t}\n\t}\n\t\n\t// see https://en.wikipedia.org/wiki/Ellipsoid#Volume\n\tgetVolume(){\n\t\treturn (4 / 3) * Math.PI * this.scale.x * this.scale.y * this.scale.z;\n\t}\n\n};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../utils.js\";\n\nexport class Profile extends THREE.Object3D{\n\n\tconstructor () {\n\t\tsuper();\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\n\t\tthis.name = 'Profile_' + this.constructor.counter;\n\t\tthis.points = [];\n\t\tthis.spheres = [];\n\t\tthis.edges = [];\n\t\tthis.boxes = [];\n\t\tthis.width = 1;\n\t\tthis.height = 20;\n\t\tthis._modifiable = true;\n\n\t\tthis.sphereGeometry = new THREE.SphereGeometry(0.4, 10, 10);\n\t\tthis.color = new THREE.Color(0xff0000);\n\t\tthis.lineColor = new THREE.Color(0xff0000);\n\t}\n\n\tcreateSphereMaterial () {\n\t\tlet sphereMaterial = new THREE.MeshLambertMaterial({\n\t\t\t//shading: THREE.SmoothShading,\n\t\t\tcolor: 0xff0000,\n\t\t\tdepthTest: false,\n\t\t\tdepthWrite: false}\n\t\t);\n\n\t\treturn sphereMaterial;\n\t};\n\n\tgetSegments () {\n\t\tlet segments = [];\n\n\t\tfor (let i = 0; i < this.points.length - 1; i++) {\n\t\t\tlet start = this.points[i].clone();\n\t\t\tlet end = this.points[i + 1].clone();\n\t\t\tsegments.push({start: start, end: end});\n\t\t}\n\n\t\treturn segments;\n\t}\n\n\tgetSegmentMatrices () {\n\t\tlet segments = this.getSegments();\n\t\tlet matrices = [];\n\n\t\tfor (let segment of segments) {\n\t\t\tlet {start, end} = segment;\n\n\t\t\tlet box = new THREE.Object3D();\n\n\t\t\tlet length = start.clone().setZ(0).distanceTo(end.clone().setZ(0));\n\t\t\tbox.scale.set(length, 10000, this.width);\n\t\t\tbox.up.set(0, 0, 1);\n\n\t\t\tlet center = new THREE.Vector3().addVectors(start, end).multiplyScalar(0.5);\n\t\t\tlet diff = new THREE.Vector3().subVectors(end, start);\n\t\t\tlet target = new THREE.Vector3(diff.y, -diff.x, 0);\n\n\t\t\tbox.position.set(0, 0, 0);\n\t\t\tbox.lookAt(target);\n\t\t\tbox.position.copy(center);\n\n\t\t\tbox.updateMatrixWorld();\n\t\t\tmatrices.push(box.matrixWorld);\n\t\t}\n\n\t\treturn matrices;\n\t}\n\n\taddMarker (point) {\n\t\tthis.points.push(point);\n\n\t\tlet sphere = new THREE.Mesh(this.sphereGeometry, this.createSphereMaterial());\n\n\t\tthis.add(sphere);\n\t\tthis.spheres.push(sphere);\n\n\t\t// edges & boxes\n\t\tif (this.points.length > 1) {\n\t\t\tlet lineGeometry = new THREE.Geometry();\n\t\t\tlineGeometry.vertices.push(new THREE.Vector3(), new THREE.Vector3());\n\t\t\tlineGeometry.colors.push(this.lineColor, this.lineColor, this.lineColor);\n\t\t\tlet lineMaterial = new THREE.LineBasicMaterial({\n\t\t\t\tvertexColors: THREE.VertexColors,\n\t\t\t\tlinewidth: 2,\n\t\t\t\ttransparent: true,\n\t\t\t\topacity: 0.4\n\t\t\t});\n\t\t\tlineMaterial.depthTest = false;\n\t\t\tlet edge = new THREE.Line(lineGeometry, lineMaterial);\n\t\t\tedge.visible = false;\n\n\t\t\tthis.add(edge);\n\t\t\tthis.edges.push(edge);\n\n\t\t\tlet boxGeometry = new THREE.BoxGeometry(1, 1, 1);\n\t\t\tlet boxMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, transparent: true, opacity: 0.2});\n\t\t\tlet box = new THREE.Mesh(boxGeometry, boxMaterial);\n\t\t\tbox.visible = false;\n\n\t\t\tthis.add(box);\n\t\t\tthis.boxes.push(box);\n\t\t}\n\n\t\t{ // event listeners\n\t\t\tlet drag = (e) => {\n\t\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\t\te.drag.end, \n\t\t\t\t\te.viewer.scene.getActiveCamera(), \n\t\t\t\t\te.viewer, \n\t\t\t\t\te.viewer.scene.pointclouds);\n\n\t\t\t\tif (I) {\n\t\t\t\t\tlet i = this.spheres.indexOf(e.drag.object);\n\t\t\t\t\tif (i !== -1) {\n\t\t\t\t\t\tthis.setPosition(i, I.location);\n\t\t\t\t\t\t//this.dispatchEvent({\n\t\t\t\t\t\t//\t'type': 'marker_moved',\n\t\t\t\t\t\t//\t'profile': this,\n\t\t\t\t\t\t//\t'index': i\n\t\t\t\t\t\t//});\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet drop = e => {\n\t\t\t\tlet i = this.spheres.indexOf(e.drag.object);\n\t\t\t\tif (i !== -1) {\n\t\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\t\t'type': 'marker_dropped',\n\t\t\t\t\t\t'profile': this,\n\t\t\t\t\t\t'index': i\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet mouseover = (e) => e.object.material.emissive.setHex(0x888888);\n\t\t\tlet mouseleave = (e) => e.object.material.emissive.setHex(0x000000);\n\n\t\t\tsphere.addEventListener('drag', drag);\n\t\t\tsphere.addEventListener('drop', drop);\n\t\t\tsphere.addEventListener('mouseover', mouseover);\n\t\t\tsphere.addEventListener('mouseleave', mouseleave);\n\t\t}\n\n\t\tlet event = {\n\t\t\ttype: 'marker_added',\n\t\t\tprofile: this,\n\t\t\tsphere: sphere\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.setPosition(this.points.length - 1, point);\n\t}\n\n\tremoveMarker (index) {\n\t\tthis.points.splice(index, 1);\n\n\t\tthis.remove(this.spheres[index]);\n\n\t\tlet edgeIndex = (index === 0) ? 0 : (index - 1);\n\t\tthis.remove(this.edges[edgeIndex]);\n\t\tthis.edges.splice(edgeIndex, 1);\n\t\tthis.remove(this.boxes[edgeIndex]);\n\t\tthis.boxes.splice(edgeIndex, 1);\n\n\t\tthis.spheres.splice(index, 1);\n\n\t\tthis.update();\n\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'marker_removed',\n\t\t\t'profile': this\n\t\t});\n\t}\n\n\tsetPosition (index, position) {\n\t\tlet point = this.points[index];\n\t\tpoint.copy(position);\n\n\t\tlet event = {\n\t\t\ttype: 'marker_moved',\n\t\t\tprofile:\tthis,\n\t\t\tindex:\tindex,\n\t\t\tposition: point.clone()\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.update();\n\t}\n\n\tsetWidth (width) {\n\t\tthis.width = width;\n\n\t\tlet event = {\n\t\t\ttype: 'width_changed',\n\t\t\tprofile:\tthis,\n\t\t\twidth:\twidth\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.update();\n\t}\n\n\tgetWidth () {\n\t\treturn this.width;\n\t}\n\n\tupdate () {\n\t\tif (this.points.length === 0) {\n\t\t\treturn;\n\t\t} else if (this.points.length === 1) {\n\t\t\tlet point = this.points[0];\n\t\t\tthis.spheres[0].position.copy(point);\n\n\t\t\treturn;\n\t\t}\n\n\t\tlet min = this.points[0].clone();\n\t\tlet max = this.points[0].clone();\n\t\tlet centroid = new THREE.Vector3();\n\t\tlet lastIndex = this.points.length - 1;\n\t\tfor (let i = 0; i <= lastIndex; i++) {\n\t\t\tlet point = this.points[i];\n\t\t\tlet sphere = this.spheres[i];\n\t\t\tlet leftIndex = (i === 0) ? lastIndex : i - 1;\n\t\t\t// let rightIndex = (i === lastIndex) ? 0 : i + 1;\n\t\t\tlet leftVertex = this.points[leftIndex];\n\t\t\t// let rightVertex = this.points[rightIndex];\n\t\t\tlet leftEdge = this.edges[leftIndex];\n\t\t\tlet rightEdge = this.edges[i];\n\t\t\tlet leftBox = this.boxes[leftIndex];\n\t\t\t// rightBox = this.boxes[i];\n\n\t\t\t// let leftEdgeLength = point.distanceTo(leftVertex);\n\t\t\t// let rightEdgeLength = point.distanceTo(rightVertex);\n\t\t\t// let leftEdgeCenter = new THREE.Vector3().addVectors(leftVertex, point).multiplyScalar(0.5);\n\t\t\t// let rightEdgeCenter = new THREE.Vector3().addVectors(point, rightVertex).multiplyScalar(0.5);\n\n\t\t\tsphere.position.copy(point);\n\n\t\t\tif (this._modifiable) {\n\t\t\t\tsphere.visible = true;\n\t\t\t} else {\n\t\t\t\tsphere.visible = false;\n\t\t\t}\n\n\t\t\tif (leftEdge) {\n\t\t\t\tleftEdge.geometry.vertices[1].copy(point);\n\t\t\t\tleftEdge.geometry.verticesNeedUpdate = true;\n\t\t\t\tleftEdge.geometry.computeBoundingSphere();\n\t\t\t}\n\n\t\t\tif (rightEdge) {\n\t\t\t\trightEdge.geometry.vertices[0].copy(point);\n\t\t\t\trightEdge.geometry.verticesNeedUpdate = true;\n\t\t\t\trightEdge.geometry.computeBoundingSphere();\n\t\t\t}\n\n\t\t\tif (leftBox) {\n\t\t\t\tlet start = leftVertex;\n\t\t\t\tlet end = point;\n\t\t\t\tlet length = start.clone().setZ(0).distanceTo(end.clone().setZ(0));\n\t\t\t\tleftBox.scale.set(length, 1000000, this.width);\n\t\t\t\tleftBox.up.set(0, 0, 1);\n\n\t\t\t\tlet center = new THREE.Vector3().addVectors(start, end).multiplyScalar(0.5);\n\t\t\t\tlet diff = new THREE.Vector3().subVectors(end, start);\n\t\t\t\tlet target = new THREE.Vector3(diff.y, -diff.x, 0);\n\n\t\t\t\tleftBox.position.set(0, 0, 0);\n\t\t\t\tleftBox.lookAt(target);\n\t\t\t\tleftBox.position.copy(center);\n\t\t\t}\n\n\t\t\tcentroid.add(point);\n\t\t\tmin.min(point);\n\t\t\tmax.max(point);\n\t\t}\n\t\tcentroid.multiplyScalar(1 / this.points.length);\n\n\t\tfor (let i = 0; i < this.boxes.length; i++) {\n\t\t\tlet box = this.boxes[i];\n\n\t\t\tbox.position.z = min.z + (max.z - min.z) / 2;\n\t\t}\n\t}\n\n\traycast (raycaster, intersects) {\n\t\tfor (let i = 0; i < this.points.length; i++) {\n\t\t\tlet sphere = this.spheres[i];\n\n\t\t\tsphere.raycast(raycaster, intersects);\n\t\t}\n\n\t\t// recalculate distances because they are not necessarely correct\n\t\t// for scaled objects.\n\t\t// see https://github.com/mrdoob/three.js/issues/5827\n\t\t// TODO: remove this once the bug has been fixed\n\t\tfor (let i = 0; i < intersects.length; i++) {\n\t\t\tlet I = intersects[i];\n\t\t\tI.distance = raycaster.ray.origin.distanceTo(I.point);\n\t\t}\n\t\tintersects.sort(function (a, b) { return a.distance - b.distance; });\n\t};\n\n\tget modifiable () {\n\t\treturn this._modifiable;\n\t}\n\n\tset modifiable (value) {\n\t\tthis._modifiable = value;\n\t\tthis.update();\n\t}\n\n}\n","import {\n\tBox3,\n\tFloat32BufferAttribute,\n\tInstancedBufferGeometry,\n\tInstancedInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tSphere,\n\tVector3,\n\tWireframeGeometry\n} from '../build/three.module.js';\n\nvar LineSegmentsGeometry = function () {\n\n\tInstancedBufferGeometry.call( this );\n\n\tthis.type = 'LineSegmentsGeometry';\n\n\tvar positions = [ - 1, 2, 0, 1, 2, 0, - 1, 1, 0, 1, 1, 0, - 1, 0, 0, 1, 0, 0, - 1, - 1, 0, 1, - 1, 0 ];\n\tvar uvs = [ - 1, 2, 1, 2, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 2, 1, - 2 ];\n\tvar index = [ 0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5 ];\n\n\tthis.setIndex( index );\n\tthis.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );\n\tthis.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );\n\n};\n\nLineSegmentsGeometry.prototype = Object.assign( Object.create( InstancedBufferGeometry.prototype ), {\n\n\tconstructor: LineSegmentsGeometry,\n\n\tisLineSegmentsGeometry: true,\n\n\tapplyMatrix4: function ( matrix ) {\n\n\t\tvar start = this.attributes.instanceStart;\n\t\tvar end = this.attributes.instanceEnd;\n\n\t\tif ( start !== undefined ) {\n\n\t\t\tstart.applyMatrix4( matrix );\n\n\t\t\tend.applyMatrix4( matrix );\n\n\t\t\tstart.needsUpdate = true;\n\n\t\t}\n\n\t\tif ( this.boundingBox !== null ) {\n\n\t\t\tthis.computeBoundingBox();\n\n\t\t}\n\n\t\tif ( this.boundingSphere !== null ) {\n\n\t\t\tthis.computeBoundingSphere();\n\n\t\t}\n\n\t\treturn this;\n\n\t},\n\n\tsetPositions: function ( array ) {\n\n\t\tvar lineSegments;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\tlineSegments = array;\n\n\t\t} else if ( Array.isArray( array ) ) {\n\n\t\t\tlineSegments = new Float32Array( array );\n\n\t\t}\n\n\t\tvar instanceBuffer = new InstancedInterleavedBuffer( lineSegments, 6, 1 ); // xyz, xyz\n\n\t\tthis.setAttribute( 'instanceStart', new InterleavedBufferAttribute( instanceBuffer, 3, 0 ) ); // xyz\n\t\tthis.setAttribute( 'instanceEnd', new InterleavedBufferAttribute( instanceBuffer, 3, 3 ) ); // xyz\n\n\t\t//\n\n\t\tthis.computeBoundingBox();\n\t\tthis.computeBoundingSphere();\n\n\t\treturn this;\n\n\t},\n\n\tsetColors: function ( array ) {\n\n\t\tvar colors;\n\n\t\tif ( array instanceof Float32Array ) {\n\n\t\t\tcolors = array;\n\n\t\t} else if ( Array.isArray( array ) ) {\n\n\t\t\tcolors = new Float32Array( array );\n\n\t\t}\n\n\t\tvar instanceColorBuffer = new InstancedInterleavedBuffer( colors, 6, 1 ); // rgb, rgb\n\n\t\tthis.setAttribute( 'instanceColorStart', new InterleavedBufferAttribute( instanceColorBuffer, 3, 0 ) ); // rgb\n\t\tthis.setAttribute( 'instanceColorEnd', new InterleavedBufferAttribute( instanceColorBuffer, 3, 3 ) ); // rgb\n\n\t\treturn this;\n\n\t},\n\n\tfromWireframeGeometry: function ( geometry ) {\n\n\t\tthis.setPositions( geometry.attributes.position.array );\n\n\t\treturn this;\n\n\t},\n\n\tfromEdgesGeometry: function ( geometry ) {\n\n\t\tthis.setPositions( geometry.attributes.position.array );\n\n\t\treturn this;\n\n\t},\n\n\tfromMesh: function ( mesh ) {\n\n\t\tthis.fromWireframeGeometry( new WireframeGeometry( mesh.geometry ) );\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tfromLineSegments: function ( lineSegments ) {\n\n\t\tvar geometry = lineSegments.geometry;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tthis.setPositions( geometry.vertices );\n\n\t\t} else if ( geometry.isBufferGeometry ) {\n\n\t\t\tthis.setPositions( geometry.attributes.position.array ); // assumes non-indexed\n\n\t\t}\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tcomputeBoundingBox: function () {\n\n\t\tvar box = new Box3();\n\n\t\treturn function computeBoundingBox() {\n\n\t\t\tif ( this.boundingBox === null ) {\n\n\t\t\t\tthis.boundingBox = new Box3();\n\n\t\t\t}\n\n\t\t\tvar start = this.attributes.instanceStart;\n\t\t\tvar end = this.attributes.instanceEnd;\n\n\t\t\tif ( start !== undefined && end !== undefined ) {\n\n\t\t\t\tthis.boundingBox.setFromBufferAttribute( start );\n\n\t\t\t\tbox.setFromBufferAttribute( end );\n\n\t\t\t\tthis.boundingBox.union( box );\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\tcomputeBoundingSphere: function () {\n\n\t\tvar vector = new Vector3();\n\n\t\treturn function computeBoundingSphere() {\n\n\t\t\tif ( this.boundingSphere === null ) {\n\n\t\t\t\tthis.boundingSphere = new Sphere();\n\n\t\t\t}\n\n\t\t\tif ( this.boundingBox === null ) {\n\n\t\t\t\tthis.computeBoundingBox();\n\n\t\t\t}\n\n\t\t\tvar start = this.attributes.instanceStart;\n\t\t\tvar end = this.attributes.instanceEnd;\n\n\t\t\tif ( start !== undefined && end !== undefined ) {\n\n\t\t\t\tvar center = this.boundingSphere.center;\n\n\t\t\t\tthis.boundingBox.getCenter( center );\n\n\t\t\t\tvar maxRadiusSq = 0;\n\n\t\t\t\tfor ( var i = 0, il = start.count; i < il; i ++ ) {\n\n\t\t\t\t\tvector.fromBufferAttribute( start, i );\n\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );\n\n\t\t\t\t\tvector.fromBufferAttribute( end, i );\n\t\t\t\t\tmaxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );\n\n\t\t\t\t}\n\n\t\t\t\tthis.boundingSphere.radius = Math.sqrt( maxRadiusSq );\n\n\t\t\t\tif ( isNaN( this.boundingSphere.radius ) ) {\n\n\t\t\t\t\tconsole.error( 'THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}(),\n\n\ttoJSON: function () {\n\n\t\t// todo\n\n\t},\n\n\tapplyMatrix: function ( matrix ) {\n\n\t\tconsole.warn( 'THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().' );\n\n\t\treturn this.applyMatrix4( matrix );\n\n\t}\n\n} );\n\nexport { LineSegmentsGeometry };\n","import {\n\tShaderLib,\n\tShaderMaterial,\n\tUniformsLib,\n\tUniformsUtils,\n\tVector2\n} from '../build/three.module.js';\n\n/**\n * parameters = {\n * color: ,\n * linewidth: ,\n * dashed: ,\n * dashScale: ,\n * dashSize: ,\n * dashOffset: ,\n * gapSize: ,\n * resolution: , // to be set by renderer\n * }\n */\n\nUniformsLib.line = {\n\n\tlinewidth: { value: 1 },\n\tresolution: { value: new Vector2( 1, 1 ) },\n\tdashScale: { value: 1 },\n\tdashSize: { value: 1 },\n\tdashOffset: { value: 0 },\n\tgapSize: { value: 1 }, // todo FIX - maybe change to totalSize\n\topacity: { value: 1 }\n\n};\n\nShaderLib[ 'line' ] = {\n\n\tuniforms: UniformsUtils.merge( [\n\t\tUniformsLib.common,\n\t\tUniformsLib.fog,\n\t\tUniformsLib.line\n\t] ),\n\n\tvertexShader:\n\t\t`\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tuniform float linewidth;\n\t\tuniform vec2 resolution;\n\n\t\tattribute vec3 instanceStart;\n\t\tattribute vec3 instanceEnd;\n\n\t\tattribute vec3 instanceColorStart;\n\t\tattribute vec3 instanceColorEnd;\n\n\t\tvarying vec2 vUv;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashScale;\n\t\t\tattribute float instanceDistanceStart;\n\t\t\tattribute float instanceDistanceEnd;\n\t\t\tvarying float vLineDistance;\n\n\t\t#endif\n\n\t\tvoid trimSegment( const in vec4 start, inout vec4 end ) {\n\n\t\t\t// trim end segment so it terminates between the camera plane and the near plane\n\n\t\t\t// conservative estimate of the near plane\n\t\t\tfloat a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column\n\t\t\tfloat b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column\n\t\t\tfloat nearEstimate = - 0.5 * b / a;\n\n\t\t\tfloat alpha = ( nearEstimate - start.z ) / ( end.z - start.z );\n\n\t\t\tend.xyz = mix( start.xyz, end.xyz, alpha );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\t#ifdef USE_COLOR\n\n\t\t\t\tvColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;\n\n\t\t\t#endif\n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tvLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;\n\n\t\t\t#endif\n\n\t\t\tfloat aspect = resolution.x / resolution.y;\n\n\t\t\tvUv = uv;\n\n\t\t\t// camera space\n\t\t\tvec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );\n\t\t\tvec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );\n\n\t\t\t// special case for perspective projection, and segments that terminate either in, or behind, the camera plane\n\t\t\t// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space\n\t\t\t// but we need to perform ndc-space calculations in the shader, so we must address this issue directly\n\t\t\t// perhaps there is a more elegant solution -- WestLangley\n\n\t\t\tbool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column\n\n\t\t\tif ( perspective ) {\n\n\t\t\t\tif ( start.z < 0.0 && end.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( start, end );\n\n\t\t\t\t} else if ( end.z < 0.0 && start.z >= 0.0 ) {\n\n\t\t\t\t\ttrimSegment( end, start );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// clip space\n\t\t\tvec4 clipStart = projectionMatrix * start;\n\t\t\tvec4 clipEnd = projectionMatrix * end;\n\n\t\t\t// ndc space\n\t\t\tvec2 ndcStart = clipStart.xy / clipStart.w;\n\t\t\tvec2 ndcEnd = clipEnd.xy / clipEnd.w;\n\n\t\t\t// direction\n\t\t\tvec2 dir = ndcEnd - ndcStart;\n\n\t\t\t// account for clip-space aspect ratio\n\t\t\tdir.x *= aspect;\n\t\t\tdir = normalize( dir );\n\n\t\t\t// perpendicular to dir\n\t\t\tvec2 offset = vec2( dir.y, - dir.x );\n\n\t\t\t// undo aspect ratio adjustment\n\t\t\tdir.x /= aspect;\n\t\t\toffset.x /= aspect;\n\n\t\t\t// sign flip\n\t\t\tif ( position.x < 0.0 ) offset *= - 1.0;\n\n\t\t\t// endcaps\n\t\t\tif ( position.y < 0.0 ) {\n\n\t\t\t\toffset += - dir;\n\n\t\t\t} else if ( position.y > 1.0 ) {\n\n\t\t\t\toffset += dir;\n\n\t\t\t}\n\n\t\t\t// adjust for linewidth\n\t\t\toffset *= linewidth;\n\n\t\t\t// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...\n\t\t\toffset /= resolution.y;\n\n\t\t\t// select end\n\t\t\tvec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;\n\n\t\t\t// back to clip space\n\t\t\toffset *= clip.w;\n\n\t\t\tclip.xy += offset;\n\n\t\t\tgl_Position = clip;\n\n\t\t\tvec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`,\n\n\tfragmentShader:\n\t\t`\n\t\tuniform vec3 diffuse;\n\t\tuniform float opacity;\n\n\t\t#ifdef USE_DASH\n\n\t\t\tuniform float dashSize;\n\t\t\tuniform float dashOffset;\n\t\t\tuniform float gapSize;\n\n\t\t#endif\n\n\t\tvarying float vLineDistance;\n\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\t#include \n\n\t\t\t#ifdef USE_DASH\n\n\t\t\t\tif ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps\n\n\t\t\t\tif ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX\n\n\t\t\t#endif\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\tfloat a = vUv.x;\n\t\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\t\tfloat len2 = a * a + b * b;\n\n\t\t\t\tif ( len2 > 1.0 ) discard;\n\n\t\t\t}\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, opacity );\n\n\t\t\t#include \n\t\t\t#include \n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );\n\n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\t\t\t#include \n\n\t\t}\n\t\t`\n};\n\nvar LineMaterial = function ( parameters ) {\n\n\tShaderMaterial.call( this, {\n\n\t\ttype: 'LineMaterial',\n\n\t\tuniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),\n\n\t\tvertexShader: ShaderLib[ 'line' ].vertexShader,\n\t\tfragmentShader: ShaderLib[ 'line' ].fragmentShader,\n\n\t\tclipping: true // required for clipping support\n\n\t} );\n\n\tthis.dashed = false;\n\n\tObject.defineProperties( this, {\n\n\t\tcolor: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.diffuse.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.diffuse.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tlinewidth: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.linewidth.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.linewidth.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tdashScale: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.dashScale.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.dashScale.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tdashSize: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.dashSize.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.dashSize.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tdashOffset: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.dashOffset.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.dashOffset.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tgapSize: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.gapSize.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.gapSize.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\topacity: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.opacity.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.opacity.value = value;\n\n\t\t\t}\n\n\t\t},\n\n\t\tresolution: {\n\n\t\t\tenumerable: true,\n\n\t\t\tget: function () {\n\n\t\t\t\treturn this.uniforms.resolution.value;\n\n\t\t\t},\n\n\t\t\tset: function ( value ) {\n\n\t\t\t\tthis.uniforms.resolution.value.copy( value );\n\n\t\t\t}\n\n\t\t}\n\n\t} );\n\n\tthis.setValues( parameters );\n\n};\n\nLineMaterial.prototype = Object.create( ShaderMaterial.prototype );\nLineMaterial.prototype.constructor = LineMaterial;\n\nLineMaterial.prototype.isLineMaterial = true;\n\nexport { LineMaterial };\n","import {\n\tInstancedInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tLine3,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tVector3,\n\tVector4\n} from '../build/three.module.js';\nimport { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';\nimport { LineMaterial } from '../lines/LineMaterial.js';\n\nvar LineSegments2 = function ( geometry, material ) {\n\n\tif ( geometry === undefined ) geometry = new LineSegmentsGeometry();\n\tif ( material === undefined ) material = new LineMaterial( { color: Math.random() * 0xffffff } );\n\n\tMesh.call( this, geometry, material );\n\n\tthis.type = 'LineSegments2';\n\n};\n\nLineSegments2.prototype = Object.assign( Object.create( Mesh.prototype ), {\n\n\tconstructor: LineSegments2,\n\n\tisLineSegments2: true,\n\n\tcomputeLineDistances: ( function () { // for backwards-compatability, but could be a method of LineSegmentsGeometry...\n\n\t\tvar start = new Vector3();\n\t\tvar end = new Vector3();\n\n\t\treturn function computeLineDistances() {\n\n\t\t\tvar geometry = this.geometry;\n\n\t\t\tvar instanceStart = geometry.attributes.instanceStart;\n\t\t\tvar instanceEnd = geometry.attributes.instanceEnd;\n\t\t\tvar lineDistances = new Float32Array( 2 * instanceStart.data.count );\n\n\t\t\tfor ( var i = 0, j = 0, l = instanceStart.data.count; i < l; i ++, j += 2 ) {\n\n\t\t\t\tstart.fromBufferAttribute( instanceStart, i );\n\t\t\t\tend.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\tlineDistances[ j ] = ( j === 0 ) ? 0 : lineDistances[ j - 1 ];\n\t\t\t\tlineDistances[ j + 1 ] = lineDistances[ j ] + start.distanceTo( end );\n\n\t\t\t}\n\n\t\t\tvar instanceDistanceBuffer = new InstancedInterleavedBuffer( lineDistances, 2, 1 ); // d0, d1\n\n\t\t\tgeometry.setAttribute( 'instanceDistanceStart', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 0 ) ); // d0\n\t\t\tgeometry.setAttribute( 'instanceDistanceEnd', new InterleavedBufferAttribute( instanceDistanceBuffer, 1, 1 ) ); // d1\n\n\t\t\treturn this;\n\n\t\t};\n\n\t}() ),\n\n\traycast: ( function () {\n\n\t\tvar start = new Vector4();\n\t\tvar end = new Vector4();\n\n\t\tvar ssOrigin = new Vector4();\n\t\tvar ssOrigin3 = new Vector3();\n\t\tvar mvMatrix = new Matrix4();\n\t\tvar line = new Line3();\n\t\tvar closestPoint = new Vector3();\n\n\t\treturn function raycast( raycaster, intersects ) {\n\n\t\t\tif ( raycaster.camera === null ) {\n\n\t\t\t\tconsole.error( 'LineSegments2: \"Raycaster.camera\" needs to be set in order to raycast against LineSegments2.' );\n\n\t\t\t}\n\n\t\t\tvar threshold = ( raycaster.params.Line2 !== undefined ) ? raycaster.params.Line2.threshold || 0 : 0;\n\n\t\t\tvar ray = raycaster.ray;\n\t\t\tvar camera = raycaster.camera;\n\t\t\tvar projectionMatrix = camera.projectionMatrix;\n\n\t\t\tvar geometry = this.geometry;\n\t\t\tvar material = this.material;\n\t\t\tvar resolution = material.resolution;\n\t\t\tvar lineWidth = material.linewidth + threshold;\n\n\t\t\tvar instanceStart = geometry.attributes.instanceStart;\n\t\t\tvar instanceEnd = geometry.attributes.instanceEnd;\n\n\t\t\t// pick a point 1 unit out along the ray to avoid the ray origin\n\t\t\t// sitting at the camera origin which will cause \"w\" to be 0 when\n\t\t\t// applying the projection matrix.\n\t\t\tray.at( 1, ssOrigin );\n\n\t\t\t// ndc space [ - 1.0, 1.0 ]\n\t\t\tssOrigin.w = 1;\n\t\t\tssOrigin.applyMatrix4( camera.matrixWorldInverse );\n\t\t\tssOrigin.applyMatrix4( projectionMatrix );\n\t\t\tssOrigin.multiplyScalar( 1 / ssOrigin.w );\n\n\t\t\t// screen space\n\t\t\tssOrigin.x *= resolution.x / 2;\n\t\t\tssOrigin.y *= resolution.y / 2;\n\t\t\tssOrigin.z = 0;\n\n\t\t\tssOrigin3.copy( ssOrigin );\n\n\t\t\tvar matrixWorld = this.matrixWorld;\n\t\t\tmvMatrix.multiplyMatrices( camera.matrixWorldInverse, matrixWorld );\n\n\t\t\tfor ( var i = 0, l = instanceStart.count; i < l; i ++ ) {\n\n\t\t\t\tstart.fromBufferAttribute( instanceStart, i );\n\t\t\t\tend.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\tstart.w = 1;\n\t\t\t\tend.w = 1;\n\n\t\t\t\t// camera space\n\t\t\t\tstart.applyMatrix4( mvMatrix );\n\t\t\t\tend.applyMatrix4( mvMatrix );\n\n\t\t\t\t// clip space\n\t\t\t\tstart.applyMatrix4( projectionMatrix );\n\t\t\t\tend.applyMatrix4( projectionMatrix );\n\n\t\t\t\t// ndc space [ - 1.0, 1.0 ]\n\t\t\t\tstart.multiplyScalar( 1 / start.w );\n\t\t\t\tend.multiplyScalar( 1 / end.w );\n\n\t\t\t\t// skip the segment if it's outside the camera near and far planes\n\t\t\t\tvar isBehindCameraNear = start.z < - 1 && end.z < - 1;\n\t\t\t\tvar isPastCameraFar = start.z > 1 && end.z > 1;\n\t\t\t\tif ( isBehindCameraNear || isPastCameraFar ) {\n\n\t\t\t\t\tcontinue;\n\n\t\t\t\t}\n\n\t\t\t\t// screen space\n\t\t\t\tstart.x *= resolution.x / 2;\n\t\t\t\tstart.y *= resolution.y / 2;\n\n\t\t\t\tend.x *= resolution.x / 2;\n\t\t\t\tend.y *= resolution.y / 2;\n\n\t\t\t\t// create 2d segment\n\t\t\t\tline.start.copy( start );\n\t\t\t\tline.start.z = 0;\n\n\t\t\t\tline.end.copy( end );\n\t\t\t\tline.end.z = 0;\n\n\t\t\t\t// get closest point on ray to segment\n\t\t\t\tvar param = line.closestPointToPointParameter( ssOrigin3, true );\n\t\t\t\tline.at( param, closestPoint );\n\n\t\t\t\t// check if the intersection point is within clip space\n\t\t\t\tvar zPos = MathUtils.lerp( start.z, end.z, param );\n\t\t\t\tvar isInClipSpace = zPos >= - 1 && zPos <= 1;\n\n\t\t\t\tvar isInside = ssOrigin3.distanceTo( closestPoint ) < lineWidth * 0.5;\n\n\t\t\t\tif ( isInClipSpace && isInside ) {\n\n\t\t\t\t\tline.start.fromBufferAttribute( instanceStart, i );\n\t\t\t\t\tline.end.fromBufferAttribute( instanceEnd, i );\n\n\t\t\t\t\tline.start.applyMatrix4( matrixWorld );\n\t\t\t\t\tline.end.applyMatrix4( matrixWorld );\n\n\t\t\t\t\tvar pointOnLine = new Vector3();\n\t\t\t\t\tvar point = new Vector3();\n\n\t\t\t\t\tray.distanceSqToSegment( line.start, line.end, point, pointOnLine );\n\n\t\t\t\t\tintersects.push( {\n\n\t\t\t\t\t\tpoint: point,\n\t\t\t\t\t\tpointOnLine: pointOnLine,\n\t\t\t\t\t\tdistance: ray.origin.distanceTo( point ),\n\n\t\t\t\t\t\tobject: this,\n\t\t\t\t\t\tface: null,\n\t\t\t\t\t\tfaceIndex: i,\n\t\t\t\t\t\tuv: null,\n\t\t\t\t\t\tuv2: null,\n\n\t\t\t\t\t} );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t};\n\n\t}() )\n\n} );\n\nexport { LineSegments2 };\n","import { LineSegmentsGeometry } from '../lines/LineSegmentsGeometry.js';\n\nvar LineGeometry = function () {\n\n\tLineSegmentsGeometry.call( this );\n\n\tthis.type = 'LineGeometry';\n\n};\n\nLineGeometry.prototype = Object.assign( Object.create( LineSegmentsGeometry.prototype ), {\n\n\tconstructor: LineGeometry,\n\n\tisLineGeometry: true,\n\n\tsetPositions: function ( array ) {\n\n\t\t// converts [ x1, y1, z1, x2, y2, z2, ... ] to pairs format\n\n\t\tvar length = array.length - 3;\n\t\tvar points = new Float32Array( 2 * length );\n\n\t\tfor ( var i = 0; i < length; i += 3 ) {\n\n\t\t\tpoints[ 2 * i ] = array[ i ];\n\t\t\tpoints[ 2 * i + 1 ] = array[ i + 1 ];\n\t\t\tpoints[ 2 * i + 2 ] = array[ i + 2 ];\n\n\t\t\tpoints[ 2 * i + 3 ] = array[ i + 3 ];\n\t\t\tpoints[ 2 * i + 4 ] = array[ i + 4 ];\n\t\t\tpoints[ 2 * i + 5 ] = array[ i + 5 ];\n\n\t\t}\n\n\t\tLineSegmentsGeometry.prototype.setPositions.call( this, points );\n\n\t\treturn this;\n\n\t},\n\n\tsetColors: function ( array ) {\n\n\t\t// converts [ r1, g1, b1, r2, g2, b2, ... ] to pairs format\n\n\t\tvar length = array.length - 3;\n\t\tvar colors = new Float32Array( 2 * length );\n\n\t\tfor ( var i = 0; i < length; i += 3 ) {\n\n\t\t\tcolors[ 2 * i ] = array[ i ];\n\t\t\tcolors[ 2 * i + 1 ] = array[ i + 1 ];\n\t\t\tcolors[ 2 * i + 2 ] = array[ i + 2 ];\n\n\t\t\tcolors[ 2 * i + 3 ] = array[ i + 3 ];\n\t\t\tcolors[ 2 * i + 4 ] = array[ i + 4 ];\n\t\t\tcolors[ 2 * i + 5 ] = array[ i + 5 ];\n\n\t\t}\n\n\t\tLineSegmentsGeometry.prototype.setColors.call( this, colors );\n\n\t\treturn this;\n\n\t},\n\n\tfromLine: function ( line ) {\n\n\t\tvar geometry = line.geometry;\n\n\t\tif ( geometry.isGeometry ) {\n\n\t\t\tthis.setPositions( geometry.vertices );\n\n\t\t} else if ( geometry.isBufferGeometry ) {\n\n\t\t\tthis.setPositions( geometry.attributes.position.array ); // assumes non-indexed\n\n\t\t}\n\n\t\t// set colors, maybe\n\n\t\treturn this;\n\n\t},\n\n\tcopy: function ( /* source */ ) {\n\n\t\t// todo\n\n\t\treturn this;\n\n\t}\n\n} );\n\nexport { LineGeometry };\n","import { LineSegments2 } from '../lines/LineSegments2.js';\nimport { LineGeometry } from '../lines/LineGeometry.js';\nimport { LineMaterial } from '../lines/LineMaterial.js';\n\nvar Line2 = function ( geometry, material ) {\n\n\tif ( geometry === undefined ) geometry = new LineGeometry();\n\tif ( material === undefined ) material = new LineMaterial( { color: Math.random() * 0xffffff } );\n\n\tLineSegments2.call( this, geometry, material );\n\n\tthis.type = 'Line2';\n\n};\n\nLine2.prototype = Object.assign( Object.create( LineSegments2.prototype ), {\n\n\tconstructor: Line2,\n\n\tisLine2: true\n\n} );\n\nexport { Line2 };\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {TextSprite} from \"../TextSprite.js\";\nimport {Utils} from \"../utils.js\";\nimport {Line2} from \"../../libs/three.js/lines/Line2.js\";\nimport {LineGeometry} from \"../../libs/three.js/lines/LineGeometry.js\";\nimport {LineMaterial} from \"../../libs/three.js/lines/LineMaterial.js\";\n\nfunction createHeightLine(){\n\tlet lineGeometry = new LineGeometry();\n\n\tlineGeometry.setPositions([\n\t\t0, 0, 0,\n\t\t0, 0, 0,\n\t]);\n\n\tlet lineMaterial = new LineMaterial({ \n\t\tcolor: 0x00ff00, \n\t\tdashSize: 5, \n\t\tgapSize: 2,\n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t});\n\n\tlineMaterial.depthTest = false;\n\tconst heightEdge = new Line2(lineGeometry, lineMaterial);\n\theightEdge.visible = false;\n\n\t//this.add(this.heightEdge);\n\t\n\treturn heightEdge;\n}\n\nfunction createHeightLabel(){\n\tconst heightLabel = new TextSprite('');\n\n\theightLabel.setTextColor({r: 140, g: 250, b: 140, a: 1.0});\n\theightLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\theightLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\theightLabel.fontsize = 16;\n\theightLabel.material.depthTest = false;\n\theightLabel.material.opacity = 1;\n\theightLabel.visible = false;\n\n\treturn heightLabel;\n}\n\nfunction createAreaLabel(){\n\tconst areaLabel = new TextSprite('');\n\n\tareaLabel.setTextColor({r: 140, g: 250, b: 140, a: 1.0});\n\tareaLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\tareaLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\tareaLabel.fontsize = 16;\n\tareaLabel.material.depthTest = false;\n\tareaLabel.material.opacity = 1;\n\tareaLabel.visible = false;\n\t\n\treturn areaLabel;\n}\n\nfunction createCircleRadiusLabel(){\n\tconst circleRadiusLabel = new TextSprite(\"\");\n\n\tcircleRadiusLabel.setTextColor({r: 140, g: 250, b: 140, a: 1.0});\n\tcircleRadiusLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\tcircleRadiusLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\tcircleRadiusLabel.fontsize = 16;\n\tcircleRadiusLabel.material.depthTest = false;\n\tcircleRadiusLabel.material.opacity = 1;\n\tcircleRadiusLabel.visible = false;\n\t\n\treturn circleRadiusLabel;\n}\n\nfunction createCircleRadiusLine(){\n\tconst lineGeometry = new LineGeometry();\n\n\tlineGeometry.setPositions([\n\t\t0, 0, 0,\n\t\t0, 0, 0,\n\t]);\n\n\tconst lineMaterial = new LineMaterial({ \n\t\tcolor: 0xff0000, \n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\tgapSize: 1,\n\t\tdashed: true,\n\t});\n\n\tlineMaterial.depthTest = false;\n\n\tconst circleRadiusLine = new Line2(lineGeometry, lineMaterial);\n\tcircleRadiusLine.visible = false;\n\n\treturn circleRadiusLine;\n}\n\nfunction createCircleLine(){\n\tconst coordinates = [];\n\n\tlet n = 128;\n\tfor(let i = 0; i <= n; i++){\n\t\tlet u0 = 2 * Math.PI * (i / n);\n\t\tlet u1 = 2 * Math.PI * (i + 1) / n;\n\n\t\tlet p0 = new THREE.Vector3(\n\t\t\tMath.cos(u0), \n\t\t\tMath.sin(u0), \n\t\t\t0\n\t\t);\n\n\t\tlet p1 = new THREE.Vector3(\n\t\t\tMath.cos(u1), \n\t\t\tMath.sin(u1), \n\t\t\t0\n\t\t);\n\n\t\tcoordinates.push(\n\t\t\t...p0.toArray(),\n\t\t\t...p1.toArray(),\n\t\t);\n\t}\n\n\tconst geometry = new LineGeometry();\n\tgeometry.setPositions(coordinates);\n\n\tconst material = new LineMaterial({ \n\t\tcolor: 0xff0000, \n\t\tdashSize: 5, \n\t\tgapSize: 2,\n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t});\n\n\tmaterial.depthTest = false;\n\n\tconst circleLine = new Line2(geometry, material);\n\tcircleLine.visible = false;\n\tcircleLine.computeLineDistances();\n\n\treturn circleLine;\n}\n\nfunction createCircleCenter(){\n\tconst sg = new THREE.SphereGeometry(1, 32, 32);\n\tconst sm = new THREE.MeshNormalMaterial();\n\t\n\tconst circleCenter = new THREE.Mesh(sg, sm);\n\tcircleCenter.visible = false;\n\n\treturn circleCenter;\n}\n\nfunction createLine(){\n\tconst geometry = new LineGeometry();\n\n\tgeometry.setPositions([\n\t\t0, 0, 0,\n\t\t0, 0, 0,\n\t]);\n\n\tconst material = new LineMaterial({ \n\t\tcolor: 0xff0000, \n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\tgapSize: 1,\n\t\tdashed: true,\n\t});\n\n\tmaterial.depthTest = false;\n\n\tconst line = new Line2(geometry, material);\n\n\treturn line;\n}\n\nfunction createCircle(){\n\n\tconst coordinates = [];\n\n\tlet n = 128;\n\tfor(let i = 0; i <= n; i++){\n\t\tlet u0 = 2 * Math.PI * (i / n);\n\t\tlet u1 = 2 * Math.PI * (i + 1) / n;\n\n\t\tlet p0 = new THREE.Vector3(\n\t\t\tMath.cos(u0), \n\t\t\tMath.sin(u0), \n\t\t\t0\n\t\t);\n\n\t\tlet p1 = new THREE.Vector3(\n\t\t\tMath.cos(u1), \n\t\t\tMath.sin(u1), \n\t\t\t0\n\t\t);\n\n\t\tcoordinates.push(\n\t\t\t...p0.toArray(),\n\t\t\t...p1.toArray(),\n\t\t);\n\t}\n\n\tconst geometry = new LineGeometry();\n\tgeometry.setPositions(coordinates);\n\n\tconst material = new LineMaterial({ \n\t\tcolor: 0xff0000, \n\t\tdashSize: 5, \n\t\tgapSize: 2,\n\t\tlinewidth: 2, \n\t\tresolution: new THREE.Vector2(1000, 1000),\n\t});\n\n\tmaterial.depthTest = false;\n\n\tconst line = new Line2(geometry, material);\n\tline.computeLineDistances();\n\n\treturn line;\n\n}\n\nfunction createAzimuth(){\n\n\tconst azimuth = {\n\t\tlabel: null,\n\t\tcenter: null,\n\t\ttarget: null,\n\t\tnorth: null,\n\t\tcenterToNorth: null,\n\t\tcenterToTarget: null,\n\t\tcenterToTargetground: null,\n\t\ttargetgroundToTarget: null,\n\t\tcircle: null,\n\n\t\tnode: null,\n\t};\n\n\tconst sg = new THREE.SphereGeometry(1, 32, 32);\n\tconst sm = new THREE.MeshNormalMaterial();\n\n\t{\n\t\tconst label = new TextSprite(\"\");\n\n\t\tlabel.setTextColor({r: 140, g: 250, b: 140, a: 1.0});\n\t\tlabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\tlabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\tlabel.fontsize = 16;\n\t\tlabel.material.depthTest = false;\n\t\tlabel.material.opacity = 1;\n\n\t\tazimuth.label = label;\n\t}\n\n\tazimuth.center = new THREE.Mesh(sg, sm);\n\tazimuth.target = new THREE.Mesh(sg, sm);\n\tazimuth.north = new THREE.Mesh(sg, sm);\n\tazimuth.centerToNorth = createLine();\n\tazimuth.centerToTarget = createLine();\n\tazimuth.centerToTargetground = createLine();\n\tazimuth.targetgroundToTarget = createLine();\n\tazimuth.circle = createCircle();\n\n\tazimuth.node = new THREE.Object3D();\n\tazimuth.node.add(\n\t\tazimuth.centerToNorth,\n\t\tazimuth.centerToTarget,\n\t\tazimuth.centerToTargetground,\n\t\tazimuth.targetgroundToTarget,\n\t\tazimuth.circle,\n\t\tazimuth.label,\n\t\tazimuth.center,\n\t\tazimuth.target,\n\t\tazimuth.north,\n\t);\n\n\treturn azimuth;\n}\n\nexport class Measure extends THREE.Object3D {\n\tconstructor () {\n\t\tsuper();\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\n\t\tthis.name = 'Measure_' + this.constructor.counter;\n\t\tthis.points = [];\n\t\tthis._showDistances = true;\n\t\tthis._showCoordinates = false;\n\t\tthis._showArea = false;\n\t\tthis._closed = true;\n\t\tthis._showAngles = false;\n\t\tthis._showCircle = false;\n\t\tthis._showHeight = false;\n\t\tthis._showEdges = true;\n\t\tthis._showAzimuth = false;\n\t\tthis.maxMarkers = Number.MAX_SAFE_INTEGER;\n\n\t\tthis.sphereGeometry = new THREE.SphereGeometry(0.4, 10, 10);\n\t\tthis.color = new THREE.Color(0xff0000);\n\n\t\tthis.spheres = [];\n\t\tthis.edges = [];\n\t\tthis.sphereLabels = [];\n\t\tthis.edgeLabels = [];\n\t\tthis.angleLabels = [];\n\t\tthis.coordinateLabels = [];\n\n\t\tthis.heightEdge = createHeightLine();\n\t\tthis.heightLabel = createHeightLabel();\n\t\tthis.areaLabel = createAreaLabel();\n\t\tthis.circleRadiusLabel = createCircleRadiusLabel();\n\t\tthis.circleRadiusLine = createCircleRadiusLine();\n\t\tthis.circleLine = createCircleLine();\n\t\tthis.circleCenter = createCircleCenter();\n\n\t\tthis.azimuth = createAzimuth();\n\n\t\tthis.add(this.heightEdge);\n\t\tthis.add(this.heightLabel);\n\t\tthis.add(this.areaLabel);\n\t\tthis.add(this.circleRadiusLabel);\n\t\tthis.add(this.circleRadiusLine);\n\t\tthis.add(this.circleLine);\n\t\tthis.add(this.circleCenter);\n\n\t\tthis.add(this.azimuth.node);\n\n\t}\n\n\tcreateSphereMaterial () {\n\t\tlet sphereMaterial = new THREE.MeshLambertMaterial({\n\t\t\t//shading: THREE.SmoothShading,\n\t\t\tcolor: this.color,\n\t\t\tdepthTest: false,\n\t\t\tdepthWrite: false}\n\t\t);\n\n\t\treturn sphereMaterial;\n\t};\n\n\taddMarker (point) {\n\t\tif (point.x != null) {\n\t\t\tpoint = {position: point};\n\t\t}else if(point instanceof Array){\n\t\t\tpoint = {position: new THREE.Vector3(...point)};\n\t\t}\n\t\tthis.points.push(point);\n\n\t\t// sphere\n\t\tlet sphere = new THREE.Mesh(this.sphereGeometry, this.createSphereMaterial());\n\n\t\tthis.add(sphere);\n\t\tthis.spheres.push(sphere);\n\n\t\t{ // edges\n\t\t\tlet lineGeometry = new LineGeometry();\n\t\t\tlineGeometry.setPositions( [\n\t\t\t\t\t0, 0, 0,\n\t\t\t\t\t0, 0, 0,\n\t\t\t]);\n\n\t\t\tlet lineMaterial = new LineMaterial({\n\t\t\t\tcolor: 0xff0000, \n\t\t\t\tlinewidth: 2, \n\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\t\t});\n\n\t\t\tlineMaterial.depthTest = false;\n\n\t\t\tlet edge = new Line2(lineGeometry, lineMaterial);\n\t\t\tedge.visible = true;\n\n\t\t\tthis.add(edge);\n\t\t\tthis.edges.push(edge);\n\t\t}\n\n\t\t{ // edge labels\n\t\t\tlet edgeLabel = new TextSprite();\n\t\t\tedgeLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tedgeLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tedgeLabel.material.depthTest = false;\n\t\t\tedgeLabel.visible = false;\n\t\t\tedgeLabel.fontsize = 16;\n\t\t\tthis.edgeLabels.push(edgeLabel);\n\t\t\tthis.add(edgeLabel);\n\t\t}\n\n\t\t{ // angle labels\n\t\t\tlet angleLabel = new TextSprite();\n\t\t\tangleLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tangleLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tangleLabel.fontsize = 16;\n\t\t\tangleLabel.material.depthTest = false;\n\t\t\tangleLabel.material.opacity = 1;\n\t\t\tangleLabel.visible = false;\n\t\t\tthis.angleLabels.push(angleLabel);\n\t\t\tthis.add(angleLabel);\n\t\t}\n\n\t\t{ // coordinate labels\n\t\t\tlet coordinateLabel = new TextSprite();\n\t\t\tcoordinateLabel.setBorderColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tcoordinateLabel.setBackgroundColor({r: 0, g: 0, b: 0, a: 1.0});\n\t\t\tcoordinateLabel.fontsize = 16;\n\t\t\tcoordinateLabel.material.depthTest = false;\n\t\t\tcoordinateLabel.material.opacity = 1;\n\t\t\tcoordinateLabel.visible = false;\n\t\t\tthis.coordinateLabels.push(coordinateLabel);\n\t\t\tthis.add(coordinateLabel);\n\t\t}\n\n\t\t{ // Event Listeners\n\t\t\tlet drag = (e) => {\n\t\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\t\te.drag.end, \n\t\t\t\t\te.viewer.scene.getActiveCamera(), \n\t\t\t\t\te.viewer, \n\t\t\t\t\te.viewer.scene.pointclouds,\n\t\t\t\t\t{pickClipped: true});\n\n\t\t\t\tif (I) {\n\t\t\t\t\tlet i = this.spheres.indexOf(e.drag.object);\n\t\t\t\t\tif (i !== -1) {\n\t\t\t\t\t\tlet point = this.points[i];\n\t\t\t\t\t\t\n\t\t\t\t\t\t// loop through current keys and cleanup ones that will be orphaned\n\t\t\t\t\t\tfor (let key of Object.keys(point)) {\n\t\t\t\t\t\t\tif (!I.point[key]) {\n\t\t\t\t\t\t\t\tdelete point[key];\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tfor (let key of Object.keys(I.point).filter(e => e !== 'position')) {\n\t\t\t\t\t\t\tpoint[key] = I.point[key];\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tthis.setPosition(i, I.location);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet drop = e => {\n\t\t\t\tlet i = this.spheres.indexOf(e.drag.object);\n\t\t\t\tif (i !== -1) {\n\t\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\t\t'type': 'marker_dropped',\n\t\t\t\t\t\t'measurement': this,\n\t\t\t\t\t\t'index': i\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet mouseover = (e) => e.object.material.emissive.setHex(0x888888);\n\t\t\tlet mouseleave = (e) => e.object.material.emissive.setHex(0x000000);\n\n\t\t\tsphere.addEventListener('drag', drag);\n\t\t\tsphere.addEventListener('drop', drop);\n\t\t\tsphere.addEventListener('mouseover', mouseover);\n\t\t\tsphere.addEventListener('mouseleave', mouseleave);\n\t\t}\n\n\t\tlet event = {\n\t\t\ttype: 'marker_added',\n\t\t\tmeasurement: this,\n\t\t\tsphere: sphere\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.setMarker(this.points.length - 1, point);\n\t};\n\n\tremoveMarker (index) {\n\t\tthis.points.splice(index, 1);\n\n\t\tthis.remove(this.spheres[index]);\n\n\t\tlet edgeIndex = (index === 0) ? 0 : (index - 1);\n\t\tthis.remove(this.edges[edgeIndex]);\n\t\tthis.edges.splice(edgeIndex, 1);\n\n\t\tthis.remove(this.edgeLabels[edgeIndex]);\n\t\tthis.edgeLabels.splice(edgeIndex, 1);\n\t\tthis.coordinateLabels.splice(index, 1);\n\n\t\tthis.remove(this.angleLabels[index]);\n\t\tthis.angleLabels.splice(index, 1);\n\n\t\tthis.spheres.splice(index, 1);\n\n\t\tthis.update();\n\n\t\tthis.dispatchEvent({type: 'marker_removed', measurement: this});\n\t};\n\n\tsetMarker (index, point) {\n\t\tthis.points[index] = point;\n\n\t\tlet event = {\n\t\t\ttype: 'marker_moved',\n\t\t\tmeasure:\tthis,\n\t\t\tindex:\tindex,\n\t\t\tposition: point.position.clone()\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.update();\n\t}\n\n\tsetPosition (index, position) {\n\t\tlet point = this.points[index];\n\t\tpoint.position.copy(position);\n\n\t\tlet event = {\n\t\t\ttype: 'marker_moved',\n\t\t\tmeasure:\tthis,\n\t\t\tindex:\tindex,\n\t\t\tposition: position.clone()\n\t\t};\n\t\tthis.dispatchEvent(event);\n\n\t\tthis.update();\n\t};\n\n\tgetArea () {\n\t\tlet area = 0;\n\t\tlet j = this.points.length - 1;\n\n\t\tfor (let i = 0; i < this.points.length; i++) {\n\t\t\tlet p1 = this.points[i].position;\n\t\t\tlet p2 = this.points[j].position;\n\t\t\tarea += (p2.x + p1.x) * (p1.y - p2.y);\n\t\t\tj = i;\n\t\t}\n\n\t\treturn Math.abs(area / 2);\n\t};\n\n\tgetTotalDistance () {\n\t\tif (this.points.length === 0) {\n\t\t\treturn 0;\n\t\t}\n\n\t\tlet distance = 0;\n\n\t\tfor (let i = 1; i < this.points.length; i++) {\n\t\t\tlet prev = this.points[i - 1].position;\n\t\t\tlet curr = this.points[i].position;\n\t\t\tlet d = prev.distanceTo(curr);\n\n\t\t\tdistance += d;\n\t\t}\n\n\t\tif (this.closed && this.points.length > 1) {\n\t\t\tlet first = this.points[0].position;\n\t\t\tlet last = this.points[this.points.length - 1].position;\n\t\t\tlet d = last.distanceTo(first);\n\n\t\t\tdistance += d;\n\t\t}\n\n\t\treturn distance;\n\t}\n\n\tgetAngleBetweenLines (cornerPoint, point1, point2) {\n\t\tlet v1 = new THREE.Vector3().subVectors(point1.position, cornerPoint.position);\n\t\tlet v2 = new THREE.Vector3().subVectors(point2.position, cornerPoint.position);\n\n\t\t// avoid the error printed by threejs if denominator is 0\n\t\tconst denominator = Math.sqrt( v1.lengthSq() * v2.lengthSq() );\n\t\tif(denominator === 0){\n\t\t\treturn 0;\n\t\t}else{\n\t\t\treturn v1.angleTo(v2);\n\t\t}\n\t};\n\n\tgetAngle (index) {\n\t\tif (this.points.length < 3 || index >= this.points.length) {\n\t\t\treturn 0;\n\t\t}\n\n\t\tlet previous = (index === 0) ? this.points[this.points.length - 1] : this.points[index - 1];\n\t\tlet point = this.points[index];\n\t\tlet next = this.points[(index + 1) % (this.points.length)];\n\n\t\treturn this.getAngleBetweenLines(point, previous, next);\n\t}\n\n\t// updateAzimuth(){\n\t// \t// if(this.points.length !== 2){\n\t// \t// \treturn;\n\t// \t// }\n\n\t// \t// const azimuth = this.azimuth;\n\n\t// \t// const [p0, p1] = this.points;\n\n\t// \t// const r = p0.position.distanceTo(p1.position);\n\t\t\n\t// }\n\n\tupdate () {\n\t\tif (this.points.length === 0) {\n\t\t\treturn;\n\t\t} else if (this.points.length === 1) {\n\t\t\tlet point = this.points[0];\n\t\t\tlet position = point.position;\n\t\t\tthis.spheres[0].position.copy(position);\n\n\t\t\t{ // coordinate labels\n\t\t\t\tlet coordinateLabel = this.coordinateLabels[0];\n\t\t\t\t\n\t\t\t\tlet msg = position.toArray().map(p => Utils.addCommas(p.toFixed(2))).join(\" / \");\n\t\t\t\tcoordinateLabel.setText(msg);\n\n\t\t\t\tcoordinateLabel.visible = this.showCoordinates;\n\t\t\t}\n\n\t\t\treturn;\n\t\t}\n\n\t\tlet lastIndex = this.points.length - 1;\n\n\t\tlet centroid = new THREE.Vector3();\n\t\tfor (let i = 0; i <= lastIndex; i++) {\n\t\t\tlet point = this.points[i];\n\t\t\tcentroid.add(point.position);\n\t\t}\n\t\tcentroid.divideScalar(this.points.length);\n\n\t\tfor (let i = 0; i <= lastIndex; i++) {\n\t\t\tlet index = i;\n\t\t\tlet nextIndex = (i + 1 > lastIndex) ? 0 : i + 1;\n\t\t\tlet previousIndex = (i === 0) ? lastIndex : i - 1;\n\n\t\t\tlet point = this.points[index];\n\t\t\tlet nextPoint = this.points[nextIndex];\n\t\t\tlet previousPoint = this.points[previousIndex];\n\n\t\t\tlet sphere = this.spheres[index];\n\n\t\t\t// spheres\n\t\t\tsphere.position.copy(point.position);\n\t\t\tsphere.material.color = this.color;\n\n\t\t\t{ // edges\n\t\t\t\tlet edge = this.edges[index];\n\n\t\t\t\tedge.material.color = this.color;\n\n\t\t\t\tedge.position.copy(point.position);\n\n\t\t\t\tedge.geometry.setPositions([\n\t\t\t\t\t0, 0, 0,\n\t\t\t\t\t...nextPoint.position.clone().sub(point.position).toArray(),\n\t\t\t\t]);\n\n\t\t\t\tedge.geometry.verticesNeedUpdate = true;\n\t\t\t\tedge.geometry.computeBoundingSphere();\n\t\t\t\tedge.computeLineDistances();\n\t\t\t\tedge.visible = index < lastIndex || this.closed;\n\t\t\t\t\n\t\t\t\tif(!this.showEdges){\n\t\t\t\t\tedge.visible = false;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{ // edge labels\n\t\t\t\tlet edgeLabel = this.edgeLabels[i];\n\n\t\t\t\tlet center = new THREE.Vector3().add(point.position);\n\t\t\t\tcenter.add(nextPoint.position);\n\t\t\t\tcenter = center.multiplyScalar(0.5);\n\t\t\t\tlet distance = point.position.distanceTo(nextPoint.position);\n\n\t\t\t\tedgeLabel.position.copy(center);\n\n\t\t\t\tlet suffix = \"\";\n\t\t\t\tif(this.lengthUnit != null && this.lengthUnitDisplay != null){\n\t\t\t\t\tdistance = distance / this.lengthUnit.unitspermeter * this.lengthUnitDisplay.unitspermeter; //convert to meters then to the display unit\n\t\t\t\t\tsuffix = this.lengthUnitDisplay.code;\n\t\t\t\t}\n\n\t\t\t\tlet txtLength = Utils.addCommas(distance.toFixed(2));\n\t\t\t\tedgeLabel.setText(`${txtLength} ${suffix}`);\n\t\t\t\tedgeLabel.visible = this.showDistances && (index < lastIndex || this.closed) && this.points.length >= 2 && distance > 0;\n\t\t\t}\n\n\t\t\t{ // angle labels\n\t\t\t\tlet angleLabel = this.angleLabels[i];\n\t\t\t\tlet angle = this.getAngleBetweenLines(point, previousPoint, nextPoint);\n\n\t\t\t\tlet dir = nextPoint.position.clone().sub(previousPoint.position);\n\t\t\t\tdir.multiplyScalar(0.5);\n\t\t\t\tdir = previousPoint.position.clone().add(dir).sub(point.position).normalize();\n\n\t\t\t\tlet dist = Math.min(point.position.distanceTo(previousPoint.position), point.position.distanceTo(nextPoint.position));\n\t\t\t\tdist = dist / 9;\n\n\t\t\t\tlet labelPos = point.position.clone().add(dir.multiplyScalar(dist));\n\t\t\t\tangleLabel.position.copy(labelPos);\n\n\t\t\t\tlet msg = Utils.addCommas((angle * (180.0 / Math.PI)).toFixed(1)) + '\\u00B0';\n\t\t\t\tangleLabel.setText(msg);\n\n\t\t\t\tangleLabel.visible = this.showAngles && (index < lastIndex || this.closed) && this.points.length >= 3 && angle > 0;\n\t\t\t}\n\t\t}\n\n\t\t{ // update height stuff\n\t\t\tlet heightEdge = this.heightEdge;\n\t\t\theightEdge.visible = this.showHeight;\n\t\t\tthis.heightLabel.visible = this.showHeight;\n\n\t\t\tif (this.showHeight) {\n\t\t\t\tlet sorted = this.points.slice().sort((a, b) => a.position.z - b.position.z);\n\t\t\t\tlet lowPoint = sorted[0].position.clone();\n\t\t\t\tlet highPoint = sorted[sorted.length - 1].position.clone();\n\t\t\t\tlet min = lowPoint.z;\n\t\t\t\tlet max = highPoint.z;\n\t\t\t\tlet height = max - min;\n\n\t\t\t\tlet start = new THREE.Vector3(highPoint.x, highPoint.y, min);\n\t\t\t\tlet end = new THREE.Vector3(highPoint.x, highPoint.y, max);\n\n\t\t\t\theightEdge.position.copy(lowPoint);\n\n\t\t\t\theightEdge.geometry.setPositions([\n\t\t\t\t\t0, 0, 0,\n\t\t\t\t\t...start.clone().sub(lowPoint).toArray(),\n\t\t\t\t\t...start.clone().sub(lowPoint).toArray(),\n\t\t\t\t\t...end.clone().sub(lowPoint).toArray(),\n\t\t\t\t]);\n\n\t\t\t\theightEdge.geometry.verticesNeedUpdate = true;\n\t\t\t\t// heightEdge.geometry.computeLineDistances();\n\t\t\t\t// heightEdge.geometry.lineDistancesNeedUpdate = true;\n\t\t\t\theightEdge.geometry.computeBoundingSphere();\n\t\t\t\theightEdge.computeLineDistances();\n\n\t\t\t\t// heightEdge.material.dashSize = height / 40;\n\t\t\t\t// heightEdge.material.gapSize = height / 40;\n\n\t\t\t\tlet heightLabelPosition = start.clone().add(end).multiplyScalar(0.5);\n\t\t\t\tthis.heightLabel.position.copy(heightLabelPosition);\n\n\t\t\t\tlet suffix = \"\";\n\t\t\t\tif(this.lengthUnit != null && this.lengthUnitDisplay != null){\n\t\t\t\t\theight = height / this.lengthUnit.unitspermeter * this.lengthUnitDisplay.unitspermeter; //convert to meters then to the display unit\n\t\t\t\t\tsuffix = this.lengthUnitDisplay.code;\n\t\t\t\t}\n\n\t\t\t\tlet txtHeight = Utils.addCommas(height.toFixed(2));\n\t\t\t\tlet msg = `${txtHeight} ${suffix}`;\n\t\t\t\tthis.heightLabel.setText(msg);\n\t\t\t}\n\t\t}\n\n\t\t{ // update circle stuff\n\t\t\tconst circleRadiusLabel = this.circleRadiusLabel;\n\t\t\tconst circleRadiusLine = this.circleRadiusLine;\n\t\t\tconst circleLine = this.circleLine;\n\t\t\tconst circleCenter = this.circleCenter;\n\n\t\t\tconst circleOkay = this.points.length === 3;\n\n\t\t\tcircleRadiusLabel.visible = this.showCircle && circleOkay;\n\t\t\tcircleRadiusLine.visible = this.showCircle && circleOkay;\n\t\t\tcircleLine.visible = this.showCircle && circleOkay;\n\t\t\tcircleCenter.visible = this.showCircle && circleOkay;\n\n\t\t\tif(this.showCircle && circleOkay){\n\n\t\t\t\tconst A = this.points[0].position;\n\t\t\t\tconst B = this.points[1].position;\n\t\t\t\tconst C = this.points[2].position;\n\t\t\t\tconst AB = B.clone().sub(A);\n\t\t\t\tconst AC = C.clone().sub(A);\n\t\t\t\tconst N = AC.clone().cross(AB).normalize();\n\n\t\t\t\tconst center = Potree.Utils.computeCircleCenter(A, B, C);\n\t\t\t\tconst radius = center.distanceTo(A);\n\n\n\t\t\t\tconst scale = radius / 20;\n\t\t\t\tcircleCenter.position.copy(center);\n\t\t\t\tcircleCenter.scale.set(scale, scale, scale);\n\n\t\t\t\t//circleRadiusLine.geometry.vertices[0].set(0, 0, 0);\n\t\t\t\t//circleRadiusLine.geometry.vertices[1].copy(B.clone().sub(center));\n\n\t\t\t\tcircleRadiusLine.geometry.setPositions( [\n\t\t\t\t\t0, 0, 0,\n\t\t\t\t\t...B.clone().sub(center).toArray()\n\t\t\t\t] );\n\n\t\t\t\tcircleRadiusLine.geometry.verticesNeedUpdate = true;\n\t\t\t\tcircleRadiusLine.geometry.computeBoundingSphere();\n\t\t\t\tcircleRadiusLine.position.copy(center);\n\t\t\t\tcircleRadiusLine.computeLineDistances();\n\n\t\t\t\tconst target = center.clone().add(N);\n\t\t\t\tcircleLine.position.copy(center);\n\t\t\t\tcircleLine.scale.set(radius, radius, radius);\n\t\t\t\tcircleLine.lookAt(target);\n\t\t\t\t\n\t\t\t\tcircleRadiusLabel.visible = true;\n\t\t\t\tcircleRadiusLabel.position.copy(center.clone().add(B).multiplyScalar(0.5));\n\t\t\t\tcircleRadiusLabel.setText(`${radius.toFixed(3)}`);\n\n\t\t\t}\n\t\t}\n\n\t\t{ // update area label\n\t\t\tthis.areaLabel.position.copy(centroid);\n\t\t\tthis.areaLabel.visible = this.showArea && this.points.length >= 3;\n\t\t\tlet area = this.getArea();\n\n\t\t\tlet suffix = \"\";\n\t\t\tif(this.lengthUnit != null && this.lengthUnitDisplay != null){\n\t\t\t\tarea = area / Math.pow(this.lengthUnit.unitspermeter, 2) * Math.pow(this.lengthUnitDisplay.unitspermeter, 2); //convert to square meters then to the square display unit\n\t\t\t\tsuffix = this.lengthUnitDisplay.code;\n\t\t\t}\n\n\t\t\tlet txtArea = Utils.addCommas(area.toFixed(1));\n\t\t\tlet msg = `${txtArea} ${suffix}\\u00B2`;\n\t\t\tthis.areaLabel.setText(msg);\n\t\t}\n\n\t\t// this.updateAzimuth();\n\t};\n\n\traycast (raycaster, intersects) {\n\t\tfor (let i = 0; i < this.points.length; i++) {\n\t\t\tlet sphere = this.spheres[i];\n\n\t\t\tsphere.raycast(raycaster, intersects);\n\t\t}\n\n\t\t// recalculate distances because they are not necessarely correct\n\t\t// for scaled objects.\n\t\t// see https://github.com/mrdoob/three.js/issues/5827\n\t\t// TODO: remove this once the bug has been fixed\n\t\tfor (let i = 0; i < intersects.length; i++) {\n\t\t\tlet I = intersects[i];\n\t\t\tI.distance = raycaster.ray.origin.distanceTo(I.point);\n\t\t}\n\t\tintersects.sort(function (a, b) { return a.distance - b.distance; });\n\t};\n\n\tget showCoordinates () {\n\t\treturn this._showCoordinates;\n\t}\n\n\tset showCoordinates (value) {\n\t\tthis._showCoordinates = value;\n\t\tthis.update();\n\t}\n\n\tget showAngles () {\n\t\treturn this._showAngles;\n\t}\n\n\tset showAngles (value) {\n\t\tthis._showAngles = value;\n\t\tthis.update();\n\t}\n\n\tget showCircle () {\n\t\treturn this._showCircle;\n\t}\n\n\tset showCircle (value) {\n\t\tthis._showCircle = value;\n\t\tthis.update();\n\t}\n\n\tget showAzimuth(){\n\t\treturn this._showAzimuth;\n\t}\n\n\tset showAzimuth(value){\n\t\tthis._showAzimuth = value;\n\t\tthis.update();\n\t}\n\n\tget showEdges () {\n\t\treturn this._showEdges;\n\t}\n\n\tset showEdges (value) {\n\t\tthis._showEdges = value;\n\t\tthis.update();\n\t}\n\n\tget showHeight () {\n\t\treturn this._showHeight;\n\t}\n\n\tset showHeight (value) {\n\t\tthis._showHeight = value;\n\t\tthis.update();\n\t}\n\n\tget showArea () {\n\t\treturn this._showArea;\n\t}\n\n\tset showArea (value) {\n\t\tthis._showArea = value;\n\t\tthis.update();\n\t}\n\n\tget closed () {\n\t\treturn this._closed;\n\t}\n\n\tset closed (value) {\n\t\tthis._closed = value;\n\t\tthis.update();\n\t}\n\n\tget showDistances () {\n\t\treturn this._showDistances;\n\t}\n\n\tset showDistances (value) {\n\t\tthis._showDistances = value;\n\t\tthis.update();\n\t}\n\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class PolygonClipVolume extends THREE.Object3D{\n\t\n\tconstructor(camera){\n\t\tsuper();\n\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\t\tthis.name = \"polygon_clip_volume_\" + this.constructor.counter;\n\n\t\tthis.camera = camera.clone();\n\t\tthis.camera.rotation.set(...camera.rotation.toArray()); // [r85] workaround because camera.clone() doesn't work on rotation\n\t\tthis.camera.rotation.order = camera.rotation.order;\n\t\tthis.camera.updateMatrixWorld();\n\t\tthis.camera.updateProjectionMatrix();\n\t\tthis.camera.matrixWorldInverse.copy(this.camera.matrixWorld).invert();\n\n\t\tthis.viewMatrix = this.camera.matrixWorldInverse.clone();\n\t\tthis.projMatrix = this.camera.projectionMatrix.clone();\n\n\t\t// projected markers\n\t\tthis.markers = [];\n\t\tthis.initialized = false;\n\t}\n\n\taddMarker() {\n\n\t\tlet marker = new THREE.Mesh();\n\n\t\tlet cancel;\n\n\t\tlet drag = e => {\n\t\t\tlet size = e.viewer.renderer.getSize(new THREE.Vector2());\n\t\t\tlet projectedPos = new THREE.Vector3(\n\t\t\t\t2.0 * (e.drag.end.x / size.width) - 1.0,\n\t\t\t\t-2.0 * (e.drag.end.y / size.height) + 1.0,\n\t\t\t\t0\n\t\t\t);\n\n\t\t\tmarker.position.copy(projectedPos);\n\t\t};\n\t\t\n\t\tlet drop = e => {\t\n\t\t\tcancel();\n\t\t};\n\t\t\n\t\tcancel = e => {\n\t\t\tmarker.removeEventListener(\"drag\", drag);\n\t\t\tmarker.removeEventListener(\"drop\", drop);\n\t\t};\n\t\t\n\t\tmarker.addEventListener(\"drag\", drag);\n\t\tmarker.addEventListener(\"drop\", drop);\n\n\n\t\tthis.markers.push(marker);\n\t}\n\n\tremoveLastMarker() {\n\t\tif(this.markers.length > 0) {\n\t\t\tthis.markers.splice(this.markers.length - 1, 1);\n\t\t}\n\t}\n\n};","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {XHRFactory} from \"./XHRFactory.js\";\nimport {Volume} from \"./utils/Volume.js\";\nimport {Profile} from \"./utils/Profile.js\";\nimport {Measure} from \"./utils/Measure.js\";\nimport {PolygonClipVolume} from \"./utils/PolygonClipVolume.js\";\n\nexport class Utils {\n\tstatic async loadShapefileFeatures (file, callback) {\n\t\tlet features = [];\n\n\t\tlet handleFinish = () => {\n\t\t\tcallback(features);\n\t\t};\n\n\t\tlet source = await shapefile.open(file);\n\n\t\twhile(true){\n\t\t\tlet result = await source.read();\n\n\t\t\tif (result.done) {\n\t\t\t\thandleFinish();\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tif (result.value && result.value.type === 'Feature' && result.value.geometry !== undefined) {\n\t\t\t\tfeatures.push(result.value);\n\t\t\t}\n\t\t}\n\n\t}\n\n\tstatic toString (value) {\n\t\tif (value.x != null) {\n\t\t\treturn value.x.toFixed(2) + ', ' + value.y.toFixed(2) + ', ' + value.z.toFixed(2);\n\t\t} else {\n\t\t\treturn '' + value + '';\n\t\t}\n\t}\n\n\tstatic normalizeURL (url) {\n\t\tlet u = new URL(url);\n\n\t\treturn u.protocol + '//' + u.hostname + u.pathname.replace(/\\/+/g, '/');\n\t};\n\n\tstatic pathExists (url) {\n\t\tlet req = XHRFactory.createXMLHttpRequest();\n\t\treq.open('GET', url, false);\n\t\treq.send(null);\n\t\tif (req.status !== 200) {\n\t\t\treturn false;\n\t\t}\n\t\treturn true;\n\t};\n\n\tstatic debugSphere(parent, position, scale, color){\n\t\tlet geometry = new THREE.SphereGeometry(1, 8, 8);\n\t\tlet material;\n\n\t\tif(color !== undefined){\n\t\t\tmaterial = new THREE.MeshBasicMaterial({color: color});\n\t\t}else{\n\t\t\tmaterial = new THREE.MeshNormalMaterial();\n\t\t}\n\t\tlet sphere = new THREE.Mesh(geometry, material);\n\t\tsphere.position.copy(position);\n\t\tsphere.scale.set(scale, scale, scale);\n\t\tparent.add(sphere);\n\n\t\treturn sphere;\n\t}\n\n\tstatic debugLine(parent, start, end, color){\n\n\t\tlet material = new THREE.LineBasicMaterial({ color: color }); \n\t\tlet geometry = new THREE.Geometry();\n\n\t\tconst p1 = new THREE.Vector3(0, 0, 0);\n\t\tconst p2 = end.clone().sub(start);\n\n\t\tgeometry.vertices.push(p1, p2);\n\n\t\tlet tl = new THREE.Line( geometry, material );\n\t\ttl.position.copy(start);\n\n\t\tparent.add(tl);\n\n\t\tlet line = {\n\t\t\tnode: tl,\n\t\t\tset: (start, end) => {\n\t\t\t\tgeometry.vertices[0].copy(start);\n\t\t\t\tgeometry.vertices[1].copy(end);\n\t\t\t\tgeometry.verticesNeedUpdate = true;\n\t\t\t},\n\t\t};\n\n\t\treturn line;\n\t}\n\n\tstatic debugCircle(parent, center, radius, normal, color){\n\t\tlet material = new THREE.LineBasicMaterial({ color: color });\n\n\t\tlet geometry = new THREE.Geometry();\n\n\t\tlet n = 32;\n\t\tfor(let i = 0; i <= n; i++){\n\t\t\tlet u0 = 2 * Math.PI * (i / n);\n\t\t\tlet u1 = 2 * Math.PI * (i + 1) / n;\n\n\t\t\tlet p0 = new THREE.Vector3(\n\t\t\t\tMath.cos(u0), \n\t\t\t\tMath.sin(u0), \n\t\t\t\t0\n\t\t\t);\n\n\t\t\tlet p1 = new THREE.Vector3(\n\t\t\t\tMath.cos(u1), \n\t\t\t\tMath.sin(u1), \n\t\t\t\t0\n\t\t\t);\n\n\t\t\tgeometry.vertices.push(p0, p1); \n\t\t}\n\n\t\tlet tl = new THREE.Line( geometry, material ); \n\t\ttl.position.copy(center);\n\t\ttl.scale.set(radius, radius, radius);\n\n\t\tparent.add(tl);\n\t}\n\n\tstatic debugBox(parent, box, transform = new THREE.Matrix4(), color = 0xFFFF00){\n\t\t\n\t\tlet vertices = [\n\t\t\t[box.min.x, box.min.y, box.min.z],\n\t\t\t[box.min.x, box.min.y, box.max.z],\n\t\t\t[box.min.x, box.max.y, box.min.z],\n\t\t\t[box.min.x, box.max.y, box.max.z],\n\n\t\t\t[box.max.x, box.min.y, box.min.z],\n\t\t\t[box.max.x, box.min.y, box.max.z],\n\t\t\t[box.max.x, box.max.y, box.min.z],\n\t\t\t[box.max.x, box.max.y, box.max.z],\n\t\t].map(v => new THREE.Vector3(...v));\n\n\t\tlet edges = [\n\t\t\t[0, 4], [4, 5], [5, 1], [1, 0],\n\t\t\t[2, 6], [6, 7], [7, 3], [3, 2],\n\t\t\t[0, 2], [4, 6], [5, 7], [1, 3]\n\t\t];\n\n\t\tlet center = box.getCenter(new THREE.Vector3());\n\n\t\tlet centroids = [\n\t\t\t{position: [box.min.x, center.y, center.z], color: 0xFF0000},\n\t\t\t{position: [box.max.x, center.y, center.z], color: 0x880000},\n\n\t\t\t{position: [center.x, box.min.y, center.z], color: 0x00FF00},\n\t\t\t{position: [center.x, box.max.y, center.z], color: 0x008800},\n\n\t\t\t{position: [center.x, center.y, box.min.z], color: 0x0000FF},\n\t\t\t{position: [center.x, center.y, box.max.z], color: 0x000088},\n\t\t];\n\n\t\tfor(let vertex of vertices){\n\t\t\tlet pos = vertex.clone().applyMatrix4(transform);\n\n\t\t\tUtils.debugSphere(parent, pos, 0.1, 0xFF0000);\n\t\t}\n\n\t\tfor(let edge of edges){\n\t\t\tlet start = vertices[edge[0]].clone().applyMatrix4(transform);\n\t\t\tlet end = vertices[edge[1]].clone().applyMatrix4(transform);\n\n\t\t\tUtils.debugLine(parent, start, end, color);\n\t\t}\n\n\t\tfor(let centroid of centroids){\n\t\t\tlet pos = new THREE.Vector3(...centroid.position).applyMatrix4(transform);\n\n\t\t\tUtils.debugSphere(parent, pos, 0.1, centroid.color);\n\t\t}\n\t}\n\n\tstatic debugPlane(parent, plane, size = 1, color = 0x0000FF){\n\n\t\tlet planehelper = new THREE.PlaneHelper(plane, size, color);\n\n\t\tparent.add(planehelper);\n\n\t}\n\n\t/**\n\t * adapted from mhluska at https://github.com/mrdoob/three.js/issues/1561\n\t */\n\tstatic computeTransformedBoundingBox (box, transform) {\n\t\tlet vertices = [\n\t\t\tnew THREE.Vector3(box.min.x, box.min.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.min.x, box.min.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.max.x, box.min.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.min.x, box.max.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.min.x, box.min.y, box.max.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.min.x, box.max.y, box.max.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.max.x, box.max.y, box.min.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.max.x, box.min.y, box.max.z).applyMatrix4(transform),\n\t\t\tnew THREE.Vector3(box.max.x, box.max.y, box.max.z).applyMatrix4(transform)\n\t\t];\n\n\t\tlet boundingBox = new THREE.Box3();\n\t\tboundingBox.setFromPoints(vertices);\n\n\t\treturn boundingBox;\n\t};\n\n\t/**\n\t * add separators to large numbers\n\t *\n\t * @param nStr\n\t * @returns\n\t */\n\tstatic addCommas (nStr) {\n\t\tnStr += '';\n\t\tlet x = nStr.split('.');\n\t\tlet x1 = x[0];\n\t\tlet x2 = x.length > 1 ? '.' + x[1] : '';\n\t\tlet rgx = /(\\d+)(\\d{3})/;\n\t\twhile (rgx.test(x1)) {\n\t\t\tx1 = x1.replace(rgx, '$1' + ',' + '$2');\n\t\t}\n\t\treturn x1 + x2;\n\t};\n\n\tstatic removeCommas (str) {\n\t\treturn str.replace(/,/g, '');\n\t}\n\n\t/**\n\t * create worker from a string\n\t *\n\t * code from http://stackoverflow.com/questions/10343913/how-to-create-a-web-worker-from-a-string\n\t */\n\tstatic createWorker (code) {\n\t\tlet blob = new Blob([code], {type: 'application/javascript'});\n\t\tlet worker = new Worker(URL.createObjectURL(blob));\n\n\t\treturn worker;\n\t};\n\n\tstatic moveTo(scene, endPosition, endTarget){\n\n\t\tlet view = scene.view;\n\t\tlet camera = scene.getActiveCamera();\n\t\tlet animationDuration = 500;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate camera position\n\t\t\tlet tween = new TWEEN.Tween(view.position).to(endPosition, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\ttween.start();\n\t\t}\n\n\t\t{ // animate camera target\n\t\t\tlet camTargetDistance = camera.position.distanceTo(endTarget);\n\t\t\tlet target = new THREE.Vector3().addVectors(\n\t\t\t\tcamera.position,\n\t\t\t\tcamera.getWorldDirection(new THREE.Vector3()).clone().multiplyScalar(camTargetDistance)\n\t\t\t);\n\t\t\tlet tween = new TWEEN.Tween(target).to(endTarget, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tview.lookAt(target);\n\t\t\t});\n\t\t\ttween.onComplete(() => {\n\t\t\t\tview.lookAt(target);\n\t\t\t});\n\t\t\ttween.start();\n\t\t}\n\n\t}\n\n\tstatic loadSkybox (path) {\n\t\tlet parent = new THREE.Object3D(\"skybox_root\");\n\n\t\tlet camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 100000);\n\t\tcamera.up.set(0, 0, 1);\n\t\tlet scene = new THREE.Scene();\n\n\t\tlet format = '.jpg';\n\t\tlet urls = [\n\t\t\tpath + 'px' + format, path + 'nx' + format,\n\t\t\tpath + 'py' + format, path + 'ny' + format,\n\t\t\tpath + 'pz' + format, path + 'nz' + format\n\t\t];\n\n\t\tlet materialArray = [];\n\t\t{\n\t\t\tfor (let i = 0; i < 6; i++) {\n\t\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\t\tmap: null,\n\t\t\t\t\tside: THREE.BackSide,\n\t\t\t\t\tdepthTest: false,\n\t\t\t\t\tdepthWrite: false,\n\t\t\t\t\tcolor: 0x424556\n\t\t\t\t});\n\n\t\t\t\tmaterialArray.push(material);\n\n\t\t\t\tlet loader = new THREE.TextureLoader();\n\t\t\t\tloader.load(urls[i],\n\t\t\t\t\tfunction loaded (texture) {\n\t\t\t\t\t\tmaterial.map = texture;\n\t\t\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t\t\tmaterial.color.setHex(0xffffff);\n\t\t\t\t\t}, function progress (xhr) {\n\t\t\t\t\t\t// console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );\n\t\t\t\t\t}, function error (xhr) {\n\t\t\t\t\t\tconsole.log('An error happened', xhr);\n\t\t\t\t\t}\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\n\t\tlet skyGeometry = new THREE.CubeGeometry(700, 700, 700);\n\t\tlet skybox = new THREE.Mesh(skyGeometry, materialArray);\n\n\t\tscene.add(skybox);\n\n\t\tscene.traverse(n => n.frustumCulled = false);\n\n\t\t// z up\n\t\tscene.rotation.x = Math.PI / 2;\n\n\t\tparent.children.push(camera);\n\t\tcamera.parent = parent;\n\n\t\treturn {camera, scene, parent};\n\t};\n\n\tstatic createGrid (width, length, spacing, color) {\n\t\tlet material = new THREE.LineBasicMaterial({\n\t\t\tcolor: color || 0x888888\n\t\t});\n\n\t\tlet geometry = new THREE.Geometry();\n\t\tfor (let i = 0; i <= length; i++) {\n\t\t\tgeometry.vertices.push(new THREE.Vector3(-(spacing * width) / 2, i * spacing - (spacing * length) / 2, 0));\n\t\t\tgeometry.vertices.push(new THREE.Vector3(+(spacing * width) / 2, i * spacing - (spacing * length) / 2, 0));\n\t\t}\n\n\t\tfor (let i = 0; i <= width; i++) {\n\t\t\tgeometry.vertices.push(new THREE.Vector3(i * spacing - (spacing * width) / 2, -(spacing * length) / 2, 0));\n\t\t\tgeometry.vertices.push(new THREE.Vector3(i * spacing - (spacing * width) / 2, +(spacing * length) / 2, 0));\n\t\t}\n\n\t\tlet line = new THREE.LineSegments(geometry, material, THREE.LinePieces);\n\t\tline.receiveShadow = true;\n\t\treturn line;\n\t}\n\n\tstatic createBackgroundTexture (width, height) {\n\t\tfunction gauss (x, y) {\n\t\t\treturn (1 / (2 * Math.PI)) * Math.exp(-(x * x + y * y) / 2);\n\t\t};\n\n\t\t// map.magFilter = THREE.NearestFilter;\n\t\tlet size = width * height;\n\t\tlet data = new Uint8Array(3 * size);\n\n\t\tlet chroma = [1, 1.5, 1.7];\n\t\tlet max = gauss(0, 0);\n\n\t\tfor (let x = 0; x < width; x++) {\n\t\t\tfor (let y = 0; y < height; y++) {\n\t\t\t\tlet u = 2 * (x / width) - 1;\n\t\t\t\tlet v = 2 * (y / height) - 1;\n\n\t\t\t\tlet i = x + width * y;\n\t\t\t\tlet d = gauss(2 * u, 2 * v) / max;\n\t\t\t\tlet r = (Math.random() + Math.random() + Math.random()) / 3;\n\t\t\t\tr = (d * 0.5 + 0.5) * r * 0.03;\n\t\t\t\tr = r * 0.4;\n\n\t\t\t\t// d = Math.pow(d, 0.6);\n\n\t\t\t\tdata[3 * i + 0] = 255 * (d / 15 + 0.05 + r) * chroma[0];\n\t\t\t\tdata[3 * i + 1] = 255 * (d / 15 + 0.05 + r) * chroma[1];\n\t\t\t\tdata[3 * i + 2] = 255 * (d / 15 + 0.05 + r) * chroma[2];\n\t\t\t}\n\t\t}\n\n\t\tlet texture = new THREE.DataTexture(data, width, height, THREE.RGBFormat);\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\t}\n\n\tstatic getMousePointCloudIntersection (mouse, camera, viewer, pointclouds, params = {}) {\n\t\t\n\t\tlet renderer = viewer.renderer;\n\t\t\n\t\tlet nmouse = {\n\t\t\tx: (mouse.x / renderer.domElement.clientWidth) * 2 - 1,\n\t\t\ty: -(mouse.y / renderer.domElement.clientHeight) * 2 + 1\n\t\t};\n\n\t\tlet pickParams = {};\n\n\t\tif(params.pickClipped){\n\t\t\tpickParams.pickClipped = params.pickClipped;\n\t\t}\n\n\t\tpickParams.x = mouse.x;\n\t\tpickParams.y = renderer.domElement.clientHeight - mouse.y;\n\n\t\tlet raycaster = new THREE.Raycaster();\n\t\traycaster.setFromCamera(nmouse, camera);\n\t\tlet ray = raycaster.ray;\n\n\t\tlet selectedPointcloud = null;\n\t\tlet closestDistance = Infinity;\n\t\tlet closestIntersection = null;\n\t\tlet closestPoint = null;\n\t\t\n\t\tfor(let pointcloud of pointclouds){\n\t\t\tlet point = pointcloud.pick(viewer, camera, ray, pickParams);\n\t\t\t\n\t\t\tif(!point){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet distance = camera.position.distanceTo(point.position);\n\n\t\t\tif (distance < closestDistance) {\n\t\t\t\tclosestDistance = distance;\n\t\t\t\tselectedPointcloud = pointcloud;\n\t\t\t\tclosestIntersection = point.position;\n\t\t\t\tclosestPoint = point;\n\t\t\t}\n\t\t}\n\n\t\tif (selectedPointcloud) {\n\t\t\treturn {\n\t\t\t\tlocation: closestIntersection,\n\t\t\t\tdistance: closestDistance,\n\t\t\t\tpointcloud: selectedPointcloud,\n\t\t\t\tpoint: closestPoint\n\t\t\t};\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tstatic pixelsArrayToImage (pixels, width, height) {\n\t\tlet canvas = document.createElement('canvas');\n\t\tcanvas.width = width;\n\t\tcanvas.height = height;\n\n\t\tlet context = canvas.getContext('2d');\n\n\t\tpixels = new pixels.constructor(pixels);\n\n\t\tfor (let i = 0; i < pixels.length; i++) {\n\t\t\tpixels[i * 4 + 3] = 255;\n\t\t}\n\n\t\tlet imageData = context.createImageData(width, height);\n\t\timageData.data.set(pixels);\n\t\tcontext.putImageData(imageData, 0, 0);\n\n\t\tlet img = new Image();\n\t\timg.src = canvas.toDataURL();\n\t\t// img.style.transform = \"scaleY(-1)\";\n\n\t\treturn img;\n\t}\n\n\tstatic pixelsArrayToDataUrl(pixels, width, height) {\n\t\tlet canvas = document.createElement('canvas');\n\t\tcanvas.width = width;\n\t\tcanvas.height = height;\n\n\t\tlet context = canvas.getContext('2d');\n\n\t\tpixels = new pixels.constructor(pixels);\n\n\t\tfor (let i = 0; i < pixels.length; i++) {\n\t\t\tpixels[i * 4 + 3] = 255;\n\t\t}\n\n\t\tlet imageData = context.createImageData(width, height);\n\t\timageData.data.set(pixels);\n\t\tcontext.putImageData(imageData, 0, 0);\n\n\t\tlet dataURL = canvas.toDataURL();\n\n\t\treturn dataURL;\n\t}\n\n\tstatic pixelsArrayToCanvas(pixels, width, height){\n\t\tlet canvas = document.createElement('canvas');\n\t\tcanvas.width = width;\n\t\tcanvas.height = height;\n\n\t\tlet context = canvas.getContext('2d');\n\n\t\tpixels = new pixels.constructor(pixels);\n\n\t\t//for (let i = 0; i < pixels.length; i++) {\n\t\t//\tpixels[i * 4 + 3] = 255;\n\t\t//}\n\n\t\t// flip vertically\n\t\tlet bytesPerLine = width * 4;\n\t\tfor(let i = 0; i < parseInt(height / 2); i++){\n\t\t\tlet j = height - i - 1;\n\n\t\t\tlet lineI = pixels.slice(i * bytesPerLine, i * bytesPerLine + bytesPerLine);\n\t\t\tlet lineJ = pixels.slice(j * bytesPerLine, j * bytesPerLine + bytesPerLine);\n\t\t\tpixels.set(lineJ, i * bytesPerLine);\n\t\t\tpixels.set(lineI, j * bytesPerLine);\n\t\t}\n\n\t\tlet imageData = context.createImageData(width, height);\n\t\timageData.data.set(pixels);\n\t\tcontext.putImageData(imageData, 0, 0);\n\n\t\treturn canvas;\n\t}\n\n\tstatic removeListeners(dispatcher, type){\n\t\tif (dispatcher._listeners === undefined) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (dispatcher._listeners[ type ]) {\n\t\t\tdelete dispatcher._listeners[ type ];\n\t\t}\n\t}\n\n\tstatic mouseToRay(mouse, camera, width, height){\n\n\t\tlet normalizedMouse = {\n\t\t\tx: (mouse.x / width) * 2 - 1,\n\t\t\ty: -(mouse.y / height) * 2 + 1\n\t\t};\n\n\t\tlet vector = new THREE.Vector3(normalizedMouse.x, normalizedMouse.y, 0.5);\n\t\tlet origin = camera.position.clone();\n\t\tvector.unproject(camera);\n\t\tlet direction = new THREE.Vector3().subVectors(vector, origin).normalize();\n\n\t\tlet ray = new THREE.Ray(origin, direction);\n\n\t\treturn ray;\n\t}\n\n\tstatic projectedRadius(radius, camera, distance, screenWidth, screenHeight){\n\t\tif(camera instanceof THREE.OrthographicCamera){\n\t\t\treturn Utils.projectedRadiusOrtho(radius, camera.projectionMatrix, screenWidth, screenHeight);\n\t\t}else if(camera instanceof THREE.PerspectiveCamera){\n\t\t\treturn Utils.projectedRadiusPerspective(radius, camera.fov * Math.PI / 180, distance, screenHeight);\n\t\t}else{\n\t\t\tthrow new Error(\"invalid parameters\");\n\t\t}\n\t}\n\n\tstatic projectedRadiusPerspective(radius, fov, distance, screenHeight) {\n\t\tlet projFactor = (1 / Math.tan(fov / 2)) / distance;\n\t\tprojFactor = projFactor * screenHeight / 2;\n\n\t\treturn radius * projFactor;\n\t}\n\n\tstatic projectedRadiusOrtho(radius, proj, screenWidth, screenHeight) {\n\t\tlet p1 = new THREE.Vector4(0);\n\t\tlet p2 = new THREE.Vector4(radius);\n\n\t\tp1.applyMatrix4(proj);\n\t\tp2.applyMatrix4(proj);\n\t\tp1 = new THREE.Vector3(p1.x, p1.y, p1.z);\n\t\tp2 = new THREE.Vector3(p2.x, p2.y, p2.z);\n\t\tp1.x = (p1.x + 1.0) * 0.5 * screenWidth;\n\t\tp1.y = (p1.y + 1.0) * 0.5 * screenHeight;\n\t\tp2.x = (p2.x + 1.0) * 0.5 * screenWidth;\n\t\tp2.y = (p2.y + 1.0) * 0.5 * screenHeight;\n\t\treturn p1.distanceTo(p2);\n\t}\n\t\t\n\t\t\n\tstatic topView(camera, node){\n\t\tcamera.position.set(0, 1, 0);\n\t\tcamera.rotation.set(-Math.PI / 2, 0, 0);\n\t\tcamera.zoomTo(node, 1);\n\t}\n\n\tstatic frontView (camera, node) {\n\t\tcamera.position.set(0, 0, 1);\n\t\tcamera.rotation.set(0, 0, 0);\n\t\tcamera.zoomTo(node, 1);\n\t}\n\n\tstatic leftView (camera, node) {\n\t\tcamera.position.set(-1, 0, 0);\n\t\tcamera.rotation.set(0, -Math.PI / 2, 0);\n\t\tcamera.zoomTo(node, 1);\n\t}\n\n\tstatic rightView (camera, node) {\n\t\tcamera.position.set(1, 0, 0);\n\t\tcamera.rotation.set(0, Math.PI / 2, 0);\n\t\tcamera.zoomTo(node, 1);\n\t}\n\n\t\n\tstatic findClosestGpsTime(target, viewer){\n\t\tconst start = performance.now();\n\n\t\tconst nodes = [];\n\t\tfor(const pc of viewer.scene.pointclouds){\n\t\t\tnodes.push(pc.root);\n\n\t\t\tfor(const child of pc.root.children){\n\t\t\t\tif(child){\n\t\t\t\t\tnodes.push(child);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet closestNode = null;\n\t\tlet closestIndex = Infinity;\n\t\tlet closestDistance = Infinity;\n\t\tlet closestValue = 0;\n\n\t\tfor(const node of nodes){\n\n\t\t\tconst isOkay = node.geometryNode != null \n\t\t\t\t&& node.geometryNode.geometry != null\n\t\t\t\t&& node.sceneNode != null;\n\n\t\t\tif(!isOkay){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet geometry = node.geometryNode.geometry;\n\t\t\tlet gpsTime = geometry.attributes[\"gps-time\"];\n\t\t\tlet range = gpsTime.potree.range;\n\n\t\t\tfor(let i = 0; i < gpsTime.array.length; i++){\n\t\t\t\tlet value = gpsTime.array[i];\n\t\t\t\tvalue = value * (range[1] - range[0]) + range[0];\n\t\t\t\tconst distance = Math.abs(target - value);\n\n\t\t\t\tif(distance < closestDistance){\n\t\t\t\t\tclosestIndex = i;\n\t\t\t\t\tclosestDistance = distance;\n\t\t\t\t\tclosestValue = value;\n\t\t\t\t\tclosestNode = node;\n\t\t\t\t\t//console.log(\"found a closer one: \" + value);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tconst geometry = closestNode.geometryNode.geometry;\n\t\tconst position = new THREE.Vector3(\n\t\t\tgeometry.attributes.position.array[3 * closestIndex + 0],\n\t\t\tgeometry.attributes.position.array[3 * closestIndex + 1],\n\t\t\tgeometry.attributes.position.array[3 * closestIndex + 2],\n\t\t);\n\n\t\tposition.applyMatrix4(closestNode.sceneNode.matrixWorld);\n\n\t\tconst end = performance.now();\n\t\tconst duration = (end - start);\n\t\tconsole.log(`duration: ${duration.toFixed(3)}ms`);\n\n\t\treturn {\n\t\t\tnode: closestNode,\n\t\t\tindex: closestIndex,\n\t\t\tposition: position,\n\t\t};\n\t}\n\n\t/**\n\t *\n\t * 0: no intersection\n\t * 1: intersection\n\t * 2: fully inside\n\t */\n\tstatic frustumSphereIntersection (frustum, sphere) {\n\t\tlet planes = frustum.planes;\n\t\tlet center = sphere.center;\n\t\tlet negRadius = -sphere.radius;\n\n\t\tlet minDistance = Number.MAX_VALUE;\n\n\t\tfor (let i = 0; i < 6; i++) {\n\t\t\tlet distance = planes[ i ].distanceToPoint(center);\n\n\t\t\tif (distance < negRadius) {\n\t\t\t\treturn 0;\n\t\t\t}\n\n\t\t\tminDistance = Math.min(minDistance, distance);\n\t\t}\n\n\t\treturn (minDistance >= sphere.radius) ? 2 : 1;\n\t}\n\n\t// code taken from three.js\n\t// ImageUtils - generateDataTexture()\n\tstatic generateDataTexture (width, height, color) {\n\t\tlet size = width * height;\n\t\tlet data = new Uint8Array(4 * width * height);\n\n\t\tlet r = Math.floor(color.r * 255);\n\t\tlet g = Math.floor(color.g * 255);\n\t\tlet b = Math.floor(color.b * 255);\n\n\t\tfor (let i = 0; i < size; i++) {\n\t\t\tdata[ i * 3 ] = r;\n\t\t\tdata[ i * 3 + 1 ] = g;\n\t\t\tdata[ i * 3 + 2 ] = b;\n\t\t}\n\n\t\tlet texture = new THREE.DataTexture(data, width, height, THREE.RGBAFormat);\n\t\ttexture.needsUpdate = true;\n\t\ttexture.magFilter = THREE.NearestFilter;\n\n\t\treturn texture;\n\t}\n\n\t// from http://stackoverflow.com/questions/901115/how-can-i-get-query-string-values-in-javascript\n\tstatic getParameterByName (name) {\n\t\tname = name.replace(/[[]/, '\\\\[').replace(/[\\]]/, '\\\\]');\n\t\tlet regex = new RegExp('[\\\\?&]' + name + '=([^&#]*)');\n\t\tlet results = regex.exec(document.location.search);\n\t\treturn results === null ? null : decodeURIComponent(results[1].replace(/\\+/g, ' '));\n\t}\n\n\tstatic setParameter (name, value) {\n\t\t// value = encodeURIComponent(value);\n\n\t\tname = name.replace(/[[]/, '\\\\[').replace(/[\\]]/, '\\\\]');\n\t\tlet regex = new RegExp('([\\\\?&])(' + name + '=([^&#]*))');\n\t\tlet results = regex.exec(document.location.search);\n\n\t\tlet url = window.location.href;\n\t\tif (results === null) {\n\t\t\tif (window.location.search.length === 0) {\n\t\t\t\turl = url + '?';\n\t\t\t} else {\n\t\t\t\turl = url + '&';\n\t\t\t}\n\n\t\t\turl = url + name + '=' + value;\n\t\t} else {\n\t\t\tlet newValue = name + '=' + value;\n\t\t\turl = url.replace(results[2], newValue);\n\t\t}\n\t\twindow.history.replaceState({}, '', url);\n\t}\n\n\tstatic createChildAABB(aabb, index){\n\t\tlet min = aabb.min.clone();\n\t\tlet max = aabb.max.clone();\n\t\tlet size = new THREE.Vector3().subVectors(max, min);\n\n\t\tif ((index & 0b0001) > 0) {\n\t\t\tmin.z += size.z / 2;\n\t\t} else {\n\t\t\tmax.z -= size.z / 2;\n\t\t}\n\n\t\tif ((index & 0b0010) > 0) {\n\t\t\tmin.y += size.y / 2;\n\t\t} else {\n\t\t\tmax.y -= size.y / 2;\n\t\t}\n\n\t\tif ((index & 0b0100) > 0) {\n\t\t\tmin.x += size.x / 2;\n\t\t} else {\n\t\t\tmax.x -= size.x / 2;\n\t\t}\n\n\t\treturn new THREE.Box3(min, max);\n\t}\n\n\t// see https://stackoverflow.com/questions/400212/how-do-i-copy-to-the-clipboard-in-javascript\n\tstatic clipboardCopy(text){\n\t\tlet textArea = document.createElement(\"textarea\");\n\n\t\ttextArea.style.position = 'fixed';\n\t\ttextArea.style.top = 0;\n\t\ttextArea.style.left = 0;\n\n\t\ttextArea.style.width = '2em';\n\t\ttextArea.style.height = '2em';\n\n\t\ttextArea.style.padding = 0;\n\n\t\ttextArea.style.border = 'none';\n\t\ttextArea.style.outline = 'none';\n\t\ttextArea.style.boxShadow = 'none';\n\n\t\ttextArea.style.background = 'transparent';\n\n\t\ttextArea.value = text;\n\n\t\tdocument.body.appendChild(textArea);\n\n\t\ttextArea.select();\n\n\t\t try {\n\t\t\tlet success = document.execCommand('copy');\n\t\t\tif(success){\n\t\t\t\tconsole.log(\"copied text to clipboard\");\n\t\t\t}else{\n\t\t\t\tconsole.log(\"copy to clipboard failed\");\n\t\t\t}\n\t\t} catch (err) {\n\t\t\tconsole.log(\"error while trying to copy to clipboard\");\n\t\t}\n\n\t\tdocument.body.removeChild(textArea);\n\n\t}\n\n\tstatic getMeasurementIcon(measurement){\n\t\tif (measurement instanceof Measure) {\n\t\t\tif (measurement.showDistances && !measurement.showArea && !measurement.showAngles) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/distance.svg`;\n\t\t\t} else if (measurement.showDistances && measurement.showArea && !measurement.showAngles) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/area.svg`;\n\t\t\t} else if (measurement.maxMarkers === 1) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/point.svg`;\n\t\t\t} else if (!measurement.showDistances && !measurement.showArea && measurement.showAngles) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/angle.png`;\n\t\t\t} else if (measurement.showHeight) {\n\t\t\t\treturn `${Potree.resourcePath}/icons/height.svg`;\n\t\t\t} else {\n\t\t\t\treturn `${Potree.resourcePath}/icons/distance.svg`;\n\t\t\t}\n\t\t} else if (measurement instanceof Profile) {\n\t\t\treturn `${Potree.resourcePath}/icons/profile.svg`;\n\t\t} else if (measurement instanceof Volume) {\n\t\t\treturn `${Potree.resourcePath}/icons/volume.svg`;\n\t\t} else if (measurement instanceof PolygonClipVolume) {\n\t\t\treturn `${Potree.resourcePath}/icons/clip-polygon.svg`;\n\t\t}\n\t}\n\n\tstatic lineToLineIntersection(P0, P1, P2, P3){\n\n\t\tconst P = [P0, P1, P2, P3];\n\n\t\tconst d = (m, n, o, p) => {\n\t\t\tlet result = \n\t\t\t\t (P[m].x - P[n].x) * (P[o].x - P[p].x)\n\t\t\t\t+ (P[m].y - P[n].y) * (P[o].y - P[p].y)\n\t\t\t\t+ (P[m].z - P[n].z) * (P[o].z - P[p].z);\n\n\t\t\treturn result;\n\t\t};\n\n\n\t\tconst mua = (d(0, 2, 3, 2) * d(3, 2, 1, 0) - d(0, 2, 1, 0) * d(3, 2, 3, 2))\n\t\t /**-----------------------------------------------------------------**/ /\n\t\t (d(1, 0, 1, 0) * d(3, 2, 3, 2) - d(3, 2, 1, 0) * d(3, 2, 1, 0));\n\n\n\t\tconst mub = (d(0, 2, 3, 2) + mua * d(3, 2, 1, 0))\n\t\t /**--------------------------------------**/ /\n\t\t d(3, 2, 3, 2);\n\n\n\t\tconst P01 = P1.clone().sub(P0);\n\t\tconst P23 = P3.clone().sub(P2);\n\t\t\n\t\tconst Pa = P0.clone().add(P01.multiplyScalar(mua));\n\t\tconst Pb = P2.clone().add(P23.multiplyScalar(mub));\n\n\t\tconst center = Pa.clone().add(Pb).multiplyScalar(0.5);\n\n\t\treturn center;\n\t}\n\n\tstatic computeCircleCenter(A, B, C){\n\t\tconst AB = B.clone().sub(A);\n\t\tconst AC = C.clone().sub(A);\n\n\t\tconst N = AC.clone().cross(AB).normalize();\n\n\t\tconst ab_dir = AB.clone().cross(N).normalize();\n\t\tconst ac_dir = AC.clone().cross(N).normalize();\n\n\t\tconst ab_origin = A.clone().add(B).multiplyScalar(0.5);\n\t\tconst ac_origin = A.clone().add(C).multiplyScalar(0.5);\n\n\t\tconst P0 = ab_origin;\n\t\tconst P1 = ab_origin.clone().add(ab_dir);\n\n\t\tconst P2 = ac_origin;\n\t\tconst P3 = ac_origin.clone().add(ac_dir);\n\n\t\tconst center = Utils.lineToLineIntersection(P0, P1, P2, P3);\n\n\t\treturn center;\n\n\t\t// Potree.Utils.debugLine(viewer.scene.scene, P0, P1, 0x00ff00);\n\t\t// Potree.Utils.debugLine(viewer.scene.scene, P2, P3, 0x0000ff);\n\n\t\t// Potree.Utils.debugSphere(viewer.scene.scene, center, 0.03, 0xff00ff);\n\n\t\t// const radius = center.distanceTo(A);\n\t\t// Potree.Utils.debugCircle(viewer.scene.scene, center, radius, new THREE.Vector3(0, 0, 1), 0xff00ff);\n\t}\n\n\tstatic getNorthVec(p1, distance, projection){\n\t\tif(projection){\n\t\t\t// if there is a projection, transform coordinates to WGS84\n\t\t\t// and compute angle to north there\n\n\t\t\tproj4.defs(\"pointcloud\", projection);\n\t\t\tconst transform = proj4(\"pointcloud\", \"WGS84\");\n\n\t\t\tconst llP1 = transform.forward(p1.toArray());\n\t\t\tlet llP2 = transform.forward([p1.x, p1.y + distance]);\n\t\t\tconst polarRadius = Math.sqrt((llP2[0] - llP1[0]) ** 2 + (llP2[1] - llP1[1]) ** 2);\n\t\t\tllP2 = [llP1[0], llP1[1] + polarRadius];\n\n\t\t\tconst northVec = transform.inverse(llP2);\n\t\t\t\n\t\t\treturn new THREE.Vector3(...northVec, p1.z).sub(p1);\n\t\t}else{\n\t\t\t// if there is no projection, assume [0, 1, 0] as north direction\n\n\t\t\tconst vec = new THREE.Vector3(0, 1, 0).multiplyScalar(distance);\n\t\t\t\n\t\t\treturn vec;\n\t\t}\n\t}\n\n\tstatic computeAzimuth(p1, p2, projection){\n\n\t\tlet azimuth = 0;\n\n\t\tif(projection){\n\t\t\t// if there is a projection, transform coordinates to WGS84\n\t\t\t// and compute angle to north there\n\n\t\t\tlet transform;\n\n\t\t\tif (projection.includes('EPSG')) {\n\t\t\t\ttransform = proj4(projection, \"WGS84\");\n\t\t\t} else {\n\t\t\t\tproj4.defs(\"pointcloud\", projection);\n\t\t\t\ttransform = proj4(\"pointcloud\", \"WGS84\");\n\t\t\t}\n\n\t\t\tconst llP1 = transform.forward(p1.toArray());\n\t\t\tconst llP2 = transform.forward(p2.toArray());\n\t\t\tconst dir = [\n\t\t\t\tllP2[0] - llP1[0],\n\t\t\t\tllP2[1] - llP1[1],\n\t\t\t];\n\t\t\tazimuth = Math.atan2(dir[1], dir[0]) - Math.PI / 2;\n\t\t}else{\n\t\t\t// if there is no projection, assume [0, 1, 0] as north direction\n\n\t\t\tconst dir = [p2.x - p1.x, p2.y - p1.y];\n\t\t\tazimuth = Math.atan2(dir[1], dir[0]) - Math.PI / 2;\n\t\t}\n\n\t\t// make clockwise\n\t\tazimuth = -azimuth;\n\n\t\treturn azimuth;\n\t}\n\n\tstatic async loadScript(url){\n\n\t\treturn new Promise( resolve => {\n\n\t\t\tconst element = document.getElementById(url);\n\n\t\t\tif(element){\n\t\t\t\tresolve();\n\t\t\t}else{\n\t\t\t\tconst script = document.createElement(\"script\");\n\n\t\t\t\tscript.id = url;\n\n\t\t\t\tscript.onload = () => {\n\t\t\t\t\tresolve();\n\t\t\t\t};\n\t\t\t\tscript.src = url;\n\n\t\t\t\tdocument.body.appendChild(script);\n\t\t\t}\n\t\t});\n\t}\n\n\tstatic createSvgGradient(scheme){\n\n\t\t// this is what we are creating:\n\t\t//\n\t\t//\n\t\t//\t\n\t\t//\t\t\n\t\t//\t\t\n\t\t//\t\t...\n\t\t//\t\t\n\t\t//\t\t\n\t\t//\t\n\t\t//\t\n\t\t//\t\n\t\t//\n\n\n\t\tconst gradientId = `${Math.random()}_${Date.now()}`;\n\t\t\n\t\tconst svgn = \"http://www.w3.org/2000/svg\";\n\t\tconst svg = document.createElementNS(svgn, \"svg\");\n\t\tsvg.setAttributeNS(null, \"width\", \"2em\");\n\t\tsvg.setAttributeNS(null, \"height\", \"3em\");\n\t\t\n\t\t{ // \n\t\t\tconst defs = document.createElementNS(svgn, \"defs\");\n\t\t\t\n\t\t\tconst linearGradient = document.createElementNS(svgn, \"linearGradient\");\n\t\t\tlinearGradient.setAttributeNS(null, \"id\", gradientId);\n\t\t\tlinearGradient.setAttributeNS(null, \"gradientTransform\", \"rotate(90)\");\n\n\t\t\tfor(let i = scheme.length - 1; i >= 0; i--){\n\t\t\t\tconst stopVal = scheme[i];\n\t\t\t\tconst percent = parseInt(100 - stopVal[0] * 100);\n\t\t\t\tconst [r, g, b] = stopVal[1].toArray().map(v => parseInt(v * 255));\n\n\t\t\t\tconst stop = document.createElementNS(svgn, \"stop\");\n\t\t\t\tstop.setAttributeNS(null, \"offset\", `${percent}%`);\n\t\t\t\tstop.setAttributeNS(null, \"stop-color\", `rgb(${r}, ${g}, ${b})`);\n\n\t\t\t\tlinearGradient.appendChild(stop);\n\t\t\t}\n\n\t\t\tdefs.appendChild(linearGradient);\n\t\t\tsvg.appendChild(defs);\n\t\t}\n\n\t\tconst rect = document.createElementNS(svgn, \"rect\");\n\t\trect.setAttributeNS(null, \"width\", `100%`);\n\t\trect.setAttributeNS(null, \"height\", `100%`);\n\t\trect.setAttributeNS(null, \"fill\", `url(\"#${gradientId}\")`);\n\t\trect.setAttributeNS(null, \"stroke\", `black`);\n\t\trect.setAttributeNS(null, \"stroke-width\", `0.1em`);\n\n\t\tsvg.appendChild(rect);\n\t\t\n\t\treturn svg;\n\t}\n\n\tstatic async waitAny(promises){\n\t\t\n\t\treturn new Promise( (resolve) => {\n\n\t\t\tpromises.map( promise => {\n\t\t\t\tpromise.then( () => {\n\t\t\t\t\tresolve();\n\t\t\t\t});\n\t\t\t});\n\n\t\t});\n\n\t}\n\n}\n\nUtils.screenPass = new function () {\n\tthis.screenScene = new THREE.Scene();\n\tthis.screenQuad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2, 1));\n\tthis.screenQuad.material.depthTest = true;\n\tthis.screenQuad.material.depthWrite = true;\n\tthis.screenQuad.material.transparent = true;\n\tthis.screenScene.add(this.screenQuad);\n\tthis.camera = new THREE.Camera();\n\n\tthis.render = function (renderer, material, target) {\n\t\tthis.screenQuad.material = material;\n\n\t\tif (typeof target === 'undefined') {\n\t\t\trenderer.render(this.screenScene, this.camera);\n\t\t} else {\n\t\t\trenderer.render(this.screenScene, this.camera, target);\n\t\t}\n\t};\n}();\n","\n\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {Action} from \"./Actions.js\";\nimport {Utils} from \"./utils.js\";\nimport {EventDispatcher} from \"./EventDispatcher.js\";\n\nexport class Annotation extends EventDispatcher {\n\tconstructor (args = {}) {\n\t\tsuper();\n\n\t\tthis.scene = null;\n\t\tthis._title = args.title || 'No Title';\n\t\tthis._description = args.description || '';\n\t\tthis.offset = new THREE.Vector3();\n\t\tthis.uuid = THREE.Math.generateUUID();\n\n\t\tif (!args.position) {\n\t\t\tthis.position = null;\n\t\t} else if (args.position.x != null) {\n\t\t\tthis.position = args.position;\n\t\t} else {\n\t\t\tthis.position = new THREE.Vector3(...args.position);\n\t\t}\n\n\t\tthis.cameraPosition = (args.cameraPosition instanceof Array)\n\t\t\t? new THREE.Vector3().fromArray(args.cameraPosition) : args.cameraPosition;\n\t\tthis.cameraTarget = (args.cameraTarget instanceof Array)\n\t\t\t? new THREE.Vector3().fromArray(args.cameraTarget) : args.cameraTarget;\n\t\tthis.radius = args.radius;\n\t\tthis.view = args.view || null;\n\t\tthis.keepOpen = false;\n\t\tthis.descriptionVisible = false;\n\t\tthis.showDescription = true;\n\t\tthis.actions = args.actions || [];\n\t\tthis.isHighlighted = false;\n\t\tthis._visible = true;\n\t\tthis.__visible = true;\n\t\tthis._display = true;\n\t\tthis._expand = false;\n\t\tthis.collapseThreshold = [args.collapseThreshold, 100].find(e => e !== undefined);\n\n\t\tthis.children = [];\n\t\tthis.parent = null;\n\t\tthis.boundingBox = new THREE.Box3();\n\n\t\tlet iconClose = exports.resourcePath + '/icons/close.svg';\n\n\t\tthis.domElement = $(`\n\t\t\t
    \n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t${this._description}\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elTitlebar = this.domElement.find('.annotation-titlebar');\n\t\tthis.elTitle = this.elTitlebar.find('.annotation-label');\n\t\tthis.elTitle.append(this._title);\n\t\tthis.elDescription = this.domElement.find('.annotation-description');\n\t\tthis.elDescriptionClose = this.elDescription.find('.annotation-description-close');\n\t\t// this.elDescriptionContent = this.elDescription.find(\".annotation-description-content\");\n\n\t\tthis.clickTitle = () => {\n\t\t\tif(this.hasView()){\n\t\t\t\tthis.moveHere(this.scene.getActiveCamera());\n\t\t\t}\n\t\t\tthis.dispatchEvent({type: 'click', target: this});\n\t\t};\n\n\t\tthis.elTitle.click(this.clickTitle);\n\n\t\tthis.actions = this.actions.map(a => {\n\t\t\tif (a instanceof Action) {\n\t\t\t\treturn a;\n\t\t\t} else {\n\t\t\t\treturn new Action(a);\n\t\t\t}\n\t\t});\n\n\t\tfor (let action of this.actions) {\n\t\t\taction.pairWith(this);\n\t\t}\n\n\t\tlet actions = this.actions.filter(\n\t\t\ta => a.showIn === undefined || a.showIn.includes('scene'));\n\n\t\tfor (let action of actions) {\n\t\t\tlet elButton = $(``);\n\t\t\tthis.elTitlebar.append(elButton);\n\t\t\telButton.click(() => action.onclick({annotation: this}));\n\t\t}\n\n\t\tthis.elDescriptionClose.hover(\n\t\t\te => this.elDescriptionClose.css('opacity', '1'),\n\t\t\te => this.elDescriptionClose.css('opacity', '0.5')\n\t\t);\n\t\tthis.elDescriptionClose.click(e => this.setHighlighted(false));\n\t\t// this.elDescriptionContent.html(this._description);\n\n\t\tthis.domElement.mouseenter(e => this.setHighlighted(true));\n\t\tthis.domElement.mouseleave(e => this.setHighlighted(false));\n\n\t\tthis.domElement.on('touchstart', e => {\n\t\t\tthis.setHighlighted(!this.isHighlighted);\n\t\t});\n\n\t\tthis.display = false;\n\t\t//this.display = true;\n\n\t}\n\n\tinstallHandles(viewer){\n\t\tif(this.handles !== undefined){\n\t\t\treturn;\n\t\t}\n\n\t\tlet domElement = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t
    \n\t\t`);\n\t\t\n\t\tlet svg = domElement.find(\"svg\")[0];\n\t\tlet elLine = domElement.find(\"line\")[0];\n\t\tlet elStart = domElement.find(\"circle\")[0];\n\t\tlet elEnd = domElement.find(\"circle\")[1];\n\n\t\tlet setCoordinates = (start, end) => {\n\t\t\telStart.setAttribute(\"cx\", `${start.x}`);\n\t\t\telStart.setAttribute(\"cy\", `${start.y}`);\n\n\t\t\telEnd.setAttribute(\"cx\", `${end.x}`);\n\t\t\telEnd.setAttribute(\"cy\", `${end.y}`);\n\n\t\t\telLine.setAttribute(\"x1\", start.x);\n\t\t\telLine.setAttribute(\"y1\", start.y);\n\t\t\telLine.setAttribute(\"x2\", end.x);\n\t\t\telLine.setAttribute(\"y2\", end.y);\n\n\t\t\tlet box = svg.getBBox();\n\t\t\tsvg.setAttribute(\"width\", `${box.width}`);\n\t\t\tsvg.setAttribute(\"height\", `${box.height}`);\n\t\t\tsvg.setAttribute(\"viewBox\", `${box.x} ${box.y} ${box.width} ${box.height}`);\n\n\t\t\tlet ya = start.y - end.y;\n\t\t\tlet xa = start.x - end.x;\n\n\t\t\tif(ya > 0){\n\t\t\t\tstart.y = start.y - ya;\n\t\t\t}\n\t\t\tif(xa > 0){\n\t\t\t\tstart.x = start.x - xa;\n\t\t\t}\n\n\t\t\tdomElement.css(\"left\", `${start.x}px`);\n\t\t\tdomElement.css(\"top\", `${start.y}px`);\n\n\t\t};\n\n\t\t$(viewer.renderArea).append(domElement);\n\n\n\t\tlet annotationStartPos = this.position.clone();\n\t\tlet annotationStartOffset = this.offset.clone();\n\n\t\t$(this.domElement).draggable({\n\t\t\tstart: (event, ui) => {\n\t\t\t\tannotationStartPos = this.position.clone();\n\t\t\t\tannotationStartOffset = this.offset.clone();\n\t\t\t\t$(this.domElement).find(\".annotation-titlebar\").css(\"pointer-events\", \"none\");\n\n\t\t\t\tconsole.log($(this.domElement).find(\".annotation-titlebar\"));\n\t\t\t},\n\t\t\tstop: () => {\n\t\t\t\t$(this.domElement).find(\".annotation-titlebar\").css(\"pointer-events\", \"\");\n\t\t\t},\n\t\t\tdrag: (event, ui ) => {\n\t\t\t\tlet renderAreaWidth = viewer.renderer.getSize(new THREE.Vector2()).width;\n\t\t\t\t//let renderAreaHeight = viewer.renderer.getSize().height;\n\n\t\t\t\tlet diff = {\n\t\t\t\t\tx: ui.originalPosition.left - ui.position.left, \n\t\t\t\t\ty: ui.originalPosition.top - ui.position.top\n\t\t\t\t};\n\n\t\t\t\tlet nDiff = {\n\t\t\t\t\tx: -(diff.x / renderAreaWidth) * 2,\n\t\t\t\t\ty: (diff.y / renderAreaWidth) * 2\n\t\t\t\t};\n\n\t\t\t\tlet camera = viewer.scene.getActiveCamera();\n\t\t\t\tlet oldScreenPos = new THREE.Vector3()\n\t\t\t\t\t.addVectors(annotationStartPos, annotationStartOffset)\n\t\t\t\t\t.project(camera);\n\n\t\t\t\tlet newScreenPos = oldScreenPos.clone();\n\t\t\t\tnewScreenPos.x += nDiff.x;\n\t\t\t\tnewScreenPos.y += nDiff.y;\n\n\t\t\t\tlet newPos = newScreenPos.clone();\n\t\t\t\tnewPos.unproject(camera);\n\n\t\t\t\tlet newOffset = new THREE.Vector3().subVectors(newPos, this.position);\n\t\t\t\tthis.offset.copy(newOffset);\n\t\t\t}\n\t\t});\n\n\t\tlet updateCallback = () => {\n\t\t\tlet position = this.position;\n\t\t\tlet scene = viewer.scene;\n\n\t\t\tconst renderAreaSize = viewer.renderer.getSize(new THREE.Vector2());\n\t\t\tlet renderAreaWidth = renderAreaSize.width;\n\t\t\tlet renderAreaHeight = renderAreaSize.height;\n\n\t\t\tlet start = this.position.clone();\n\t\t\tlet end = new THREE.Vector3().addVectors(this.position, this.offset);\n\n\t\t\tlet toScreen = (position) => {\n\t\t\t\tlet camera = scene.getActiveCamera();\n\t\t\t\tlet screenPos = new THREE.Vector3();\n\n\t\t\t\tlet worldView = new THREE.Matrix4().multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);\n\t\t\t\tlet ndc = new THREE.Vector4(position.x, position.y, position.z, 1.0).applyMatrix4(worldView);\n\t\t\t\t// limit w to small positive value, in case position is behind the camera\n\t\t\t\tndc.w = Math.max(ndc.w, 0.1);\n\t\t\t\tndc.divideScalar(ndc.w);\n\n\t\t\t\tscreenPos.copy(ndc);\n\t\t\t\tscreenPos.x = renderAreaWidth * (screenPos.x + 1) / 2;\n\t\t\t\tscreenPos.y = renderAreaHeight * (1 - (screenPos.y + 1) / 2);\n\n\t\t\t\treturn screenPos;\n\t\t\t};\n\t\t\t\n\t\t\tstart = toScreen(start);\n\t\t\tend = toScreen(end);\n\n\t\t\tsetCoordinates(start, end);\n\n\t\t};\n\n\t\tviewer.addEventListener(\"update\", updateCallback);\n\n\t\tthis.handles = {\n\t\t\tdomElement: domElement,\n\t\t\tsetCoordinates: setCoordinates,\n\t\t\tupdateCallback: updateCallback\n\t\t};\n\t}\n\n\tremoveHandles(viewer){\n\t\tif(this.handles === undefined){\n\t\t\treturn;\n\t\t}\n\n\t\t//$(viewer.renderArea).remove(this.handles.domElement);\n\t\tthis.handles.domElement.remove();\n\t\tviewer.removeEventListener(\"update\", this.handles.updateCallback);\n\n\t\tdelete this.handles;\n\t}\n\n\tget visible () {\n\t\treturn this._visible;\n\t}\n\n\tset visible (value) {\n\t\tif (this._visible === value) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._visible = value;\n\n\t\t//this.traverse(node => {\n\t\t//\tnode.display = value;\n\t\t//});\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'visibility_changed',\n\t\t\tannotation: this\n\t\t});\n\t}\n\n\tget display () {\n\t\treturn this._display;\n\t}\n\n\tset display (display) {\n\t\tif (this._display === display) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._display = display;\n\n\t\tif (display) {\n\t\t\t// this.domElement.fadeIn(200);\n\t\t\tthis.domElement.show();\n\t\t} else {\n\t\t\t// this.domElement.fadeOut(200);\n\t\t\tthis.domElement.hide();\n\t\t}\n\t}\n\n\tget expand () {\n\t\treturn this._expand;\n\t}\n\n\tset expand (expand) {\n\t\tif (this._expand === expand) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (expand) {\n\t\t\tthis.display = false;\n\t\t} else {\n\t\t\tthis.display = true;\n\t\t\tthis.traverseDescendants(node => {\n\t\t\t\tnode.display = false;\n\t\t\t});\n\t\t}\n\n\t\tthis._expand = expand;\n\t}\n\n\tget title () {\n\t\treturn this._title;\n\t}\n\n\tset title (title) {\n\t\tif (this._title === title) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._title = title;\n\t\tthis.elTitle.empty();\n\t\tthis.elTitle.append(this._title);\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: \"annotation_changed\",\n\t\t\tannotation: this,\n\t\t});\n\t}\n\n\tget description () {\n\t\treturn this._description;\n\t}\n\n\tset description (description) {\n\t\tif (this._description === description) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis._description = description;\n\n\t\tconst elDescriptionContent = this.elDescription.find(\".annotation-description-content\");\n\t\telDescriptionContent.empty();\n\t\telDescriptionContent.append(this._description);\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: \"annotation_changed\",\n\t\t\tannotation: this,\n\t\t});\n\t}\n\n\tadd (annotation) {\n\t\tif (!this.children.includes(annotation)) {\n\t\t\tthis.children.push(annotation);\n\t\t\tannotation.parent = this;\n\n\t\t\tlet descendants = [];\n\t\t\tannotation.traverse(a => { descendants.push(a); });\n\n\t\t\tfor (let descendant of descendants) {\n\t\t\t\tlet c = this;\n\t\t\t\twhile (c !== null) {\n\t\t\t\t\tc.dispatchEvent({\n\t\t\t\t\t\t'type': 'annotation_added',\n\t\t\t\t\t\t'annotation': descendant\n\t\t\t\t\t});\n\t\t\t\t\tc = c.parent;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tlevel () {\n\t\tif (this.parent === null) {\n\t\t\treturn 0;\n\t\t} else {\n\t\t\treturn this.parent.level() + 1;\n\t\t}\n\t}\n\n\thasChild(annotation) {\n\t\treturn this.children.includes(annotation);\n\t}\n\n\tremove (annotation) {\n\t\tif (this.hasChild(annotation)) {\n\t\t\tannotation.removeAllChildren();\n\t\t\tannotation.dispose();\n\t\t\tthis.children = this.children.filter(e => e !== annotation);\n\t\t\tannotation.parent = null;\n\t\t}\n\t}\n\n\tremoveAllChildren() {\n\t\tthis.children.forEach((child) => {\n\t\t\tif (child.children.length > 0) {\n\t\t\t\tchild.removeAllChildren();\n\t\t\t}\n\n\t\t\tthis.remove(child);\n\t\t});\n\t}\n\n\tupdateBounds () {\n\t\tlet box = new THREE.Box3();\n\n\t\tif (this.position) {\n\t\t\tbox.expandByPoint(this.position);\n\t\t}\n\n\t\tfor (let child of this.children) {\n\t\t\tchild.updateBounds();\n\n\t\t\tbox.union(child.boundingBox);\n\t\t}\n\n\t\tthis.boundingBox.copy(box);\n\t}\n\n\ttraverse (handler) {\n\t\tlet expand = handler(this);\n\n\t\tif (expand === undefined || expand === true) {\n\t\t\tfor (let child of this.children) {\n\t\t\t\tchild.traverse(handler);\n\t\t\t}\n\t\t}\n\t}\n\n\ttraverseDescendants (handler) {\n\t\tfor (let child of this.children) {\n\t\t\tchild.traverse(handler);\n\t\t}\n\t}\n\n\tflatten () {\n\t\tlet annotations = [];\n\n\t\tthis.traverse(annotation => {\n\t\t\tannotations.push(annotation);\n\t\t});\n\n\t\treturn annotations;\n\t}\n\n\tdescendants () {\n\t\tlet annotations = [];\n\n\t\tthis.traverse(annotation => {\n\t\t\tif (annotation !== this) {\n\t\t\t\tannotations.push(annotation);\n\t\t\t}\n\t\t});\n\n\t\treturn annotations;\n\t}\n\n\tsetHighlighted (highlighted) {\n\t\tif (highlighted) {\n\t\t\tthis.domElement.css('opacity', '0.8');\n\t\t\tthis.elTitlebar.css('box-shadow', '0 0 5px #fff');\n\t\t\tthis.domElement.css('z-index', '1000');\n\n\t\t\tif (this._description) {\n\t\t\t\tthis.descriptionVisible = true;\n\t\t\t\tthis.elDescription.fadeIn(200);\n\t\t\t\tthis.elDescription.css('position', 'relative');\n\t\t\t}\n\t\t} else {\n\t\t\tthis.domElement.css('opacity', '0.5');\n\t\t\tthis.elTitlebar.css('box-shadow', '');\n\t\t\tthis.domElement.css('z-index', '100');\n\t\t\tthis.descriptionVisible = false;\n\t\t\tthis.elDescription.css('display', 'none');\n\t\t}\n\n\t\tthis.isHighlighted = highlighted;\n\t}\n\n\thasView () {\n\t\tlet hasPosTargetView = this.cameraTarget.x != null;\n\t\thasPosTargetView = hasPosTargetView && this.cameraPosition.x != null;\n\n\t\tlet hasRadiusView = this.radius !== undefined;\n\n\t\tlet hasView = hasPosTargetView || hasRadiusView;\n\n\t\treturn hasView;\n\t};\n\n\tmoveHere (camera) {\n\t\tif (!this.hasView()) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet view = this.scene.view;\n\t\tlet animationDuration = 500;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\tlet endTarget;\n\t\tif (this.cameraTarget) {\n\t\t\tendTarget = this.cameraTarget;\n\t\t} else if (this.position) {\n\t\t\tendTarget = this.position;\n\t\t} else {\n\t\t\tendTarget = this.boundingBox.getCenter(new THREE.Vector3());\n\t\t}\n\n\t\tif (this.cameraPosition) {\n\t\t\tlet endPosition = this.cameraPosition;\n\n\t\t\tUtils.moveTo(this.scene, endPosition, endTarget);\n\t\t} else if (this.radius) {\n\t\t\tlet direction = view.direction;\n\t\t\tlet endPosition = endTarget.clone().add(direction.multiplyScalar(-this.radius));\n\t\t\tlet startRadius = view.radius;\n\t\t\tlet endRadius = this.radius;\n\n\t\t\t{ // animate camera position\n\t\t\t\tlet tween = new TWEEN.Tween(view.position).to(endPosition, animationDuration);\n\t\t\t\ttween.easing(easing);\n\t\t\t\ttween.start();\n\t\t\t}\n\n\t\t\t{ // animate radius\n\t\t\t\tlet t = {x: 0};\n\n\t\t\t\tlet tween = new TWEEN.Tween(t)\n\t\t\t\t\t.to({x: 1}, animationDuration)\n\t\t\t\t\t.onUpdate(function () {\n\t\t\t\t\t\tview.radius = this.x * endRadius + (1 - this.x) * startRadius;\n\t\t\t\t\t});\n\t\t\t\ttween.easing(easing);\n\t\t\t\ttween.start();\n\t\t\t}\n\t\t}\n\t};\n\n\tdispose () {\n\t\tif (this.domElement.parentElement) {\n\t\t\tthis.domElement.parentElement.removeChild(this.domElement);\n\t\t}\n\t};\n\n\ttoString () {\n\t\treturn 'Annotation: ' + this._title;\n\t}\n};\n","\nclass EnumItem{\n\tconstructor(object){\n\t\tfor(let key of Object.keys(object)){\n\t\t\tthis[key] = object[key];\n\t\t}\n\t}\n\n\tinspect(){\n\t\treturn `Enum(${this.name}: ${this.value})`;\n\t}\n};\n\nclass Enum{\n\n\tconstructor(object){\n\t\tthis.object = object;\n\n\t\tfor(let key of Object.keys(object)){\n\t\t\tlet value = object[key];\n\n\t\t\tif(typeof value === \"object\"){\n\t\t\t\tvalue.name = key;\n\t\t\t}else{\n\t\t\t\tvalue = {name: key, value: value};\n\t\t\t}\n\t\t\t\n\t\t\tthis[key] = new EnumItem(value);\n\t\t}\n\t}\n\n\tfromValue(value){\n\t\tfor(let key of Object.keys(this.object)){\n\t\t\tif(this[key].value === value){\n\t\t\t\treturn this[key];\n\t\t\t}\n\t\t}\n\n\t\tthrow new Error(`No enum for value: ${value}`);\n\t}\n\t\n};\n\nexport {Enum, EnumItem};","\nimport {Enum} from \"./Enum.js\";\n\n\nexport const CameraMode = {\n\tORTHOGRAPHIC: 0,\n\tPERSPECTIVE: 1,\n\tVR: 2,\n};\n\nexport const ClipTask = {\n\tNONE: 0,\n\tHIGHLIGHT: 1,\n\tSHOW_INSIDE: 2,\n\tSHOW_OUTSIDE: 3\n};\n\nexport const ClipMethod = {\n\tINSIDE_ANY: 0,\n\tINSIDE_ALL: 1\n};\n\nexport const ElevationGradientRepeat = {\n\tCLAMP: 0,\n\tREPEAT: 1,\n\tMIRRORED_REPEAT: 2,\n};\n\nexport const MOUSE = {\n\tLEFT: 0b0001,\n\tRIGHT: 0b0010,\n\tMIDDLE: 0b0100\n};\n\nexport const PointSizeType = {\n\tFIXED: 0,\n\tATTENUATED: 1,\n\tADAPTIVE: 2\n};\n\nexport const PointShape = {\n\tSQUARE: 0,\n\tCIRCLE: 1,\n\tPARABOLOID: 2\n};\n\nexport const TreeType = {\n\tOCTREE:\t0,\n\tKDTREE:\t1\n};\n\nexport const LengthUnits = {\n\tMETER: {code: 'm', unitspermeter: 1.0},\n\tFEET: {code: 'ft', unitspermeter: 3.28084},\n\tINCH: {code: '\\u2033', unitspermeter: 39.3701}\n};","\nlet ftCanvas = document.createElement('canvas');\n\nexport const Features = (function () {\n\n\tlet gl = ftCanvas.getContext('webgl') || ftCanvas.getContext('experimental-webgl');\n\tif (gl === null){ \n\t\treturn null; \n\t}\n\n\t// -- code taken from THREE.WebGLRenderer --\n\tlet _vertexShaderPrecisionHighpFloat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT);\n\tlet _vertexShaderPrecisionMediumpFloat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT);\n\t// Unused: let _vertexShaderPrecisionLowpFloat = gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.LOW_FLOAT);\n\n\tlet _fragmentShaderPrecisionHighpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n\tlet _fragmentShaderPrecisionMediumpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT);\n\t// Unused: let _fragmentShaderPrecisionLowpFloat = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.LOW_FLOAT);\n\n\tlet highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;\n\tlet mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;\n\t// -----------------------------------------\n\n\tlet precision;\n\tif (highpAvailable) {\n\t\tprecision = 'highp';\n\t} else if (mediumpAvailable) {\n\t\tprecision = 'mediump';\n\t} else {\n\t\tprecision = 'lowp';\n\t}\n\n\treturn {\n\t\tSHADER_INTERPOLATION: {\n\t\t\tisSupported: function () {\n\t\t\t\tlet supported = true;\n\n\t\t\t\tsupported = supported && gl.getExtension('EXT_frag_depth');\n\t\t\t\tsupported = supported && gl.getParameter(gl.MAX_VARYING_VECTORS) >= 8;\n\n\t\t\t\treturn supported;\n\t\t\t}\n\t\t},\n\t\tSHADER_SPLATS: {\n\t\t\tisSupported: function () {\n\t\t\t\tlet supported = true;\n\n\t\t\t\tsupported = supported && gl.getExtension('EXT_frag_depth');\n\t\t\t\tsupported = supported && gl.getExtension('OES_texture_float');\n\t\t\t\tsupported = supported && gl.getParameter(gl.MAX_VARYING_VECTORS) >= 8;\n\n\t\t\t\treturn supported;\n\t\t\t}\n\n\t\t},\n\t\tSHADER_EDL: {\n\t\t\tisSupported: function () {\n\t\t\t\tlet supported = true;\n\n\t\t\t\tsupported = supported && gl.getExtension('EXT_frag_depth');\n\t\t\t\tsupported = supported && gl.getExtension('OES_texture_float');\n\t\t\t\tsupported = supported && gl.getParameter(gl.MAX_VARYING_VECTORS) >= 8;\n\n\t\t\t\t//supported = supported || (gl instanceof WebGL2RenderingContext);\n\n\t\t\t\treturn supported;\n\t\t\t}\n\n\t\t},\n\t\t//WEBGL2: {\n\t\t//\tisSupported: function(){\n\t\t//\t\treturn gl instanceof WebGL2RenderingContext;\n\t\t//\t}\n\t\t//},\n\t\tprecision: precision\n\t};\n}());\n\n","\n\nexport const KeyCodes = {\n\n\tLEFT: 37,\n\tUP: 38,\n\tRIGHT: 39,\n\tBOTTOM: 40,\n\tDELETE: 46,\n\n\tA: 'A'.charCodeAt(0),\n\tS: 'S'.charCodeAt(0),\n\tD: 'D'.charCodeAt(0),\n\tW: 'W'.charCodeAt(0),\n\tQ: 'Q'.charCodeAt(0),\n\tE: 'E'.charCodeAt(0),\n\tR: 'R'.charCodeAt(0),\n\tF: 'F'.charCodeAt(0)\n\t\n};","\n\nclass LRUItem{\n\n\tconstructor(node){\n\t\tthis.previous = null;\n\t\tthis.next = null;\n\t\tthis.node = node;\n\t}\n\n}\n\n/**\n *\n * @class A doubly-linked-list of the least recently used elements.\n */\nclass LRU{\n\n\tconstructor(){\n\t\t// the least recently used item\n\t\tthis.first = null;\n\t\t// the most recently used item\n\t\tthis.last = null;\n\t\t// a list of all items in the lru list\n\t\tthis.items = {};\n\t\tthis.elements = 0;\n\t\tthis.numPoints = 0;\n\t}\n\n\tsize(){\n\t\treturn this.elements;\n\t}\n\n\tcontains(node){\n\t\treturn this.items[node.id] == null;\n\t}\n\n\ttouch(node){\n\t\tif (!node.loaded) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet item;\n\t\tif (this.items[node.id] == null) {\n\t\t\t// add to list\n\t\t\titem = new LRUItem(node);\n\t\t\titem.previous = this.last;\n\t\t\tthis.last = item;\n\t\t\tif (item.previous !== null) {\n\t\t\t\titem.previous.next = item;\n\t\t\t}\n\n\t\t\tthis.items[node.id] = item;\n\t\t\tthis.elements++;\n\n\t\t\tif (this.first === null) {\n\t\t\t\tthis.first = item;\n\t\t\t}\n\t\t\tthis.numPoints += node.numPoints;\n\t\t} else {\n\t\t\t// update in list\n\t\t\titem = this.items[node.id];\n\t\t\tif (item.previous === null) {\n\t\t\t\t// handle touch on first element\n\t\t\t\tif (item.next !== null) {\n\t\t\t\t\tthis.first = item.next;\n\t\t\t\t\tthis.first.previous = null;\n\t\t\t\t\titem.previous = this.last;\n\t\t\t\t\titem.next = null;\n\t\t\t\t\tthis.last = item;\n\t\t\t\t\titem.previous.next = item;\n\t\t\t\t}\n\t\t\t} else if (item.next === null) {\n\t\t\t\t// handle touch on last element\n\t\t\t} else {\n\t\t\t\t// handle touch on any other element\n\t\t\t\titem.previous.next = item.next;\n\t\t\t\titem.next.previous = item.previous;\n\t\t\t\titem.previous = this.last;\n\t\t\t\titem.next = null;\n\t\t\t\tthis.last = item;\n\t\t\t\titem.previous.next = item;\n\t\t\t}\n\t\t}\n\t}\n\n\tremove(node){\n\t\tlet lruItem = this.items[node.id];\n\t\tif (lruItem) {\n\t\t\tif (this.elements === 1) {\n\t\t\t\tthis.first = null;\n\t\t\t\tthis.last = null;\n\t\t\t} else {\n\t\t\t\tif (!lruItem.previous) {\n\t\t\t\t\tthis.first = lruItem.next;\n\t\t\t\t\tthis.first.previous = null;\n\t\t\t\t}\n\t\t\t\tif (!lruItem.next) {\n\t\t\t\t\tthis.last = lruItem.previous;\n\t\t\t\t\tthis.last.next = null;\n\t\t\t\t}\n\t\t\t\tif (lruItem.previous && lruItem.next) {\n\t\t\t\t\tlruItem.previous.next = lruItem.next;\n\t\t\t\t\tlruItem.next.previous = lruItem.previous;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tdelete this.items[node.id];\n\t\t\tthis.elements--;\n\t\t\tthis.numPoints -= node.numPoints;\n\t\t}\n\t}\n\n\tgetLRUItem(){\n\t\tif (this.first === null) {\n\t\t\treturn null;\n\t\t}\n\t\tlet lru = this.first;\n\n\t\treturn lru.node;\n\t}\n\n\ttoString(){\n\t\tlet string = '{ ';\n\t\tlet curr = this.first;\n\t\twhile (curr !== null) {\n\t\t\tstring += curr.node.id;\n\t\t\tif (curr.next !== null) {\n\t\t\t\tstring += ', ';\n\t\t\t}\n\t\t\tcurr = curr.next;\n\t\t}\n\t\tstring += '}';\n\t\tstring += '(' + this.size() + ')';\n\t\treturn string;\n\t}\n\n\tfreeMemory(){\n\t\tif (this.elements <= 1) {\n\t\t\treturn;\n\t\t}\n\n\t\twhile (this.numPoints > Potree.pointLoadLimit) {\n\t\t\tlet element = this.first;\n\t\t\tlet node = element.node;\n\t\t\tthis.disposeDescendants(node);\n\t\t}\n\t}\n\n\tdisposeDescendants(node){\n\t\tlet stack = [];\n\t\tstack.push(node);\n\t\twhile (stack.length > 0) {\n\t\t\tlet current = stack.pop();\n\n\t\t\t// console.log(current);\n\n\t\t\tcurrent.dispose();\n\t\t\tthis.remove(current);\n\n\t\t\tfor (let key in current.children) {\n\t\t\t\tif (current.children.hasOwnProperty(key)) {\n\t\t\t\t\tlet child = current.children[key];\n\t\t\t\t\tif (child.loaded) {\n\t\t\t\t\t\tstack.push(current.children[key]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n}\n\nexport {LRU, LRUItem};","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport { EventDispatcher } from \"./EventDispatcher.js\";\n\n\nexport class PointCloudTreeNode extends EventDispatcher{\n\n\tconstructor(){\n\t\tsuper();\n\t\tthis.needsTransformUpdate = true;\n\t}\n\n\tgetChildren () {\n\t\tthrow new Error('override function');\n\t}\n\n\tgetBoundingBox () {\n\t\tthrow new Error('override function');\n\t}\n\n\tisLoaded () {\n\t\tthrow new Error('override function');\n\t}\n\n\tisGeometryNode () {\n\t\tthrow new Error('override function');\n\t}\n\n\tisTreeNode () {\n\t\tthrow new Error('override function');\n\t}\n\n\tgetLevel () {\n\t\tthrow new Error('override function');\n\t}\n\n\tgetBoundingSphere () {\n\t\tthrow new Error('override function');\n\t}\n};\n\nexport class PointCloudTree extends THREE.Object3D {\n\tconstructor () {\n\t\tsuper();\n\t}\n\n\tinitialized () {\n\t\treturn this.root !== null;\n\t}\n};\n","\n/**\n * Some types of possible point attribute data formats\n *\n * @class\n */\nconst PointAttributeTypes = {\n\tDATA_TYPE_DOUBLE: {ordinal: 0, name: \"double\", size: 8},\n\tDATA_TYPE_FLOAT: {ordinal: 1, name: \"float\", size: 4},\n\tDATA_TYPE_INT8: {ordinal: 2, name: \"int8\", size: 1},\n\tDATA_TYPE_UINT8: {ordinal: 3, name: \"uint8\", size: 1},\n\tDATA_TYPE_INT16: {ordinal: 4, name: \"int16\", size: 2},\n\tDATA_TYPE_UINT16: {ordinal: 5, name: \"uint16\", size: 2},\n\tDATA_TYPE_INT32: {ordinal: 6, name: \"int32\", size: 4},\n\tDATA_TYPE_UINT32: {ordinal: 7, name: \"uint32\", size: 4},\n\tDATA_TYPE_INT64: {ordinal: 8, name: \"int64\", size: 8},\n\tDATA_TYPE_UINT64: {ordinal: 9, name: \"uint64\", size: 8}\n};\n\nlet i = 0;\nfor (let obj in PointAttributeTypes) {\n\tPointAttributeTypes[i] = PointAttributeTypes[obj];\n\ti++;\n}\n\nexport {PointAttributeTypes};\n\n\nclass PointAttribute{\n\t\n\tconstructor(name, type, numElements){\n\t\tthis.name = name;\n\t\tthis.type = type;\n\t\tthis.numElements = numElements;\n\t\tthis.byteSize = this.numElements * this.type.size;\n\t\tthis.description = \"\";\n\t\tthis.range = [Infinity, -Infinity];\n\t}\n\n};\n\nPointAttribute.POSITION_CARTESIAN = new PointAttribute(\n\t\"POSITION_CARTESIAN\", PointAttributeTypes.DATA_TYPE_FLOAT, 3);\n\nPointAttribute.RGBA_PACKED = new PointAttribute(\n\t\"COLOR_PACKED\", PointAttributeTypes.DATA_TYPE_INT8, 4);\n\nPointAttribute.COLOR_PACKED = PointAttribute.RGBA_PACKED;\n\nPointAttribute.RGB_PACKED = new PointAttribute(\n\t\"COLOR_PACKED\", PointAttributeTypes.DATA_TYPE_INT8, 3);\n\nPointAttribute.NORMAL_FLOATS = new PointAttribute(\n\t\"NORMAL_FLOATS\", PointAttributeTypes.DATA_TYPE_FLOAT, 3);\n\nPointAttribute.INTENSITY = new PointAttribute(\n\t\"INTENSITY\", PointAttributeTypes.DATA_TYPE_UINT16, 1);\n\nPointAttribute.CLASSIFICATION = new PointAttribute(\n\t\"CLASSIFICATION\", PointAttributeTypes.DATA_TYPE_UINT8, 1);\n\nPointAttribute.NORMAL_SPHEREMAPPED = new PointAttribute(\n\t\"NORMAL_SPHEREMAPPED\", PointAttributeTypes.DATA_TYPE_UINT8, 2);\n\nPointAttribute.NORMAL_OCT16 = new PointAttribute(\n\t\"NORMAL_OCT16\", PointAttributeTypes.DATA_TYPE_UINT8, 2);\n\nPointAttribute.NORMAL = new PointAttribute(\n\t\"NORMAL\", PointAttributeTypes.DATA_TYPE_FLOAT, 3);\n\t\nPointAttribute.RETURN_NUMBER = new PointAttribute(\n\t\"RETURN_NUMBER\", PointAttributeTypes.DATA_TYPE_UINT8, 1);\n\t\nPointAttribute.NUMBER_OF_RETURNS = new PointAttribute(\n\t\"NUMBER_OF_RETURNS\", PointAttributeTypes.DATA_TYPE_UINT8, 1);\n\t\nPointAttribute.SOURCE_ID = new PointAttribute(\n\t\"SOURCE_ID\", PointAttributeTypes.DATA_TYPE_UINT16, 1);\n\nPointAttribute.INDICES = new PointAttribute(\n\t\"INDICES\", PointAttributeTypes.DATA_TYPE_UINT32, 1);\n\nPointAttribute.SPACING = new PointAttribute(\n\t\"SPACING\", PointAttributeTypes.DATA_TYPE_FLOAT, 1);\n\nPointAttribute.GPS_TIME = new PointAttribute(\n\t\"GPS_TIME\", PointAttributeTypes.DATA_TYPE_DOUBLE, 1);\n\nexport {PointAttribute};\n\nexport class PointAttributes{\n\n\tconstructor(pointAttributes){\n\t\tthis.attributes = [];\n\t\tthis.byteSize = 0;\n\t\tthis.size = 0;\n\t\tthis.vectors = [];\n\n\t\tif (pointAttributes != null) {\n\t\t\tfor (let i = 0; i < pointAttributes.length; i++) {\n\t\t\t\tlet pointAttributeName = pointAttributes[i];\n\t\t\t\tlet pointAttribute = PointAttribute[pointAttributeName];\n\t\t\t\tthis.attributes.push(pointAttribute);\n\t\t\t\tthis.byteSize += pointAttribute.byteSize;\n\t\t\t\tthis.size++;\n\t\t\t}\n\t\t}\n\t}\n\n\n\tadd(pointAttribute){\n\t\tthis.attributes.push(pointAttribute);\n\t\tthis.byteSize += pointAttribute.byteSize;\n\t\tthis.size++;\n\t};\n\n\taddVector(vector){\n\t\tthis.vectors.push(vector);\n\t}\n\n\thasNormals(){\n\t\tfor (let name in this.attributes) {\n\t\t\tlet pointAttribute = this.attributes[name];\n\t\t\tif (\n\t\t\t\tpointAttribute === PointAttribute.NORMAL_SPHEREMAPPED ||\n\t\t\t\tpointAttribute === PointAttribute.NORMAL_FLOATS ||\n\t\t\t\tpointAttribute === PointAttribute.NORMAL ||\n\t\t\t\tpointAttribute === PointAttribute.NORMAL_OCT16) {\n\t\t\t\treturn true;\n\t\t\t}\n\t\t}\n\n\t\treturn false;\n\t};\n\n}\n","import {PointCloudTreeNode} from \"./PointCloudTree.js\";\nimport {PointAttributes, PointAttribute, PointAttributeTypes} from \"./loader/PointAttributes.js\";\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\n\nclass U {\n\tstatic toVector3(v, offset) {\n\t\treturn new THREE.Vector3().fromArray(v, offset || 0);\n\t}\n\n\tstatic toBox3(b) {\n\t\treturn new THREE.Box3(U.toVector3(b), U.toVector3(b, 3));\n\t};\n\n\tstatic findDim(schema, name) {\n\t\tvar dim = schema.find((dim) => dim.name == name);\n\t\tif (!dim) throw new Error('Failed to find ' + name + ' in schema');\n\t\treturn dim;\n\t}\n\n\tstatic sphereFrom(b) {\n\t\treturn b.getBoundingSphere(new THREE.Sphere());\n\t}\n};\n\nexport class PointCloudEptGeometry {\n\tconstructor(url, info) {\n\t\tlet version = info.version;\n\t\tlet schema = info.schema;\n\t\tlet bounds = info.bounds;\n\t\tlet boundsConforming = info.boundsConforming;\n\n\t\tlet xyz = [\n\t\t\tU.findDim(schema, 'X'),\n\t\t\tU.findDim(schema, 'Y'),\n\t\t\tU.findDim(schema, 'Z')\n\t\t];\n\t\tlet scale = xyz.map((d) => d.scale || 1);\n\t\tlet offset = xyz.map((d) => d.offset || 0);\n\t\tthis.eptScale = U.toVector3(scale);\n\t\tthis.eptOffset = U.toVector3(offset);\n\n\t\tthis.url = url;\n\t\tthis.info = info;\n\t\tthis.type = 'ept';\n\n\t\tthis.schema = schema;\n\t\tthis.span = info.span || info.ticks;\n\t\tthis.boundingBox = U.toBox3(bounds);\n\t\tthis.tightBoundingBox = U.toBox3(boundsConforming);\n\t\tthis.offset = U.toVector3([0, 0, 0]);\n\t\tthis.boundingSphere = U.sphereFrom(this.boundingBox);\n\t\tthis.tightBoundingSphere = U.sphereFrom(this.tightBoundingBox);\n\t\tthis.version = new Potree.Version('1.7');\n\n\t\tthis.projection = null;\n\t\tthis.fallbackProjection = null;\n\n\t\tif (info.srs && info.srs.horizontal) {\n\t\t\tthis.projection = info.srs.authority + ':' + info.srs.horizontal;\n\t\t}\n\n\t\tif (info.srs && info.srs.wkt) {\n\t\t\tif (!this.projection) this.projection = info.srs.wkt;\n\t\t\telse this.fallbackProjection = info.srs.wkt;\n\t\t}\n\n\t\t{ \n\t\t\t// TODO [mschuetz]: named projections that proj4 can't handle seem to cause problems.\n\t\t\t// remove them for now\n\n\t\t\ttry{\n\t\t\t\tproj4(this.projection);\n\t\t\t}catch(e){\n\t\t\t\tthis.projection = null;\n\t\t\t}\n\n\t\t\n\n\t\t}\n\n\t\t\n\t\t{\n\t\t\tconst attributes = new PointAttributes();\n\n\t\t\tattributes.add(PointAttribute.POSITION_CARTESIAN);\n\t\t\tattributes.add(new PointAttribute(\"rgba\", PointAttributeTypes.DATA_TYPE_UINT8, 4));\n\t\t\tattributes.add(new PointAttribute(\"intensity\", PointAttributeTypes.DATA_TYPE_UINT16, 1));\n\t\t\tattributes.add(new PointAttribute(\"classification\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\t\t\tattributes.add(new PointAttribute(\"gps-time\", PointAttributeTypes.DATA_TYPE_DOUBLE, 1));\n\t\t\tattributes.add(new PointAttribute(\"returnNumber\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\t\t\tattributes.add(new PointAttribute(\"number of returns\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\t\t\tattributes.add(new PointAttribute(\"return number\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\t\t\tattributes.add(new PointAttribute(\"source id\", PointAttributeTypes.DATA_TYPE_UINT16, 1));\n\n\t\t\tthis.pointAttributes = attributes;\n\t\t}\n\n\n\n\t\tthis.spacing =\n\t\t\t(this.boundingBox.max.x - this.boundingBox.min.x) / this.span;\n\n\t\tlet hierarchyType = info.hierarchyType || 'json';\n\n\t\tconst dataType = info.dataType;\n\t\tif (dataType == 'laszip') {\n\t\t\tthis.loader = new Potree.EptLaszipLoader();\n\t\t}\n\t\telse if (dataType == 'binary') {\n\t\t\tthis.loader = new Potree.EptBinaryLoader();\n\t\t}\n\t\telse if (dataType == 'zstandard') {\n\t\t\tthis.loader = new Potree.EptZstandardLoader();\n\t\t}\n\t\telse {\n\t\t\tthrow new Error('Could not read data type: ' + dataType);\n\t\t}\n\t}\n};\n\nexport class EptKey {\n\tconstructor(ept, b, d, x, y, z) {\n\t\tthis.ept = ept;\n\t\tthis.b = b;\n\t\tthis.d = d;\n\t\tthis.x = x || 0;\n\t\tthis.y = y || 0;\n\t\tthis.z = z || 0;\n\t}\n\n\tname() {\n\t\treturn this.d + '-' + this.x + '-' + this.y + '-' + this.z;\n\t}\n\n\tstep(a, b, c) {\n\t\tlet min = this.b.min.clone();\n\t\tlet max = this.b.max.clone();\n\t\tlet dst = new THREE.Vector3().subVectors(max, min);\n\n\t\tif (a)\tmin.x += dst.x / 2;\n\t\telse\tmax.x -= dst.x / 2;\n\n\t\tif (b)\tmin.y += dst.y / 2;\n\t\telse\tmax.y -= dst.y / 2;\n\n\t\tif (c)\tmin.z += dst.z / 2;\n\t\telse\tmax.z -= dst.z / 2;\n\n\t\treturn new Potree.EptKey(\n\t\t\t\tthis.ept,\n\t\t\t\tnew THREE.Box3(min, max),\n\t\t\t\tthis.d + 1,\n\t\t\t\tthis.x * 2 + a,\n\t\t\t\tthis.y * 2 + b,\n\t\t\t\tthis.z * 2 + c);\n\t}\n\n\tchildren() {\n\t\tvar result = [];\n\t\tfor (var a = 0; a < 2; ++a) {\n\t\t\tfor (var b = 0; b < 2; ++b) {\n\t\t\t\tfor (var c = 0; c < 2; ++c) {\n\t\t\t\t\tvar add = this.step(a, b, c).name();\n\t\t\t\t\tif (!result.includes(add)) result = result.concat(add);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\treturn result;\n\t}\n}\n\nexport class PointCloudEptGeometryNode extends PointCloudTreeNode {\n\tconstructor(ept, b, d, x, y, z) {\n\t\tsuper();\n\n\t\tthis.ept = ept;\n\t\tthis.key = new Potree.EptKey(\n\t\t\t\tthis.ept,\n\t\t\t\tb || this.ept.boundingBox,\n\t\t\t\td || 0,\n\t\t\t\tx,\n\t\t\t\ty,\n\t\t\t\tz);\n\n\t\tthis.id = PointCloudEptGeometryNode.IDCount++;\n\t\tthis.geometry = null;\n\t\tthis.boundingBox = this.key.b;\n\t\tthis.tightBoundingBox = this.boundingBox;\n\t\tthis.spacing = this.ept.spacing / Math.pow(2, this.key.d);\n\t\tthis.boundingSphere = U.sphereFrom(this.boundingBox);\n\n\t\t// These are set during hierarchy loading.\n\t\tthis.hasChildren = false;\n\t\tthis.children = { };\n\t\tthis.numPoints = -1;\n\n\t\tthis.level = this.key.d;\n\t\tthis.loaded = false;\n\t\tthis.loading = false;\n\t\tthis.oneTimeDisposeHandlers = [];\n\n\t\tlet k = this.key;\n\t\tthis.name = this.toPotreeName(k.d, k.x, k.y, k.z);\n\t\tthis.index = parseInt(this.name.charAt(this.name.length - 1));\n\t}\n\n\tisGeometryNode() { return true; }\n\tgetLevel() { return this.level; }\n\tisTreeNode() { return false; }\n\tisLoaded() { return this.loaded; }\n\tgetBoundingSphere() { return this.boundingSphere; }\n\tgetBoundingBox() { return this.boundingBox; }\n\turl() { return this.ept.url + 'ept-data/' + this.filename(); }\n\tgetNumPoints() { return this.numPoints; }\n\n\tfilename() { return this.key.name(); }\n\n\tgetChildren() {\n\t\tlet children = [];\n\n\t\tfor (let i = 0; i < 8; i++) {\n\t\t\tif (this.children[i]) {\n\t\t\t\tchildren.push(this.children[i]);\n\t\t\t}\n\t\t}\n\n\t\treturn children;\n\t}\n\n\taddChild(child) {\n\t\tthis.children[child.index] = child;\n\t\tchild.parent = this;\n\t}\n\n\tload() {\n\t\tif (this.loaded || this.loading) return;\n\t\tif (Potree.numNodesLoading >= Potree.maxNodesLoading) return;\n\n\t\tthis.loading = true;\n\t\t++Potree.numNodesLoading;\n\n\t\tif (this.numPoints == -1) this.loadHierarchy();\n\t\tthis.loadPoints();\n\t}\n\n\tloadPoints(){\n\t\tthis.ept.loader.load(this);\n\t}\n\n\tasync loadHierarchy() {\n\t\tlet nodes = { };\n\t\tnodes[this.filename()] = this;\n\t\tthis.hasChildren = false;\n\n\t\tlet eptHierarchyFile =\n\t\t\t`${this.ept.url}ept-hierarchy/${this.filename()}.json`;\n\n\t\tlet response = await fetch(eptHierarchyFile);\n\t\tlet hier = await response.json();\n\n\t\t// Since we want to traverse top-down, and 10 comes\n\t\t// lexicographically before 9 (for example), do a deep sort.\n\t\tvar keys = Object.keys(hier).sort((a, b) => {\n\t\t\tlet [da, xa, ya, za] = a.split('-').map((n) => parseInt(n, 10));\n\t\t\tlet [db, xb, yb, zb] = b.split('-').map((n) => parseInt(n, 10));\n\t\t\tif (da < db) return -1; if (da > db) return 1;\n\t\t\tif (xa < xb) return -1; if (xa > xb) return 1;\n\t\t\tif (ya < yb) return -1; if (ya > yb) return 1;\n\t\t\tif (za < zb) return -1; if (za > zb) return 1;\n\t\t\treturn 0;\n\t\t});\n\n\t\tkeys.forEach((v) => {\n\t\t\tlet [d, x, y, z] = v.split('-').map((n) => parseInt(n, 10));\n\t\t\tlet a = x & 1, b = y & 1, c = z & 1;\n\t\t\tlet parentName =\n\t\t\t\t(d - 1) + '-' + (x >> 1) + '-' + (y >> 1) + '-' + (z >> 1);\n\n\t\t\tlet parentNode = nodes[parentName];\n\t\t\tif (!parentNode) return;\n\t\t\tparentNode.hasChildren = true;\n\n\t\t\tlet key = parentNode.key.step(a, b, c);\n\n\t\t\tlet node = new Potree.PointCloudEptGeometryNode(\n\t\t\t\t\tthis.ept,\n\t\t\t\t\tkey.b,\n\t\t\t\t\tkey.d,\n\t\t\t\t\tkey.x,\n\t\t\t\t\tkey.y,\n\t\t\t\t\tkey.z);\n\n\t\t\tnode.level = d;\n\t\t\tnode.numPoints = hier[v];\n\n\t\t\tparentNode.addChild(node);\n\t\t\tnodes[key.name()] = node;\n\t\t});\n\t}\n\n\tdoneLoading(bufferGeometry, tightBoundingBox, np, mean) {\n\t\tbufferGeometry.boundingBox = this.boundingBox;\n\t\tthis.geometry = bufferGeometry;\n\t\tthis.tightBoundingBox = tightBoundingBox;\n\t\tthis.numPoints = np;\n\t\tthis.mean = mean;\n\t\tthis.loaded = true;\n\t\tthis.loading = false;\n\t\t--Potree.numNodesLoading;\n\t}\n\n\ttoPotreeName(d, x, y, z) {\n\t\tvar name = 'r';\n\n\t\tfor (var i = 0; i < d; ++i) {\n\t\t\tvar shift = d - i - 1;\n\t\t\tvar mask = 1 << shift;\n\t\t\tvar step = 0;\n\n\t\t\tif (x & mask) step += 4;\n\t\t\tif (y & mask) step += 2;\n\t\t\tif (z & mask) step += 1;\n\n\t\t\tname += step;\n\t\t}\n\n\t\treturn name;\n\t}\n\n\tdispose() {\n\t\tif (this.geometry && this.parent != null) {\n\t\t\tthis.geometry.dispose();\n\t\t\tthis.geometry = null;\n\t\t\tthis.loaded = false;\n\n\t\t\t// this.dispatchEvent( { type: 'dispose' } );\n\t\t\tfor (let i = 0; i < this.oneTimeDisposeHandlers.length; i++) {\n\t\t\t\tlet handler = this.oneTimeDisposeHandlers[i];\n\t\t\t\thandler();\n\t\t\t}\n\t\t\tthis.oneTimeDisposeHandlers = [];\n\t\t}\n\t}\n}\n\nPointCloudEptGeometryNode.IDCount = 0;\n\n","\n\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {PointCloudTreeNode} from \"./PointCloudTree.js\";\nimport {XHRFactory} from \"./XHRFactory.js\";\nimport {Utils} from \"./utils.js\";\n\nexport class PointCloudOctreeGeometry{\n\n\tconstructor(){\n\t\tthis.url = null;\n\t\tthis.octreeDir = null;\n\t\tthis.spacing = 0;\n\t\tthis.boundingBox = null;\n\t\tthis.root = null;\n\t\tthis.nodes = null;\n\t\tthis.pointAttributes = null;\n\t\tthis.hierarchyStepSize = -1;\n\t\tthis.loader = null;\n\t}\n\t\n}\n\nexport class PointCloudOctreeGeometryNode extends PointCloudTreeNode{\n\n\tconstructor(name, pcoGeometry, boundingBox){\n\t\tsuper();\n\n\t\tthis.id = PointCloudOctreeGeometryNode.IDCount++;\n\t\tthis.name = name;\n\t\tthis.index = parseInt(name.charAt(name.length - 1));\n\t\tthis.pcoGeometry = pcoGeometry;\n\t\tthis.geometry = null;\n\t\tthis.boundingBox = boundingBox;\n\t\tthis.boundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\tthis.children = {};\n\t\tthis.numPoints = 0;\n\t\tthis.level = null;\n\t\tthis.loaded = false;\n\t\tthis.oneTimeDisposeHandlers = [];\n\t}\n\n\tisGeometryNode(){\n\t\treturn true;\n\t}\n\n\tgetLevel(){\n\t\treturn this.level;\n\t}\n\n\tisTreeNode(){\n\t\treturn false;\n\t}\n\n\tisLoaded(){\n\t\treturn this.loaded;\n\t}\n\n\tgetBoundingSphere(){\n\t\treturn this.boundingSphere;\n\t}\n\n\tgetBoundingBox(){\n\t\treturn this.boundingBox;\n\t}\n\n\tgetChildren(){\n\t\tlet children = [];\n\n\t\tfor (let i = 0; i < 8; i++) {\n\t\t\tif (this.children[i]) {\n\t\t\t\tchildren.push(this.children[i]);\n\t\t\t}\n\t\t}\n\n\t\treturn children;\n\t}\n\n\tgetBoundingBox(){\n\t\treturn this.boundingBox;\n\t}\n\n\tgetURL(){\n\t\tlet url = '';\n\n\t\tlet version = this.pcoGeometry.loader.version;\n\n\t\tif (version.equalOrHigher('1.5')) {\n\t\t\turl = this.pcoGeometry.octreeDir + '/' + this.getHierarchyPath() + '/' + this.name;\n\t\t} else if (version.equalOrHigher('1.4')) {\n\t\t\turl = this.pcoGeometry.octreeDir + '/' + this.name;\n\t\t} else if (version.upTo('1.3')) {\n\t\t\turl = this.pcoGeometry.octreeDir + '/' + this.name;\n\t\t}\n\n\t\treturn url;\n\t}\n\n\tgetHierarchyPath(){\n\t\tlet path = 'r/';\n\n\t\tlet hierarchyStepSize = this.pcoGeometry.hierarchyStepSize;\n\t\tlet indices = this.name.substr(1);\n\n\t\tlet numParts = Math.floor(indices.length / hierarchyStepSize);\n\t\tfor (let i = 0; i < numParts; i++) {\n\t\t\tpath += indices.substr(i * hierarchyStepSize, hierarchyStepSize) + '/';\n\t\t}\n\n\t\tpath = path.slice(0, -1);\n\n\t\treturn path;\n\t}\n\n\taddChild(child) {\n\t\tthis.children[child.index] = child;\n\t\tchild.parent = this;\n\t}\n\n\tload(){\n\t\tif (this.loading === true || this.loaded === true || Potree.numNodesLoading >= Potree.maxNodesLoading) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.loading = true;\n\n\t\tPotree.numNodesLoading++;\n\n\t\tif (this.pcoGeometry.loader.version.equalOrHigher('1.5')) {\n\t\t\tif ((this.level % this.pcoGeometry.hierarchyStepSize) === 0 && this.hasChildren) {\n\t\t\t\tthis.loadHierachyThenPoints();\n\t\t\t} else {\n\t\t\t\tthis.loadPoints();\n\t\t\t}\n\t\t} else {\n\t\t\tthis.loadPoints();\n\t\t}\n\t}\n\n\tloadPoints(){\n\t\tthis.pcoGeometry.loader.load(this);\n\t}\n\n\tloadHierachyThenPoints(){\n\t\tlet node = this;\n\n\t\t// load hierarchy\n\t\tlet callback = function (node, hbuffer) {\n\n\t\t\tlet tStart = performance.now();\n\n\t\t\tlet view = new DataView(hbuffer);\n\n\t\t\tlet stack = [];\n\t\t\tlet children = view.getUint8(0);\n\t\t\tlet numPoints = view.getUint32(1, true);\n\t\t\tnode.numPoints = numPoints;\n\t\t\tstack.push({children: children, numPoints: numPoints, name: node.name});\n\n\t\t\tlet decoded = [];\n\n\t\t\tlet offset = 5;\n\t\t\twhile (stack.length > 0) {\n\t\t\t\tlet snode = stack.shift();\n\t\t\t\tlet mask = 1;\n\t\t\t\tfor (let i = 0; i < 8; i++) {\n\t\t\t\t\tif ((snode.children & mask) !== 0) {\n\t\t\t\t\t\tlet childName = snode.name + i;\n\n\t\t\t\t\t\tlet childChildren = view.getUint8(offset);\n\t\t\t\t\t\tlet childNumPoints = view.getUint32(offset + 1, true);\n\n\t\t\t\t\t\tstack.push({children: childChildren, numPoints: childNumPoints, name: childName});\n\n\t\t\t\t\t\tdecoded.push({children: childChildren, numPoints: childNumPoints, name: childName});\n\n\t\t\t\t\t\toffset += 5;\n\t\t\t\t\t}\n\n\t\t\t\t\tmask = mask * 2;\n\t\t\t\t}\n\n\t\t\t\tif (offset === hbuffer.byteLength) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// console.log(decoded);\n\n\t\t\tlet nodes = {};\n\t\t\tnodes[node.name] = node;\n\t\t\tlet pco = node.pcoGeometry;\n\n\t\t\tfor (let i = 0; i < decoded.length; i++) {\n\t\t\t\tlet name = decoded[i].name;\n\t\t\t\tlet decodedNumPoints = decoded[i].numPoints;\n\t\t\t\tlet index = parseInt(name.charAt(name.length - 1));\n\t\t\t\tlet parentName = name.substring(0, name.length - 1);\n\t\t\t\tlet parentNode = nodes[parentName];\n\t\t\t\tlet level = name.length - 1;\n\t\t\t\tlet boundingBox = Utils.createChildAABB(parentNode.boundingBox, index);\n\n\t\t\t\tlet currentNode = new PointCloudOctreeGeometryNode(name, pco, boundingBox);\n\t\t\t\tcurrentNode.level = level;\n\t\t\t\tcurrentNode.numPoints = decodedNumPoints;\n\t\t\t\tcurrentNode.hasChildren = decoded[i].children > 0;\n\t\t\t\tcurrentNode.spacing = pco.spacing / Math.pow(2, level);\n\t\t\t\tparentNode.addChild(currentNode);\n\t\t\t\tnodes[name] = currentNode;\n\t\t\t}\n\n\t\t\tlet duration = performance.now() - tStart;\n\t\t\tif(duration > 5){\n\t\t\t\tlet msg = `duration: ${duration}ms, numNodes: ${decoded.length}`;\n\t\t\t\tconsole.log(msg);\n\t\t\t}\n\n\t\t\tnode.loadPoints();\n\t\t};\n\t\tif ((node.level % node.pcoGeometry.hierarchyStepSize) === 0) {\n\t\t\t// let hurl = node.pcoGeometry.octreeDir + \"/../hierarchy/\" + node.name + \".hrc\";\n\t\t\tlet hurl = node.pcoGeometry.octreeDir + '/' + node.getHierarchyPath() + '/' + node.name + '.hrc';\n\n\t\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\t\txhr.open('GET', hurl, true);\n\t\t\txhr.responseType = 'arraybuffer';\n\t\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\t\txhr.onreadystatechange = () => {\n\t\t\t\tif (xhr.readyState === 4) {\n\t\t\t\t\tif (xhr.status === 200 || xhr.status === 0) {\n\t\t\t\t\t\tlet hbuffer = xhr.response;\n\t\t\t\t\t\tcallback(node, hbuffer);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tconsole.log('Failed to load file! HTTP status: ' + xhr.status + ', file: ' + hurl);\n\t\t\t\t\t\tPotree.numNodesLoading--;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t};\n\t\t\ttry {\n\t\t\t\txhr.send(null);\n\t\t\t} catch (e) {\n\t\t\t\tconsole.log('fehler beim laden der punktwolke: ' + e);\n\t\t\t}\n\t\t}\n\t}\n\n\tgetNumPoints(){\n\t\treturn this.numPoints;\n\t}\n\n\tdispose(){\n\t\tif (this.geometry && this.parent != null) {\n\t\t\tthis.geometry.dispose();\n\t\t\tthis.geometry = null;\n\t\t\tthis.loaded = false;\n\n\t\t\tthis.dispatchEvent( { type: 'dispose' } );\n\t\t\t\n\t\t\tfor (let i = 0; i < this.oneTimeDisposeHandlers.length; i++) {\n\t\t\t\tlet handler = this.oneTimeDisposeHandlers[i];\n\t\t\t\thandler();\n\t\t\t}\n\t\t\tthis.oneTimeDisposeHandlers = [];\n\t\t}\n\t}\n\t\n}\n\nPointCloudOctreeGeometryNode.IDCount = 0;\n","import * as THREE from \"../../libs/three.js/build/three.module.js\";\n\n// -------------------------------------------\n// to get a ready to use gradient array from a chroma.js gradient:\n// http://gka.github.io/chroma.js/\n// -------------------------------------------\n//\n// let stops = [];\n// for(let i = 0; i <= 10; i++){\n//\tlet range = chroma.scale(['yellow', 'navy']).mode('lch').domain([10,0])(i)._rgb\n//\t\t.slice(0, 3)\n//\t\t.map(v => (v / 255).toFixed(4))\n//\t\t.join(\", \");\n//\n//\tlet line = `[${i / 10}, new THREE.Color(${range})],`;\n//\n//\tstops.push(line);\n// }\n// stops.join(\"\\n\");\n//\n//\n//\n// -------------------------------------------\n// to get a ready to use gradient array from matplotlib:\n// -------------------------------------------\n// import matplotlib.pyplot as plt\n// import matplotlib.colors as colors\n//\n// norm = colors.Normalize(vmin=0,vmax=1)\n// cmap = plt.cm.viridis\n//\n// for i in range(0,11):\n//\tu = i / 10\n//\trgb = cmap(norm(u))[0:3]\n//\trgb = [\"{0:.3f}\".format(v) for v in rgb]\n//\trgb = \"[\" + str(u) + \", new THREE.Color(\" + \", \".join(rgb) + \")],\"\n//\tprint(rgb)\n\nlet Gradients = {\n\t// From chroma spectral http://gka.github.io/chroma.js/\n\tSPECTRAL: [\n\t\t[0, new THREE.Color(0.3686, 0.3098, 0.6353)],\n\t\t[0.1, new THREE.Color(0.1961, 0.5333, 0.7412)],\n\t\t[0.2, new THREE.Color(0.4000, 0.7608, 0.6471)],\n\t\t[0.3, new THREE.Color(0.6706, 0.8667, 0.6431)],\n\t\t[0.4, new THREE.Color(0.9020, 0.9608, 0.5961)],\n\t\t[0.5, new THREE.Color(1.0000, 1.0000, 0.7490)],\n\t\t[0.6, new THREE.Color(0.9961, 0.8784, 0.5451)],\n\t\t[0.7, new THREE.Color(0.9922, 0.6824, 0.3804)],\n\t\t[0.8, new THREE.Color(0.9569, 0.4275, 0.2627)],\n\t\t[0.9, new THREE.Color(0.8353, 0.2431, 0.3098)],\n\t\t[1, new THREE.Color(0.6196, 0.0039, 0.2588)]\n\t],\n\tPLASMA: [\n\t\t[0.0, new THREE.Color(0.241, 0.015, 0.610)],\n\t\t[0.1, new THREE.Color(0.387, 0.001, 0.654)],\n\t\t[0.2, new THREE.Color(0.524, 0.025, 0.653)],\n\t\t[0.3, new THREE.Color(0.651, 0.125, 0.596)],\n\t\t[0.4, new THREE.Color(0.752, 0.227, 0.513)],\n\t\t[0.5, new THREE.Color(0.837, 0.329, 0.431)],\n\t\t[0.6, new THREE.Color(0.907, 0.435, 0.353)],\n\t\t[0.7, new THREE.Color(0.963, 0.554, 0.272)],\n\t\t[0.8, new THREE.Color(0.992, 0.681, 0.195)],\n\t\t[0.9, new THREE.Color(0.987, 0.822, 0.144)],\n\t\t[1.0, new THREE.Color(0.940, 0.975, 0.131)]\n\t],\n\tYELLOW_GREEN: [\n\t\t[0, new THREE.Color(0.1647, 0.2824, 0.3451)],\n\t\t[0.1, new THREE.Color(0.1338, 0.3555, 0.4227)],\n\t\t[0.2, new THREE.Color(0.0610, 0.4319, 0.4864)],\n\t\t[0.3, new THREE.Color(0.0000, 0.5099, 0.5319)],\n\t\t[0.4, new THREE.Color(0.0000, 0.5881, 0.5569)],\n\t\t[0.5, new THREE.Color(0.1370, 0.6650, 0.5614)],\n\t\t[0.6, new THREE.Color(0.2906, 0.7395, 0.5477)],\n\t\t[0.7, new THREE.Color(0.4453, 0.8099, 0.5201)],\n\t\t[0.8, new THREE.Color(0.6102, 0.8748, 0.4850)],\n\t\t[0.9, new THREE.Color(0.7883, 0.9323, 0.4514)],\n\t\t[1, new THREE.Color(0.9804, 0.9804, 0.4314)]\n\t],\n\tVIRIDIS: [\n\t\t[0.0, new THREE.Color(0.267, 0.005, 0.329)],\n\t\t[0.1, new THREE.Color(0.283, 0.141, 0.458)],\n\t\t[0.2, new THREE.Color(0.254, 0.265, 0.530)],\n\t\t[0.3, new THREE.Color(0.207, 0.372, 0.553)],\n\t\t[0.4, new THREE.Color(0.164, 0.471, 0.558)],\n\t\t[0.5, new THREE.Color(0.128, 0.567, 0.551)],\n\t\t[0.6, new THREE.Color(0.135, 0.659, 0.518)],\n\t\t[0.7, new THREE.Color(0.267, 0.749, 0.441)],\n\t\t[0.8, new THREE.Color(0.478, 0.821, 0.318)],\n\t\t[0.9, new THREE.Color(0.741, 0.873, 0.150)],\n\t\t[1.0, new THREE.Color(0.993, 0.906, 0.144)]\n\t],\n\tINFERNO: [\n\t\t[0.0, new THREE.Color(0.077, 0.042, 0.206)],\n\t\t[0.1, new THREE.Color(0.225, 0.036, 0.388)],\n\t\t[0.2, new THREE.Color(0.373, 0.074, 0.432)],\n\t\t[0.3, new THREE.Color(0.522, 0.128, 0.420)],\n\t\t[0.4, new THREE.Color(0.665, 0.182, 0.370)],\n\t\t[0.5, new THREE.Color(0.797, 0.255, 0.287)],\n\t\t[0.6, new THREE.Color(0.902, 0.364, 0.184)],\n\t\t[0.7, new THREE.Color(0.969, 0.516, 0.063)],\n\t\t[0.8, new THREE.Color(0.988, 0.683, 0.072)],\n\t\t[0.9, new THREE.Color(0.961, 0.859, 0.298)],\n\t\t[1.0, new THREE.Color(0.988, 0.998, 0.645)]\n\t],\n\tGRAYSCALE: [\n\t\t[0, new THREE.Color(0, 0, 0)],\n\t\t[1, new THREE.Color(1, 1, 1)]\n\t],\n\t// 16 samples of the TURBU color scheme\n\t// values taken from: https://gist.github.com/mikhailov-work/ee72ba4191942acecc03fe6da94fc73f\n\t// original file licensed under Apache-2.0\n\tTURBO: [\n\t\t[0.00, new THREE.Color(0.18995, 0.07176, 0.23217)],\n\t\t[0.07, new THREE.Color(0.25107, 0.25237, 0.63374)],\n\t\t[0.13, new THREE.Color(0.27628, 0.42118, 0.89123)],\n\t\t[0.20, new THREE.Color(0.25862, 0.57958, 0.99876)],\n\t\t[0.27, new THREE.Color(0.15844, 0.73551, 0.92305)],\n\t\t[0.33, new THREE.Color(0.09267, 0.86554, 0.7623)],\n\t\t[0.40, new THREE.Color(0.19659, 0.94901, 0.59466)],\n\t\t[0.47, new THREE.Color(0.42778, 0.99419, 0.38575)],\n\t\t[0.53, new THREE.Color(0.64362, 0.98999, 0.23356)],\n\t\t[0.60, new THREE.Color(0.80473, 0.92452, 0.20459)],\n\t\t[0.67, new THREE.Color(0.93301, 0.81236, 0.22667)],\n\t\t[0.73, new THREE.Color(0.99314, 0.67408, 0.20348)],\n\t\t[0.80, new THREE.Color(0.9836, 0.49291, 0.12849)],\n\t\t[0.87, new THREE.Color(0.92105, 0.31489, 0.05475)],\n\t\t[0.93, new THREE.Color(0.81608, 0.18462, 0.01809)],\n\t\t[1.00, new THREE.Color(0.66449, 0.08436, 0.00424)],\n\t],\n\tRAINBOW: [\n\t\t[0, new THREE.Color(0.278, 0, 0.714)],\n\t\t[1 / 6, new THREE.Color(0, 0, 1)],\n\t\t[2 / 6, new THREE.Color(0, 1, 1)],\n\t\t[3 / 6, new THREE.Color(0, 1, 0)],\n\t\t[4 / 6, new THREE.Color(1, 1, 0)],\n\t\t[5 / 6, new THREE.Color(1, 0.64, 0)],\n\t\t[1, new THREE.Color(1, 0, 0)]\n\t],\n\tCONTOUR: [\n\t\t[0.00, new THREE.Color(0, 0, 0)],\n\t\t[0.03, new THREE.Color(0, 0, 0)],\n\t\t[0.04, new THREE.Color(1, 1, 1)],\n\t\t[1.00, new THREE.Color(1, 1, 1)]\n\t],\n};\n\n\nexport {Gradients};\n","let Shaders = {};\n\nShaders[\"pointcloud.vs\"] = `\nprecision highp float;\nprecision highp int;\n\n#define max_clip_polygons 8\n#define PI 3.141592653589793\n\nattribute vec3 position;\nattribute vec3 color;\nattribute float intensity;\nattribute float classification;\nattribute float returnNumber;\nattribute float numberOfReturns;\nattribute float pointSourceID;\nattribute vec4 indices;\nattribute float spacing;\nattribute float gpsTime;\nattribute vec3 normal;\nattribute float aExtra;\n\nuniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat4 uViewInv;\n\nuniform float uScreenWidth;\nuniform float uScreenHeight;\nuniform float fov;\nuniform float near;\nuniform float far;\n\nuniform bool uDebug;\n\nuniform bool uUseOrthographicCamera;\nuniform float uOrthoWidth;\nuniform float uOrthoHeight;\n\n#define CLIPTASK_NONE 0\n#define CLIPTASK_HIGHLIGHT 1\n#define CLIPTASK_SHOW_INSIDE 2\n#define CLIPTASK_SHOW_OUTSIDE 3\n\n#define CLIPMETHOD_INSIDE_ANY 0\n#define CLIPMETHOD_INSIDE_ALL 1\n\nuniform int clipTask;\nuniform int clipMethod;\n#if defined(num_clipboxes) && num_clipboxes > 0\n\tuniform mat4 clipBoxes[num_clipboxes];\n#endif\n\n#if defined(num_clipspheres) && num_clipspheres > 0\n\tuniform mat4 uClipSpheres[num_clipspheres];\n#endif\n\n#if defined(num_clippolygons) && num_clippolygons > 0\n\tuniform int uClipPolygonVCount[num_clippolygons];\n\tuniform vec3 uClipPolygonVertices[num_clippolygons * 8];\n\tuniform mat4 uClipPolygonWVP[num_clippolygons];\n#endif\n\n\nuniform float size;\nuniform float minSize;\nuniform float maxSize;\n\nuniform float uPCIndex;\nuniform float uOctreeSpacing;\nuniform float uNodeSpacing;\nuniform float uOctreeSize;\nuniform vec3 uBBSize;\nuniform float uLevel;\nuniform float uVNStart;\nuniform bool uIsLeafNode;\n\nuniform vec3 uColor;\nuniform float uOpacity;\n\nuniform vec2 elevationRange;\nuniform vec2 intensityRange;\n\nuniform vec2 uFilterReturnNumberRange;\nuniform vec2 uFilterNumberOfReturnsRange;\nuniform vec2 uFilterPointSourceIDClipRange;\nuniform vec2 uFilterGPSTimeClipRange;\nuniform float uGpsScale;\nuniform float uGpsOffset;\n\nuniform vec2 uNormalizedGpsBufferRange;\n\nuniform vec3 uIntensity_gbc;\nuniform vec3 uRGB_gbc;\nuniform vec3 uExtra_gbc;\n\nuniform float uTransition;\nuniform float wRGB;\nuniform float wIntensity;\nuniform float wElevation;\nuniform float wClassification;\nuniform float wReturnNumber;\nuniform float wSourceID;\n\nuniform vec2 uExtraNormalizedRange;\nuniform vec2 uExtraRange;\nuniform float uExtraScale;\nuniform float uExtraOffset;\n\nuniform vec3 uShadowColor;\n\nuniform sampler2D visibleNodes;\nuniform sampler2D gradient;\nuniform sampler2D classificationLUT;\n\n#if defined(color_type_matcap)\nuniform sampler2D matcapTextureUniform;\n#endif\nuniform bool backfaceCulling;\n\n#if defined(num_shadowmaps) && num_shadowmaps > 0\nuniform sampler2D uShadowMap[num_shadowmaps];\nuniform mat4 uShadowWorldView[num_shadowmaps];\nuniform mat4 uShadowProj[num_shadowmaps];\n#endif\n\nvarying vec3\tvColor;\nvarying float\tvLogDepth;\nvarying vec3\tvViewPosition;\nvarying float \tvRadius;\nvarying float \tvPointSize;\n\n\nfloat round(float number){\n\treturn floor(number + 0.5);\n}\n\n// \n// ### ######## ### ######## ######## #### ## ## ######## ###### #### ######## ######## ###### \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ######## ## ## ## ## ###### ###### ## ## ###### ###### \n// ######### ## ## ######### ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ######## ## ## ## ## #### ### ######## ###### #### ######## ######## ###### \n// \t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\n\n\n// ---------------------\n// OCTREE\n// ---------------------\n\n#if (defined(adaptive_point_size) || defined(color_type_level_of_detail)) && defined(tree_type_octree)\n/**\n * number of 1-bits up to inclusive index position\n * number is treated as if it were an integer in the range 0-255\n *\n */\nint numberOfOnes(int number, int index){\n\tint numOnes = 0;\n\tint tmp = 128;\n\tfor(int i = 7; i >= 0; i--){\n\t\t\n\t\tif(number >= tmp){\n\t\t\tnumber = number - tmp;\n\n\t\t\tif(i <= index){\n\t\t\t\tnumOnes++;\n\t\t\t}\n\t\t}\n\t\t\n\t\ttmp = tmp / 2;\n\t}\n\n\treturn numOnes;\n}\n\n\n/**\n * checks whether the bit at index is 1\n * number is treated as if it were an integer in the range 0-255\n *\n */\nbool isBitSet(int number, int index){\n\n\t// weird multi else if due to lack of proper array, int and bitwise support in WebGL 1.0\n\tint powi = 1;\n\tif(index == 0){\n\t\tpowi = 1;\n\t}else if(index == 1){\n\t\tpowi = 2;\n\t}else if(index == 2){\n\t\tpowi = 4;\n\t}else if(index == 3){\n\t\tpowi = 8;\n\t}else if(index == 4){\n\t\tpowi = 16;\n\t}else if(index == 5){\n\t\tpowi = 32;\n\t}else if(index == 6){\n\t\tpowi = 64;\n\t}else if(index == 7){\n\t\tpowi = 128;\n\t}else{\n\t\treturn false;\n\t}\n\n\tint ndp = number / powi;\n\n\treturn mod(float(ndp), 2.0) != 0.0;\n}\n\n\n/**\n * find the LOD at the point position\n */\nfloat getLOD(){\n\t\n\tvec3 offset = vec3(0.0, 0.0, 0.0);\n\tint iOffset = int(uVNStart);\n\tfloat depth = uLevel;\n\tfor(float i = 0.0; i <= 30.0; i++){\n\t\tfloat nodeSizeAtLevel = uOctreeSize / pow(2.0, i + uLevel + 0.0);\n\t\t\n\t\tvec3 index3d = (position-offset) / nodeSizeAtLevel;\n\t\tindex3d = floor(index3d + 0.5);\n\t\tint index = int(round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));\n\t\t\n\t\tvec4 value = texture2D(visibleNodes, vec2(float(iOffset) / 2048.0, 0.0));\n\t\tint mask = int(round(value.r * 255.0));\n\n\t\tif(isBitSet(mask, index)){\n\t\t\t// there are more visible child nodes at this position\n\t\t\tint advanceG = int(round(value.g * 255.0)) * 256;\n\t\t\tint advanceB = int(round(value.b * 255.0));\n\t\t\tint advanceChild = numberOfOnes(mask, index - 1);\n\t\t\tint advance = advanceG + advanceB + advanceChild;\n\n\t\t\tiOffset = iOffset + advance;\n\t\t\t\n\t\t\tdepth++;\n\t\t}else{\n\t\t\t// no more visible child nodes at this position\n\t\t\t//return value.a * 255.0;\n\n\t\t\tfloat lodOffset = (255.0 * value.a) / 10.0 - 10.0;\n\n\t\t\treturn depth + lodOffset;\n\t\t}\n\t\t\n\t\toffset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d;\n\t}\n\t\t\n\treturn depth;\n}\n\nfloat getSpacing(){\n\tvec3 offset = vec3(0.0, 0.0, 0.0);\n\tint iOffset = int(uVNStart);\n\tfloat depth = uLevel;\n\tfloat spacing = uNodeSpacing;\n\tfor(float i = 0.0; i <= 30.0; i++){\n\t\tfloat nodeSizeAtLevel = uOctreeSize / pow(2.0, i + uLevel + 0.0);\n\t\t\n\t\tvec3 index3d = (position-offset) / nodeSizeAtLevel;\n\t\tindex3d = floor(index3d + 0.5);\n\t\tint index = int(round(4.0 * index3d.x + 2.0 * index3d.y + index3d.z));\n\t\t\n\t\tvec4 value = texture2D(visibleNodes, vec2(float(iOffset) / 2048.0, 0.0));\n\t\tint mask = int(round(value.r * 255.0));\n\t\tfloat spacingFactor = value.a;\n\n\t\tif(i > 0.0){\n\t\t\tspacing = spacing / (255.0 * spacingFactor);\n\t\t}\n\t\t\n\n\t\tif(isBitSet(mask, index)){\n\t\t\t// there are more visible child nodes at this position\n\t\t\tint advanceG = int(round(value.g * 255.0)) * 256;\n\t\t\tint advanceB = int(round(value.b * 255.0));\n\t\t\tint advanceChild = numberOfOnes(mask, index - 1);\n\t\t\tint advance = advanceG + advanceB + advanceChild;\n\n\t\t\tiOffset = iOffset + advance;\n\n\t\t\t//spacing = spacing / (255.0 * spacingFactor);\n\t\t\t//spacing = spacing / 3.0;\n\t\t\t\n\t\t\tdepth++;\n\t\t}else{\n\t\t\t// no more visible child nodes at this position\n\t\t\treturn spacing;\n\t\t}\n\t\t\n\t\toffset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d;\n\t}\n\t\t\n\treturn spacing;\n}\n\nfloat getPointSizeAttenuation(){\n\treturn pow(2.0, getLOD());\n}\n\n\n#endif\n\n\n// ---------------------\n// KD-TREE\n// ---------------------\n\n#if (defined(adaptive_point_size) || defined(color_type_level_of_detail)) && defined(tree_type_kdtree)\n\nfloat getLOD(){\n\tvec3 offset = vec3(0.0, 0.0, 0.0);\n\tfloat iOffset = 0.0;\n\tfloat depth = 0.0;\n\t\t\n\t\t\n\tvec3 size = uBBSize;\t\n\tvec3 pos = position;\n\t\t\n\tfor(float i = 0.0; i <= 1000.0; i++){\n\t\t\n\t\tvec4 value = texture2D(visibleNodes, vec2(iOffset / 2048.0, 0.0));\n\t\t\n\t\tint children = int(value.r * 255.0);\n\t\tfloat next = value.g * 255.0;\n\t\tint split = int(value.b * 255.0);\n\t\t\n\t\tif(next == 0.0){\n\t\t \treturn depth;\n\t\t}\n\t\t\n\t\tvec3 splitv = vec3(0.0, 0.0, 0.0);\n\t\tif(split == 1){\n\t\t\tsplitv.x = 1.0;\n\t\t}else if(split == 2){\n\t\t \tsplitv.y = 1.0;\n\t\t}else if(split == 4){\n\t\t \tsplitv.z = 1.0;\n\t\t}\n\t\t\n\t\tiOffset = iOffset + next;\n\t\t\n\t\tfloat factor = length(pos * splitv / size);\n\t\tif(factor < 0.5){\n\t\t\t// left\n\t\tif(children == 0 || children == 2){\n\t\t\t\treturn depth;\n\t\t\t}\n\t\t}else{\n\t\t\t// right\n\t\t\tpos = pos - size * splitv * 0.5;\n\t\t\tif(children == 0 || children == 1){\n\t\t\t\treturn depth;\n\t\t\t}\n\t\t\tif(children == 3){\n\t\t\t\tiOffset = iOffset + 1.0;\n\t\t\t}\n\t\t}\n\t\tsize = size * ((1.0 - (splitv + 1.0) / 2.0) + 0.5);\n\t\t\n\t\tdepth++;\n\t}\n\t\t\n\t\t\n\treturn depth;\t\n}\n\nfloat getPointSizeAttenuation(){\n\treturn 0.5 * pow(1.3, getLOD());\n}\n\n#endif\n\n\n\n// \n// ### ######## ######## ######## #### ######## ## ## ######## ######## ###### \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ######## ## ######## ## ## ## ###### ###### \n// ######### ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## \n// ## ## ## ## ## ## #### ######## ####### ## ######## ###### \n// \n\n\n\n// formula adapted from: http://www.dfstudios.co.uk/articles/programming/image-programming-algorithms/image-processing-algorithms-part-5-contrast-adjustment/\nfloat getContrastFactor(float contrast){\n\treturn (1.0158730158730156 * (contrast + 1.0)) / (1.0158730158730156 - contrast);\n}\n\nvec3 getRGB(){\n\tvec3 rgb = color;\n\t\n\trgb = pow(rgb, vec3(uRGB_gbc.x));\n\trgb = rgb + uRGB_gbc.y;\n\trgb = (rgb - 0.5) * getContrastFactor(uRGB_gbc.z) + 0.5;\n\trgb = clamp(rgb, 0.0, 1.0);\n\n\treturn rgb;\n}\n\nfloat getIntensity(){\n\tfloat w = (intensity - intensityRange.x) / (intensityRange.y - intensityRange.x);\n\tw = pow(w, uIntensity_gbc.x);\n\tw = w + uIntensity_gbc.y;\n\tw = (w - 0.5) * getContrastFactor(uIntensity_gbc.z) + 0.5;\n\tw = clamp(w, 0.0, 1.0);\n\n\treturn w;\n}\n\nvec3 getGpsTime(){\n\n\tfloat w = (gpsTime + uGpsOffset) * uGpsScale;\n\n\n\tvec3 c = texture2D(gradient, vec2(w, 1.0 - w)).rgb;\n\n\n\t// vec2 r = uNormalizedGpsBufferRange;\n\t// float w = gpsTime * (r.y - r.x) + r.x;\n\t// w = clamp(w, 0.0, 1.0);\n\t// vec3 c = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\t\n\treturn c;\n}\n\nvec3 getElevation(){\n\tvec4 world = modelMatrix * vec4( position, 1.0 );\n\tfloat w = (world.z - elevationRange.x) / (elevationRange.y - elevationRange.x);\n\tvec3 cElevation = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\t\n\treturn cElevation;\n}\n\nvec4 getClassification(){\n\tvec2 uv = vec2(classification / 255.0, 0.5);\n\tvec4 classColor = texture2D(classificationLUT, uv);\n\t\n\treturn classColor;\n}\n\nvec3 getReturns(){\n\n\t// 0b 00_000_111\n\tfloat rn = mod(returnNumber, 8.0);\n\t// 0b 00_111_000\n\tfloat nr = mod(returnNumber / 8.0, 8.0);\n\n\tif(nr <= 1.0){\n\t\treturn vec3(1.0, 0.0, 0.0);\n\t}else{\n\t\treturn vec3(0.0, 1.0, 0.0);\n\t}\n\n\t// return vec3(nr / 4.0, 0.0, 0.0);\n\n\t// if(nr == 1.0){\n\t// \treturn vec3(1.0, 1.0, 0.0);\n\t// }else{\n\t// \tif(rn == 1.0){\n\t// \t\treturn vec3(1.0, 0.0, 0.0);\n\t// \t}else if(rn == nr){\n\t// \t\treturn vec3(0.0, 0.0, 1.0);\n\t// \t}else{\n\t// \t\treturn vec3(0.0, 1.0, 0.0);\n\t// \t}\n\t// }\n\n\t// if(numberOfReturns == 1.0){\n\t// \treturn vec3(1.0, 1.0, 0.0);\n\t// }else{\n\t// \tif(returnNumber == 1.0){\n\t// \t\treturn vec3(1.0, 0.0, 0.0);\n\t// \t}else if(returnNumber == numberOfReturns){\n\t// \t\treturn vec3(0.0, 0.0, 1.0);\n\t// \t}else{\n\t// \t\treturn vec3(0.0, 1.0, 0.0);\n\t// \t}\n\t// }\n}\n\nvec3 getReturnNumber(){\n\tif(numberOfReturns == 1.0){\n\t\treturn vec3(1.0, 1.0, 0.0);\n\t}else{\n\t\tif(returnNumber == 1.0){\n\t\t\treturn vec3(1.0, 0.0, 0.0);\n\t\t}else if(returnNumber == numberOfReturns){\n\t\t\treturn vec3(0.0, 0.0, 1.0);\n\t\t}else{\n\t\t\treturn vec3(0.0, 1.0, 0.0);\n\t\t}\n\t}\n}\n\nvec3 getNumberOfReturns(){\n\tfloat value = numberOfReturns;\n\n\tfloat w = value / 6.0;\n\n\tvec3 color = texture2D(gradient, vec2(w, 1.0 - w)).rgb;\n\n\treturn color;\n}\n\nvec3 getSourceID(){\n\tfloat w = mod(pointSourceID, 10.0) / 10.0;\n\treturn texture2D(gradient, vec2(w,1.0 - w)).rgb;\n}\n\nvec3 getCompositeColor(){\n\tvec3 c;\n\tfloat w;\n\n\tc += wRGB * getRGB();\n\tw += wRGB;\n\t\n\tc += wIntensity * getIntensity() * vec3(1.0, 1.0, 1.0);\n\tw += wIntensity;\n\t\n\tc += wElevation * getElevation();\n\tw += wElevation;\n\t\n\tc += wReturnNumber * getReturnNumber();\n\tw += wReturnNumber;\n\t\n\tc += wSourceID * getSourceID();\n\tw += wSourceID;\n\t\n\tvec4 cl = wClassification * getClassification();\n\tc += cl.a * cl.rgb;\n\tw += wClassification * cl.a;\n\n\tc = c / w;\n\t\n\tif(w == 0.0){\n\t\t//c = color;\n\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t}\n\t\n\treturn c;\n}\n\n\nvec3 getNormal(){\n\t//vec3 n_hsv = vec3( modelMatrix * vec4( normal, 0.0 )) * 0.5 + 0.5; // (n_world.xyz + vec3(1.,1.,1.)) / 2.;\n\tvec3 n_view = normalize( vec3(modelViewMatrix * vec4( normal, 0.0 )) );\n\treturn n_view;\n}\nbool applyBackfaceCulling() {\n\t// Black not facing vertices / Backface culling\n\tvec3 e = normalize(vec3(modelViewMatrix * vec4( position, 1. )));\n\tvec3 n = getNormal(); // normalize( vec3(modelViewMatrix * vec4( normal, 0.0 )) );\n\n\tif((uUseOrthographicCamera && n.z <= 0.) || (!uUseOrthographicCamera && dot( n, e ) >= 0.)) { \n\t\treturn true;\n\t} else {\n\t\treturn false;\n\t}\n}\n\n#if defined(color_type_matcap)\n// Matcap Material\nvec3 getMatcap(){ \n\tvec3 eye = normalize( vec3( modelViewMatrix * vec4( position, 1. ) ) ); \n\tif(uUseOrthographicCamera) { \n\t\teye = vec3(0., 0., -1.);\n\t}\n\tvec3 r_en = reflect( eye, getNormal() ); // or r_en = e - 2. * dot( n, e ) * n;\n\tfloat m = 2. * sqrt(pow( r_en.x, 2. ) + pow( r_en.y, 2. ) + pow( r_en.z + 1., 2. ));\n\tvec2 vN = r_en.xy / m + .5;\n\treturn texture2D(matcapTextureUniform, vN).rgb; \n}\n#endif\n\nvec3 getExtra(){\n\n\tfloat w = (aExtra + uExtraOffset) * uExtraScale;\n\tw = clamp(w, 0.0, 1.0);\n\n\tvec3 color = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\n\t// vec2 r = uExtraNormalizedRange;\n\n\t// float w = aExtra * (r.y - r.x) + r.x;\n\n\t// w = (w - uExtraRange.x) / (uExtraRange.y - uExtraRange.x);\n\n\t// w = clamp(w, 0.0, 1.0);\n\n\t// vec3 color = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\n\treturn color;\n}\n\nvec3 getColor(){\n\tvec3 color;\n\t\n\t#ifdef color_type_rgba\n\t\tcolor = getRGB();\n\t#elif defined color_type_height || defined color_type_elevation\n\t\tcolor = getElevation();\n\t#elif defined color_type_rgb_height\n\t\tvec3 cHeight = getElevation();\n\t\tcolor = (1.0 - uTransition) * getRGB() + uTransition * cHeight;\n\t#elif defined color_type_depth\n\t\tfloat linearDepth = gl_Position.w;\n\t\tfloat expDepth = (gl_Position.z / gl_Position.w) * 0.5 + 0.5;\n\t\tcolor = vec3(linearDepth, expDepth, 0.0);\n\t\t//color = vec3(1.0, 0.5, 0.3);\n\t#elif defined color_type_intensity\n\t\tfloat w = getIntensity();\n\t\tcolor = vec3(w, w, w);\n\t#elif defined color_type_gps_time\n\t\tcolor = getGpsTime();\n\t#elif defined color_type_intensity_gradient\n\t\tfloat w = getIntensity();\n\t\tcolor = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\t#elif defined color_type_color\n\t\tcolor = uColor;\n\t#elif defined color_type_level_of_detail\n\t\tfloat depth = getLOD();\n\t\tfloat w = depth / 10.0;\n\t\tcolor = texture2D(gradient, vec2(w,1.0-w)).rgb;\n\t#elif defined color_type_indices\n\t\tcolor = indices.rgb;\n\t#elif defined color_type_classification\n\t\tvec4 cl = getClassification(); \n\t\tcolor = cl.rgb;\n\t#elif defined color_type_return_number\n\t\tcolor = getReturnNumber();\n\t#elif defined color_type_returns\n\t\tcolor = getReturns();\n\t#elif defined color_type_number_of_returns\n\t\tcolor = getNumberOfReturns();\n\t#elif defined color_type_source_id\n\t\tcolor = getSourceID();\n\t#elif defined color_type_point_source_id\n\t\tcolor = getSourceID();\n\t#elif defined color_type_normal\n\t\tcolor = (modelMatrix * vec4(normal, 0.0)).xyz;\n\t#elif defined color_type_phong\n\t\tcolor = color;\n\t#elif defined color_type_composite\n\t\tcolor = getCompositeColor();\n\t#elif defined color_type_matcap\n\t\tcolor = getMatcap();\n\t#else \n\t\tcolor = getExtra();\n\t#endif\n\t\n\tif (backfaceCulling && applyBackfaceCulling()) {\n\t\tcolor = vec3(0.);\n\t}\n\n\treturn color;\n}\n\nfloat getPointSize(){\n\tfloat pointSize = 1.0;\n\t\n\tfloat slope = tan(fov / 2.0);\n\tfloat projFactor = -0.5 * uScreenHeight / (slope * vViewPosition.z);\n\n\tfloat scale = length(\n\t\tmodelViewMatrix * vec4(0, 0, 0, 1) - \n\t\tmodelViewMatrix * vec4(uOctreeSpacing, 0, 0, 1)\n\t) / uOctreeSpacing;\n\tprojFactor = projFactor * scale;\n\t\n\tfloat r = uOctreeSpacing * 1.7;\n\tvRadius = r;\n\t#if defined fixed_point_size\n\t\tpointSize = size;\n\t#elif defined attenuated_point_size\n\t\tif(uUseOrthographicCamera){\n\t\t\tpointSize = size;\n\t\t}else{\n\t\t\tpointSize = size * spacing * projFactor;\n\t\t\t//pointSize = pointSize * projFactor;\n\t\t}\n\t#elif defined adaptive_point_size\n\t\tif(uUseOrthographicCamera) {\n\t\t\tfloat worldSpaceSize = 1.0 * size * r / getPointSizeAttenuation();\n\t\t\tpointSize = (worldSpaceSize / uOrthoWidth) * uScreenWidth;\n\t\t} else {\n\t\t\tfloat worldSpaceSize = 1.0 * size * r / getPointSizeAttenuation();\n\t\t\tpointSize = worldSpaceSize * projFactor;\n\t\t}\n\t#endif\n\n\tpointSize = max(minSize, pointSize);\n\tpointSize = min(maxSize, pointSize);\n\t\n\tvRadius = pointSize / projFactor;\n\n\treturn pointSize;\n}\n\n#if defined(num_clippolygons) && num_clippolygons > 0\nbool pointInClipPolygon(vec3 point, int polyIdx) {\n\n\tmat4 wvp = uClipPolygonWVP[polyIdx];\n\t//vec4 screenClipPos = uClipPolygonVP[polyIdx] * modelMatrix * vec4(point, 1.0);\n\t//screenClipPos.xy = screenClipPos.xy / screenClipPos.w * 0.5 + 0.5;\n\n\tvec4 pointNDC = wvp * vec4(point, 1.0);\n\tpointNDC.xy = pointNDC.xy / pointNDC.w;\n\n\tint j = uClipPolygonVCount[polyIdx] - 1;\n\tbool c = false;\n\tfor(int i = 0; i < 8; i++) {\n\t\tif(i == uClipPolygonVCount[polyIdx]) {\n\t\t\tbreak;\n\t\t}\n\n\t\t//vec4 verti = wvp * vec4(uClipPolygonVertices[polyIdx * 8 + i], 1);\n\t\t//vec4 vertj = wvp * vec4(uClipPolygonVertices[polyIdx * 8 + j], 1);\n\n\t\t//verti.xy = verti.xy / verti.w;\n\t\t//vertj.xy = vertj.xy / vertj.w;\n\n\t\t//verti.xy = verti.xy / verti.w * 0.5 + 0.5;\n\t\t//vertj.xy = vertj.xy / vertj.w * 0.5 + 0.5;\n\n\t\tvec3 verti = uClipPolygonVertices[polyIdx * 8 + i];\n\t\tvec3 vertj = uClipPolygonVertices[polyIdx * 8 + j];\n\n\t\tif( ((verti.y > pointNDC.y) != (vertj.y > pointNDC.y)) && \n\t\t\t(pointNDC.x < (vertj.x-verti.x) * (pointNDC.y-verti.y) / (vertj.y-verti.y) + verti.x) ) {\n\t\t\tc = !c;\n\t\t}\n\t\tj = i;\n\t}\n\n\treturn c;\n}\n#endif\n\nvoid doClipping(){\n\n\t{\n\t\tvec4 cl = getClassification(); \n\t\tif(cl.a == 0.0){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\n\t#if defined(clip_return_number_enabled)\n\t{ // return number filter\n\t\tvec2 range = uFilterReturnNumberRange;\n\t\tif(returnNumber < range.x || returnNumber > range.y){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\t#endif\n\n\t#if defined(clip_number_of_returns_enabled)\n\t{ // number of return filter\n\t\tvec2 range = uFilterNumberOfReturnsRange;\n\t\tif(numberOfReturns < range.x || numberOfReturns > range.y){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\t#endif\n\n\t#if defined(clip_gps_enabled)\n\t{ // GPS time filter\n\t\tfloat time = (gpsTime + uGpsOffset) * uGpsScale;\n\t\tvec2 range = uFilterGPSTimeClipRange;\n\n\t\tif(time < range.x || time > range.y){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\t#endif\n\n\t#if defined(clip_point_source_id_enabled)\n\t{ // point source id filter\n\t\tvec2 range = uFilterPointSourceIDClipRange;\n\t\tif(pointSourceID < range.x || pointSourceID > range.y){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 0.0);\n\t\t\t\n\t\t\treturn;\n\t\t}\n\t}\n\t#endif\n\n\tint clipVolumesCount = 0;\n\tint insideCount = 0;\n\n\t#if defined(num_clipboxes) && num_clipboxes > 0\n\t\tfor(int i = 0; i < num_clipboxes; i++){\n\t\t\tvec4 clipPosition = clipBoxes[i] * modelMatrix * vec4( position, 1.0 );\n\t\t\tbool inside = -0.5 <= clipPosition.x && clipPosition.x <= 0.5;\n\t\t\tinside = inside && -0.5 <= clipPosition.y && clipPosition.y <= 0.5;\n\t\t\tinside = inside && -0.5 <= clipPosition.z && clipPosition.z <= 0.5;\n\n\t\t\tinsideCount = insideCount + (inside ? 1 : 0);\n\t\t\tclipVolumesCount++;\n\t\t}\t\n\t#endif\n\n\t#if defined(num_clippolygons) && num_clippolygons > 0\n\t\tfor(int i = 0; i < num_clippolygons; i++) {\n\t\t\tbool inside = pointInClipPolygon(position, i);\n\n\t\t\tinsideCount = insideCount + (inside ? 1 : 0);\n\t\t\tclipVolumesCount++;\n\t\t}\n\t#endif\n\n\tbool insideAny = insideCount > 0;\n\tbool insideAll = (clipVolumesCount > 0) && (clipVolumesCount == insideCount);\n\n\tif(clipMethod == CLIPMETHOD_INSIDE_ANY){\n\t\tif(insideAny && clipTask == CLIPTASK_HIGHLIGHT){\n\t\t\tvColor.r += 0.5;\n\t\t}else if(!insideAny && clipTask == CLIPTASK_SHOW_INSIDE){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 1.0);\n\t\t}else if(insideAny && clipTask == CLIPTASK_SHOW_OUTSIDE){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 1.0);\n\t\t}\n\t}else if(clipMethod == CLIPMETHOD_INSIDE_ALL){\n\t\tif(insideAll && clipTask == CLIPTASK_HIGHLIGHT){\n\t\t\tvColor.r += 0.5;\n\t\t}else if(!insideAll && clipTask == CLIPTASK_SHOW_INSIDE){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 1.0);\n\t\t}else if(insideAll && clipTask == CLIPTASK_SHOW_OUTSIDE){\n\t\t\tgl_Position = vec4(100.0, 100.0, 100.0, 1.0);\n\t\t}\n\t}\n}\n\n\n\n// \n// ## ## ### #### ## ## \n// ### ### ## ## ## ### ## \n// #### #### ## ## ## #### ## \n// ## ### ## ## ## ## ## ## ## \n// ## ## ######### ## ## #### \n// ## ## ## ## ## ## ### \n// ## ## ## ## #### ## ## \n//\n\nvoid main() {\n\tvec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );\n\tvViewPosition = mvPosition.xyz;\n\tgl_Position = projectionMatrix * mvPosition;\n\tvLogDepth = log2(-mvPosition.z);\n\n\t//gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n\t//gl_PointSize = 5.0;\n\n\t// POINT SIZE\n\tfloat pointSize = getPointSize();\n\t//float pointSize = 2.0;\n\tgl_PointSize = pointSize;\n\tvPointSize = pointSize;\n\n\t// COLOR\n\tvColor = getColor();\n\t// vColor = vec3(1.0, 0.0, 0.0);\n\n\t//gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n\t//gl_Position = vec4(position.xzy / 1000.0, 1.0 );\n\n\t//gl_PointSize = 5.0;\n\t//vColor = vec3(1.0, 1.0, 1.0);\n\n\t// only for \"replacing\" approaches\n\t// if(getLOD() != uLevel){\n\t// \tgl_Position = vec4(10.0, 10.0, 10.0, 1.0);\n\t// }\n\n\n\t#if defined hq_depth_pass\n\t\tfloat originalDepth = gl_Position.w;\n\t\tfloat adjustedDepth = originalDepth + 2.0 * vRadius;\n\t\tfloat adjust = adjustedDepth / originalDepth;\n\n\t\tmvPosition.xyz = mvPosition.xyz * adjust;\n\t\tgl_Position = projectionMatrix * mvPosition;\n\t#endif\n\n\n\t// CLIPPING\n\tdoClipping();\n\n\t#if defined(num_clipspheres) && num_clipspheres > 0\n\t\tfor(int i = 0; i < num_clipspheres; i++){\n\t\t\tvec4 sphereLocal = uClipSpheres[i] * mvPosition;\n\n\t\t\tfloat distance = length(sphereLocal.xyz);\n\n\t\t\tif(distance < 1.0){\n\t\t\t\tfloat w = distance;\n\t\t\t\tvec3 cGradient = texture2D(gradient, vec2(w, 1.0 - w)).rgb;\n\t\t\t\t\n\t\t\t\tvColor = cGradient;\n\t\t\t\t//vColor = cGradient * 0.7 + vColor * 0.3;\n\t\t\t}\n\t\t}\n\t#endif\n\n\t#if defined(num_shadowmaps) && num_shadowmaps > 0\n\n\t\tconst float sm_near = 0.1;\n\t\tconst float sm_far = 10000.0;\n\n\t\tfor(int i = 0; i < num_shadowmaps; i++){\n\t\t\tvec3 viewPos = (uShadowWorldView[i] * vec4(position, 1.0)).xyz;\n\t\t\tfloat distanceToLight = abs(viewPos.z);\n\t\t\t\n\t\t\tvec4 projPos = uShadowProj[i] * uShadowWorldView[i] * vec4(position, 1);\n\t\t\tvec3 nc = projPos.xyz / projPos.w;\n\t\t\t\n\t\t\tfloat u = nc.x * 0.5 + 0.5;\n\t\t\tfloat v = nc.y * 0.5 + 0.5;\n\n\t\t\tvec2 sampleStep = vec2(1.0 / (2.0*1024.0), 1.0 / (2.0*1024.0)) * 1.5;\n\t\t\tvec2 sampleLocations[9];\n\t\t\tsampleLocations[0] = vec2(0.0, 0.0);\n\t\t\tsampleLocations[1] = sampleStep;\n\t\t\tsampleLocations[2] = -sampleStep;\n\t\t\tsampleLocations[3] = vec2(sampleStep.x, -sampleStep.y);\n\t\t\tsampleLocations[4] = vec2(-sampleStep.x, sampleStep.y);\n\n\t\t\tsampleLocations[5] = vec2(0.0, sampleStep.y);\n\t\t\tsampleLocations[6] = vec2(0.0, -sampleStep.y);\n\t\t\tsampleLocations[7] = vec2(sampleStep.x, 0.0);\n\t\t\tsampleLocations[8] = vec2(-sampleStep.x, 0.0);\n\n\t\t\tfloat visibleSamples = 0.0;\n\t\t\tfloat numSamples = 0.0;\n\n\t\t\tfloat bias = vRadius * 2.0;\n\n\t\t\tfor(int j = 0; j < 9; j++){\n\t\t\t\tvec4 depthMapValue = texture2D(uShadowMap[i], vec2(u, v) + sampleLocations[j]);\n\n\t\t\t\tfloat linearDepthFromSM = depthMapValue.x + bias;\n\t\t\t\tfloat linearDepthFromViewer = distanceToLight;\n\n\t\t\t\tif(linearDepthFromSM > linearDepthFromViewer){\n\t\t\t\t\tvisibleSamples += 1.0;\n\t\t\t\t}\n\n\t\t\t\tnumSamples += 1.0;\n\t\t\t}\n\n\t\t\tfloat visibility = visibleSamples / numSamples;\n\n\t\t\tif(u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0 || nc.x < -1.0 || nc.x > 1.0 || nc.y < -1.0 || nc.y > 1.0 || nc.z < -1.0 || nc.z > 1.0){\n\t\t\t\t//vColor = vec3(0.0, 0.0, 0.2);\n\t\t\t}else{\n\t\t\t\t//vColor = vec3(1.0, 1.0, 1.0) * visibility + vec3(1.0, 1.0, 1.0) * vec3(0.5, 0.0, 0.0) * (1.0 - visibility);\n\t\t\t\tvColor = vColor * visibility + vColor * uShadowColor * (1.0 - visibility);\n\t\t\t}\n\n\n\t\t}\n\n\t#endif\n}\n`\n\nShaders[\"pointcloud.fs\"] = `\n#if defined paraboloid_point_shape\n\t#extension GL_EXT_frag_depth : enable\n#endif\n\nprecision highp float;\nprecision highp int;\n\nuniform mat4 viewMatrix;\nuniform mat4 uViewInv;\nuniform mat4 uProjInv;\nuniform vec3 cameraPosition;\n\n\nuniform mat4 projectionMatrix;\nuniform float uOpacity;\n\nuniform float blendHardness;\nuniform float blendDepthSupplement;\nuniform float fov;\nuniform float uSpacing;\nuniform float near;\nuniform float far;\nuniform float uPCIndex;\nuniform float uScreenWidth;\nuniform float uScreenHeight;\n\nvarying vec3\tvColor;\nvarying float\tvLogDepth;\nvarying vec3\tvViewPosition;\nvarying float\tvRadius;\nvarying float \tvPointSize;\nvarying vec3 \tvPosition;\n\n\nfloat specularStrength = 1.0;\n\nvoid main() {\n\n\t// gl_FragColor = vec4(vColor, 1.0);\n\n\tvec3 color = vColor;\n\tfloat depth = gl_FragCoord.z;\n\n\t#if defined(circle_point_shape) || defined(paraboloid_point_shape) \n\t\tfloat u = 2.0 * gl_PointCoord.x - 1.0;\n\t\tfloat v = 2.0 * gl_PointCoord.y - 1.0;\n\t#endif\n\t\n\t#if defined(circle_point_shape) \n\t\tfloat cc = u*u + v*v;\n\t\tif(cc > 1.0){\n\t\t\tdiscard;\n\t\t}\n\t#endif\n\t\t\n\t#if defined color_type_indices\n\t\tgl_FragColor = vec4(color, uPCIndex / 255.0);\n\t#else\n\t\tgl_FragColor = vec4(color, uOpacity);\n\t#endif\n\n\t#if defined paraboloid_point_shape\n\t\tfloat wi = 0.0 - ( u*u + v*v);\n\t\tvec4 pos = vec4(vViewPosition, 1.0);\n\t\tpos.z += wi * vRadius;\n\t\tfloat linearDepth = -pos.z;\n\t\tpos = projectionMatrix * pos;\n\t\tpos = pos / pos.w;\n\t\tfloat expDepth = pos.z;\n\t\tdepth = (pos.z + 1.0) / 2.0;\n\t\tgl_FragDepthEXT = depth;\n\t\t\n\t\t#if defined(color_type_depth)\n\t\t\tcolor.r = linearDepth;\n\t\t\tcolor.g = expDepth;\n\t\t#endif\n\t\t\n\t\t#if defined(use_edl)\n\t\t\tgl_FragColor.a = log2(linearDepth);\n\t\t#endif\n\t\t\n\t#else\n\t\t#if defined(use_edl)\n\t\t\tgl_FragColor.a = vLogDepth;\n\t\t#endif\n\t#endif\n\n\t#if defined(weighted_splats)\n\t\tfloat distance = 2.0 * length(gl_PointCoord.xy - 0.5);\n\t\tfloat weight = max(0.0, 1.0 - distance);\n\t\tweight = pow(weight, 1.5);\n\n\t\tgl_FragColor.a = weight;\n\t\tgl_FragColor.xyz = gl_FragColor.xyz * weight;\n\t#endif\n\n\t//gl_FragColor = vec4(0.0, 0.7, 0.0, 1.0);\n\t\n}\n\n\n`\n\nShaders[\"pointcloud_sm.vs\"] = `\nprecision mediump float;\nprecision mediump int;\n\nattribute vec3 position;\nattribute vec3 color;\n\nuniform mat4 modelMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\n\nuniform float uScreenWidth;\nuniform float uScreenHeight;\nuniform float near;\nuniform float far;\n\nuniform float uSpacing;\nuniform float uOctreeSize;\nuniform float uLevel;\nuniform float uVNStart;\n\nuniform sampler2D visibleNodes;\n\nvarying float vLinearDepth;\nvarying vec3 vColor;\n\n#define PI 3.141592653589793\n\n\n\n// ---------------------\n// OCTREE\n// ---------------------\n\n#if defined(adaptive_point_size)\n/**\n * number of 1-bits up to inclusive index position\n * number is treated as if it were an integer in the range 0-255\n *\n */\nfloat numberOfOnes(float number, float index){\n\tfloat tmp = mod(number, pow(2.0, index + 1.0));\n\tfloat numOnes = 0.0;\n\tfor(float i = 0.0; i < 8.0; i++){\n\t\tif(mod(tmp, 2.0) != 0.0){\n\t\t\tnumOnes++;\n\t\t}\n\t\ttmp = floor(tmp / 2.0);\n\t}\n\treturn numOnes;\n}\n\n\n/**\n * checks whether the bit at index is 1\n * number is treated as if it were an integer in the range 0-255\n *\n */\nbool isBitSet(float number, float index){\n\treturn mod(floor(number / pow(2.0, index)), 2.0) != 0.0;\n}\n\n\n/**\n * find the LOD at the point position\n */\nfloat getLOD(){\n\t\n\tvec3 offset = vec3(0.0, 0.0, 0.0);\n\tfloat iOffset = uVNStart;\n\tfloat depth = uLevel;\n\tfor(float i = 0.0; i <= 30.0; i++){\n\t\tfloat nodeSizeAtLevel = uOctreeSize / pow(2.0, i + uLevel + 0.0);\n\t\t\n\t\tvec3 index3d = (position-offset) / nodeSizeAtLevel;\n\t\tindex3d = floor(index3d + 0.5);\n\t\tfloat index = 4.0 * index3d.x + 2.0 * index3d.y + index3d.z;\n\t\t\n\t\tvec4 value = texture2D(visibleNodes, vec2(iOffset / 2048.0, 0.0));\n\t\tfloat mask = value.r * 255.0;\n\t\tif(isBitSet(mask, index)){\n\t\t\t// there are more visible child nodes at this position\n\t\t\tiOffset = iOffset + value.g * 255.0 * 256.0 + value.b * 255.0 + numberOfOnes(mask, index - 1.0);\n\t\t\tdepth++;\n\t\t}else{\n\t\t\t// no more visible child nodes at this position\n\t\t\treturn depth;\n\t\t}\n\t\t\n\t\toffset = offset + (vec3(1.0, 1.0, 1.0) * nodeSizeAtLevel * 0.5) * index3d;\n\t}\n\t\t\n\treturn depth;\n}\n\n#endif\n\nfloat getPointSize(){\n\tfloat pointSize = 1.0;\n\t\n\tfloat slope = tan(fov / 2.0);\n\tfloat projFactor = -0.5 * uScreenHeight / (slope * vViewPosition.z);\n\t\n\tfloat r = uOctreeSpacing * 1.5;\n\tvRadius = r;\n\t#if defined fixed_point_size\n\t\tpointSize = size;\n\t#elif defined attenuated_point_size\n\t\tif(uUseOrthographicCamera){\n\t\t\tpointSize = size;\t\t\t\n\t\t}else{\n\t\t\tpointSize = pointSize * projFactor;\n\t\t}\n\t#elif defined adaptive_point_size\n\t\tif(uUseOrthographicCamera) {\n\t\t\tfloat worldSpaceSize = 1.5 * size * r / getPointSizeAttenuation();\n\t\t\tpointSize = (worldSpaceSize / uOrthoWidth) * uScreenWidth;\n\t\t} else {\n\t\t\tfloat worldSpaceSize = 1.5 * size * r / getPointSizeAttenuation();\n\t\t\tpointSize = worldSpaceSize * projFactor;\n\t\t}\n\t#endif\n\n\tpointSize = max(minSize, pointSize);\n\tpointSize = min(maxSize, pointSize);\n\t\n\tvRadius = pointSize / projFactor;\n\n\treturn pointSize;\n}\n\n\nvoid main() {\n\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tvLinearDepth = gl_Position.w;\n\n\tfloat pointSize = getPointSize();\n\tgl_PointSize = pointSize;\n\n}\n`\n\nShaders[\"pointcloud_sm.fs\"] = `\nprecision mediump float;\nprecision mediump int;\n\nvarying vec3 vColor;\nvarying float vLinearDepth;\n\nvoid main() {\n\n\t//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n\t//gl_FragColor = vec4(vColor, 1.0);\n\t//gl_FragColor = vec4(vLinearDepth, pow(vLinearDepth, 2.0), 0.0, 1.0);\n\tgl_FragColor = vec4(vLinearDepth, vLinearDepth / 30.0, vLinearDepth / 30.0, 1.0);\n\t\n}\n\n\n`\n\nShaders[\"normalize.vs\"] = `\nprecision mediump float;\nprecision mediump int;\n\nattribute vec3 position;\nattribute vec2 uv;\n\nuniform mat4 projectionMatrix;\nuniform mat4 modelViewMatrix;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);\n}`\n\nShaders[\"normalize.fs\"] = `\n#extension GL_EXT_frag_depth : enable\n\nprecision mediump float;\nprecision mediump int;\n\nuniform sampler2D uWeightMap;\nuniform sampler2D uDepthMap;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tfloat depth = texture2D(uDepthMap, vUv).r;\n\t\n\tif(depth >= 1.0){\n\t\tdiscard;\n\t}\n\n\tgl_FragColor = vec4(depth, 1.0, 0.0, 1.0);\n\n\tvec4 color = texture2D(uWeightMap, vUv); \n\tcolor = color / color.w;\n\t\n\tgl_FragColor = vec4(color.xyz, 1.0); \n\t\n\tgl_FragDepthEXT = depth;\n\n\n}`\n\nShaders[\"normalize_and_edl.fs\"] = `\n#extension GL_EXT_frag_depth : enable\n\n// \n// adapted from the EDL shader code from Christian Boucheny in cloud compare:\n// https://github.com/cloudcompare/trunk/tree/master/plugins/qEDL/shaders/EDL\n//\n\nprecision mediump float;\nprecision mediump int;\n\nuniform sampler2D uWeightMap;\nuniform sampler2D uEDLMap;\nuniform sampler2D uDepthMap;\n\nuniform float screenWidth;\nuniform float screenHeight;\nuniform vec2 neighbours[NEIGHBOUR_COUNT];\nuniform float edlStrength;\nuniform float radius;\n\nvarying vec2 vUv;\n\nfloat response(float depth){\n\tvec2 uvRadius = radius / vec2(screenWidth, screenHeight);\n\t\n\tfloat sum = 0.0;\n\t\n\tfor(int i = 0; i < NEIGHBOUR_COUNT; i++){\n\t\tvec2 uvNeighbor = vUv + uvRadius * neighbours[i];\n\t\t\n\t\tfloat neighbourDepth = texture2D(uEDLMap, uvNeighbor).a;\n\n\t\tif(neighbourDepth != 0.0){\n\t\t\tif(depth == 0.0){\n\t\t\t\tsum += 100.0;\n\t\t\t}else{\n\t\t\t\tsum += max(0.0, depth - neighbourDepth);\n\t\t\t}\n\t\t}\n\t}\n\t\n\treturn sum / float(NEIGHBOUR_COUNT);\n}\n\nvoid main() {\n\n\tfloat edlDepth = texture2D(uEDLMap, vUv).a;\n\tfloat res = response(edlDepth);\n\tfloat shade = exp(-res * 300.0 * edlStrength);\n\n\tfloat depth = texture2D(uDepthMap, vUv).r;\n\tif(depth >= 1.0 && res == 0.0){\n\t\tdiscard;\n\t}\n\t\n\tvec4 color = texture2D(uWeightMap, vUv); \n\tcolor = color / color.w;\n\tcolor = color * shade;\n\n\tgl_FragColor = vec4(color.xyz, 1.0); \n\n\tgl_FragDepthEXT = depth;\n}`\n\nShaders[\"edl.vs\"] = `\nprecision mediump float;\nprecision mediump int;\n\nattribute vec3 position;\nattribute vec2 uv;\n\nuniform mat4 projectionMatrix;\nuniform mat4 modelViewMatrix;\n\nvarying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\t\n\tvec4 mvPosition = modelViewMatrix * vec4(position,1.0);\n\n\tgl_Position = projectionMatrix * mvPosition;\n}`\n\nShaders[\"edl.fs\"] = `\n#extension GL_EXT_frag_depth : enable\n\n// \n// adapted from the EDL shader code from Christian Boucheny in cloud compare:\n// https://github.com/cloudcompare/trunk/tree/master/plugins/qEDL/shaders/EDL\n//\n\nprecision mediump float;\nprecision mediump int;\n\nuniform float screenWidth;\nuniform float screenHeight;\nuniform vec2 neighbours[NEIGHBOUR_COUNT];\nuniform float edlStrength;\nuniform float radius;\nuniform float opacity;\n\nuniform float uNear;\nuniform float uFar;\n\nuniform mat4 uProj;\n\nuniform sampler2D uEDLColor;\nuniform sampler2D uEDLDepth;\n\nvarying vec2 vUv;\n\nfloat response(float depth){\n\tvec2 uvRadius = radius / vec2(screenWidth, screenHeight);\n\t\n\tfloat sum = 0.0;\n\t\n\tfor(int i = 0; i < NEIGHBOUR_COUNT; i++){\n\t\tvec2 uvNeighbor = vUv + uvRadius * neighbours[i];\n\t\t\n\t\tfloat neighbourDepth = texture2D(uEDLColor, uvNeighbor).a;\n\t\tneighbourDepth = (neighbourDepth == 1.0) ? 0.0 : neighbourDepth;\n\n\t\tif(neighbourDepth != 0.0){\n\t\t\tif(depth == 0.0){\n\t\t\t\tsum += 100.0;\n\t\t\t}else{\n\t\t\t\tsum += max(0.0, depth - neighbourDepth);\n\t\t\t}\n\t\t}\n\t}\n\t\n\treturn sum / float(NEIGHBOUR_COUNT);\n}\n\nvoid main(){\n\tvec4 cEDL = texture2D(uEDLColor, vUv);\n\t\n\tfloat depth = cEDL.a;\n\tdepth = (depth == 1.0) ? 0.0 : depth;\n\tfloat res = response(depth);\n\tfloat shade = exp(-res * 300.0 * edlStrength);\n\n\tgl_FragColor = vec4(cEDL.rgb * shade, opacity);\n\n\t{ // write regular hyperbolic depth values to depth buffer\n\t\tfloat dl = pow(2.0, depth);\n\n\t\tvec4 dp = uProj * vec4(0.0, 0.0, -dl, 1.0);\n\t\tfloat pz = dp.z / dp.w;\n\t\tfloat fragDepth = (pz + 1.0) / 2.0;\n\n\t\tgl_FragDepthEXT = fragDepth;\n\t}\n\n\tif(depth == 0.0){\n\t\tdiscard;\n\t}\n\n}\n`\n\nShaders[\"blur.vs\"] = `\nvarying vec2 vUv;\n\nvoid main() {\n\tvUv = uv;\n\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);\n}`\n\nShaders[\"blur.fs\"] = `\nuniform mat4 projectionMatrix;\n\nuniform float screenWidth;\nuniform float screenHeight;\nuniform float near;\nuniform float far;\n\nuniform sampler2D map;\n\nvarying vec2 vUv;\n\nvoid main() {\n\n\tfloat dx = 1.0 / screenWidth;\n\tfloat dy = 1.0 / screenHeight;\n\n\tvec3 color = vec3(0.0, 0.0, 0.0);\n\tcolor += texture2D(map, vUv + vec2(-dx, -dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2( 0, -dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2(+dx, -dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2(-dx, 0)).rgb;\n\tcolor += texture2D(map, vUv + vec2( 0, 0)).rgb;\n\tcolor += texture2D(map, vUv + vec2(+dx, 0)).rgb;\n\tcolor += texture2D(map, vUv + vec2(-dx, dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2( 0, dy)).rgb;\n\tcolor += texture2D(map, vUv + vec2(+dx, dy)).rgb;\n\n\tcolor = color / 9.0;\n\t\n\tgl_FragColor = vec4(color, 1.0);\n}`\n\nexport {Shaders};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport const ClassificationScheme = {\n\n\tDEFAULT: {\n\t\t0: { visible: true, name: 'never classified' , color: [0.5, 0.5, 0.5, 1.0] },\n\t\t1: { visible: true, name: 'unclassified' , color: [0.5, 0.5, 0.5, 1.0] },\n\t\t2: { visible: true, name: 'ground' , color: [0.63, 0.32, 0.18, 1.0] },\n\t\t3: { visible: true, name: 'low vegetation' , color: [0.0, 1.0, 0.0, 1.0] },\n\t\t4: { visible: true, name: 'medium vegetation' , color: [0.0, 0.8, 0.0, 1.0] },\n\t\t5: { visible: true, name: 'high vegetation' , color: [0.0, 0.6, 0.0, 1.0] },\n\t\t6: { visible: true, name: 'building' , color: [1.0, 0.66, 0.0, 1.0] },\n\t\t7: { visible: true, name: 'low point(noise)' , color: [1.0, 0.0, 1.0, 1.0] },\n\t\t8: { visible: true, name: 'key-point' , color: [1.0, 0.0, 0.0, 1.0] },\n\t\t9: { visible: true, name: 'water' , color: [0.0, 0.0, 1.0, 1.0] },\n\t\t12: { visible: true, name: 'overlap' , color: [1.0, 1.0, 0.0, 1.0] },\n\t\tDEFAULT: { visible: true, name: 'default' , color: [0.3, 0.6, 0.6, 0.5] },\n\t}\n};\n\nObject.defineProperty(ClassificationScheme, 'RANDOM', {\n\tget: function() { \n\n\t\tlet scheme = {};\n\n\t\tfor(let i = 0; i <= 255; i++){\n\t\t\tscheme[i] = new THREE.Vector4(Math.random(), Math.random(), Math.random());\n\t\t}\n\n\t\tscheme[\"DEFAULT\"] = new THREE.Vector4(Math.random(), Math.random(), Math.random());\n\n\t\treturn scheme;\n\t}\n});","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../utils.js\";\nimport {Gradients} from \"./Gradients.js\";\nimport {Shaders} from \"../../build/shaders/shaders.js\";\nimport {ClassificationScheme} from \"./ClassificationScheme.js\";\nimport {PointSizeType, PointShape, TreeType, ElevationGradientRepeat} from \"../defines.js\";\n\n//\n// how to calculate the radius of a projected sphere in screen space\n// http://stackoverflow.com/questions/21648630/radius-of-projected-sphere-in-screen-space\n// http://stackoverflow.com/questions/3717226/radius-of-projected-sphere\n//\n\n\nexport class PointCloudMaterial extends THREE.RawShaderMaterial {\n\tconstructor (parameters = {}) {\n\t\tsuper();\n\n\t\tthis.visibleNodesTexture = Utils.generateDataTexture(2048, 1, new THREE.Color(0xffffff));\n\t\tthis.visibleNodesTexture.minFilter = THREE.NearestFilter;\n\t\tthis.visibleNodesTexture.magFilter = THREE.NearestFilter;\n\n\t\tlet getValid = (a, b) => {\n\t\t\tif(a !== undefined){\n\t\t\t\treturn a;\n\t\t\t}else{\n\t\t\t\treturn b;\n\t\t\t}\n\t\t}\n\n\t\tlet pointSize = getValid(parameters.size, 1.0);\n\t\tlet minSize = getValid(parameters.minSize, 2.0);\n\t\tlet maxSize = getValid(parameters.maxSize, 50.0);\n\t\tlet treeType = getValid(parameters.treeType, TreeType.OCTREE);\n\n\t\tthis._pointSizeType = PointSizeType.FIXED;\n\t\tthis._shape = PointShape.SQUARE;\n\t\tthis._useClipBox = false;\n\t\tthis.clipBoxes = [];\n\t\tthis.clipPolygons = [];\n\t\tthis._weighted = false;\n\t\tthis._gradient = Gradients.SPECTRAL;\n\t\tthis.gradientTexture = PointCloudMaterial.generateGradientTexture(this._gradient);\n\t\tthis._matcap = \"matcap.jpg\";\n\t\tthis.matcapTexture = Potree.PointCloudMaterial.generateMatcapTexture(this._matcap);\n\t\tthis.lights = false;\n\t\tthis.fog = false;\n\t\tthis._treeType = treeType;\n\t\tthis._useEDL = false;\n\t\tthis.defines = new Map();\n\n\t\tthis.ranges = new Map();\n\n\t\tthis._activeAttributeName = null;\n\n\t\tthis._defaultIntensityRangeChanged = false;\n\t\tthis._defaultElevationRangeChanged = false;\n\n\t\t{\n\t\t\tconst [width, height] = [256, 1];\n\t\t\tlet data = new Uint8Array(width * 4);\n\t\t\tlet texture = new THREE.DataTexture(data, width, height, THREE.RGBAFormat);\n\t\t\ttexture.magFilter = THREE.NearestFilter;\n\t\t\ttexture.needsUpdate = true;\n\n\t\t\tthis.classificationTexture = texture;\n\t\t}\n\n\t\tthis.attributes = {\n\t\t\tposition: { type: 'fv', value: [] },\n\t\t\tcolor: { type: 'fv', value: [] },\n\t\t\tnormal: { type: 'fv', value: [] },\n\t\t\tintensity: { type: 'f', value: [] },\n\t\t\tclassification: { type: 'f', value: [] },\n\t\t\treturnNumber: { type: 'f', value: [] },\n\t\t\tnumberOfReturns: { type: 'f', value: [] },\n\t\t\tpointSourceID: { type: 'f', value: [] },\n\t\t\tindices: { type: 'fv', value: [] }\n\t\t};\n\n\t\tthis.uniforms = {\n\t\t\tlevel:\t\t\t\t{ type: \"f\", value: 0.0 },\n\t\t\tvnStart:\t\t\t{ type: \"f\", value: 0.0 },\n\t\t\tspacing:\t\t\t{ type: \"f\", value: 1.0 },\n\t\t\tblendHardness:\t\t{ type: \"f\", value: 2.0 },\n\t\t\tblendDepthSupplement:\t{ type: \"f\", value: 0.0 },\n\t\t\tfov:\t\t\t\t{ type: \"f\", value: 1.0 },\n\t\t\tscreenWidth:\t\t{ type: \"f\", value: 1.0 },\n\t\t\tscreenHeight:\t\t{ type: \"f\", value: 1.0 },\n\t\t\tnear:\t\t\t\t{ type: \"f\", value: 0.1 },\n\t\t\tfar:\t\t\t\t{ type: \"f\", value: 1.0 },\n\t\t\tuColor:\t\t\t\t{ type: \"c\", value: new THREE.Color( 0xffffff ) },\n\t\t\tuOpacity:\t\t\t{ type: \"f\", value: 1.0 },\n\t\t\tsize:\t\t\t\t{ type: \"f\", value: pointSize },\n\t\t\tminSize:\t\t\t{ type: \"f\", value: minSize },\n\t\t\tmaxSize:\t\t\t{ type: \"f\", value: maxSize },\n\t\t\toctreeSize:\t\t\t{ type: \"f\", value: 0 },\n\t\t\tbbSize:\t\t\t\t{ type: \"fv\", value: [0, 0, 0] },\n\t\t\televationRange:\t\t{ type: \"2fv\", value: [0, 0] },\n\n\t\t\tclipBoxCount:\t\t{ type: \"f\", value: 0 },\n\t\t\t//clipSphereCount:\t{ type: \"f\", value: 0 },\n\t\t\tclipPolygonCount:\t{ type: \"i\", value: 0 },\n\t\t\tclipBoxes:\t\t\t{ type: \"Matrix4fv\", value: [] },\n\t\t\t//clipSpheres:\t\t{ type: \"Matrix4fv\", value: [] },\n\t\t\tclipPolygons:\t\t{ type: \"3fv\", value: [] },\n\t\t\tclipPolygonVCount:\t{ type: \"iv\", value: [] },\n\t\t\tclipPolygonVP:\t\t{ type: \"Matrix4fv\", value: [] },\n\n\t\t\tvisibleNodes:\t\t{ type: \"t\", value: this.visibleNodesTexture },\n\t\t\tpcIndex:\t\t\t{ type: \"f\", value: 0 },\n\t\t\tgradient:\t\t\t{ type: \"t\", value: this.gradientTexture },\n\t\t\tclassificationLUT:\t{ type: \"t\", value: this.classificationTexture },\n\t\t\tuHQDepthMap:\t\t{ type: \"t\", value: null },\n\t\t\ttoModel:\t\t\t{ type: \"Matrix4f\", value: [] },\n\t\t\tdiffuse:\t\t\t{ type: \"fv\", value: [1, 1, 1] },\n\t\t\ttransition:\t\t\t{ type: \"f\", value: 0.5 },\n\n\t\t\t intensityRange:\t\t{ type: \"fv\", value: [Infinity, -Infinity] },\n\n\t\t\tintensity_gbc: \t\t{ type: \"fv\", value: [1, 0, 0]},\n\t\t\tuRGB_gbc:\t \t\t{ type: \"fv\", value: [1, 0, 0]},\n\t\t\t// intensityGamma:\t\t{ type: \"f\", value: 1 },\n\t\t\t// intensityContrast:\t{ type: \"f\", value: 0 },\n\t\t\t// intensityBrightness:{ type: \"f\", value: 0 },\n\t\t\t// rgbGamma:\t\t\t{ type: \"f\", value: 1 },\n\t\t\t// rgbContrast:\t\t{ type: \"f\", value: 0 },\n\t\t\t// rgbBrightness:\t\t{ type: \"f\", value: 0 },\n\t\t\twRGB:\t\t\t\t{ type: \"f\", value: 1 },\n\t\t\twIntensity:\t\t\t{ type: \"f\", value: 0 },\n\t\t\twElevation:\t\t\t{ type: \"f\", value: 0 },\n\t\t\twClassification:\t{ type: \"f\", value: 0 },\n\t\t\twReturnNumber:\t\t{ type: \"f\", value: 0 },\n\t\t\twSourceID:\t\t\t{ type: \"f\", value: 0 },\n\t\t\tuseOrthographicCamera: { type: \"b\", value: false },\n\t\t\televationGradientRepat: { type: \"i\", value: ElevationGradientRepeat.CLAMP },\n\t\t\tclipTask:\t\t\t{ type: \"i\", value: 1 },\n\t\t\tclipMethod:\t\t\t{ type: \"i\", value: 1 },\n\t\t\tuShadowColor:\t\t{ type: \"3fv\", value: [0, 0, 0] },\n\n\t\t\tuExtraScale:\t\t{ type: \"f\", value: 1},\n\t\t\tuExtraOffset:\t\t{ type: \"f\", value: 0},\n\t\t\tuExtraRange:\t\t{ type: \"2fv\", value: [0, 1] },\n\t\t\tuExtraGammaBrightContr:\t{ type: \"3fv\", value: [1, 0, 0] },\n\n\t\t\tuFilterReturnNumberRange:\t\t{ type: \"fv\", value: [0, 7]},\n\t\t\tuFilterNumberOfReturnsRange:\t{ type: \"fv\", value: [0, 7]},\n\t\t\tuFilterGPSTimeClipRange:\t\t{ type: \"fv\", value: [0, 7]},\n\t\t\tuFilterPointSourceIDClipRange:\t\t{ type: \"fv\", value: [0, 65535]},\n\t\t\tmatcapTextureUniform: \t{ type: \"t\", value: this.matcapTexture },\n\t\t\tbackfaceCulling: { type: \"b\", value: false },\n\t\t};\n\n\t\tthis.classification = ClassificationScheme.DEFAULT;\n\n\t\tthis.defaultAttributeValues.normal = [0, 0, 0];\n\t\tthis.defaultAttributeValues.classification = [0, 0, 0];\n\t\tthis.defaultAttributeValues.indices = [0, 0, 0, 0];\n\n\t\tthis.vertexShader = Shaders['pointcloud.vs'];\n\t\tthis.fragmentShader = Shaders['pointcloud.fs'];\n\t\t\n\t\tthis.vertexColors = THREE.VertexColors;\n\n\t\tthis.updateShaderSource();\n\t}\n\n\tsetDefine(key, value){\n\t\tif(value !== undefined && value !== null){\n\t\t\tif(this.defines.get(key) !== value){\n\t\t\t\tthis.defines.set(key, value);\n\t\t\t\tthis.updateShaderSource();\n\t\t\t}\n\t\t}else{\n\t\t\tthis.removeDefine(key);\n\t\t}\n\t}\n\n\tremoveDefine(key){\n\t\tthis.defines.delete(key);\n\t}\n\n\tupdateShaderSource () {\n\n\t\tlet vs = Shaders['pointcloud.vs'];\n\t\tlet fs = Shaders['pointcloud.fs'];\n\t\tlet definesString = this.getDefines();\n\n\t\tlet vsVersionIndex = vs.indexOf(\"#version \");\n\t\tlet fsVersionIndex = fs.indexOf(\"#version \");\n\n\t\tif(vsVersionIndex >= 0){\n\t\t\tvs = vs.replace(/(#version .*)/, `$1\\n${definesString}`)\n\t\t}else{\n\t\t\tvs = `${definesString}\\n${vs}`;\n\t\t}\n\n\t\tif(fsVersionIndex >= 0){\n\t\t\tfs = fs.replace(/(#version .*)/, `$1\\n${definesString}`)\n\t\t}else{\n\t\t\tfs = `${definesString}\\n${fs}`;\n\t\t}\n\n\t\tthis.vertexShader = vs;\n\t\tthis.fragmentShader = fs;\n\n\t\tif (this.opacity === 1.0) {\n\t\t\tthis.blending = THREE.NoBlending;\n\t\t\tthis.transparent = false;\n\t\t\tthis.depthTest = true;\n\t\t\tthis.depthWrite = true;\n\t\t\tthis.depthFunc = THREE.LessEqualDepth;\n\t\t} else if (this.opacity < 1.0 && !this.useEDL) {\n\t\t\tthis.blending = THREE.AdditiveBlending;\n\t\t\tthis.transparent = true;\n\t\t\tthis.depthTest = false;\n\t\t\tthis.depthWrite = true;\n\t\t\tthis.depthFunc = THREE.AlwaysDepth;\n\t\t}\n\n\t\tif (this.weighted) {\n\t\t\tthis.blending = THREE.AdditiveBlending;\n\t\t\tthis.transparent = true;\n\t\t\tthis.depthTest = true;\n\t\t\tthis.depthWrite = false;\n\t\t}\n\n\t\tthis.needsUpdate = true;\n\t}\n\n\tgetDefines () {\n\t\tlet defines = [];\n\n\t\tif (this.pointSizeType === PointSizeType.FIXED) {\n\t\t\tdefines.push('#define fixed_point_size');\n\t\t} else if (this.pointSizeType === PointSizeType.ATTENUATED) {\n\t\t\tdefines.push('#define attenuated_point_size');\n\t\t} else if (this.pointSizeType === PointSizeType.ADAPTIVE) {\n\t\t\tdefines.push('#define adaptive_point_size');\n\t\t}\n\n\t\tif (this.shape === PointShape.SQUARE) {\n\t\t\tdefines.push('#define square_point_shape');\n\t\t} else if (this.shape === PointShape.CIRCLE) {\n\t\t\tdefines.push('#define circle_point_shape');\n\t\t} else if (this.shape === PointShape.PARABOLOID) {\n\t\t\tdefines.push('#define paraboloid_point_shape');\n\t\t}\n\n\t\tif (this._useEDL) {\n\t\t\tdefines.push('#define use_edl');\n\t\t}\n\n\t\tif(this.activeAttributeName){\n\t\t\tlet attributeName = this.activeAttributeName.replace(/[^a-zA-Z0-9]/g, '_');\n\n\t\t\tdefines.push(`#define color_type_${attributeName}`);\n\t\t}\n\t\t\n\t\tif(this._treeType === TreeType.OCTREE){\n\t\t\tdefines.push('#define tree_type_octree');\n\t\t}else if(this._treeType === TreeType.KDTREE){\n\t\t\tdefines.push('#define tree_type_kdtree');\n\t\t}\n\n\t\tif (this.weighted) {\n\t\t\tdefines.push('#define weighted_splats');\n\t\t}\n\n\t\tfor(let [key, value] of this.defines){\n\t\t\tdefines.push(value);\n\t\t}\n\n\t\treturn defines.join(\"\\n\");\n\t}\n\n\tsetClipBoxes (clipBoxes) {\n\t\tif (!clipBoxes) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet doUpdate = (this.clipBoxes.length !== clipBoxes.length) && (clipBoxes.length === 0 || this.clipBoxes.length === 0);\n\n\t\tthis.uniforms.clipBoxCount.value = this.clipBoxes.length;\n\t\tthis.clipBoxes = clipBoxes;\n\n\t\tif (doUpdate) {\n\t\t\tthis.updateShaderSource();\n\t\t}\n\n\t\tthis.uniforms.clipBoxes.value = new Float32Array(this.clipBoxes.length * 16);\n\n\t\tfor (let i = 0; i < this.clipBoxes.length; i++) {\n\t\t\tlet box = clipBoxes[i];\n\n\t\t\tthis.uniforms.clipBoxes.value.set(box.inverse.elements, 16 * i);\n\t\t}\n\n\t\tfor (let i = 0; i < this.uniforms.clipBoxes.value.length; i++) {\n\t\t\tif (Number.isNaN(this.uniforms.clipBoxes.value[i])) {\n\t\t\t\tthis.uniforms.clipBoxes.value[i] = Infinity;\n\t\t\t}\n\t\t}\n\t}\n\n\tsetClipPolygons(clipPolygons, maxPolygonVertices) {\n\t\tif(!clipPolygons){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.clipPolygons = clipPolygons;\n\n\t\tlet doUpdate = (this.clipPolygons.length !== clipPolygons.length);\n\n\t\tif(doUpdate){\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\t\n\tget gradient(){\n\t\treturn this._gradient;\n\t}\n\n\tset gradient (value) {\n\t\tif (this._gradient !== value) {\n\t\t\tthis._gradient = value;\n\t\t\tthis.gradientTexture = PointCloudMaterial.generateGradientTexture(this._gradient);\n\t\t\tthis.uniforms.gradient.value = this.gradientTexture;\n\t\t}\n\t}\n\n\tget matcap(){\n\t\treturn this._matcap;\n\t}\n\n\tset matcap (value) {\n\t\tif (this._matcap !== value) {\n\t\t\tthis._matcap = value;\n\t\t\tthis.matcapTexture = Potree.PointCloudMaterial.generateMatcapTexture(this._matcap);\n\t\t\tthis.uniforms.matcapTextureUniform.value = this.matcapTexture;\n\t\t}\n\t}\n\tget useOrthographicCamera() {\n\t\treturn this.uniforms.useOrthographicCamera.value;\n\t}\n\n\tset useOrthographicCamera(value) {\n\t\tif(this.uniforms.useOrthographicCamera.value !== value){\n\t\t\tthis.uniforms.useOrthographicCamera.value = value;\n\t\t}\n\t}\n\tget backfaceCulling() {\n\t\treturn this.uniforms.backfaceCulling.value;\n\t}\n\n\tset backfaceCulling(value) {\n\t\tif(this.uniforms.backfaceCulling.value !== value){\n\t\t\tthis.uniforms.backfaceCulling.value = value;\n\t\t\tthis.dispatchEvent({type: 'backface_changed', target: this});\n\t\t}\n\t}\n\n\trecomputeClassification () {\n\t\tconst classification = this.classification;\n\t\tconst data = this.classificationTexture.image.data;\n\n\t\tlet width = 256;\n\t\tconst black = [1, 1, 1, 1];\n\n\t\tlet valuesChanged = false;\n\n\t\tfor (let i = 0; i < width; i++) {\n\n\t\t\tlet color;\n\t\t\tlet visible = true;\n\n\t\t\tif (classification[i]) {\n\t\t\t\tcolor = classification[i].color;\n\t\t\t\tvisible = classification[i].visible;\n\t\t\t} else if (classification[i % 32]) {\n\t\t\t\tcolor = classification[i % 32].color;\n\t\t\t\tvisible = classification[i % 32].visible;\n\t\t\t} else if(classification.DEFAULT) {\n\t\t\t\tcolor = classification.DEFAULT.color;\n\t\t\t\tvisible = classification.DEFAULT.visible;\n\t\t\t}else{\n\t\t\t\tcolor = black;\n\t\t\t}\n\n\t\t\tconst r = parseInt(255 * color[0]);\n\t\t\tconst g = parseInt(255 * color[1]);\n\t\t\tconst b = parseInt(255 * color[2]);\n\t\t\tconst a = visible ? parseInt(255 * color[3]) : 0;\n\n\n\t\t\tif(data[4 * i + 0] !== r){\n\t\t\t\tdata[4 * i + 0] = r;\n\t\t\t\tvaluesChanged = true;\n\t\t\t}\n\n\t\t\tif(data[4 * i + 1] !== g){\n\t\t\t\tdata[4 * i + 1] = g;\n\t\t\t\tvaluesChanged = true;\n\t\t\t}\n\n\t\t\tif(data[4 * i + 2] !== b){\n\t\t\t\tdata[4 * i + 2] = b;\n\t\t\t\tvaluesChanged = true;\n\t\t\t}\n\n\t\t\tif(data[4 * i + 3] !== a){\n\t\t\t\tdata[4 * i + 3] = a;\n\t\t\t\tvaluesChanged = true;\n\t\t\t}\n\t\t}\n\n\t\tif(valuesChanged){\n\t\t\tthis.classificationTexture.needsUpdate = true;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget spacing () {\n\t\treturn this.uniforms.spacing.value;\n\t}\n\n\tset spacing (value) {\n\t\tif (this.uniforms.spacing.value !== value) {\n\t\t\tthis.uniforms.spacing.value = value;\n\t\t}\n\t}\n\n\tget useClipBox () {\n\t\treturn this._useClipBox;\n\t}\n\n\tset useClipBox (value) {\n\t\tif (this._useClipBox !== value) {\n\t\t\tthis._useClipBox = value;\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\tget clipTask(){\n\t\treturn this.uniforms.clipTask.value;\n\t}\n\n\tset clipTask(mode){\n\t\tthis.uniforms.clipTask.value = mode;\n\t}\n\n\tget elevationGradientRepat(){\n\t\treturn this.uniforms.elevationGradientRepat.value;\n\t}\n\n\tset elevationGradientRepat(mode){\n\t\tthis.uniforms.elevationGradientRepat.value = mode;\n\t}\n\n\tget clipMethod(){\n\t\treturn this.uniforms.clipMethod.value;\n\t}\n\n\tset clipMethod(mode){\n\t\tthis.uniforms.clipMethod.value = mode;\n\t}\n\n\tget weighted(){\n\t\treturn this._weighted;\n\t}\n\n\tset weighted (value) {\n\t\tif (this._weighted !== value) {\n\t\t\tthis._weighted = value;\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\tget fov () {\n\t\treturn this.uniforms.fov.value;\n\t}\n\n\tset fov (value) {\n\t\tif (this.uniforms.fov.value !== value) {\n\t\t\tthis.uniforms.fov.value = value;\n\t\t\t// this.updateShaderSource();\n\t\t}\n\t}\n\n\tget screenWidth () {\n\t\treturn this.uniforms.screenWidth.value;\n\t}\n\n\tset screenWidth (value) {\n\t\tif (this.uniforms.screenWidth.value !== value) {\n\t\t\tthis.uniforms.screenWidth.value = value;\n\t\t\t// this.updateShaderSource();\n\t\t}\n\t}\n\n\tget screenHeight () {\n\t\treturn this.uniforms.screenHeight.value;\n\t}\n\n\tset screenHeight (value) {\n\t\tif (this.uniforms.screenHeight.value !== value) {\n\t\t\tthis.uniforms.screenHeight.value = value;\n\t\t\t// this.updateShaderSource();\n\t\t}\n\t}\n\n\tget near () {\n\t\treturn this.uniforms.near.value;\n\t}\n\n\tset near (value) {\n\t\tif (this.uniforms.near.value !== value) {\n\t\t\tthis.uniforms.near.value = value;\n\t\t}\n\t}\n\n\tget far () {\n\t\treturn this.uniforms.far.value;\n\t}\n\n\tset far (value) {\n\t\tif (this.uniforms.far.value !== value) {\n\t\t\tthis.uniforms.far.value = value;\n\t\t}\n\t}\n\t\n\tget opacity(){\n\t\treturn this.uniforms.uOpacity.value;\n\t}\n\n\tset opacity (value) {\n\t\tif (this.uniforms && this.uniforms.uOpacity) {\n\t\t\tif (this.uniforms.uOpacity.value !== value) {\n\t\t\t\tthis.uniforms.uOpacity.value = value;\n\t\t\t\tthis.updateShaderSource();\n\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\ttype: 'opacity_changed',\n\t\t\t\t\ttarget: this\n\t\t\t\t});\n\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\ttype: 'material_property_changed',\n\t\t\t\t\ttarget: this\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\t}\n\n\tget activeAttributeName(){\n\t\treturn this._activeAttributeName;\n\t}\n\n\tset activeAttributeName(value){\n\t\tif (this._activeAttributeName !== value) {\n\t\t\tthis._activeAttributeName = value;\n\n\t\t\tthis.updateShaderSource();\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'active_attribute_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget pointSizeType () {\n\t\treturn this._pointSizeType;\n\t}\n\n\tset pointSizeType (value) {\n\t\tif (this._pointSizeType !== value) {\n\t\t\tthis._pointSizeType = value;\n\t\t\tthis.updateShaderSource();\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'point_size_type_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget useEDL(){\n\t\treturn this._useEDL;\n\t}\n\n\tset useEDL (value) {\n\t\tif (this._useEDL !== value) {\n\t\t\tthis._useEDL = value;\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\tget color () {\n\t\treturn this.uniforms.uColor.value;\n\t}\n\n\tset color (value) {\n\t\tif (!this.uniforms.uColor.value.equals(value)) {\n\t\t\tthis.uniforms.uColor.value.copy(value);\n\t\t\t\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'color_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget shape () {\n\t\treturn this._shape;\n\t}\n\n\tset shape (value) {\n\t\tif (this._shape !== value) {\n\t\t\tthis._shape = value;\n\t\t\tthis.updateShaderSource();\n\t\t\tthis.dispatchEvent({type: 'point_shape_changed', target: this});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget treeType () {\n\t\treturn this._treeType;\n\t}\n\n\tset treeType (value) {\n\t\tif (this._treeType !== value) {\n\t\t\tthis._treeType = value;\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\tget bbSize () {\n\t\treturn this.uniforms.bbSize.value;\n\t}\n\n\tset bbSize (value) {\n\t\tthis.uniforms.bbSize.value = value;\n\t}\n\n\tget size () {\n\t\treturn this.uniforms.size.value;\n\t}\n\n\tset size (value) {\n\t\tif (this.uniforms.size.value !== value) {\n\t\t\tthis.uniforms.size.value = value;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'point_size_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget minSize(){\n\t\treturn this.uniforms.minSize.value;\n\t}\n\n\tset minSize(value){\n\t\tif (this.uniforms.minSize.value !== value) {\n\t\t\tthis.uniforms.minSize.value = value;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'point_size_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget elevationRange () {\n\t\treturn this.uniforms.elevationRange.value;\n\t}\n\n\tset elevationRange (value) {\n\t\tlet changed = this.uniforms.elevationRange.value[0] !== value[0]\n\t\t\t|| this.uniforms.elevationRange.value[1] !== value[1];\n\n\t\tif(changed){\n\t\t\tthis.uniforms.elevationRange.value = value;\n\n\t\t\tthis._defaultElevationRangeChanged = true;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget heightMin () {\n\t\treturn this.uniforms.elevationRange.value[0];\n\t}\n\n\tset heightMin (value) {\n\t\tthis.elevationRange = [value, this.elevationRange[1]];\n\t}\n\n\tget heightMax () {\n\t\treturn this.uniforms.elevationRange.value[1];\n\t}\n\n\tset heightMax (value) {\n\t\tthis.elevationRange = [this.elevationRange[0], value];\n\t}\n\n\tget transition () {\n\t\treturn this.uniforms.transition.value;\n\t}\n\n\tset transition (value) {\n\t\tthis.uniforms.transition.value = value;\n\t}\n\n\tget intensityRange () {\n\t\treturn this.uniforms.intensityRange.value;\n\t}\n\n\tset intensityRange (value) {\n\t\tif (!(value instanceof Array && value.length === 2)) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (value[0] === this.uniforms.intensityRange.value[0] &&\n\t\t\tvalue[1] === this.uniforms.intensityRange.value[1]) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.uniforms.intensityRange.value = value;\n\n\t\tthis._defaultIntensityRangeChanged = true;\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'material_property_changed',\n\t\t\ttarget: this\n\t\t});\n\t}\n\n\tget intensityGamma () {\n\t\treturn this.uniforms.intensity_gbc.value[0];\n\t}\n\n\tset intensityGamma (value) {\n\t\tif (this.uniforms.intensity_gbc.value[0] !== value) {\n\t\t\tthis.uniforms.intensity_gbc.value[0] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget intensityContrast () {\n\t\treturn this.uniforms.intensity_gbc.value[2];\n\t}\n\n\tset intensityContrast (value) {\n\t\tif (this.uniforms.intensity_gbc.value[2] !== value) {\n\t\t\tthis.uniforms.intensity_gbc.value[2] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget intensityBrightness () {\n\t\treturn this.uniforms.intensity_gbc.value[1];\n\t}\n\n\tset intensityBrightness (value) {\n\t\tif (this.uniforms.intensity_gbc.value[1] !== value) {\n\t\t\tthis.uniforms.intensity_gbc.value[1] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget rgbGamma () {\n\t\treturn this.uniforms.uRGB_gbc.value[0];\n\t}\n\n\tset rgbGamma (value) {\n\t\tif (this.uniforms.uRGB_gbc.value[0] !== value) {\n\t\t\tthis.uniforms.uRGB_gbc.value[0] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget rgbContrast () {\n\t\treturn this.uniforms.uRGB_gbc.value[2];\n\t}\n\n\tset rgbContrast (value) {\n\t\tif (this.uniforms.uRGB_gbc.value[2] !== value) {\n\t\t\tthis.uniforms.uRGB_gbc.value[2] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget rgbBrightness () {\n\t\treturn this.uniforms.uRGB_gbc.value[1];\n\t}\n\n\tset rgbBrightness (value) {\n\t\tif (this.uniforms.uRGB_gbc.value[1] !== value) {\n\t\t\tthis.uniforms.uRGB_gbc.value[1] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\t\n\tget extraGamma () {\n\t\treturn this.uniforms.uExtraGammaBrightContr.value[0];\n\t}\n\n\tset extraGamma (value) {\n\t\tif (this.uniforms.uExtraGammaBrightContr.value[0] !== value) {\n\t\t\tthis.uniforms.uExtraGammaBrightContr.value[0] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget extraBrightness () {\n\t\treturn this.uniforms.uExtraGammaBrightContr.value[1];\n\t}\n\n\tset extraBrightness (value) {\n\t\tif (this.uniforms.uExtraGammaBrightContr.value[1] !== value) {\n\t\t\tthis.uniforms.uExtraGammaBrightContr.value[1] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget extraContrast () {\n\t\treturn this.uniforms.uExtraGammaBrightContr.value[2];\n\t}\n\n\tset extraContrast (value) {\n\t\tif (this.uniforms.uExtraGammaBrightContr.value[2] !== value) {\n\t\t\tthis.uniforms.uExtraGammaBrightContr.value[2] = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tgetRange(attributeName){\n\t\treturn this.ranges.get(attributeName);\n\t}\n\n\tsetRange(attributeName, newRange){\n\n\t\tlet rangeChanged = false;\n\n\t\tlet oldRange = this.ranges.get(attributeName);\n\n\t\tif(oldRange != null && newRange != null){\n\t\t\trangeChanged = oldRange[0] !== newRange[0] || oldRange[1] !== newRange[1];\n\t\t}else{\n\t\t\trangeChanged = true;\n\t\t}\n\n\t\tthis.ranges.set(attributeName, newRange);\n\n\t\tif(rangeChanged){\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget extraRange () {\n\t\treturn this.uniforms.uExtraRange.value;\n\t}\n\n\tset extraRange (value) {\n\t\tif (!(value instanceof Array && value.length === 2)) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (value[0] === this.uniforms.uExtraRange.value[0] &&\n\t\t\tvalue[1] === this.uniforms.uExtraRange.value[1]) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.uniforms.uExtraRange.value = value;\n\n\t\tthis._defaultExtraRangeChanged = true;\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'material_property_changed',\n\t\t\ttarget: this\n\t\t});\n\t}\n\n\tget weightRGB () {\n\t\treturn this.uniforms.wRGB.value;\n\t}\n\n\tset weightRGB (value) {\n\t\tif(this.uniforms.wRGB.value !== value){\n\t\t\tthis.uniforms.wRGB.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightIntensity () {\n\t\treturn this.uniforms.wIntensity.value;\n\t}\n\n\tset weightIntensity (value) {\n\t\tif(this.uniforms.wIntensity.value !== value){\n\t\t\tthis.uniforms.wIntensity.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightElevation () {\n\t\treturn this.uniforms.wElevation.value;\n\t}\n\n\tset weightElevation (value) {\n\t\tif(this.uniforms.wElevation.value !== value){\n\t\t\tthis.uniforms.wElevation.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightClassification () {\n\t\treturn this.uniforms.wClassification.value;\n\t}\n\n\tset weightClassification (value) {\n\t\tif(this.uniforms.wClassification.value !== value){\n\t\t\tthis.uniforms.wClassification.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightReturnNumber () {\n\t\treturn this.uniforms.wReturnNumber.value;\n\t}\n\n\tset weightReturnNumber (value) {\n\t\tif(this.uniforms.wReturnNumber.value !== value){\n\t\t\tthis.uniforms.wReturnNumber.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tget weightSourceID () {\n\t\treturn this.uniforms.wSourceID.value;\n\t}\n\n\tset weightSourceID (value) {\n\t\tif(this.uniforms.wSourceID.value !== value){\n\t\t\tthis.uniforms.wSourceID.value = value;\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'material_property_changed',\n\t\t\t\ttarget: this\n\t\t\t});\n\t\t}\n\t}\n\n\tstatic generateGradientTexture (gradient) {\n\t\tlet size = 64;\n\n\t\t// create canvas\n\t\tlet canvas = document.createElement('canvas');\n\t\tcanvas.width = size;\n\t\tcanvas.height = size;\n\n\t\t// get context\n\t\tlet context = canvas.getContext('2d');\n\n\t\t// draw gradient\n\t\tcontext.rect(0, 0, size, size);\n\t\tlet ctxGradient = context.createLinearGradient(0, 0, size, size);\n\n\t\tfor (let i = 0; i < gradient.length; i++) {\n\t\t\tlet step = gradient[i];\n\n\t\t\tctxGradient.addColorStop(step[0], '#' + step[1].getHexString());\n\t\t}\n\n\t\tcontext.fillStyle = ctxGradient;\n\t\tcontext.fill();\n\t\t\n\t\t//let texture = new THREE.Texture(canvas);\n\t\tlet texture = new THREE.CanvasTexture(canvas);\n\t\ttexture.needsUpdate = true;\n\t\t\n\t\ttexture.minFilter = THREE.LinearFilter;\n\t\ttexture.wrap = THREE.RepeatWrapping;\n\t\ttexture.repeat = 2;\n\t\t// textureImage = texture.image;\n\n\t\treturn texture;\n\t}\n\t\n\tstatic generateMatcapTexture (matcap) {\n\tvar url = new URL(Potree.resourcePath + \"/textures/matcap/\" + matcap).href;\n\tlet texture = new THREE.TextureLoader().load( url );\n\t\ttexture.magFilter = texture.minFilter = THREE.LinearFilter; \n\t\ttexture.needsUpdate = true;\n\t\t// PotreeConverter_1.6_2018_07_29_windows_x64\\PotreeConverter.exe autzen_xyzrgbXYZ_ascii.xyz -f xyzrgbXYZ -a RGB NORMAL -o autzen_xyzrgbXYZ_ascii_a -p index --overwrite\n\t\t// Switch matcap texture on the fly : viewer.scene.pointclouds[0].material.matcap = 'matcap1.jpg'; \n\t\t// For non power of 2, use LinearFilter and dont generate mipmaps, For power of 2, use NearestFilter and generate mipmaps : matcap2.jpg 1 2 8 11 12 13\n\t\treturn texture; \n\t}\n\n\tdisableEvents(){\n\t\tif(this._hiddenListeners === undefined){\n\t\t\tthis._hiddenListeners = this._listeners;\n\t\t\tthis._listeners = {};\n\t\t}\n\t};\n\n\tenableEvents(){\n\t\tthis._listeners = this._hiddenListeners;\n\t\tthis._hiddenListeners = undefined;\n\t};\n\n\t// copyFrom(from){\n\n\t// \tvar a = 10;\n\n\t// \tfor(let name of Object.keys(this.uniforms)){\n\t// \t\tthis.uniforms[name].value = from.uniforms[name].value;\n\t// \t}\n\t// }\n\n\t// copy(from){\n\t// \tthis.copyFrom(from);\n\t// }\n\n}\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {PointCloudTree, PointCloudTreeNode} from \"./PointCloudTree.js\";\nimport {PointCloudOctreeGeometryNode} from \"./PointCloudOctreeGeometry.js\";\nimport {Utils} from \"./utils.js\";\nimport {PointCloudMaterial} from \"./materials/PointCloudMaterial.js\";\n\n\nexport class PointCloudOctreeNode extends PointCloudTreeNode {\n\tconstructor () {\n\t\tsuper();\n\n\t\t//this.children = {};\n\t\tthis.children = [];\n\t\tthis.sceneNode = null;\n\t\tthis.octree = null;\n\t}\n\n\tgetNumPoints () {\n\t\treturn this.geometryNode.numPoints;\n\t}\n\n\tisLoaded () {\n\t\treturn true;\n\t}\n\n\tisTreeNode () {\n\t\treturn true;\n\t}\n\n\tisGeometryNode () {\n\t\treturn false;\n\t}\n\n\tgetLevel () {\n\t\treturn this.geometryNode.level;\n\t}\n\n\tgetBoundingSphere () {\n\t\treturn this.geometryNode.boundingSphere;\n\t}\n\n\tgetBoundingBox () {\n\t\treturn this.geometryNode.boundingBox;\n\t}\n\n\tgetChildren () {\n\t\tlet children = [];\n\n\t\tfor (let i = 0; i < 8; i++) {\n\t\t\tif (this.children[i]) {\n\t\t\t\tchildren.push(this.children[i]);\n\t\t\t}\n\t\t}\n\n\t\treturn children;\n\t}\n\n\tgetPointsInBox(boxNode){\n\n\t\tif(!this.sceneNode){\n\t\t\treturn null;\n\t\t}\n\n\t\tlet buffer = this.geometryNode.buffer;\n\n\t\tlet posOffset = buffer.offset(\"position\");\n\t\tlet stride = buffer.stride;\n\t\tlet view = new DataView(buffer.data);\n\n\t\tlet worldToBox = boxNode.matrixWorld.clone().invert();\n\t\tlet objectToBox = new THREE.Matrix4().multiplyMatrices(worldToBox, this.sceneNode.matrixWorld);\n\n\t\tlet inBox = [];\n\n\t\tlet pos = new THREE.Vector4();\n\t\tfor(let i = 0; i < buffer.numElements; i++){\n\t\t\tlet x = view.getFloat32(i * stride + posOffset + 0, true);\n\t\t\tlet y = view.getFloat32(i * stride + posOffset + 4, true);\n\t\t\tlet z = view.getFloat32(i * stride + posOffset + 8, true);\n\n\t\t\tpos.set(x, y, z, 1);\n\t\t\tpos.applyMatrix4(objectToBox);\n\n\t\t\tif(-0.5 < pos.x && pos.x < 0.5){\n\t\t\t\tif(-0.5 < pos.y && pos.y < 0.5){\n\t\t\t\t\tif(-0.5 < pos.z && pos.z < 0.5){\n\t\t\t\t\t\tpos.set(x, y, z, 1).applyMatrix4(this.sceneNode.matrixWorld);\n\t\t\t\t\t\tinBox.push(new THREE.Vector3(pos.x, pos.y, pos.z));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn inBox;\n\t}\n\n\tget name () {\n\t\treturn this.geometryNode.name;\n\t}\n};\n\nexport class PointCloudOctree extends PointCloudTree {\n\tconstructor (geometry, material) {\n\t\tsuper();\n\n\t\tthis.pointBudget = Infinity;\n\t\tthis.pcoGeometry = geometry;\n\t\tthis.boundingBox = this.pcoGeometry.boundingBox;\n\t\tthis.boundingSphere = this.boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\tthis.material = material || new PointCloudMaterial();\n\t\tthis.visiblePointsTarget = 2 * 1000 * 1000;\n\t\tthis.minimumNodePixelSize = 150;\n\t\tthis.level = 0;\n\t\tthis.position.copy(geometry.offset);\n\t\tthis.updateMatrix();\n\n\t\t{\n\n\t\t\tlet priorityQueue = [\"rgba\", \"rgb\", \"intensity\", \"classification\"];\n\t\t\tlet selected = \"rgba\";\n\n\t\t\tfor(let attributeName of priorityQueue){\n\t\t\t\tlet attribute = this.pcoGeometry.pointAttributes.attributes.find(a => a.name === attributeName);\n\n\t\t\t\tif(!attribute){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tlet min = attribute.range[0].constructor.name === \"Array\" ? attribute.range[0] : [attribute.range[0]];\n\t\t\t\tlet max = attribute.range[1].constructor.name === \"Array\" ? attribute.range[1] : [attribute.range[1]];\n\n\t\t\t\tlet range_min = new THREE.Vector3(...min);\n\t\t\t\tlet range_max = new THREE.Vector3(...max);\n\t\t\t\tlet range = range_min.distanceTo(range_max);\n\n\t\t\t\tif(range === 0){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tselected = attributeName;\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tthis.material.activeAttributeName = selected;\n\t\t}\n\n\t\tthis.showBoundingBox = false;\n\t\tthis.boundingBoxNodes = [];\n\t\tthis.loadQueue = [];\n\t\tthis.visibleBounds = new THREE.Box3();\n\t\tthis.visibleNodes = [];\n\t\tthis.visibleGeometry = [];\n\t\tthis.generateDEM = false;\n\t\tthis.profileRequests = [];\n\t\tthis.name = '';\n\t\tthis._visible = true;\n\n\t\t{\n\t\t\tlet box = [this.pcoGeometry.tightBoundingBox, this.getBoundingBoxWorld()]\n\t\t\t\t.find(v => v !== undefined);\n\n\t\t\tthis.updateMatrixWorld(true);\n\t\t\tbox = Utils.computeTransformedBoundingBox(box, this.matrixWorld);\n\n\t\t\tlet bMin = box.min.z;\n\t\t\tlet bMax = box.max.z;\n\t\t\tthis.material.heightMin = bMin;\n\t\t\tthis.material.heightMax = bMax;\n\t\t}\n\n\t\t// TODO read projection from file instead\n\t\tthis.projection = geometry.projection;\n\t\tthis.fallbackProjection = geometry.fallbackProjection;\n\n\t\tthis.root = this.pcoGeometry.root;\n\t}\n\n\tsetName (name) {\n\t\tif (this.name !== name) {\n\t\t\tthis.name = name;\n\t\t\tthis.dispatchEvent({type: 'name_changed', name: name, pointcloud: this});\n\t\t}\n\t}\n\n\tgetName () {\n\t\treturn this.name;\n\t}\n\n\tgetAttribute(name){\n\n\t\tconst attribute = this.pcoGeometry.pointAttributes.attributes.find(a => a.name === name);\n\n\t\tif(attribute){\n\t\t\treturn attribute;\n\t\t}else{\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tgetAttributes(){\n\t\treturn this.pcoGeometry.pointAttributes;\n\t}\n\n\ttoTreeNode (geometryNode, parent) {\n\t\tlet node = new PointCloudOctreeNode();\n\n\t\t// if(geometryNode.name === \"r40206\"){\n\t\t//\tconsole.log(\"creating node for r40206\");\n\t\t// }\n\t\tlet sceneNode = new THREE.Points(geometryNode.geometry, this.material);\n\t\tsceneNode.name = geometryNode.name;\n\t\tsceneNode.position.copy(geometryNode.boundingBox.min);\n\t\tsceneNode.frustumCulled = false;\n\t\tsceneNode.onBeforeRender = (_this, scene, camera, geometry, material, group) => {\n\t\t\tif (material.program) {\n\t\t\t\t_this.getContext().useProgram(material.program.program);\n\n\t\t\t\tif (material.program.getUniforms().map.level) {\n\t\t\t\t\tlet level = geometryNode.getLevel();\n\t\t\t\t\tmaterial.uniforms.level.value = level;\n\t\t\t\t\tmaterial.program.getUniforms().map.level.setValue(_this.getContext(), level);\n\t\t\t\t}\n\n\t\t\t\tif (this.visibleNodeTextureOffsets && material.program.getUniforms().map.vnStart) {\n\t\t\t\t\tlet vnStart = this.visibleNodeTextureOffsets.get(node);\n\t\t\t\t\tmaterial.uniforms.vnStart.value = vnStart;\n\t\t\t\t\tmaterial.program.getUniforms().map.vnStart.setValue(_this.getContext(), vnStart);\n\t\t\t\t}\n\n\t\t\t\tif (material.program.getUniforms().map.pcIndex) {\n\t\t\t\t\tlet i = node.pcIndex ? node.pcIndex : this.visibleNodes.indexOf(node);\n\t\t\t\t\tmaterial.uniforms.pcIndex.value = i;\n\t\t\t\t\tmaterial.program.getUniforms().map.pcIndex.setValue(_this.getContext(), i);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\t// { // DEBUG\n\t\t//\tlet sg = new THREE.SphereGeometry(1, 16, 16);\n\t\t//\tlet sm = new THREE.MeshNormalMaterial();\n\t\t//\tlet s = new THREE.Mesh(sg, sm);\n\t\t//\ts.scale.set(5, 5, 5);\n\t\t//\ts.position.copy(geometryNode.mean)\n\t\t//\t\t.add(this.position)\n\t\t//\t\t.add(geometryNode.boundingBox.min);\n\t\t//\n\t\t//\tviewer.scene.scene.add(s);\n\t\t// }\n\n\t\tnode.geometryNode = geometryNode;\n\t\tnode.sceneNode = sceneNode;\n\t\tnode.pointcloud = this;\n\t\tnode.children = [];\n\t\t//for (let key in geometryNode.children) {\n\t\t//\tnode.children[key] = geometryNode.children[key];\n\t\t//}\n\t\tfor(let i = 0; i < 8; i++){\n\t\t\tnode.children[i] = geometryNode.children[i];\n\t\t}\n\n\t\tif (!parent) {\n\t\t\tthis.root = node;\n\t\t\tthis.add(sceneNode);\n\t\t} else {\n\t\t\tlet childIndex = parseInt(geometryNode.name[geometryNode.name.length - 1]);\n\t\t\tparent.sceneNode.add(sceneNode);\n\t\t\tparent.children[childIndex] = node;\n\t\t}\n\n\t\tlet disposeListener = function () {\n\t\t\tlet childIndex = parseInt(geometryNode.name[geometryNode.name.length - 1]);\n\t\t\tparent.sceneNode.remove(node.sceneNode);\n\t\t\tparent.children[childIndex] = geometryNode;\n\t\t};\n\t\tgeometryNode.oneTimeDisposeHandlers.push(disposeListener);\n\n\t\treturn node;\n\t}\n\n\tupdateVisibleBounds () {\n\t\tlet leafNodes = [];\n\t\tfor (let i = 0; i < this.visibleNodes.length; i++) {\n\t\t\tlet node = this.visibleNodes[i];\n\t\t\tlet isLeaf = true;\n\n\t\t\tfor (let j = 0; j < node.children.length; j++) {\n\t\t\t\tlet child = node.children[j];\n\t\t\t\tif (child instanceof PointCloudOctreeNode) {\n\t\t\t\t\tisLeaf = isLeaf && !child.sceneNode.visible;\n\t\t\t\t} else if (child instanceof PointCloudOctreeGeometryNode) {\n\t\t\t\t\tisLeaf = true;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (isLeaf) {\n\t\t\t\tleafNodes.push(node);\n\t\t\t}\n\t\t}\n\n\t\tthis.visibleBounds.min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\tthis.visibleBounds.max = new THREE.Vector3(-Infinity, -Infinity, -Infinity);\n\t\tfor (let i = 0; i < leafNodes.length; i++) {\n\t\t\tlet node = leafNodes[i];\n\n\t\t\tthis.visibleBounds.expandByPoint(node.getBoundingBox().min);\n\t\t\tthis.visibleBounds.expandByPoint(node.getBoundingBox().max);\n\t\t}\n\t}\n\n\tupdateMaterial (material, visibleNodes, camera, renderer) {\n\t\tmaterial.fov = camera.fov * (Math.PI / 180);\n\t\tmaterial.screenWidth = renderer.domElement.clientWidth;\n\t\tmaterial.screenHeight = renderer.domElement.clientHeight;\n\t\tmaterial.spacing = this.pcoGeometry.spacing; // * Math.max(this.scale.x, this.scale.y, this.scale.z);\n\t\tmaterial.near = camera.near;\n\t\tmaterial.far = camera.far;\n\t\tmaterial.uniforms.octreeSize.value = this.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;\n\t}\n\n\tcomputeVisibilityTextureData(nodes, camera){\n\n\t\tif(Potree.measureTimings) performance.mark(\"computeVisibilityTextureData-start\");\n\n\t\tlet data = new Uint8Array(nodes.length * 4);\n\t\tlet visibleNodeTextureOffsets = new Map();\n\n\t\t// copy array\n\t\tnodes = nodes.slice();\n\n\t\t// sort by level and index, e.g. r, r0, r3, r4, r01, r07, r30, ...\n\t\tlet sort = function (a, b) {\n\t\t\tlet na = a.geometryNode.name;\n\t\t\tlet nb = b.geometryNode.name;\n\t\t\tif (na.length !== nb.length) return na.length - nb.length;\n\t\t\tif (na < nb) return -1;\n\t\t\tif (na > nb) return 1;\n\t\t\treturn 0;\n\t\t};\n\t\tnodes.sort(sort);\n\n\t\tlet worldDir = new THREE.Vector3();\n\n\t\tlet nodeMap = new Map();\n\t\tlet offsetsToChild = new Array(nodes.length).fill(Infinity);\n\n\t\tfor(let i = 0; i < nodes.length; i++){\n\t\t\tlet node = nodes[i];\n\n\t\t\tnodeMap.set(node.name, node);\n\t\t\tvisibleNodeTextureOffsets.set(node, i);\n\n\t\t\tif(i > 0){\n\t\t\t\tlet index = parseInt(node.name.slice(-1));\n\t\t\t\tlet parentName = node.name.slice(0, -1);\n\t\t\t\tlet parent = nodeMap.get(parentName);\n\t\t\t\tlet parentOffset = visibleNodeTextureOffsets.get(parent);\n\n\t\t\t\tlet parentOffsetToChild = (i - parentOffset);\n\n\t\t\t\toffsetsToChild[parentOffset] = Math.min(offsetsToChild[parentOffset], parentOffsetToChild);\n\n\t\t\t\tdata[parentOffset * 4 + 0] = data[parentOffset * 4 + 0] | (1 << index);\n\t\t\t\tdata[parentOffset * 4 + 1] = (offsetsToChild[parentOffset] >> 8);\n\t\t\t\tdata[parentOffset * 4 + 2] = (offsetsToChild[parentOffset] % 256);\n\t\t\t}\n\n\t\t\tlet density = node.geometryNode.density;\n\t\t\t\n\t\t\tif(typeof density === \"number\" && !Number.isNaN(density)){\n\t\t\t\tlet lodOffset = Math.log2(density) / 2 - 1.5;\n\n\t\t\t\tlet offsetUint8 = (lodOffset + 10) * 10;\n\n\t\t\t\tdata[i * 4 + 3] = offsetUint8;\n\t\t\t}else{\n\t\t\t\tdata[i * 4 + 3] = 100;\n\t\t\t}\n\n\t\t}\n\n\t\tif(Potree.measureTimings){\n\t\t\tperformance.mark(\"computeVisibilityTextureData-end\");\n\t\t\tperformance.measure(\"render.computeVisibilityTextureData\", \"computeVisibilityTextureData-start\", \"computeVisibilityTextureData-end\");\n\t\t}\n\n\t\treturn {\n\t\t\tdata: data,\n\t\t\toffsets: visibleNodeTextureOffsets\n\t\t};\n\t}\n\n\tnodeIntersectsProfile (node, profile) {\n\t\tlet bbWorld = node.boundingBox.clone().applyMatrix4(this.matrixWorld);\n\t\tlet bsWorld = bbWorld.getBoundingSphere(new THREE.Sphere());\n\n\t\tlet intersects = false;\n\n\t\tfor (let i = 0; i < profile.points.length - 1; i++) {\n\n\t\t\tlet start = new THREE.Vector3(profile.points[i + 0].x, profile.points[i + 0].y, bsWorld.center.z);\n\t\t\tlet end = new THREE.Vector3(profile.points[i + 1].x, profile.points[i + 1].y, bsWorld.center.z);\n\n\t\t\tlet closest = new THREE.Line3(start, end).closestPointToPoint(bsWorld.center, true, new THREE.Vector3());\n\t\t\tlet distance = closest.distanceTo(bsWorld.center);\n\n\t\t\tintersects = intersects || (distance < (bsWorld.radius + profile.width));\n\t\t}\n\n\t\t//console.log(`${node.name}: ${intersects}`);\n\n\t\treturn intersects;\n\t}\n\n\tdeepestNodeAt(position){\n\t\t\n\t\tconst toObjectSpace = this.matrixWorld.clone().invert();\n\n\t\tconst objPos = position.clone().applyMatrix4(toObjectSpace);\n\n\t\tlet current = this.root;\n\t\twhile(true){\n\n\t\t\tlet containingChild = null;\n\n\t\t\tfor(const child of current.children){\n\n\t\t\t\tif(child !== undefined){\n\t\t\t\t\tif(child.getBoundingBox().containsPoint(objPos)){\n\t\t\t\t\t\tcontainingChild = child;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(containingChild !== null && containingChild instanceof PointCloudOctreeNode){\n\t\t\t\tcurrent = containingChild;\n\t\t\t}else{\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tconst deepest = current;\n\n\t\treturn deepest;\n\t}\n\n\tnodesOnRay (nodes, ray) {\n\t\tlet nodesOnRay = [];\n\n\t\tlet _ray = ray.clone();\n\t\tfor (let i = 0; i < nodes.length; i++) {\n\t\t\tlet node = nodes[i];\n\t\t\tlet sphere = node.getBoundingSphere().clone().applyMatrix4(this.matrixWorld);\n\n\t\t\tif (_ray.intersectsSphere(sphere)) {\n\t\t\t\tnodesOnRay.push(node);\n\t\t\t}\n\t\t}\n\n\t\treturn nodesOnRay;\n\t}\n\n\tupdateMatrixWorld (force) {\n\t\tif (this.matrixAutoUpdate === true) this.updateMatrix();\n\n\t\tif (this.matrixWorldNeedsUpdate === true || force === true) {\n\t\t\tif (!this.parent) {\n\t\t\t\tthis.matrixWorld.copy(this.matrix);\n\t\t\t} else {\n\t\t\t\tthis.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\t\t}\n\t}\n\n\thideDescendants (object) {\n\t\tlet stack = [];\n\t\tfor (let i = 0; i < object.children.length; i++) {\n\t\t\tlet child = object.children[i];\n\t\t\tif (child.visible) {\n\t\t\t\tstack.push(child);\n\t\t\t}\n\t\t}\n\n\t\twhile (stack.length > 0) {\n\t\t\tlet object = stack.shift();\n\n\t\t\tobject.visible = false;\n\n\t\t\tfor (let i = 0; i < object.children.length; i++) {\n\t\t\t\tlet child = object.children[i];\n\t\t\t\tif (child.visible) {\n\t\t\t\t\tstack.push(child);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tmoveToOrigin () {\n\t\tthis.position.set(0, 0, 0);\n\t\tthis.updateMatrixWorld(true);\n\t\tlet box = this.boundingBox;\n\t\tlet transform = this.matrixWorld;\n\t\tlet tBox = Utils.computeTransformedBoundingBox(box, transform);\n\t\tthis.position.set(0, 0, 0).sub(tBox.getCenter(new THREE.Vector3()));\n\t};\n\n\tmoveToGroundPlane () {\n\t\tthis.updateMatrixWorld(true);\n\t\tlet box = this.boundingBox;\n\t\tlet transform = this.matrixWorld;\n\t\tlet tBox = Utils.computeTransformedBoundingBox(box, transform);\n\t\tthis.position.y += -tBox.min.y;\n\t};\n\n\tgetBoundingBoxWorld () {\n\t\tthis.updateMatrixWorld(true);\n\t\tlet box = this.boundingBox;\n\t\tlet transform = this.matrixWorld;\n\t\tlet tBox = Utils.computeTransformedBoundingBox(box, transform);\n\n\t\treturn tBox;\n\t};\n\n\t/**\n\t * returns points inside the profile points\n\t *\n\t * maxDepth:\t\tsearch points up to the given octree depth\n\t *\n\t *\n\t * The return value is an array with all segments of the profile path\n\t *\tlet segment = {\n\t *\t\tstart:\tTHREE.Vector3,\n\t *\t\tend:\tTHREE.Vector3,\n\t *\t\tpoints: {}\n\t *\t\tproject: function()\n\t *\t};\n\t *\n\t * The project() function inside each segment can be used to transform\n\t * that segments point coordinates to line up along the x-axis.\n\t *\n\t *\n\t */\n\tgetPointsInProfile (profile, maxDepth, callback) {\n\t\tif (callback) {\n\t\t\tlet request = new Potree.ProfileRequest(this, profile, maxDepth, callback);\n\t\t\tthis.profileRequests.push(request);\n\n\t\t\treturn request;\n\t\t}\n\n\t\tlet points = {\n\t\t\tsegments: [],\n\t\t\tboundingBox: new THREE.Box3(),\n\t\t\tprojectedBoundingBox: new THREE.Box2()\n\t\t};\n\n\t\t// evaluate segments\n\t\tfor (let i = 0; i < profile.points.length - 1; i++) {\n\t\t\tlet start = profile.points[i];\n\t\t\tlet end = profile.points[i + 1];\n\t\t\tlet ps = this.getProfile(start, end, profile.width, maxDepth);\n\n\t\t\tlet segment = {\n\t\t\t\tstart: start,\n\t\t\t\tend: end,\n\t\t\t\tpoints: ps,\n\t\t\t\tproject: null\n\t\t\t};\n\n\t\t\tpoints.segments.push(segment);\n\n\t\t\tpoints.boundingBox.expandByPoint(ps.boundingBox.min);\n\t\t\tpoints.boundingBox.expandByPoint(ps.boundingBox.max);\n\t\t}\n\n\t\t// add projection functions to the segments\n\t\tlet mileage = new THREE.Vector3();\n\t\tfor (let i = 0; i < points.segments.length; i++) {\n\t\t\tlet segment = points.segments[i];\n\t\t\tlet start = segment.start;\n\t\t\tlet end = segment.end;\n\n\t\t\tlet project = (function (_start, _end, _mileage, _boundingBox) {\n\t\t\t\tlet start = _start;\n\t\t\t\tlet end = _end;\n\t\t\t\tlet mileage = _mileage;\n\t\t\t\tlet boundingBox = _boundingBox;\n\n\t\t\t\tlet xAxis = new THREE.Vector3(1, 0, 0);\n\t\t\t\tlet dir = new THREE.Vector3().subVectors(end, start);\n\t\t\t\tdir.y = 0;\n\t\t\t\tdir.normalize();\n\t\t\t\tlet alpha = Math.acos(xAxis.dot(dir));\n\t\t\t\tif (dir.z > 0) {\n\t\t\t\t\talpha = -alpha;\n\t\t\t\t}\n\n\t\t\t\treturn function (position) {\n\t\t\t\t\tlet toOrigin = new THREE.Matrix4().makeTranslation(-start.x, -boundingBox.min.y, -start.z);\n\t\t\t\t\tlet alignWithX = new THREE.Matrix4().makeRotationY(-alpha);\n\t\t\t\t\tlet applyMileage = new THREE.Matrix4().makeTranslation(mileage.x, 0, 0);\n\n\t\t\t\t\tlet pos = position.clone();\n\t\t\t\t\tpos.applyMatrix4(toOrigin);\n\t\t\t\t\tpos.applyMatrix4(alignWithX);\n\t\t\t\t\tpos.applyMatrix4(applyMileage);\n\n\t\t\t\t\treturn pos;\n\t\t\t\t};\n\t\t\t}(start, end, mileage.clone(), points.boundingBox.clone()));\n\n\t\t\tsegment.project = project;\n\n\t\t\tmileage.x += new THREE.Vector3(start.x, 0, start.z).distanceTo(new THREE.Vector3(end.x, 0, end.z));\n\t\t\tmileage.y += end.y - start.y;\n\t\t}\n\n\t\tpoints.projectedBoundingBox.min.x = 0;\n\t\tpoints.projectedBoundingBox.min.y = points.boundingBox.min.y;\n\t\tpoints.projectedBoundingBox.max.x = mileage.x;\n\t\tpoints.projectedBoundingBox.max.y = points.boundingBox.max.y;\n\n\t\treturn points;\n\t}\n\n\t/**\n\t * returns points inside the given profile bounds.\n\t *\n\t * start:\n\t * end:\n\t * width:\n\t * depth:\t\tsearch points up to the given octree depth\n\t * callback:\tif specified, points are loaded before searching\n\t *\n\t *\n\t */\n\tgetProfile (start, end, width, depth, callback) {\n\t\tlet request = new Potree.ProfileRequest(start, end, width, depth, callback);\n\t\tthis.profileRequests.push(request);\n\t};\n\n\tgetVisibleExtent () {\n\t\treturn this.visibleBounds.applyMatrix4(this.matrixWorld);\n\t};\n\n\tintersectsPoint(position){\n\n\t\tlet rootAvailable = this.pcoGeometry.root && this.pcoGeometry.root.geometry;\n\n\t\tif(!rootAvailable){\n\t\t\treturn false;\n\t\t}\n\n\t\tif(typeof this.signedDistanceField === \"undefined\"){\n\n\t\t\tconst resolution = 32;\n\t\t\tconst field = new Float32Array(resolution ** 3).fill(Infinity);\n\n\t\t\tconst positions = this.pcoGeometry.root.geometry.attributes.position;\n\t\t\tconst boundingBox = this.boundingBox;\n\n\t\t\tconst n = positions.count;\n\n\t\t\tfor(let i = 0; i < n; i = i + 3){\n\t\t\t\tconst x = positions.array[3 * i + 0];\n\t\t\t\tconst y = positions.array[3 * i + 1];\n\t\t\t\tconst z = positions.array[3 * i + 2];\n\n\t\t\t\tconst ix = parseInt(Math.min(resolution * (x / boundingBox.max.x), resolution - 1));\n\t\t\t\tconst iy = parseInt(Math.min(resolution * (y / boundingBox.max.y), resolution - 1));\n\t\t\t\tconst iz = parseInt(Math.min(resolution * (z / boundingBox.max.z), resolution - 1));\n\n\t\t\t\tconst index = ix + iy * resolution + iz * resolution * resolution;\n\n\t\t\t\tfield[index] = 0;\n\t\t\t}\n\n\t\t\tconst sdf = {\n\t\t\t\tresolution: resolution,\n\t\t\t\tfield: field,\n\t\t\t};\n\n\t\t\tthis.signedDistanceField = sdf;\n\t\t}\n\n\n\t\t{\n\t\t\tconst sdf = this.signedDistanceField;\n\t\t\tconst boundingBox = this.boundingBox;\n\n\t\t\tconst toObjectSpace = this.matrixWorld.clone().invert();\n\n\t\t\tconst objPos = position.clone().applyMatrix4(toObjectSpace);\n\n\t\t\tconst resolution = sdf.resolution;\n\t\t\tconst ix = parseInt(resolution * (objPos.x / boundingBox.max.x));\n\t\t\tconst iy = parseInt(resolution * (objPos.y / boundingBox.max.y));\n\t\t\tconst iz = parseInt(resolution * (objPos.z / boundingBox.max.z));\n\n\t\t\tif(ix < 0 || iy < 0 || iz < 0){\n\t\t\t\treturn false;\n\t\t\t}\n\t\t\tif(ix >= resolution || iy >= resolution || iz >= resolution){\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tconst index = ix + iy * resolution + iz * resolution * resolution;\n\n\t\t\tconst value = sdf.field[index];\n\n\t\t\tif(value === 0){\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t}\n\n\t\treturn false;\n\n\t}\n\n\t/**\n\t *\n\t *\n\t *\n\t * params.pickWindowSize:\tLook for points inside a pixel window of this size.\n\t *\t\t\t\t\t\t\tUse odd values: 1, 3, 5, ...\n\t *\n\t *\n\t * TODO: only draw pixels that are actually read with readPixels().\n\t *\n\t */\n\tpick(viewer, camera, ray, params = {}){\n\n\t\tlet renderer = viewer.renderer;\n\t\tlet pRenderer = viewer.pRenderer;\n\n\t\tperformance.mark(\"pick-start\");\n\n\t\tlet getVal = (a, b) => a !== undefined ? a : b;\n\n\t\tlet pickWindowSize = getVal(params.pickWindowSize, 65);\n\t\tlet pickOutsideClipRegion = getVal(params.pickOutsideClipRegion, false);\n\n\t\tlet size = renderer.getSize(new THREE.Vector2());\n\n\t\tlet width = Math.ceil(getVal(params.width, size.width));\n\t\tlet height = Math.ceil(getVal(params.height, size.height));\n\n\t\tlet pointSizeType = getVal(params.pointSizeType, this.material.pointSizeType);\n\t\tlet pointSize = getVal(params.pointSize, this.material.size);\n\n\t\tlet nodes = this.nodesOnRay(this.visibleNodes, ray);\n\n\t\tif (nodes.length === 0) {\n\t\t\treturn null;\n\t\t}\n\n\t\tif (!this.pickState) {\n\t\t\tlet scene = new THREE.Scene();\n\n\t\t\tlet material = new Potree.PointCloudMaterial();\n\t\t\tmaterial.activeAttributeName = \"indices\";\n\n\t\t\tlet renderTarget = new THREE.WebGLRenderTarget(\n\t\t\t\t1, 1,\n\t\t\t\t{ minFilter: THREE.LinearFilter,\n\t\t\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\t\t\tformat: THREE.RGBAFormat }\n\t\t\t);\n\n\t\t\tthis.pickState = {\n\t\t\t\trenderTarget: renderTarget,\n\t\t\t\tmaterial: material,\n\t\t\t\tscene: scene\n\t\t\t};\n\t\t};\n\n\t\tlet pickState = this.pickState;\n\t\tlet pickMaterial = pickState.material;\n\n\t\t{ // update pick material\n\t\t\tpickMaterial.pointSizeType = pointSizeType;\n\t\t\t//pickMaterial.shape = this.material.shape;\n\t\t\tpickMaterial.shape = Potree.PointShape.PARABOLOID;\n\n\t\t\tpickMaterial.uniforms.uFilterReturnNumberRange.value = this.material.uniforms.uFilterReturnNumberRange.value;\n\t\t\tpickMaterial.uniforms.uFilterNumberOfReturnsRange.value = this.material.uniforms.uFilterNumberOfReturnsRange.value;\n\t\t\tpickMaterial.uniforms.uFilterGPSTimeClipRange.value = this.material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\tpickMaterial.uniforms.uFilterPointSourceIDClipRange.value = this.material.uniforms.uFilterPointSourceIDClipRange.value;\n\n\t\t\tpickMaterial.activeAttributeName = \"indices\";\n\n\t\t\tpickMaterial.size = pointSize;\n\t\t\tpickMaterial.uniforms.minSize.value = this.material.uniforms.minSize.value;\n\t\t\tpickMaterial.uniforms.maxSize.value = this.material.uniforms.maxSize.value;\n\t\t\tpickMaterial.classification = this.material.classification;\n\t\t\tpickMaterial.recomputeClassification();\n\n\t\t\tif(params.pickClipped){\n\t\t\t\tpickMaterial.clipBoxes = this.material.clipBoxes;\n\t\t\t\tpickMaterial.uniforms.clipBoxes = this.material.uniforms.clipBoxes;\n\t\t\t\tif(this.material.clipTask === Potree.ClipTask.HIGHLIGHT){\n\t\t\t\t\tpickMaterial.clipTask = Potree.ClipTask.NONE;\n\t\t\t\t}else{\n\t\t\t\t\tpickMaterial.clipTask = this.material.clipTask;\n\t\t\t\t}\n\t\t\t\tpickMaterial.clipMethod = this.material.clipMethod;\n\t\t\t}else{\n\t\t\t\tpickMaterial.clipBoxes = [];\n\t\t\t}\n\n\t\t\tthis.updateMaterial(pickMaterial, nodes, camera, renderer);\n\t\t}\n\n\t\tpickState.renderTarget.setSize(width, height);\n\n\t\tlet pixelPos = new THREE.Vector2(params.x, params.y);\n\n\t\tlet gl = renderer.getContext();\n\t\tgl.enable(gl.SCISSOR_TEST);\n\t\tgl.scissor(\n\t\t\tparseInt(pixelPos.x - (pickWindowSize - 1) / 2),\n\t\t\tparseInt(pixelPos.y - (pickWindowSize - 1) / 2),\n\t\t\tparseInt(pickWindowSize), parseInt(pickWindowSize));\n\n\n\t\trenderer.state.buffers.depth.setTest(pickMaterial.depthTest);\n\t\trenderer.state.buffers.depth.setMask(pickMaterial.depthWrite);\n\t\trenderer.state.setBlending(THREE.NoBlending);\n\n\t\t{ // RENDER\n\t\t\trenderer.setRenderTarget(pickState.renderTarget);\n\t\t\tgl.clearColor(0, 0, 0, 0);\n\t\t\trenderer.clear(true, true, true);\n\n\t\t\tlet tmp = this.material;\n\t\t\tthis.material = pickMaterial;\n\n\t\t\tpRenderer.renderOctree(this, nodes, camera, pickState.renderTarget);\n\n\t\t\tthis.material = tmp;\n\t\t}\n\n\t\tlet clamp = (number, min, max) => Math.min(Math.max(min, number), max);\n\n\t\tlet x = parseInt(clamp(pixelPos.x - (pickWindowSize - 1) / 2, 0, width));\n\t\tlet y = parseInt(clamp(pixelPos.y - (pickWindowSize - 1) / 2, 0, height));\n\t\tlet w = parseInt(Math.min(x + pickWindowSize, width) - x);\n\t\tlet h = parseInt(Math.min(y + pickWindowSize, height) - y);\n\n\t\tlet pixelCount = w * h;\n\t\tlet buffer = new Uint8Array(4 * pixelCount);\n\n\t\tgl.readPixels(x, y, pickWindowSize, pickWindowSize, gl.RGBA, gl.UNSIGNED_BYTE, buffer);\n\n\t\trenderer.setRenderTarget(null);\n\t\trenderer.state.reset();\n\t\trenderer.setScissorTest(false);\n\t\tgl.disable(gl.SCISSOR_TEST);\n\n\t\tlet pixels = buffer;\n\t\tlet ibuffer = new Uint32Array(buffer.buffer);\n\n\t\t// find closest hit inside pixelWindow boundaries\n\t\tlet min = Number.MAX_VALUE;\n\t\tlet hits = [];\n\t\tfor (let u = 0; u < pickWindowSize; u++) {\n\t\t\tfor (let v = 0; v < pickWindowSize; v++) {\n\t\t\t\tlet offset = (u + v * pickWindowSize);\n\t\t\t\tlet distance = Math.pow(u - (pickWindowSize - 1) / 2, 2) + Math.pow(v - (pickWindowSize - 1) / 2, 2);\n\n\t\t\t\tlet pcIndex = pixels[4 * offset + 3];\n\t\t\t\tpixels[4 * offset + 3] = 0;\n\t\t\t\tlet pIndex = ibuffer[offset];\n\n\t\t\t\tif(!(pcIndex === 0 && pIndex === 0) && (pcIndex !== undefined) && (pIndex !== undefined)){\n\t\t\t\t\tlet hit = {\n\t\t\t\t\t\tpIndex: pIndex,\n\t\t\t\t\t\tpcIndex: pcIndex,\n\t\t\t\t\t\tdistanceToCenter: distance\n\t\t\t\t\t};\n\n\t\t\t\t\tif(params.all){\n\t\t\t\t\t\thits.push(hit);\n\t\t\t\t\t}else{\n\t\t\t\t\t\tif(hits.length > 0){\n\t\t\t\t\t\t\tif(distance < hits[0].distanceToCenter){\n\t\t\t\t\t\t\t\thits[0] = hit;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}else{\n\t\t\t\t\t\t\thits.push(hit);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t\n\t\t// { // DEBUG: show panel with pick image\n\t\t// \tlet img = Utils.pixelsArrayToImage(buffer, w, h);\n\t\t// \tlet screenshot = img.src;\n\t\t\n\t\t// \tif(!this.debugDIV){\n\t\t// \t\tthis.debugDIV = $(`\n\t\t// \t\t\t
    `);\n\t\t// \t\t$(document.body).append(this.debugDIV);\n\t\t// \t}\n\t\t\n\t\t// \tthis.debugDIV.empty();\n\t\t// \tthis.debugDIV.append($(``));\n\t\t// \t//$(this.debugWindow.document).append($(``));\n\t\t// \t//this.debugWindow.document.write('');\n\t\t// }\n\n\n\t\tfor(let hit of hits){\n\t\t\tlet point = {};\n\n\t\t\tif (!nodes[hit.pcIndex]) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tlet node = nodes[hit.pcIndex];\n\t\t\tlet pc = node.sceneNode;\n\t\t\tlet geometry = node.geometryNode.geometry;\n\n\t\t\tfor(let attributeName in geometry.attributes){\n\t\t\t\tlet attribute = geometry.attributes[attributeName];\n\n\t\t\t\tif (attributeName === 'position') {\n\t\t\t\t\tlet x = attribute.array[3 * hit.pIndex + 0];\n\t\t\t\t\tlet y = attribute.array[3 * hit.pIndex + 1];\n\t\t\t\t\tlet z = attribute.array[3 * hit.pIndex + 2];\n\n\t\t\t\t\tlet position = new THREE.Vector3(x, y, z);\n\t\t\t\t\tposition.applyMatrix4(pc.matrixWorld);\n\n\t\t\t\t\tpoint[attributeName] = position;\n\t\t\t\t} else if (attributeName === 'indices') {\n\n\t\t\t\t} else {\n\n\t\t\t\t\tlet values = attribute.array.slice(attribute.itemSize * hit.pIndex, attribute.itemSize * (hit.pIndex + 1)) ;\n\n\t\t\t\t\tif(attribute.potree){\n\t\t\t\t\t\tconst {scale, offset} = attribute.potree;\n\t\t\t\t\t\tvalues = values.map(v => v / scale + offset);\n\t\t\t\t\t}\n\n\t\t\t\t\tpoint[attributeName] = values;\n\n\t\t\t\t\t//debugger;\n\t\t\t\t\t//if (values.itemSize === 1) {\n\t\t\t\t\t//\tpoint[attribute.name] = values.array[hit.pIndex];\n\t\t\t\t\t//} else {\n\t\t\t\t\t//\tlet value = [];\n\t\t\t\t\t//\tfor (let j = 0; j < values.itemSize; j++) {\n\t\t\t\t\t//\t\tvalue.push(values.array[values.itemSize * hit.pIndex + j]);\n\t\t\t\t\t//\t}\n\t\t\t\t\t//\tpoint[attribute.name] = value;\n\t\t\t\t\t//}\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\thit.point = point;\n\t\t}\n\n\t\tperformance.mark(\"pick-end\");\n\t\tperformance.measure(\"pick\", \"pick-start\", \"pick-end\");\n\n\t\tif(params.all){\n\t\t\treturn hits.map(hit => hit.point);\n\t\t}else{\n\t\t\tif(hits.length === 0){\n\t\t\t\treturn null;\n\t\t\t}else{\n\t\t\t\treturn hits[0].point;\n\t\t\t\t//let sorted = hits.sort( (a, b) => a.distanceToCenter - b.distanceToCenter);\n\n\t\t\t\t//return sorted[0].point;\n\t\t\t}\n\t\t}\n\n\t};\n\n\t* getFittedBoxGen(boxNode){\n\t\tlet start = performance.now();\n\n\t\tlet shrinkedLocalBounds = new THREE.Box3();\n\t\tlet worldToBox = boxNode.matrixWorld.clone().invert();\n\n\t\tfor(let node of this.visibleNodes){\n\t\t\tif(!node.sceneNode){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet buffer = node.geometryNode.buffer;\n\n\t\t\tlet posOffset = buffer.offset(\"position\");\n\t\t\tlet stride = buffer.stride;\n\t\t\tlet view = new DataView(buffer.data);\n\n\t\t\tlet objectToBox = new THREE.Matrix4().multiplyMatrices(worldToBox, node.sceneNode.matrixWorld);\n\n\t\t\tlet pos = new THREE.Vector4();\n\t\t\tfor(let i = 0; i < buffer.numElements; i++){\n\t\t\t\tlet x = view.getFloat32(i * stride + posOffset + 0, true);\n\t\t\t\tlet y = view.getFloat32(i * stride + posOffset + 4, true);\n\t\t\t\tlet z = view.getFloat32(i * stride + posOffset + 8, true);\n\n\t\t\t\tpos.set(x, y, z, 1);\n\t\t\t\tpos.applyMatrix4(objectToBox);\n\n\t\t\t\tif(-0.5 < pos.x && pos.x < 0.5){\n\t\t\t\t\tif(-0.5 < pos.y && pos.y < 0.5){\n\t\t\t\t\t\tif(-0.5 < pos.z && pos.z < 0.5){\n\t\t\t\t\t\t\tshrinkedLocalBounds.expandByPoint(pos);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tyield;\n\t\t}\n\n\t\tlet fittedPosition = shrinkedLocalBounds.getCenter(new THREE.Vector3()).applyMatrix4(boxNode.matrixWorld);\n\n\t\tlet fitted = new THREE.Object3D();\n\t\tfitted.position.copy(fittedPosition);\n\t\tfitted.scale.copy(boxNode.scale);\n\t\tfitted.rotation.copy(boxNode.rotation);\n\n\t\tlet ds = new THREE.Vector3().subVectors(shrinkedLocalBounds.max, shrinkedLocalBounds.min);\n\t\tfitted.scale.multiply(ds);\n\n\t\tlet duration = performance.now() - start;\n\t\tconsole.log(\"duration: \", duration);\n\n\t\tyield fitted;\n\t}\n\n\tgetFittedBox(boxNode, maxLevel = Infinity){\n\n\t\tmaxLevel = Infinity;\n\n\t\tlet start = performance.now();\n\n\t\tlet shrinkedLocalBounds = new THREE.Box3();\n\t\tlet worldToBox = boxNode.matrixWorld.clone().invert();\n\n\t\tfor(let node of this.visibleNodes){\n\t\t\tif(!node.sceneNode || node.getLevel() > maxLevel){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet buffer = node.geometryNode.buffer;\n\n\t\t\tlet posOffset = buffer.offset(\"position\");\n\t\t\tlet stride = buffer.stride;\n\t\t\tlet view = new DataView(buffer.data);\n\n\t\t\tlet objectToBox = new THREE.Matrix4().multiplyMatrices(worldToBox, node.sceneNode.matrixWorld);\n\n\t\t\tlet pos = new THREE.Vector4();\n\t\t\tfor(let i = 0; i < buffer.numElements; i++){\n\t\t\t\tlet x = view.getFloat32(i * stride + posOffset + 0, true);\n\t\t\t\tlet y = view.getFloat32(i * stride + posOffset + 4, true);\n\t\t\t\tlet z = view.getFloat32(i * stride + posOffset + 8, true);\n\n\t\t\t\tpos.set(x, y, z, 1);\n\t\t\t\tpos.applyMatrix4(objectToBox);\n\n\t\t\t\tif(-0.5 < pos.x && pos.x < 0.5){\n\t\t\t\t\tif(-0.5 < pos.y && pos.y < 0.5){\n\t\t\t\t\t\tif(-0.5 < pos.z && pos.z < 0.5){\n\t\t\t\t\t\t\tshrinkedLocalBounds.expandByPoint(pos);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tlet fittedPosition = shrinkedLocalBounds.getCenter(new THREE.Vector3()).applyMatrix4(boxNode.matrixWorld);\n\n\t\tlet fitted = new THREE.Object3D();\n\t\tfitted.position.copy(fittedPosition);\n\t\tfitted.scale.copy(boxNode.scale);\n\t\tfitted.rotation.copy(boxNode.rotation);\n\n\t\tlet ds = new THREE.Vector3().subVectors(shrinkedLocalBounds.max, shrinkedLocalBounds.min);\n\t\tfitted.scale.multiply(ds);\n\n\t\tlet duration = performance.now() - start;\n\t\tconsole.log(\"duration: \", duration);\n\n\t\treturn fitted;\n\t}\n\n\tget progress () {\n\t\treturn this.visibleNodes.length / this.visibleGeometry.length;\n\t}\n\n\tfind(name){\n\t\tlet node = null;\n\t\tfor(let char of name){\n\t\t\tif(char === \"r\"){\n\t\t\t\tnode = this.root;\n\t\t\t}else{\n\t\t\t\tnode = node.children[char];\n\t\t\t}\n\t\t}\n\n\t\treturn node;\n\t}\n\n\tget visible(){\n\t\treturn this._visible;\n\t}\n\n\tset visible(value){\n\n\t\tif(value !== this._visible){\n\t\t\tthis._visible = value;\n\n\t\t\tthis.dispatchEvent({type: 'visibility_changed', pointcloud: this});\n\t\t}\n\n\t}\n\n}\n\n\n\n\n\n\n\n\n\n\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\n\nexport class Points {\n\t\n\tconstructor () {\n\t\tthis.boundingBox = new THREE.Box3();\n\t\tthis.numPoints = 0;\n\t\tthis.data = {};\n\t}\n\n\tadd (points) {\n\t\tlet currentSize = this.numPoints;\n\t\tlet additionalSize = points.numPoints;\n\t\tlet newSize = currentSize + additionalSize;\n\n\t\tlet thisAttributes = Object.keys(this.data);\n\t\tlet otherAttributes = Object.keys(points.data);\n\t\tlet attributes = new Set([...thisAttributes, ...otherAttributes]);\n\n\t\tfor (let attribute of attributes) {\n\t\t\tif (thisAttributes.includes(attribute) && otherAttributes.includes(attribute)) {\n\t\t\t\t// attribute in both, merge\n\t\t\t\tlet Type = this.data[attribute].constructor;\n\t\t\t\tlet merged = new Type(this.data[attribute].length + points.data[attribute].length);\n\t\t\t\tmerged.set(this.data[attribute], 0);\n\t\t\t\tmerged.set(points.data[attribute], this.data[attribute].length);\n\t\t\t\tthis.data[attribute] = merged;\n\t\t\t} else if (thisAttributes.includes(attribute) && !otherAttributes.includes(attribute)) {\n\t\t\t\t// attribute only in this; take over this and expand to new size\n\t\t\t\tlet elementsPerPoint = this.data[attribute].length / this.numPoints;\n\t\t\t\tlet Type = this.data[attribute].constructor;\n\t\t\t\tlet expanded = new Type(elementsPerPoint * newSize);\n\t\t\t\texpanded.set(this.data[attribute], 0);\n\t\t\t\tthis.data[attribute] = expanded;\n\t\t\t} else if (!thisAttributes.includes(attribute) && otherAttributes.includes(attribute)) {\n\t\t\t\t// attribute only in points to be added; take over new points and expand to new size\n\t\t\t\tlet elementsPerPoint = points.data[attribute].length / points.numPoints;\n\t\t\t\tlet Type = points.data[attribute].constructor;\n\t\t\t\tlet expanded = new Type(elementsPerPoint * newSize);\n\t\t\t\texpanded.set(points.data[attribute], elementsPerPoint * currentSize);\n\t\t\t\tthis.data[attribute] = expanded;\n\t\t\t}\n\t\t}\n\n\t\tthis.numPoints = newSize;\n\n\t\tthis.boundingBox.union(points.boundingBox);\n\t}\n}","/**\n *\n * code adapted from three.js BoxHelper.js\n * https://github.com/mrdoob/three.js/blob/dev/src/helpers/BoxHelper.js\n *\n * @author mrdoob / http://mrdoob.com/\n * @author Mugen87 / http://github.com/Mugen87\n * @author mschuetz / http://potree.org\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class Box3Helper extends THREE.LineSegments {\n\tconstructor (box, color) {\n\t\tif (color === undefined) color = 0xffff00;\n\n\t\tlet indices = new Uint16Array([ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ]);\n\t\tlet positions = new Float32Array([\n\t\t\tbox.min.x, box.min.y, box.min.z,\n\t\t\tbox.max.x, box.min.y, box.min.z,\n\t\t\tbox.max.x, box.min.y, box.max.z,\n\t\t\tbox.min.x, box.min.y, box.max.z,\n\t\t\tbox.min.x, box.max.y, box.min.z,\n\t\t\tbox.max.x, box.max.y, box.min.z,\n\t\t\tbox.max.x, box.max.y, box.max.z,\n\t\t\tbox.min.x, box.max.y, box.max.z\n\t\t]);\n\n\t\tlet geometry = new THREE.BufferGeometry();\n\t\tgeometry.setIndex(new THREE.BufferAttribute(indices, 1));\n\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));\n\n\t\tlet material = new THREE.LineBasicMaterial({ color: color });\n\n\t\tsuper(geometry, material);\n\t}\n}\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {ClipTask, ClipMethod} from \"./defines.js\";\nimport {Box3Helper} from \"./utils/Box3Helper.js\";\n\nexport function updatePointClouds(pointclouds, camera, renderer){\n\n\tfor (let pointcloud of pointclouds) {\n\t\tlet start = performance.now();\n\n\t\tfor (let profileRequest of pointcloud.profileRequests) {\n\t\t\tprofileRequest.update();\n\n\t\t\tlet duration = performance.now() - start;\n\t\t\tif(duration > 5){\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tlet duration = performance.now() - start;\n\t}\n\n\tlet result = updateVisibility(pointclouds, camera, renderer);\n\n\tfor (let pointcloud of pointclouds) {\n\t\tpointcloud.updateMaterial(pointcloud.material, pointcloud.visibleNodes, camera, renderer);\n\t\tpointcloud.updateVisibleBounds();\n\t}\n\n\texports.lru.freeMemory();\n\n\treturn result;\n};\n\n\n\nexport function updateVisibilityStructures(pointclouds, camera, renderer) {\n\tlet frustums = [];\n\tlet camObjPositions = [];\n\tlet priorityQueue = new BinaryHeap(function (x) { return 1 / x.weight; });\n\n\tfor (let i = 0; i < pointclouds.length; i++) {\n\t\tlet pointcloud = pointclouds[i];\n\n\t\tif (!pointcloud.initialized()) {\n\t\t\tcontinue;\n\t\t}\n\n\t\tpointcloud.numVisibleNodes = 0;\n\t\tpointcloud.numVisiblePoints = 0;\n\t\tpointcloud.deepestVisibleLevel = 0;\n\t\tpointcloud.visibleNodes = [];\n\t\tpointcloud.visibleGeometry = [];\n\n\t\t// frustum in object space\n\t\tcamera.updateMatrixWorld();\n\t\tlet frustum = new THREE.Frustum();\n\t\tlet viewI = camera.matrixWorldInverse;\n\t\tlet world = pointcloud.matrixWorld;\n\t\t\n\t\t// use close near plane for frustum intersection\n\t\tlet frustumCam = camera.clone();\n\t\tfrustumCam.near = Math.min(camera.near, 0.1);\n\t\tfrustumCam.updateProjectionMatrix();\n\t\tlet proj = camera.projectionMatrix;\n\n\t\tlet fm = new THREE.Matrix4().multiply(proj).multiply(viewI).multiply(world);\n\t\tfrustum.setFromProjectionMatrix(fm);\n\t\tfrustums.push(frustum);\n\n\t\t// camera position in object space\n\t\tlet view = camera.matrixWorld;\n\t\tlet worldI = world.clone().invert();\n\t\tlet camMatrixObject = new THREE.Matrix4().multiply(worldI).multiply(view);\n\t\tlet camObjPos = new THREE.Vector3().setFromMatrixPosition(camMatrixObject);\n\t\tcamObjPositions.push(camObjPos);\n\n\t\tif (pointcloud.visible && pointcloud.root !== null) {\n\t\t\tpriorityQueue.push({pointcloud: i, node: pointcloud.root, weight: Number.MAX_VALUE});\n\t\t}\n\n\t\t// hide all previously visible nodes\n\t\t// if(pointcloud.root instanceof PointCloudOctreeNode){\n\t\t//\tpointcloud.hideDescendants(pointcloud.root.sceneNode);\n\t\t// }\n\t\tif (pointcloud.root.isTreeNode()) {\n\t\t\tpointcloud.hideDescendants(pointcloud.root.sceneNode);\n\t\t}\n\n\t\tfor (let j = 0; j < pointcloud.boundingBoxNodes.length; j++) {\n\t\t\tpointcloud.boundingBoxNodes[j].visible = false;\n\t\t}\n\t}\n\n\treturn {\n\t\t'frustums': frustums,\n\t\t'camObjPositions': camObjPositions,\n\t\t'priorityQueue': priorityQueue\n\t};\n};\n\n\nexport function updateVisibility(pointclouds, camera, renderer){\n\n\tlet numVisibleNodes = 0;\n\tlet numVisiblePoints = 0;\n\n\tlet numVisiblePointsInPointclouds = new Map(pointclouds.map(pc => [pc, 0]));\n\n\tlet visibleNodes = [];\n\tlet visibleGeometry = [];\n\tlet unloadedGeometry = [];\n\n\tlet lowestSpacing = Infinity;\n\n\t// calculate object space frustum and cam pos and setup priority queue\n\tlet s = updateVisibilityStructures(pointclouds, camera, renderer);\n\tlet frustums = s.frustums;\n\tlet camObjPositions = s.camObjPositions;\n\tlet priorityQueue = s.priorityQueue;\n\n\tlet loadedToGPUThisFrame = 0;\n\t\n\tlet domWidth = renderer.domElement.clientWidth;\n\tlet domHeight = renderer.domElement.clientHeight;\n\n\t// check if pointcloud has been transformed\n\t// some code will only be executed if changes have been detected\n\tif(!Potree._pointcloudTransformVersion){\n\t\tPotree._pointcloudTransformVersion = new Map();\n\t}\n\tlet pointcloudTransformVersion = Potree._pointcloudTransformVersion;\n\tfor(let pointcloud of pointclouds){\n\n\t\tif(!pointcloud.visible){\n\t\t\tcontinue;\n\t\t}\n\n\t\tpointcloud.updateMatrixWorld();\n\n\t\tif(!pointcloudTransformVersion.has(pointcloud)){\n\t\t\tpointcloudTransformVersion.set(pointcloud, {number: 0, transform: pointcloud.matrixWorld.clone()});\n\t\t}else{\n\t\t\tlet version = pointcloudTransformVersion.get(pointcloud);\n\n\t\t\tif(!version.transform.equals(pointcloud.matrixWorld)){\n\t\t\t\tversion.number++;\n\t\t\t\tversion.transform.copy(pointcloud.matrixWorld);\n\n\t\t\t\tpointcloud.dispatchEvent({\n\t\t\t\t\ttype: \"transformation_changed\",\n\t\t\t\t\ttarget: pointcloud\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\t}\n\n\twhile (priorityQueue.size() > 0) {\n\t\tlet element = priorityQueue.pop();\n\t\tlet node = element.node;\n\t\tlet parent = element.parent;\n\t\tlet pointcloud = pointclouds[element.pointcloud];\n\n\t\t// { // restrict to certain nodes for debugging\n\t\t//\tlet allowedNodes = [\"r\", \"r0\", \"r4\"];\n\t\t//\tif(!allowedNodes.includes(node.name)){\n\t\t//\t\tcontinue;\n\t\t//\t}\n\t\t// }\n\n\t\tlet box = node.getBoundingBox();\n\t\tlet frustum = frustums[element.pointcloud];\n\t\tlet camObjPos = camObjPositions[element.pointcloud];\n\n\t\tlet insideFrustum = frustum.intersectsBox(box);\n\t\tlet maxLevel = pointcloud.maxLevel || Infinity;\n\t\tlet level = node.getLevel();\n\t\tlet visible = insideFrustum;\n\t\tvisible = visible && !(numVisiblePoints + node.getNumPoints() > Potree.pointBudget);\n\t\tvisible = visible && !(numVisiblePointsInPointclouds.get(pointcloud) + node.getNumPoints() > pointcloud.pointBudget);\n\t\tvisible = visible && level < maxLevel;\n\t\tvisible = visible || node.getLevel() <= 2;\n\n\t\tlet clipBoxes = pointcloud.material.clipBoxes;\n\t\tif(true && clipBoxes.length > 0){\n\n\t\t\t//node.debug = false;\n\n\t\t\tlet numIntersecting = 0;\n\t\t\tlet numIntersectionVolumes = 0;\n\n\t\t\t//if(node.name === \"r60\"){\n\t\t\t//\tvar a = 10;\n\t\t\t//}\n\n\t\t\tfor(let clipBox of clipBoxes){\n\n\t\t\t\tlet pcWorldInverse = pointcloud.matrixWorld.clone().invert();\n\t\t\t\tlet toPCObject = pcWorldInverse.multiply(clipBox.box.matrixWorld);\n\n\t\t\t\tlet px = new THREE.Vector3(+0.5, 0, 0).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet nx = new THREE.Vector3(-0.5, 0, 0).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet py = new THREE.Vector3(0, +0.5, 0).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet ny = new THREE.Vector3(0, -0.5, 0).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet pz = new THREE.Vector3(0, 0, +0.5).applyMatrix4(pcWorldInverse);\n\t\t\t\tlet nz = new THREE.Vector3(0, 0, -0.5).applyMatrix4(pcWorldInverse);\n\n\t\t\t\tlet pxN = new THREE.Vector3().subVectors(nx, px).normalize();\n\t\t\t\tlet nxN = pxN.clone().multiplyScalar(-1);\n\t\t\t\tlet pyN = new THREE.Vector3().subVectors(ny, py).normalize();\n\t\t\t\tlet nyN = pyN.clone().multiplyScalar(-1);\n\t\t\t\tlet pzN = new THREE.Vector3().subVectors(nz, pz).normalize();\n\t\t\t\tlet nzN = pzN.clone().multiplyScalar(-1);\n\n\t\t\t\tlet pxPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(pxN, px);\n\t\t\t\tlet nxPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(nxN, nx);\n\t\t\t\tlet pyPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(pyN, py);\n\t\t\t\tlet nyPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(nyN, ny);\n\t\t\t\tlet pzPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(pzN, pz);\n\t\t\t\tlet nzPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(nzN, nz);\n\n\t\t\t\t//if(window.debugdraw !== undefined && window.debugdraw === true && node.name === \"r60\"){\n\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, pxPlane, 1, 0xFF0000);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, nxPlane, 1, 0x990000);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, pyPlane, 1, 0x00FF00);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, nyPlane, 1, 0x009900);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, pzPlane, 1, 0x0000FF);\n\t\t\t\t//\tPotree.utils.debugPlane(viewer.scene.scene, nzPlane, 1, 0x000099);\n\n\t\t\t\t//\tPotree.utils.debugBox(viewer.scene.scene, box, new THREE.Matrix4(), 0x00FF00);\n\t\t\t\t//\tPotree.utils.debugBox(viewer.scene.scene, box, pointcloud.matrixWorld, 0xFF0000);\n\t\t\t\t//\tPotree.utils.debugBox(viewer.scene.scene, clipBox.box.boundingBox, clipBox.box.matrixWorld, 0xFF0000);\n\n\t\t\t\t//\twindow.debugdraw = false;\n\t\t\t\t//}\n\n\t\t\t\tlet frustum = new THREE.Frustum(pxPlane, nxPlane, pyPlane, nyPlane, pzPlane, nzPlane);\n\t\t\t\tlet intersects = frustum.intersectsBox(box);\n\n\t\t\t\tif(intersects){\n\t\t\t\t\tnumIntersecting++;\n\t\t\t\t}\n\t\t\t\tnumIntersectionVolumes++;\n\t\t\t}\n\n\t\t\tlet insideAny = numIntersecting > 0;\n\t\t\tlet insideAll = numIntersecting === numIntersectionVolumes;\n\n\t\t\tif(pointcloud.material.clipTask === ClipTask.SHOW_INSIDE){\n\t\t\t\tif(pointcloud.material.clipMethod === ClipMethod.INSIDE_ANY && insideAny){\n\t\t\t\t\t//node.debug = true\n\t\t\t\t}else if(pointcloud.material.clipMethod === ClipMethod.INSIDE_ALL && insideAll){\n\t\t\t\t\t//node.debug = true;\n\t\t\t\t}else{\n\t\t\t\t\tvisible = false;\n\t\t\t\t}\n\t\t\t} else if(pointcloud.material.clipTask === ClipTask.SHOW_OUTSIDE){\n\t\t\t\t//if(pointcloud.material.clipMethod === ClipMethod.INSIDE_ANY && !insideAny){\n\t\t\t\t//\t//visible = true;\n\t\t\t\t//\tlet a = 10;\n\t\t\t\t//}else if(pointcloud.material.clipMethod === ClipMethod.INSIDE_ALL && !insideAll){\n\t\t\t\t//\t//visible = true;\n\t\t\t\t//\tlet a = 20;\n\t\t\t\t//}else{\n\t\t\t\t//\tvisible = false;\n\t\t\t\t//}\n\t\t\t}\n\t\t\t\n\n\t\t}\n\n\t\t// visible = [\"r\", \"r0\", \"r06\", \"r060\"].includes(node.name);\n\t\t// visible = [\"r\"].includes(node.name);\n\n\t\tif (node.spacing) {\n\t\t\tlowestSpacing = Math.min(lowestSpacing, node.spacing);\n\t\t} else if (node.geometryNode && node.geometryNode.spacing) {\n\t\t\tlowestSpacing = Math.min(lowestSpacing, node.geometryNode.spacing);\n\t\t}\n\n\t\tif (numVisiblePoints + node.getNumPoints() > Potree.pointBudget) {\n\t\t\tbreak;\n\t\t}\n\n\t\tif (!visible) {\n\t\t\tcontinue;\n\t\t}\n\n\t\t// TODO: not used, same as the declaration?\n\t\t// numVisibleNodes++;\n\t\tnumVisiblePoints += node.getNumPoints();\n\t\tlet numVisiblePointsInPointcloud = numVisiblePointsInPointclouds.get(pointcloud);\n\t\tnumVisiblePointsInPointclouds.set(pointcloud, numVisiblePointsInPointcloud + node.getNumPoints());\n\n\t\tpointcloud.numVisibleNodes++;\n\t\tpointcloud.numVisiblePoints += node.getNumPoints();\n\n\t\tif (node.isGeometryNode() && (!parent || parent.isTreeNode())) {\n\t\t\tif (node.isLoaded() && loadedToGPUThisFrame < 2) {\n\t\t\t\tnode = pointcloud.toTreeNode(node, parent);\n\t\t\t\tloadedToGPUThisFrame++;\n\t\t\t} else {\n\t\t\t\tunloadedGeometry.push(node);\n\t\t\t\tvisibleGeometry.push(node);\n\t\t\t}\n\t\t}\n\n\t\tif (node.isTreeNode()) {\n\t\t\texports.lru.touch(node.geometryNode);\n\t\t\tnode.sceneNode.visible = true;\n\t\t\tnode.sceneNode.material = pointcloud.material;\n\n\t\t\tvisibleNodes.push(node);\n\t\t\tpointcloud.visibleNodes.push(node);\n\n\t\t\tif(node._transformVersion === undefined){\n\t\t\t\tnode._transformVersion = -1;\n\t\t\t}\n\t\t\tlet transformVersion = pointcloudTransformVersion.get(pointcloud);\n\t\t\tif(node._transformVersion !== transformVersion.number){\n\t\t\t\tnode.sceneNode.updateMatrix();\n\t\t\t\tnode.sceneNode.matrixWorld.multiplyMatrices(pointcloud.matrixWorld, node.sceneNode.matrix);\t\n\t\t\t\tnode._transformVersion = transformVersion.number;\n\t\t\t}\n\n\t\t\tif (pointcloud.showBoundingBox && !node.boundingBoxNode && node.getBoundingBox) {\n\t\t\t\tlet boxHelper = new Box3Helper(node.getBoundingBox());\n\t\t\t\tboxHelper.matrixAutoUpdate = false;\n\t\t\t\tpointcloud.boundingBoxNodes.push(boxHelper);\n\t\t\t\tnode.boundingBoxNode = boxHelper;\n\t\t\t\tnode.boundingBoxNode.matrix.copy(pointcloud.matrixWorld);\n\t\t\t} else if (pointcloud.showBoundingBox) {\n\t\t\t\tnode.boundingBoxNode.visible = true;\n\t\t\t\tnode.boundingBoxNode.matrix.copy(pointcloud.matrixWorld);\n\t\t\t} else if (!pointcloud.showBoundingBox && node.boundingBoxNode) {\n\t\t\t\tnode.boundingBoxNode.visible = false;\n\t\t\t}\n\n\t\t\t// if(node.boundingBoxNode !== undefined && exports.debug.allowedNodes !== undefined){\n\t\t\t// \tif(!exports.debug.allowedNodes.includes(node.name)){\n\t\t\t// \t\tnode.boundingBoxNode.visible = false;\n\t\t\t// \t}\n\t\t\t// }\n\t\t}\n\n\t\t// add child nodes to priorityQueue\n\t\tlet children = node.getChildren();\n\t\tfor (let i = 0; i < children.length; i++) {\n\t\t\tlet child = children[i];\n\n\t\t\tlet weight = 0; \n\t\t\tif(camera.isPerspectiveCamera){\n\t\t\t\tlet sphere = child.getBoundingSphere();\n\t\t\t\tlet center = sphere.center;\n\t\t\t\t//let distance = sphere.center.distanceTo(camObjPos);\n\t\t\t\t\n\t\t\t\tlet dx = camObjPos.x - center.x;\n\t\t\t\tlet dy = camObjPos.y - center.y;\n\t\t\t\tlet dz = camObjPos.z - center.z;\n\t\t\t\t\n\t\t\t\tlet dd = dx * dx + dy * dy + dz * dz;\n\t\t\t\tlet distance = Math.sqrt(dd);\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tlet radius = sphere.radius;\n\t\t\t\t\n\t\t\t\tlet fov = (camera.fov * Math.PI) / 180;\n\t\t\t\tlet slope = Math.tan(fov / 2);\n\t\t\t\tlet projFactor = (0.5 * domHeight) / (slope * distance);\n\t\t\t\tlet screenPixelRadius = radius * projFactor;\n\t\t\t\t\n\t\t\t\tif(screenPixelRadius < pointcloud.minimumNodePixelSize){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t\n\t\t\t\tweight = screenPixelRadius;\n\n\t\t\t\tif(distance - radius < 0){\n\t\t\t\t\tweight = Number.MAX_VALUE;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\t// TODO ortho visibility\n\t\t\t\tlet bb = child.getBoundingBox();\t\t\t\t\n\t\t\t\tlet distance = child.getBoundingSphere().center.distanceTo(camObjPos);\n\t\t\t\tlet diagonal = bb.max.clone().sub(bb.min).length();\n\t\t\t\t//weight = diagonal / distance;\n\n\t\t\t\tweight = diagonal;\n\t\t\t}\n\n\t\t\tpriorityQueue.push({pointcloud: element.pointcloud, node: child, parent: node, weight: weight});\n\t\t}\n\t}// end priority queue loop\n\n\t{ // update DEM\n\t\tlet maxDEMLevel = 4;\n\t\tlet candidates = pointclouds\n\t\t\t.filter(p => (p.generateDEM && p.dem instanceof Potree.DEM));\n\t\tfor (let pointcloud of candidates) {\n\t\t\tlet updatingNodes = pointcloud.visibleNodes.filter(n => n.getLevel() <= maxDEMLevel);\n\t\t\tpointcloud.dem.update(updatingNodes);\n\t\t}\n\t}\n\n\tfor (let i = 0; i < Math.min(Potree.maxNodesLoading, unloadedGeometry.length); i++) {\n\t\tunloadedGeometry[i].load();\n\t}\n\n\treturn {\n\t\tvisibleNodes: visibleNodes,\n\t\tnumVisiblePoints: numVisiblePoints,\n\t\tlowestSpacing: lowestSpacing\n\t};\n};\n\n","\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {PointCloudTree, PointCloudTreeNode} from \"../PointCloudTree.js\";\nimport {PointCloudMaterial} from \"../materials/PointCloudMaterial.js\";\nimport {PointSizeType, ClipTask, TreeType} from \"../defines.js\";\nimport {Utils} from \"../utils.js\";\n\n\n\nexport class PointCloudArena4DNode extends PointCloudTreeNode {\n\tconstructor () {\n\t\tsuper();\n\n\t\tthis.left = null;\n\t\tthis.right = null;\n\t\tthis.sceneNode = null;\n\t\tthis.kdtree = null;\n\t}\n\n\tgetNumPoints () {\n\t\treturn this.geometryNode.numPoints;\n\t}\n\n\tisLoaded () {\n\t\treturn true;\n\t}\n\n\tisTreeNode () {\n\t\treturn true;\n\t}\n\n\tisGeometryNode () {\n\t\treturn false;\n\t}\n\n\tgetLevel () {\n\t\treturn this.geometryNode.level;\n\t}\n\n\tgetBoundingSphere () {\n\t\treturn this.geometryNode.boundingSphere;\n\t}\n\n\tgetBoundingBox () {\n\t\treturn this.geometryNode.boundingBox;\n\t}\n\n\ttoTreeNode (child) {\n\t\tlet geometryNode = null;\n\n\t\tif (this.left === child) {\n\t\t\tgeometryNode = this.left;\n\t\t} else if (this.right === child) {\n\t\t\tgeometryNode = this.right;\n\t\t}\n\n\t\tif (!geometryNode.loaded) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet node = new PointCloudArena4DNode();\n\t\tlet sceneNode = THREE.PointCloud(geometryNode.geometry, this.kdtree.material);\n\t\tsceneNode.visible = false;\n\n\t\tnode.kdtree = this.kdtree;\n\t\tnode.geometryNode = geometryNode;\n\t\tnode.sceneNode = sceneNode;\n\t\tnode.parent = this;\n\t\tnode.left = this.geometryNode.left;\n\t\tnode.right = this.geometryNode.right;\n\t}\n\n\tgetChildren () {\n\t\tlet children = [];\n\n\t\tif (this.left) {\n\t\t\tchildren.push(this.left);\n\t\t}\n\n\t\tif (this.right) {\n\t\t\tchildren.push(this.right);\n\t\t}\n\n\t\treturn children;\n\t}\n};\n\nexport class PointCloudArena4D extends PointCloudTree{\n\tconstructor (geometry) {\n\t\tsuper();\n\n\t\tthis.root = null;\n\t\tif (geometry.root) {\n\t\t\tthis.root = geometry.root;\n\t\t} else {\n\t\t\tgeometry.addEventListener('hierarchy_loaded', () => {\n\t\t\t\tthis.root = geometry.root;\n\t\t\t});\n\t\t}\n\n\t\tthis.visiblePointsTarget = 2 * 1000 * 1000;\n\t\tthis.minimumNodePixelSize = 150;\n\n\t\tthis.position.sub(geometry.offset);\n\t\tthis.updateMatrix();\n\n\t\tthis.numVisibleNodes = 0;\n\t\tthis.numVisiblePoints = 0;\n\n\t\tthis.boundingBoxNodes = [];\n\t\tthis.loadQueue = [];\n\t\tthis.visibleNodes = [];\n\n\t\tthis.pcoGeometry = geometry;\n\t\tthis.boundingBox = this.pcoGeometry.boundingBox;\n\t\tthis.boundingSphere = this.pcoGeometry.boundingSphere;\n\t\tthis.material = new PointCloudMaterial({vertexColors: THREE.VertexColors, size: 0.05, treeType: TreeType.KDTREE});\n\t\tthis.material.sizeType = PointSizeType.ATTENUATED;\n\t\tthis.material.size = 0.05;\n\t\tthis.profileRequests = [];\n\t\tthis.name = '';\n\t}\n\n\tgetBoundingBoxWorld () {\n\t\tthis.updateMatrixWorld(true);\n\t\tlet box = this.boundingBox;\n\t\tlet transform = this.matrixWorld;\n\t\tlet tBox = Utils.computeTransformedBoundingBox(box, transform);\n\n\t\treturn tBox;\n\t};\n\n\tsetName (name) {\n\t\tif (this.name !== name) {\n\t\t\tthis.name = name;\n\t\t\tthis.dispatchEvent({type: 'name_changed', name: name, pointcloud: this});\n\t\t}\n\t}\n\n\tgetName () {\n\t\treturn this.name;\n\t}\n\n\tgetLevel () {\n\t\treturn this.level;\n\t}\n\n\ttoTreeNode (geometryNode, parent) {\n\t\tlet node = new PointCloudArena4DNode();\n\t\tlet sceneNode = new THREE.Points(geometryNode.geometry, this.material);\n\n\t\tsceneNode.frustumCulled = false;\n\t\tsceneNode.onBeforeRender = (_this, scene, camera, geometry, material, group) => {\n\t\t\tif (material.program) {\n\t\t\t\t_this.getContext().useProgram(material.program.program);\n\n\t\t\t\tif (material.program.getUniforms().map.level) {\n\t\t\t\t\tlet level = geometryNode.getLevel();\n\t\t\t\t\tmaterial.uniforms.level.value = level;\n\t\t\t\t\tmaterial.program.getUniforms().map.level.setValue(_this.getContext(), level);\n\t\t\t\t}\n\n\t\t\t\tif (this.visibleNodeTextureOffsets && material.program.getUniforms().map.vnStart) {\n\t\t\t\t\tlet vnStart = this.visibleNodeTextureOffsets.get(node);\n\t\t\t\t\tmaterial.uniforms.vnStart.value = vnStart;\n\t\t\t\t\tmaterial.program.getUniforms().map.vnStart.setValue(_this.getContext(), vnStart);\n\t\t\t\t}\n\n\t\t\t\tif (material.program.getUniforms().map.pcIndex) {\n\t\t\t\t\tlet i = node.pcIndex ? node.pcIndex : this.visibleNodes.indexOf(node);\n\t\t\t\t\tmaterial.uniforms.pcIndex.value = i;\n\t\t\t\t\tmaterial.program.getUniforms().map.pcIndex.setValue(_this.getContext(), i);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\tnode.geometryNode = geometryNode;\n\t\tnode.sceneNode = sceneNode;\n\t\tnode.pointcloud = this;\n\t\tnode.left = geometryNode.left;\n\t\tnode.right = geometryNode.right;\n\n\t\tif (!parent) {\n\t\t\tthis.root = node;\n\t\t\tthis.add(sceneNode);\n\t\t} else {\n\t\t\tparent.sceneNode.add(sceneNode);\n\n\t\t\tif (parent.left === geometryNode) {\n\t\t\t\tparent.left = node;\n\t\t\t} else if (parent.right === geometryNode) {\n\t\t\t\tparent.right = node;\n\t\t\t}\n\t\t}\n\n\t\tlet disposeListener = function () {\n\t\t\tparent.sceneNode.remove(node.sceneNode);\n\n\t\t\tif (parent.left === node) {\n\t\t\t\tparent.left = geometryNode;\n\t\t\t} else if (parent.right === node) {\n\t\t\t\tparent.right = geometryNode;\n\t\t\t}\n\t\t};\n\t\tgeometryNode.oneTimeDisposeHandlers.push(disposeListener);\n\n\t\treturn node;\n\t}\n\n\tupdateMaterial (material, visibleNodes, camera, renderer) {\n\t\tmaterial.fov = camera.fov * (Math.PI / 180);\n\t\tmaterial.screenWidth = renderer.domElement.clientWidth;\n\t\tmaterial.screenHeight = renderer.domElement.clientHeight;\n\t\tmaterial.spacing = this.pcoGeometry.spacing;\n\t\tmaterial.near = camera.near;\n\t\tmaterial.far = camera.far;\n\n\t\t// reduce shader source updates by setting maxLevel slightly higher than actually necessary\n\t\tif (this.maxLevel > material.levels) {\n\t\t\tmaterial.levels = this.maxLevel + 2;\n\t\t}\n\n\t\t// material.uniforms.octreeSize.value = this.boundingBox.size().x;\n\t\tlet bbSize = this.boundingBox.getSize(new THREE.Vector3());\n\t\tmaterial.bbSize = [bbSize.x, bbSize.y, bbSize.z];\n\t}\n\n\tupdateVisibleBounds () {\n\n\t}\n\n\thideDescendants (object) {\n\t\tlet stack = [];\n\t\tfor (let i = 0; i < object.children.length; i++) {\n\t\t\tlet child = object.children[i];\n\t\t\tif (child.visible) {\n\t\t\t\tstack.push(child);\n\t\t\t}\n\t\t}\n\n\t\twhile (stack.length > 0) {\n\t\t\tlet child = stack.shift();\n\n\t\t\tchild.visible = false;\n\t\t\tif (child.boundingBoxNode) {\n\t\t\t\tchild.boundingBoxNode.visible = false;\n\t\t\t}\n\n\t\t\tfor (let i = 0; i < child.children.length; i++) {\n\t\t\t\tlet childOfChild = child.children[i];\n\t\t\t\tif (childOfChild.visible) {\n\t\t\t\t\tstack.push(childOfChild);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tupdateMatrixWorld (force) {\n\t\t// node.matrixWorld.multiplyMatrices( node.parent.matrixWorld, node.matrix );\n\n\t\tif (this.matrixAutoUpdate === true) this.updateMatrix();\n\n\t\tif (this.matrixWorldNeedsUpdate === true || force === true) {\n\t\t\tif (this.parent === undefined) {\n\t\t\t\tthis.matrixWorld.copy(this.matrix);\n\t\t\t} else {\n\t\t\t\tthis.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);\n\t\t\t}\n\n\t\t\tthis.matrixWorldNeedsUpdate = false;\n\n\t\t\tforce = true;\n\t\t}\n\t}\n\n\tnodesOnRay (nodes, ray) {\n\t\tlet nodesOnRay = [];\n\n\t\tlet _ray = ray.clone();\n\t\tfor (let i = 0; i < nodes.length; i++) {\n\t\t\tlet node = nodes[i];\n\t\t\tlet sphere = node.getBoundingSphere().clone().applyMatrix4(node.sceneNode.matrixWorld);\n\t\t\t// TODO Unused: let box = node.getBoundingBox().clone().applyMatrix4(node.sceneNode.matrixWorld);\n\n\t\t\tif (_ray.intersectsSphere(sphere)) {\n\t\t\t\tnodesOnRay.push(node);\n\t\t\t}\n\t\t\t// if(_ray.isIntersectionBox(box)){\n\t\t\t//\tnodesOnRay.push(node);\n\t\t\t// }\n\t\t}\n\n\t\treturn nodesOnRay;\n\t}\n\n\tpick(viewer, camera, ray, params = {}){\n\n\t\tlet renderer = viewer.renderer;\n\t\tlet pRenderer = viewer.pRenderer;\n\n\t\tperformance.mark(\"pick-start\");\n\n\t\tlet getVal = (a, b) => a !== undefined ? a : b;\n\n\t\tlet pickWindowSize = getVal(params.pickWindowSize, 17);\n\t\tlet pickOutsideClipRegion = getVal(params.pickOutsideClipRegion, false);\n\n\t\tlet size = renderer.getSize(new THREE.Vector2());\n\n\t\tlet width = Math.ceil(getVal(params.width, size.width));\n\t\tlet height = Math.ceil(getVal(params.height, size.height));\n\n\t\tlet pointSizeType = getVal(params.pointSizeType, this.material.pointSizeType);\n\t\tlet pointSize = getVal(params.pointSize, this.material.size);\n\n\t\tlet nodes = this.nodesOnRay(this.visibleNodes, ray);\n\n\t\tif (nodes.length === 0) {\n\t\t\treturn null;\n\t\t}\n\n\t\tif (!this.pickState) {\n\t\t\tlet scene = new THREE.Scene();\n\n\t\t\tlet material = new PointCloudMaterial();\n\t\t\tmaterial.activeAttributeName = \"indices\";\n\n\t\t\tlet renderTarget = new THREE.WebGLRenderTarget(\n\t\t\t\t1, 1,\n\t\t\t\t{ minFilter: THREE.LinearFilter,\n\t\t\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\t\t\tformat: THREE.RGBAFormat }\n\t\t\t);\n\n\t\t\tthis.pickState = {\n\t\t\t\trenderTarget: renderTarget,\n\t\t\t\tmaterial: material,\n\t\t\t\tscene: scene\n\t\t\t};\n\t\t};\n\n\t\tlet pickState = this.pickState;\n\t\tlet pickMaterial = pickState.material;\n\n\t\t{ // update pick material\n\t\t\tpickMaterial.pointSizeType = pointSizeType;\n\t\t\tpickMaterial.shape = this.material.shape;\n\n\t\t\tpickMaterial.size = pointSize;\n\t\t\tpickMaterial.uniforms.minSize.value = this.material.uniforms.minSize.value;\n\t\t\tpickMaterial.uniforms.maxSize.value = this.material.uniforms.maxSize.value;\n\t\t\tpickMaterial.classification = this.material.classification;\n\t\t\tif(params.pickClipped){\n\t\t\t\tpickMaterial.clipBoxes = this.material.clipBoxes;\n\t\t\t\tif(this.material.clipTask === ClipTask.HIGHLIGHT){\n\t\t\t\t\tpickMaterial.clipTask = ClipTask.NONE;\n\t\t\t\t}else{\n\t\t\t\t\tpickMaterial.clipTask = this.material.clipTask;\n\t\t\t\t}\n\t\t\t}else{\n\t\t\t\tpickMaterial.clipBoxes = [];\n\t\t\t}\n\t\t\t\n\t\t\tthis.updateMaterial(pickMaterial, nodes, camera, renderer);\n\t\t}\n\n\t\tpickState.renderTarget.setSize(width, height);\n\n\t\tlet pixelPos = new THREE.Vector2(params.x, params.y);\n\t\t\n\t\tlet gl = renderer.getContext();\n\t\tgl.enable(gl.SCISSOR_TEST);\n\t\tgl.scissor(\n\t\t\tparseInt(pixelPos.x - (pickWindowSize - 1) / 2),\n\t\t\tparseInt(pixelPos.y - (pickWindowSize - 1) / 2),\n\t\t\tparseInt(pickWindowSize), parseInt(pickWindowSize));\n\n\n\t\trenderer.state.buffers.depth.setTest(pickMaterial.depthTest);\n\t\trenderer.state.buffers.depth.setMask(pickMaterial.depthWrite);\n\t\trenderer.state.setBlending(THREE.NoBlending);\n\n\t\trenderer.clearTarget(pickState.renderTarget, true, true, true);\n\n\t\t{ // RENDER\n\t\t\trenderer.setRenderTarget(pickState.renderTarget);\n\t\t\tgl.clearColor(0, 0, 0, 0);\n\t\t\trenderer.clearTarget( pickState.renderTarget, true, true, true );\n\t\t\t\n\t\t\tlet tmp = this.material;\n\t\t\tthis.material = pickMaterial;\n\t\t\t\n\t\t\tpRenderer.renderOctree(this, nodes, camera, pickState.renderTarget);\n\t\t\t\n\t\t\tthis.material = tmp;\n\t\t}\n\n\t\tlet clamp = (number, min, max) => Math.min(Math.max(min, number), max);\n\n\t\tlet x = parseInt(clamp(pixelPos.x - (pickWindowSize - 1) / 2, 0, width));\n\t\tlet y = parseInt(clamp(pixelPos.y - (pickWindowSize - 1) / 2, 0, height));\n\t\tlet w = parseInt(Math.min(x + pickWindowSize, width) - x);\n\t\tlet h = parseInt(Math.min(y + pickWindowSize, height) - y);\n\n\t\tlet pixelCount = w * h;\n\t\tlet buffer = new Uint8Array(4 * pixelCount);\n\t\t\n\t\tgl.readPixels(x, y, pickWindowSize, pickWindowSize, gl.RGBA, gl.UNSIGNED_BYTE, buffer); \n\t\t\n\t\trenderer.setRenderTarget(null);\n\t\trenderer.state.reset();\n\t\trenderer.setScissorTest(false);\n\t\tgl.disable(gl.SCISSOR_TEST);\n\t\t\n\t\tlet pixels = buffer;\n\t\tlet ibuffer = new Uint32Array(buffer.buffer);\n\n\t\t// find closest hit inside pixelWindow boundaries\n\t\tlet min = Number.MAX_VALUE;\n\t\tlet hits = [];\n\t\tfor (let u = 0; u < pickWindowSize; u++) {\n\t\t\tfor (let v = 0; v < pickWindowSize; v++) {\n\t\t\t\tlet offset = (u + v * pickWindowSize);\n\t\t\t\tlet distance = Math.pow(u - (pickWindowSize - 1) / 2, 2) + Math.pow(v - (pickWindowSize - 1) / 2, 2);\n\n\t\t\t\tlet pcIndex = pixels[4 * offset + 3];\n\t\t\t\tpixels[4 * offset + 3] = 0;\n\t\t\t\tlet pIndex = ibuffer[offset];\n\n\t\t\t\tif(!(pcIndex === 0 && pIndex === 0) && (pcIndex !== undefined) && (pIndex !== undefined)){\n\t\t\t\t\tlet hit = {\n\t\t\t\t\t\tpIndex: pIndex,\n\t\t\t\t\t\tpcIndex: pcIndex,\n\t\t\t\t\t\tdistanceToCenter: distance\n\t\t\t\t\t};\n\n\t\t\t\t\tif(params.all){\n\t\t\t\t\t\thits.push(hit);\n\t\t\t\t\t}else{\n\t\t\t\t\t\tif(hits.length > 0){\n\t\t\t\t\t\t\tif(distance < hits[0].distanceToCenter){\n\t\t\t\t\t\t\t\thits[0] = hit;\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}else{\n\t\t\t\t\t\t\thits.push(hit);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\t\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\n\t\tfor(let hit of hits){\n\t\t\tlet point = {};\n\t\t\n\t\t\tif (!nodes[hit.pcIndex]) {\n\t\t\t\treturn null;\n\t\t\t}\n\t\t\n\t\t\tlet node = nodes[hit.pcIndex];\n\t\t\tlet pc = node.sceneNode;\n\t\t\tlet geometry = node.geometryNode.geometry;\n\t\t\t\n\t\t\tfor(let attributeName in geometry.attributes){\n\t\t\t\tlet attribute = geometry.attributes[attributeName];\n\t\t\n\t\t\t\tif (attributeName === 'position') {\n\t\t\t\t\tlet x = attribute.array[3 * hit.pIndex + 0];\n\t\t\t\t\tlet y = attribute.array[3 * hit.pIndex + 1];\n\t\t\t\t\tlet z = attribute.array[3 * hit.pIndex + 2];\n\t\t\t\t\t\n\t\t\t\t\tlet position = new THREE.Vector3(x, y, z);\n\t\t\t\t\tposition.applyMatrix4(pc.matrixWorld);\n\t\t\n\t\t\t\t\tpoint[attributeName] = position;\n\t\t\t\t} else if (attributeName === 'indices') {\n\t\t\n\t\t\t\t} else {\n\t\t\t\t\t//if (values.itemSize === 1) {\n\t\t\t\t\t//\tpoint[attribute.name] = values.array[hit.pIndex];\n\t\t\t\t\t//} else {\n\t\t\t\t\t//\tlet value = [];\n\t\t\t\t\t//\tfor (let j = 0; j < values.itemSize; j++) {\n\t\t\t\t\t//\t\tvalue.push(values.array[values.itemSize * hit.pIndex + j]);\n\t\t\t\t\t//\t}\n\t\t\t\t\t//\tpoint[attribute.name] = value;\n\t\t\t\t\t//}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\n\t\t\thit.point = point;\n\t\t}\n\n\t\tperformance.mark(\"pick-end\");\n\t\tperformance.measure(\"pick\", \"pick-start\", \"pick-end\");\n\n\t\tif(params.all){\n\t\t\treturn hits.map(hit => hit.point);\n\t\t}else{\n\t\t\tif(hits.length === 0){\n\t\t\t\treturn null;\n\t\t\t}else{\n\t\t\t\treturn hits[0].point;\n\t\t\t}\n\t\t}\n\t}\n\n\tcomputeVisibilityTextureData(nodes){\n\n\t\tif(exports.measureTimings) performance.mark(\"computeVisibilityTextureData-start\");\n\n\t\tlet data = new Uint8Array(nodes.length * 3);\n\t\tlet visibleNodeTextureOffsets = new Map();\n\n\t\t// copy array\n\t\tnodes = nodes.slice();\n\n\t\t// sort by level and number\n\t\tlet sort = function (a, b) {\n\t\t\tlet la = a.geometryNode.level;\n\t\t\tlet lb = b.geometryNode.level;\n\t\t\tlet na = a.geometryNode.number;\n\t\t\tlet nb = b.geometryNode.number;\n\t\t\tif (la !== lb) return la - lb;\n\t\t\tif (na < nb) return -1;\n\t\t\tif (na > nb) return 1;\n\t\t\treturn 0;\n\t\t};\n\t\tnodes.sort(sort);\n\n\t\tlet visibleNodeNames = [];\n\t\tfor (let i = 0; i < nodes.length; i++) {\n\t\t\tvisibleNodeNames.push(nodes[i].geometryNode.number);\n\t\t}\n\n\t\tfor (let i = 0; i < nodes.length; i++) {\n\t\t\tlet node = nodes[i];\n\n\t\t\tvisibleNodeTextureOffsets.set(node, i);\n\n\t\t\tlet b1 = 0;\t// children\n\t\t\tlet b2 = 0;\t// offset to first child\n\t\t\tlet b3 = 0;\t// split\n\n\t\t\tif (node.geometryNode.left && visibleNodeNames.indexOf(node.geometryNode.left.number) > 0) {\n\t\t\t\tb1 += 1;\n\t\t\t\tb2 = visibleNodeNames.indexOf(node.geometryNode.left.number) - i;\n\t\t\t}\n\t\t\tif (node.geometryNode.right && visibleNodeNames.indexOf(node.geometryNode.right.number) > 0) {\n\t\t\t\tb1 += 2;\n\t\t\t\tb2 = (b2 === 0) ? visibleNodeNames.indexOf(node.geometryNode.right.number) - i : b2;\n\t\t\t}\n\n\t\t\tif (node.geometryNode.split === 'X') {\n\t\t\t\tb3 = 1;\n\t\t\t} else if (node.geometryNode.split === 'Y') {\n\t\t\t\tb3 = 2;\n\t\t\t} else if (node.geometryNode.split === 'Z') {\n\t\t\t\tb3 = 4;\n\t\t\t}\n\n\t\t\tdata[i * 3 + 0] = b1;\n\t\t\tdata[i * 3 + 1] = b2;\n\t\t\tdata[i * 3 + 2] = b3;\n\t\t}\n\n\t\tif(exports.measureTimings){\n\t\t\tperformance.mark(\"computeVisibilityTextureData-end\");\n\t\t\tperformance.measure(\"render.computeVisibilityTextureData\", \"computeVisibilityTextureData-start\", \"computeVisibilityTextureData-end\");\n\t\t}\n\n\t\treturn {\n\t\t\tdata: data,\n\t\t\toffsets: visibleNodeTextureOffsets\n\t\t};\n\t}\n\n\tget progress () {\n\t\tif (this.pcoGeometry.root) {\n\t\t\treturn exports.numNodesLoading > 0 ? 0 : 1;\n\t\t} else {\n\t\t\treturn 0;\n\t\t}\n\t}\n};\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {PointCloudTree} from \"./PointCloudTree.js\";\nimport {PointCloudOctreeNode} from \"./PointCloudOctree.js\";\nimport {PointCloudArena4DNode} from \"./arena4d/PointCloudArena4D.js\";\nimport {PointSizeType, ClipTask, ElevationGradientRepeat} from \"./defines.js\";\n\n// Copied from three.js: WebGLRenderer.js\nfunction paramThreeToGL(_gl, p) {\n\n\tlet extension;\n\n\tif (p === THREE.RepeatWrapping) return _gl.REPEAT;\n\tif (p === THREE.ClampToEdgeWrapping) return _gl.CLAMP_TO_EDGE;\n\tif (p === THREE.MirroredRepeatWrapping) return _gl.MIRRORED_REPEAT;\n\n\tif (p === THREE.NearestFilter) return _gl.NEAREST;\n\tif (p === THREE.NearestMipMapNearestFilter) return _gl.NEAREST_MIPMAP_NEAREST;\n\tif (p === THREE.NearestMipMapLinearFilter) return _gl.NEAREST_MIPMAP_LINEAR;\n\n\tif (p === THREE.LinearFilter) return _gl.LINEAR;\n\tif (p === THREE.LinearMipMapNearestFilter) return _gl.LINEAR_MIPMAP_NEAREST;\n\tif (p === THREE.LinearMipMapLinearFilter) return _gl.LINEAR_MIPMAP_LINEAR;\n\n\tif (p === THREE.UnsignedByteType) return _gl.UNSIGNED_BYTE;\n\tif (p === THREE.UnsignedShort4444Type) return _gl.UNSIGNED_SHORT_4_4_4_4;\n\tif (p === THREE.UnsignedShort5551Type) return _gl.UNSIGNED_SHORT_5_5_5_1;\n\tif (p === THREE.UnsignedShort565Type) return _gl.UNSIGNED_SHORT_5_6_5;\n\n\tif (p === THREE.ByteType) return _gl.BYTE;\n\tif (p === THREE.ShortType) return _gl.SHORT;\n\tif (p === THREE.UnsignedShortType) return _gl.UNSIGNED_SHORT;\n\tif (p === THREE.IntType) return _gl.INT;\n\tif (p === THREE.UnsignedIntType) return _gl.UNSIGNED_INT;\n\tif (p === THREE.FloatType) return _gl.FLOAT;\n\n\tif (p === THREE.HalfFloatType) {\n\n\t\textension = extensions.get('OES_texture_half_float');\n\n\t\tif (extension !== null) return extension.HALF_FLOAT_OES;\n\n\t}\n\n\tif (p === THREE.AlphaFormat) return _gl.ALPHA;\n\tif (p === THREE.RGBFormat) return _gl.RGB;\n\tif (p === THREE.RGBAFormat) return _gl.RGBA;\n\tif (p === THREE.LuminanceFormat) return _gl.LUMINANCE;\n\tif (p === THREE.LuminanceAlphaFormat) return _gl.LUMINANCE_ALPHA;\n\tif (p === THREE.DepthFormat) return _gl.DEPTH_COMPONENT;\n\tif (p === THREE.DepthStencilFormat) return _gl.DEPTH_STENCIL;\n\n\tif (p === THREE.AddEquation) return _gl.FUNC_ADD;\n\tif (p === THREE.SubtractEquation) return _gl.FUNC_SUBTRACT;\n\tif (p === THREE.ReverseSubtractEquation) return _gl.FUNC_REVERSE_SUBTRACT;\n\n\tif (p === THREE.ZeroFactor) return _gl.ZERO;\n\tif (p === THREE.OneFactor) return _gl.ONE;\n\tif (p === THREE.SrcColorFactor) return _gl.SRC_COLOR;\n\tif (p === THREE.OneMinusSrcColorFactor) return _gl.ONE_MINUS_SRC_COLOR;\n\tif (p === THREE.SrcAlphaFactor) return _gl.SRC_ALPHA;\n\tif (p === THREE.OneMinusSrcAlphaFactor) return _gl.ONE_MINUS_SRC_ALPHA;\n\tif (p === THREE.DstAlphaFactor) return _gl.DST_ALPHA;\n\tif (p === THREE.OneMinusDstAlphaFactor) return _gl.ONE_MINUS_DST_ALPHA;\n\n\tif (p === THREE.DstColorFactor) return _gl.DST_COLOR;\n\tif (p === THREE.OneMinusDstColorFactor) return _gl.ONE_MINUS_DST_COLOR;\n\tif (p === THREE.SrcAlphaSaturateFactor) return _gl.SRC_ALPHA_SATURATE;\n\n\tif (p === THREE.RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||\n\t\tp === THREE.RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format) {\n\n\t\textension = extensions.get('WEBGL_compressed_texture_s3tc');\n\n\t\tif (extension !== null) {\n\n\t\t\tif (p === THREE.RGB_S3TC_DXT1_Format) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;\n\t\t\tif (p === THREE.RGBA_S3TC_DXT1_Format) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n\t\t\tif (p === THREE.RGBA_S3TC_DXT3_Format) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n\t\t\tif (p === THREE.RGBA_S3TC_DXT5_Format) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n\n\t\t}\n\n\t}\n\n\tif (p === THREE.RGB_PVRTC_4BPPV1_Format || p === THREE.RGB_PVRTC_2BPPV1_Format ||\n\t\tp === THREE.RGBA_PVRTC_4BPPV1_Format || p === THREE.RGBA_PVRTC_2BPPV1_Format) {\n\n\t\textension = extensions.get('WEBGL_compressed_texture_pvrtc');\n\n\t\tif (extension !== null) {\n\n\t\t\tif (p === THREE.RGB_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n\t\t\tif (p === THREE.RGB_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n\t\t\tif (p === THREE.RGBA_PVRTC_4BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n\t\t\tif (p === THREE.RGBA_PVRTC_2BPPV1_Format) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n\n\t\t}\n\n\t}\n\n\tif (p === THREE.RGB_ETC1_Format) {\n\n\t\textension = extensions.get('WEBGL_compressed_texture_etc1');\n\n\t\tif (extension !== null) return extension.COMPRESSED_RGB_ETC1_WEBGL;\n\n\t}\n\n\tif (p === THREE.MinEquation || p === THREE.MaxEquation) {\n\n\t\textension = extensions.get('EXT_blend_minmax');\n\n\t\tif (extension !== null) {\n\n\t\t\tif (p === THREE.MinEquation) return extension.MIN_EXT;\n\t\t\tif (p === THREE.MaxEquation) return extension.MAX_EXT;\n\n\t\t}\n\n\t}\n\n\tif (p === UnsignedInt248Type) {\n\n\t\textension = extensions.get('WEBGL_depth_texture');\n\n\t\tif (extension !== null) return extension.UNSIGNED_INT_24_8_WEBGL;\n\n\t}\n\n\treturn 0;\n\n};\n\nlet attributeLocations = {\n\t\"position\": {name: \"position\", location: 0},\n\t\"color\": {name: \"color\", location: 1},\n\t\"rgba\": {name: \"color\", location: 1},\n\t\"intensity\": {name: \"intensity\", location: 2},\n\t\"classification\": {name: \"classification\", location: 3},\n\t\"returnNumber\": {name: \"returnNumber\", location: 4},\n\t\"return number\": {name: \"returnNumber\", location: 4},\n\t\"returns\": {name: \"returnNumber\", location: 4},\n\t\"numberOfReturns\": {name: \"numberOfReturns\", location: 5},\n\t\"number of returns\": {name: \"numberOfReturns\", location: 5},\n\t\"pointSourceID\": {name: \"pointSourceID\", location: 6},\n\t\"source id\": {name: \"pointSourceID\", location: 6},\n\t\"point source id\": {name: \"pointSourceID\", location: 6},\n\t\"indices\": {name: \"indices\", location: 7},\n\t\"normal\": {name: \"normal\", location: 8},\n\t\"spacing\": {name: \"spacing\", location: 9},\n\t\"gps-time\": {name: \"gpsTime\", location: 10},\n\t\"aExtra\": {name: \"aExtra\", location: 11},\n};\n\nclass Shader {\n\n\tconstructor(gl, name, vsSource, fsSource) {\n\t\tthis.gl = gl;\n\t\tthis.name = name;\n\t\tthis.vsSource = vsSource;\n\t\tthis.fsSource = fsSource;\n\n\t\tthis.cache = new Map();\n\n\t\tthis.vs = null;\n\t\tthis.fs = null;\n\t\tthis.program = null;\n\n\t\tthis.uniformLocations = {};\n\t\tthis.attributeLocations = {};\n\t\tthis.uniformBlockIndices = {};\n\t\tthis.uniformBlocks = {};\n\t\tthis.uniforms = {};\n\n\t\tthis.update(vsSource, fsSource);\n\t}\n\n\tupdate(vsSource, fsSource) {\n\t\tthis.vsSource = vsSource;\n\t\tthis.fsSource = fsSource;\n\n\t\tthis.linkProgram();\n\t}\n\n\tcompileShader(shader, source){\n\t\tlet gl = this.gl;\n\n\t\tgl.shaderSource(shader, source);\n\n\t\tgl.compileShader(shader);\n\n\t\tlet success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);\n\t\tif (!success) {\n\t\t\tlet info = gl.getShaderInfoLog(shader);\n\t\t\tlet numberedSource = source.split(\"\\n\").map((a, i) => `${i + 1}`.padEnd(5) + a).join(\"\\n\");\n\t\t\tthrow `could not compile shader ${this.name}: ${info}, \\n${numberedSource}`;\n\t\t}\n\t}\n\n\tlinkProgram() {\n\n\t\tconst tStart = performance.now();\n\n\t\tlet gl = this.gl;\n\n\t\tthis.uniformLocations = {};\n\t\tthis.attributeLocations = {};\n\t\tthis.uniforms = {};\n\n\t\tgl.useProgram(null);\n\n\t\tlet cached = this.cache.get(`${this.vsSource}, ${this.fsSource}`);\n\t\tif (cached) {\n\t\t\tthis.program = cached.program;\n\t\t\tthis.vs = cached.vs;\n\t\t\tthis.fs = cached.fs;\n\t\t\tthis.attributeLocations = cached.attributeLocations;\n\t\t\tthis.uniformLocations = cached.uniformLocations;\n\t\t\tthis.uniformBlocks = cached.uniformBlocks;\n\t\t\tthis.uniforms = cached.uniforms;\n\n\t\t\treturn;\n\t\t} else {\n\n\t\t\tthis.vs = gl.createShader(gl.VERTEX_SHADER);\n\t\t\tthis.fs = gl.createShader(gl.FRAGMENT_SHADER);\n\t\t\tthis.program = gl.createProgram();\n\n\t\t\tfor(let name of Object.keys(attributeLocations)){\n\t\t\t\tlet location = attributeLocations[name].location;\n\t\t\t\tlet glslName = attributeLocations[name].name;\n\t\t\t\tgl.bindAttribLocation(this.program, location, glslName);\n\t\t\t}\n\n\t\t\tthis.compileShader(this.vs, this.vsSource);\n\t\t\tthis.compileShader(this.fs, this.fsSource);\n\n\t\t\tlet program = this.program;\n\n\t\t\tgl.attachShader(program, this.vs);\n\t\t\tgl.attachShader(program, this.fs);\n\n\t\t\tgl.linkProgram(program);\n\n\t\t\tgl.detachShader(program, this.vs);\n\t\t\tgl.detachShader(program, this.fs);\n\n\t\t\tlet success = gl.getProgramParameter(program, gl.LINK_STATUS);\n\t\t\tif (!success) {\n\t\t\t\tlet info = gl.getProgramInfoLog(program);\n\t\t\t\tthrow `could not link program ${this.name}: ${info}`;\n\t\t\t}\n\n\t\t\t{ // attribute locations\n\t\t\t\tlet numAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n\n\t\t\t\tfor (let i = 0; i < numAttributes; i++) {\n\t\t\t\t\tlet attribute = gl.getActiveAttrib(program, i);\n\n\t\t\t\t\tlet location = gl.getAttribLocation(program, attribute.name);\n\n\t\t\t\t\tthis.attributeLocations[attribute.name] = location;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{ // uniform locations\n\t\t\t\tlet numUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n\n\t\t\t\tfor (let i = 0; i < numUniforms; i++) {\n\t\t\t\t\tlet uniform = gl.getActiveUniform(program, i);\n\n\t\t\t\t\tlet location = gl.getUniformLocation(program, uniform.name);\n\n\t\t\t\t\tthis.uniformLocations[uniform.name] = location;\n\t\t\t\t\tthis.uniforms[uniform.name] = {\n\t\t\t\t\t\tlocation: location,\n\t\t\t\t\t\tvalue: null,\n\t\t\t\t\t};\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// uniform blocks\n\t\t\tif(gl instanceof WebGL2RenderingContext){ \n\t\t\t\tlet numBlocks = gl.getProgramParameter(program, gl.ACTIVE_UNIFORM_BLOCKS);\n\n\t\t\t\tfor (let i = 0; i < numBlocks; i++) {\n\t\t\t\t\tlet blockName = gl.getActiveUniformBlockName(program, i);\n\n\t\t\t\t\tlet blockIndex = gl.getUniformBlockIndex(program, blockName);\n\n\t\t\t\t\tthis.uniformBlockIndices[blockName] = blockIndex;\n\n\t\t\t\t\tgl.uniformBlockBinding(program, blockIndex, blockIndex);\n\t\t\t\t\tlet dataSize = gl.getActiveUniformBlockParameter(program, blockIndex, gl.UNIFORM_BLOCK_DATA_SIZE);\n\n\t\t\t\t\tlet uBuffer = gl.createBuffer();\t\n\t\t\t\t\tgl.bindBuffer(gl.UNIFORM_BUFFER, uBuffer);\n\t\t\t\t\tgl.bufferData(gl.UNIFORM_BUFFER, dataSize, gl.DYNAMIC_READ);\n\n\t\t\t\t\tgl.bindBufferBase(gl.UNIFORM_BUFFER, blockIndex, uBuffer);\n\n\t\t\t\t\tgl.bindBuffer(gl.UNIFORM_BUFFER, null);\n\n\t\t\t\t\tthis.uniformBlocks[blockName] = {\n\t\t\t\t\t\tname: blockName,\n\t\t\t\t\t\tindex: blockIndex,\n\t\t\t\t\t\tdataSize: dataSize,\n\t\t\t\t\t\tbuffer: uBuffer\n\t\t\t\t\t};\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet cached = {\n\t\t\t\tprogram: this.program,\n\t\t\t\tvs: this.vs,\n\t\t\t\tfs: this.fs,\n\t\t\t\tattributeLocations: this.attributeLocations,\n\t\t\t\tuniformLocations: this.uniformLocations,\n\t\t\t\tuniforms: this.uniforms,\n\t\t\t\tuniformBlocks: this.uniformBlocks,\n\t\t\t};\n\n\t\t\tthis.cache.set(`${this.vsSource}, ${this.fsSource}`, cached);\n\t\t}\n\n\t\tconst tEnd = performance.now();\n\t\tconst duration = tEnd - tStart;\n\n\t\tconsole.log(`shader compile duration: ${duration.toFixed(3)}`);\n\n\n\t}\n\n\tsetUniformMatrix4(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet tmp = new Float32Array(value.elements);\n\t\tgl.uniformMatrix4fv(location, false, tmp);\n\t}\n\n\tsetUniform1f(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst uniform = this.uniforms[name];\n\n\t\tif (uniform === undefined) {\n\t\t\treturn;\n\t\t}\n\n\t\tif(uniform.value === value){\n\t\t\treturn;\n\t\t}\n\n\t\tuniform.value = value;\n\n\t\tgl.uniform1f(uniform.location, value);\n\t}\n\n\tsetUniformBoolean(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst uniform = this.uniforms[name];\n\n\t\tif (uniform === undefined) {\n\t\t\treturn;\n\t\t}\n\n\t\tif(uniform.value === value){\n\t\t\treturn;\n\t\t}\n\n\t\tuniform.value = value;\n\n\t\tgl.uniform1i(uniform.location, value);\n\t}\n\n\tsetUniformTexture(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tgl.uniform1i(location, value);\n\t}\n\n\tsetUniform2f(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tgl.uniform2f(location, value[0], value[1]);\n\t}\n\n\tsetUniform3f(name, value) {\n\t\tconst gl = this.gl;\n\t\tconst location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tgl.uniform3f(location, value[0], value[1], value[2]);\n\t}\n\n\tsetUniform(name, value) {\n\n\t\tif (value.constructor === THREE.Matrix4) {\n\t\t\tthis.setUniformMatrix4(name, value);\n\t\t} else if (typeof value === \"number\") {\n\t\t\tthis.setUniform1f(name, value);\n\t\t} else if (typeof value === \"boolean\") {\n\t\t\tthis.setUniformBoolean(name, value);\n\t\t} else if (value instanceof WebGLTexture) {\n\t\t\tthis.setUniformTexture(name, value);\n\t\t} else if (value instanceof Array) {\n\n\t\t\tif (value.length === 2) {\n\t\t\t\tthis.setUniform2f(name, value);\n\t\t\t} else if (value.length === 3) {\n\t\t\t\tthis.setUniform3f(name, value);\n\t\t\t}\n\n\t\t} else {\n\t\t\tconsole.error(\"unhandled uniform type: \", name, value);\n\t\t}\n\n\t}\n\n\n\tsetUniform1i(name, value) {\n\t\tlet gl = this.gl;\n\t\tlet location = this.uniformLocations[name];\n\n\t\tif (location == null) {\n\t\t\treturn;\n\t\t}\n\n\t\tgl.uniform1i(location, value);\n\t}\n\n};\n\nclass WebGLTexture {\n\n\tconstructor(gl, texture) {\n\t\tthis.gl = gl;\n\n\t\tthis.texture = texture;\n\t\tthis.id = gl.createTexture();\n\n\t\tthis.target = gl.TEXTURE_2D;\n\t\tthis.version = -1;\n\n\t\tthis.update(texture);\n\t}\n\n\tupdate() {\n\n\t\tif (!this.texture.image) {\n\t\t\tthis.version = this.texture.version;\n\n\t\t\treturn;\n\t\t}\n\n\t\tlet gl = this.gl;\n\t\tlet texture = this.texture;\n\n\t\tif (this.version === texture.version) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.target = gl.TEXTURE_2D;\n\n\t\tgl.bindTexture(this.target, this.id);\n\n\t\tlet level = 0;\n\t\tlet internalFormat = paramThreeToGL(gl, texture.format);\n\t\tlet width = texture.image.width;\n\t\tlet height = texture.image.height;\n\t\tlet border = 0;\n\t\tlet srcFormat = internalFormat;\n\t\tlet srcType = paramThreeToGL(gl, texture.type);\n\t\tlet data;\n\n\t\tgl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);\n\t\tgl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);\n\t\tgl.pixelStorei(gl.UNPACK_ALIGNMENT, texture.unpackAlignment);\n\n\t\tif (texture instanceof THREE.DataTexture) {\n\t\t\tdata = texture.image.data;\n\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));\n\n\t\t\tgl.texImage2D(this.target, level, internalFormat,\n\t\t\t\twidth, height, border, srcFormat, srcType,\n\t\t\t\tdata);\n\t\t} else if ((texture instanceof THREE.CanvasTexture) || (texture instanceof THREE.Texture)) {\n\t\t\tdata = texture.image;\n\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_WRAP_S, paramThreeToGL(gl, texture.wrapS));\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_WRAP_T, paramThreeToGL(gl, texture.wrapT));\n\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_MAG_FILTER, paramThreeToGL(gl, texture.magFilter));\n\t\t\tgl.texParameteri(this.target, gl.TEXTURE_MIN_FILTER, paramThreeToGL(gl, texture.minFilter));\n\n\t\t\tgl.texImage2D(this.target, level, internalFormat,\n\t\t\t\tinternalFormat, srcType, data);\n\n\t\t\tif (texture instanceof THREE.Texture) {gl.generateMipmap(gl.TEXTURE_2D);}\n\t\t}\n\n\t\tgl.bindTexture(this.target, null);\n\n\t\tthis.version = texture.version;\n\t}\n\n};\n\nclass WebGLBuffer {\n\n\tconstructor() {\n\t\tthis.numElements = 0;\n\t\tthis.vao = null;\n\t\tthis.vbos = new Map();\n\t}\n\n};\n\nexport class Renderer {\n\n\tconstructor(threeRenderer) {\n\t\tthis.threeRenderer = threeRenderer;\n\t\tthis.gl = this.threeRenderer.getContext();\n\n\t\tthis.buffers = new Map();\n\t\tthis.shaders = new Map();\n\t\tthis.textures = new Map();\n\n\t\tthis.glTypeMapping = new Map();\n\t\tthis.glTypeMapping.set(Float32Array, this.gl.FLOAT);\n\t\tthis.glTypeMapping.set(Uint8Array, this.gl.UNSIGNED_BYTE);\n\t\tthis.glTypeMapping.set(Uint16Array, this.gl.UNSIGNED_SHORT);\n\n\t\tthis.toggle = 0;\n\t}\n\n\tdeleteBuffer(geometry) {\n\n\t\tlet gl = this.gl;\n\t\tlet webglBuffer = this.buffers.get(geometry);\n\t\tif (webglBuffer != null) {\n\t\t\tfor (let attributeName in geometry.attributes) {\n\t\t\t\tgl.deleteBuffer(webglBuffer.vbos.get(attributeName).handle);\n\t\t\t}\n\t\t\tthis.buffers.delete(geometry);\n\t\t}\n\t}\n\n\tcreateBuffer(geometry){\n\t\tlet gl = this.gl;\n\t\tlet webglBuffer = new WebGLBuffer();\n\t\twebglBuffer.vao = gl.createVertexArray();\n\t\twebglBuffer.numElements = geometry.attributes.position.count;\n\n\t\tgl.bindVertexArray(webglBuffer.vao);\n\n\t\tfor(let attributeName in geometry.attributes){\n\t\t\tlet bufferAttribute = geometry.attributes[attributeName];\n\n\t\t\tlet vbo = gl.createBuffer();\n\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo);\n\t\t\tgl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);\n\n\t\t\tlet normalized = bufferAttribute.normalized;\n\t\t\tlet type = this.glTypeMapping.get(bufferAttribute.array.constructor);\n\n\t\t\tif(attributeLocations[attributeName] === undefined){\n\t\t\t\t//attributeLocation = attributeLocations[\"aExtra\"];\n\t\t\t}else{\n\t\t\t\tlet attributeLocation = attributeLocations[attributeName].location;\n\n\t\t\t\tgl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);\n\t\t\t\tgl.enableVertexAttribArray(attributeLocation);\n\t\t\t}\n\n\n\t\t\twebglBuffer.vbos.set(attributeName, {\n\t\t\t\thandle: vbo,\n\t\t\t\tname: attributeName,\n\t\t\t\tcount: bufferAttribute.count,\n\t\t\t\titemSize: bufferAttribute.itemSize,\n\t\t\t\ttype: geometry.attributes.position.array.constructor,\n\t\t\t\tversion: 0\n\t\t\t});\n\t\t}\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, null);\n\t\tgl.bindVertexArray(null);\n\n\t\tlet disposeHandler = (event) => {\n\t\t\tthis.deleteBuffer(geometry);\n\t\t\tgeometry.removeEventListener(\"dispose\", disposeHandler);\n\t\t};\n\t\tgeometry.addEventListener(\"dispose\", disposeHandler);\n\n\t\treturn webglBuffer;\n\t}\n\n\tupdateBuffer(geometry){\n\t\tlet gl = this.gl;\n\n\t\tlet webglBuffer = this.buffers.get(geometry);\n\n\t\tgl.bindVertexArray(webglBuffer.vao);\n\n\t\tfor(let attributeName in geometry.attributes){\n\t\t\tlet bufferAttribute = geometry.attributes[attributeName];\n\n\t\t\tlet normalized = bufferAttribute.normalized;\n\t\t\tlet type = this.glTypeMapping.get(bufferAttribute.array.constructor);\n\n\t\t\tlet vbo = null;\n\t\t\tif(!webglBuffer.vbos.has(attributeName)){\n\t\t\t\tvbo = gl.createBuffer();\n\n\t\t\t\twebglBuffer.vbos.set(attributeName, {\n\t\t\t\t\thandle: vbo,\n\t\t\t\t\tname: attributeName,\n\t\t\t\t\tcount: bufferAttribute.count,\n\t\t\t\t\titemSize: bufferAttribute.itemSize,\n\t\t\t\t\ttype: geometry.attributes.position.array.constructor,\n\t\t\t\t\tversion: bufferAttribute.version\n\t\t\t\t});\n\t\t\t}else{\n\t\t\t\tvbo = webglBuffer.vbos.get(attributeName).handle;\n\t\t\t\twebglBuffer.vbos.get(attributeName).version = bufferAttribute.version;\n\t\t\t}\n\n\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo);\n\t\t\tgl.bufferData(gl.ARRAY_BUFFER, bufferAttribute.array, gl.STATIC_DRAW);\n\n\t\t\tif(attributeLocations[attributeName] === undefined){\n\t\t\t\t//attributeLocation = attributeLocations[\"aExtra\"];\n\t\t\t}else{\n\t\t\t\tlet attributeLocation = attributeLocations[attributeName].location;\n\t\t\t\t\n\t\t\t\tgl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);\n\t\t\t\tgl.enableVertexAttribArray(attributeLocation);\n\t\t\t}\n\t\t}\n\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, null);\n\t\tgl.bindVertexArray(null);\n\t}\n\n\ttraverse(scene) {\n\n\t\tlet octrees = [];\n\n\t\tlet stack = [scene];\n\t\twhile (stack.length > 0) {\n\n\t\t\tlet node = stack.pop();\n\n\t\t\tif (node instanceof PointCloudTree) {\n\t\t\t\toctrees.push(node);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet visibleChildren = node.children.filter(c => c.visible);\n\t\t\tstack.push(...visibleChildren);\n\n\t\t}\n\n\t\tlet result = {\n\t\t\toctrees: octrees\n\t\t};\n\n\t\treturn result;\n\t}\n\n\n\n\trenderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params) {\n\n\t\tif (exports.measureTimings) performance.mark(\"renderNodes-start\");\n\n\t\tlet gl = this.gl;\n\n\t\tlet material = params.material ? params.material : octree.material;\n\t\tlet shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;\n\t\tlet view = camera.matrixWorldInverse;\n\n\t\tif(params.viewOverride){\n\t\t\tview = params.viewOverride;\n\t\t}\n\n\t\tlet worldView = new THREE.Matrix4();\n\n\t\tlet mat4holder = new Float32Array(16);\n\n\t\tlet i = 0;\n\t\tfor (let node of nodes) {\n\n\t\t\tif(exports.debug.allowedNodes !== undefined){\n\t\t\t\tif(!exports.debug.allowedNodes.includes(node.name)){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet world = node.sceneNode.matrixWorld;\n\t\t\tworldView.multiplyMatrices(view, world);\n\n\t\t\tif (visibilityTextureData) {\n\t\t\t\tlet vnStart = visibilityTextureData.offsets.get(node);\n\t\t\t\tshader.setUniform1f(\"uVNStart\", vnStart);\n\t\t\t}\n\n\n\t\t\tlet level = node.getLevel();\n\n\t\t\tif(node.debug){\n\t\t\t\tshader.setUniform(\"uDebug\", true);\n\t\t\t}else{\n\t\t\t\tshader.setUniform(\"uDebug\", false);\n\t\t\t}\n\n\t\t\t// let isLeaf = false;\n\t\t\t// if(node instanceof PointCloudOctreeNode){\n\t\t\t// \tisLeaf = Object.keys(node.children).length === 0;\n\t\t\t// }else if(node instanceof PointCloudArena4DNode){\n\t\t\t// \tisLeaf = node.geometryNode.isLeaf;\n\t\t\t// }\n\t\t\t// shader.setUniform(\"uIsLeafNode\", isLeaf);\n\n\t\t\t// let isLeaf = node.children.filter(n => n != null).length === 0;\n\t\t\t// if(!isLeaf){\n\t\t\t// \tcontinue;\n\t\t\t// }\n\n\n\t\t\t// TODO consider passing matrices in an array to avoid uniformMatrix4fv overhead\n\t\t\tconst lModel = shader.uniformLocations[\"modelMatrix\"];\n\t\t\tif (lModel) {\n\t\t\t\tmat4holder.set(world.elements);\n\t\t\t\tgl.uniformMatrix4fv(lModel, false, mat4holder);\n\t\t\t}\n\n\t\t\tconst lModelView = shader.uniformLocations[\"modelViewMatrix\"];\n\t\t\t//mat4holder.set(worldView.elements);\n\t\t\t// faster then set in chrome 63\n\t\t\tfor(let j = 0; j < 16; j++){\n\t\t\t\tmat4holder[j] = worldView.elements[j];\n\t\t\t}\n\t\t\tgl.uniformMatrix4fv(lModelView, false, mat4holder);\n\n\t\t\t{ // Clip Polygons\n\t\t\t\tif(material.clipPolygons && material.clipPolygons.length > 0){\n\n\t\t\t\t\tlet clipPolygonVCount = [];\n\t\t\t\t\tlet worldViewProjMatrices = [];\n\n\t\t\t\t\tfor(let clipPolygon of material.clipPolygons){\n\n\t\t\t\t\t\tlet view = clipPolygon.viewMatrix;\n\t\t\t\t\t\tlet proj = clipPolygon.projMatrix;\n\n\t\t\t\t\t\tlet worldViewProj = proj.clone().multiply(view).multiply(world);\n\n\t\t\t\t\t\tclipPolygonVCount.push(clipPolygon.markers.length);\n\t\t\t\t\t\tworldViewProjMatrices.push(worldViewProj);\n\t\t\t\t\t}\n\n\t\t\t\t\tlet flattenedMatrices = [].concat(...worldViewProjMatrices.map(m => m.elements));\n\n\t\t\t\t\tlet flattenedVertices = new Array(8 * 3 * material.clipPolygons.length);\n\t\t\t\t\tfor(let i = 0; i < material.clipPolygons.length; i++){\n\t\t\t\t\t\tlet clipPolygon = material.clipPolygons[i];\n\t\t\t\t\t\tfor(let j = 0; j < clipPolygon.markers.length; j++){\n\t\t\t\t\t\t\tflattenedVertices[i * 24 + (j * 3 + 0)] = clipPolygon.markers[j].position.x;\n\t\t\t\t\t\t\tflattenedVertices[i * 24 + (j * 3 + 1)] = clipPolygon.markers[j].position.y;\n\t\t\t\t\t\t\tflattenedVertices[i * 24 + (j * 3 + 2)] = clipPolygon.markers[j].position.z;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tconst lClipPolygonVCount = shader.uniformLocations[\"uClipPolygonVCount[0]\"];\n\t\t\t\t\tgl.uniform1iv(lClipPolygonVCount, clipPolygonVCount);\n\n\t\t\t\t\tconst lClipPolygonVP = shader.uniformLocations[\"uClipPolygonWVP[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lClipPolygonVP, false, flattenedMatrices);\n\n\t\t\t\t\tconst lClipPolygons = shader.uniformLocations[\"uClipPolygonVertices[0]\"];\n\t\t\t\t\tgl.uniform3fv(lClipPolygons, flattenedVertices);\n\n\t\t\t\t}\n\t\t\t}\n\n\n\t\t\t//shader.setUniformMatrix4(\"modelMatrix\", world);\n\t\t\t//shader.setUniformMatrix4(\"modelViewMatrix\", worldView);\n\t\t\tshader.setUniform1f(\"uLevel\", level);\n\t\t\tshader.setUniform1f(\"uNodeSpacing\", node.geometryNode.estimatedSpacing);\n\n\t\t\tshader.setUniform1f(\"uPCIndex\", i);\n\t\t\t// uBBSize\n\n\t\t\tif (shadowMaps.length > 0) {\n\n\t\t\t\tconst lShadowMap = shader.uniformLocations[\"uShadowMap[0]\"];\n\n\t\t\t\tshader.setUniform3f(\"uShadowColor\", material.uniforms.uShadowColor.value);\n\n\t\t\t\tlet bindingStart = 5;\n\t\t\t\tlet bindingPoints = new Array(shadowMaps.length).fill(bindingStart).map((a, i) => (a + i));\n\t\t\t\tgl.uniform1iv(lShadowMap, bindingPoints);\n\n\t\t\t\tfor (let i = 0; i < shadowMaps.length; i++) {\n\t\t\t\t\tlet shadowMap = shadowMaps[i];\n\t\t\t\t\tlet bindingPoint = bindingPoints[i];\n\t\t\t\t\tlet glTexture = this.threeRenderer.properties.get(shadowMap.target.texture).__webglTexture;\n\n\t\t\t\t\tgl.activeTexture(gl[`TEXTURE${bindingPoint}`]);\n\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D, glTexture);\n\t\t\t\t}\n\n\t\t\t\t{\n\n\t\t\t\t\tlet worldViewMatrices = shadowMaps\n\t\t\t\t\t\t.map(sm => sm.camera.matrixWorldInverse)\n\t\t\t\t\t\t.map(view => new THREE.Matrix4().multiplyMatrices(view, world))\n\n\t\t\t\t\tlet flattenedMatrices = [].concat(...worldViewMatrices.map(c => c.elements));\n\t\t\t\t\tconst lWorldView = shader.uniformLocations[\"uShadowWorldView[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lWorldView, false, flattenedMatrices);\n\t\t\t\t}\n\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...shadowMaps.map(sm => sm.camera.projectionMatrix.elements));\n\t\t\t\t\tconst lProj = shader.uniformLocations[\"uShadowProj[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lProj, false, flattenedMatrices);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tconst geometry = node.geometryNode.geometry;\n\n\t\t\tif(geometry.attributes[\"gps-time\"]){\n\t\t\t\tconst bufferAttribute = geometry.attributes[\"gps-time\"];\n\t\t\t\tconst attGPS = octree.getAttribute(\"gps-time\");\n\n\t\t\t\tlet initialRange = attGPS.initialRange;\n\t\t\t\tlet initialRangeSize = initialRange[1] - initialRange[0];\n\n\t\t\t\tlet globalRange = attGPS.range;\n\t\t\t\tlet globalRangeSize = globalRange[1] - globalRange[0];\n\n\t\t\t\tlet scale = initialRangeSize / globalRangeSize;\n\t\t\t\tlet offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;\n\n\t\t\t\tscale = Number.isNaN(scale) ? 1 : scale;\n\t\t\t\toffset = Number.isNaN(offset) ? 0 : offset;\n\n\t\t\t\tshader.setUniform1f(\"uGpsScale\", scale);\n\t\t\t\tshader.setUniform1f(\"uGpsOffset\", offset);\n\t\t\t\t//shader.setUniform2f(\"uFilterGPSTimeClipRange\", [-Infinity, Infinity]);\n\n\t\t\t\tlet uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\t\t// let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]\n\t\t\t\t// let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]\n\t\t\t\t// shader.setUniform2f(\"uFilterGPSTimeClipRange\", [gpsCliPRangeMin, gpsCliPRangeMax]);\n\n\t\t\t\tlet normalizedClipRange = [\n\t\t\t\t\t(uFilterGPSTimeClipRange[0] - globalRange[0]) / globalRangeSize,\n\t\t\t\t\t(uFilterGPSTimeClipRange[1] - globalRange[0]) / globalRangeSize,\n\t\t\t\t];\n\n\t\t\t\tshader.setUniform2f(\"uFilterGPSTimeClipRange\", normalizedClipRange);\n\n\n\n\t\t\t\t// // ranges in full gps coordinate system\n\t\t\t\t// const globalRange = attGPS.range;\n\t\t\t\t// const bufferRange = bufferAttribute.potree.range;\n\n\t\t\t\t// // ranges in [0, 1]\n\t\t\t\t// // normalizedGlobalRange = [0, 1]\n\t\t\t\t// // normalizedBufferRange: norm buffer within norm global range e.g. [0.2, 0.8]\n\t\t\t\t// const globalWidth = globalRange[1] - globalRange[0];\n\t\t\t\t// const normalizedBufferRange = [\n\t\t\t\t// \t(bufferRange[0] - globalRange[0]) / globalWidth,\n\t\t\t\t// \t(bufferRange[1] - globalRange[0]) / globalWidth,\n\t\t\t\t// ];\n\n\t\t\t\t// shader.setUniform2f(\"uNormalizedGpsBufferRange\", normalizedBufferRange);\n\n\t\t\t\t// let uFilterGPSTimeClipRange = material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\t\t// let gpsCliPRangeMin = uFilterGPSTimeClipRange[0]\n\t\t\t\t// let gpsCliPRangeMax = uFilterGPSTimeClipRange[1]\n\t\t\t\t// shader.setUniform2f(\"uFilterGPSTimeClipRange\", [gpsCliPRangeMin, gpsCliPRangeMax]);\n\n\t\t\t\t// shader.setUniform1f(\"uGpsScale\", bufferAttribute.potree.scale);\n\t\t\t\t// shader.setUniform1f(\"uGpsOffset\", bufferAttribute.potree.offset);\n\t\t\t}\n\n\t\t\t{\n\t\t\t\tlet uFilterReturnNumberRange = material.uniforms.uFilterReturnNumberRange.value;\n\t\t\t\tlet uFilterNumberOfReturnsRange = material.uniforms.uFilterNumberOfReturnsRange.value;\n\t\t\t\tlet uFilterPointSourceIDClipRange = material.uniforms.uFilterPointSourceIDClipRange.value;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tshader.setUniform2f(\"uFilterReturnNumberRange\", uFilterReturnNumberRange);\n\t\t\t\tshader.setUniform2f(\"uFilterNumberOfReturnsRange\", uFilterNumberOfReturnsRange);\n\t\t\t\tshader.setUniform2f(\"uFilterPointSourceIDClipRange\", uFilterPointSourceIDClipRange);\n\t\t\t}\n\n\t\t\tlet webglBuffer = null;\n\t\t\tif(!this.buffers.has(geometry)){\n\t\t\t\twebglBuffer = this.createBuffer(geometry);\n\t\t\t\tthis.buffers.set(geometry, webglBuffer);\n\t\t\t}else{\n\t\t\t\twebglBuffer = this.buffers.get(geometry);\n\t\t\t\tfor(let attributeName in geometry.attributes){\n\t\t\t\t\tlet attribute = geometry.attributes[attributeName];\n\n\t\t\t\t\tif(attribute.version > webglBuffer.vbos.get(attributeName).version){\n\t\t\t\t\t\tthis.updateBuffer(geometry);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tgl.bindVertexArray(webglBuffer.vao);\n\n\t\t\tlet isExtraAttribute =\n\t\t\t\tattributeLocations[material.activeAttributeName] === undefined\n\t\t\t\t&& Object.keys(geometry.attributes).includes(material.activeAttributeName);\n\n\t\t\tif(isExtraAttribute){\n\n\t\t\t\tconst attributeLocation = attributeLocations[\"aExtra\"].location;\n\n\t\t\t\tfor(const attributeName in geometry.attributes){\n\t\t\t\t\tconst bufferAttribute = geometry.attributes[attributeName];\n\t\t\t\t\tconst vbo = webglBuffer.vbos.get(attributeName);\n\t\t\t\t\t\n\t\t\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);\n\t\t\t\t\tgl.disableVertexAttribArray(attributeLocation);\n\t\t\t\t}\n\n\t\t\t\tconst attName = material.activeAttributeName;\n\t\t\t\tconst bufferAttribute = geometry.attributes[attName];\n\t\t\t\tconst vbo = webglBuffer.vbos.get(attName);\n\n\t\t\t\tif(bufferAttribute !== undefined && vbo !== undefined){\n\t\t\t\t\tlet type = this.glTypeMapping.get(bufferAttribute.array.constructor);\n\t\t\t\t\tlet normalized = bufferAttribute.normalized;\n\n\t\t\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);\n\t\t\t\t\tgl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);\n\t\t\t\t\tgl.enableVertexAttribArray(attributeLocation);\n\t\t\t\t}\n\n\n\n\n\t\t\t\t{\n\t\t\t\t\tconst attExtra = octree.pcoGeometry.pointAttributes.attributes\n\t\t\t\t\t\t.find(a => a.name === attName);\n\n\t\t\t\t\tlet range = material.getRange(attName);\n\t\t\t\t\tif(!range){\n\t\t\t\t\t\trange = attExtra.range;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(!range){\n\t\t\t\t\t\trange = [0, 1];\n\t\t\t\t\t}\n\n\t\t\t\t\tlet initialRange = attExtra.initialRange;\n\t\t\t\t\tlet initialRangeSize = initialRange[1] - initialRange[0];\n\n\t\t\t\t\tlet globalRange = range;\n\t\t\t\t\tlet globalRangeSize = globalRange[1] - globalRange[0];\n\n\t\t\t\t\tlet scale = initialRangeSize / globalRangeSize;\n\t\t\t\t\tlet offset = -(globalRange[0] - initialRange[0]) / initialRangeSize;\n\n\t\t\t\t\tscale = Number.isNaN(scale) ? 1 : scale;\n\t\t\t\t\toffset = Number.isNaN(offset) ? 0 : offset;\n\n\t\t\t\t\tshader.setUniform1f(\"uExtraScale\", scale);\n\t\t\t\t\tshader.setUniform1f(\"uExtraOffset\", offset);\t\t\t\t\t\n\t\t\t\t}\n\n\t\t\t}else{\n\n\t\t\t\tfor(const attributeName in geometry.attributes){\n\t\t\t\t\tconst bufferAttribute = geometry.attributes[attributeName];\n\t\t\t\t\tconst vbo = webglBuffer.vbos.get(attributeName);\n\n\n\t\t\t\t\tif(attributeLocations[attributeName] !== undefined){\n\t\t\t\t\t\tconst attributeLocation = attributeLocations[attributeName].location;\n\n\t\t\t\t\t\tlet type = this.glTypeMapping.get(bufferAttribute.array.constructor);\n\t\t\t\t\t\tlet normalized = bufferAttribute.normalized;\n\t\t\t\t\t\t\n\t\t\t\t\t\tgl.bindBuffer(gl.ARRAY_BUFFER, vbo.handle);\n\t\t\t\t\t\tgl.vertexAttribPointer(attributeLocation, bufferAttribute.itemSize, type, normalized, 0, 0);\n\t\t\t\t\t\tgl.enableVertexAttribArray(attributeLocation);\n\t\t\t\t\t\t\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet numPoints = webglBuffer.numElements;\n\t\t\tgl.drawArrays(gl.POINTS, 0, numPoints);\n\n\t\t\ti++;\n\t\t}\n\n\t\tgl.bindVertexArray(null);\n\n\t\tif (exports.measureTimings) {\n\t\t\tperformance.mark(\"renderNodes-end\");\n\t\t\tperformance.measure(\"render.renderNodes\", \"renderNodes-start\", \"renderNodes-end\");\n\t\t}\n\t}\n\n\trenderOctree(octree, nodes, camera, target, params = {}){\n\n\t\tlet gl = this.gl;\n\n\t\tlet material = params.material ? params.material : octree.material;\n\t\tlet shadowMaps = params.shadowMaps == null ? [] : params.shadowMaps;\n\t\tlet view = camera.matrixWorldInverse;\n\t\tlet viewInv = camera.matrixWorld;\n\n\t\tif(params.viewOverride){\n\t\t\tview = params.viewOverride;\n\t\t\tviewInv = view.clone().invert();\n\t\t}\n\n\t\tlet proj = camera.projectionMatrix;\n\t\tlet projInv = proj.clone().invert();\n\t\t//let worldView = new THREE.Matrix4();\n\n\t\tlet shader = null;\n\t\tlet visibilityTextureData = null;\n\n\t\tlet currentTextureBindingPoint = 0;\n\n\t\tif (material.pointSizeType >= 0) {\n\t\t\tif (material.pointSizeType === PointSizeType.ADAPTIVE ||\n\t\t\t\tmaterial.activeAttributeName === \"level of detail\") {\n\n\t\t\t\tlet vnNodes = (params.vnTextureNodes != null) ? params.vnTextureNodes : nodes;\n\t\t\t\tvisibilityTextureData = octree.computeVisibilityTextureData(vnNodes, camera);\n\n\t\t\t\tconst vnt = material.visibleNodesTexture;\n\t\t\t\tconst data = vnt.image.data;\n\t\t\t\tdata.set(visibilityTextureData.data);\n\t\t\t\tvnt.needsUpdate = true;\n\n\t\t\t}\n\t\t}\n\n\t\t{ // UPDATE SHADER AND TEXTURES\n\t\t\tif (!this.shaders.has(material)) {\n\t\t\t\tlet [vs, fs] = [material.vertexShader, material.fragmentShader];\n\t\t\t\tlet shader = new Shader(gl, \"pointcloud\", vs, fs);\n\n\t\t\t\tthis.shaders.set(material, shader);\n\t\t\t}\n\n\t\t\tshader = this.shaders.get(material);\n\n\t\t\t//if(material.needsUpdate){\n\t\t\t{\n\t\t\t\tlet [vs, fs] = [material.vertexShader, material.fragmentShader];\n\n\t\t\t\tlet numSnapshots = material.snapEnabled ? material.numSnapshots : 0;\n\t\t\t\tlet numClipBoxes = (material.clipBoxes && material.clipBoxes.length) ? material.clipBoxes.length : 0;\n\t\t\t\tlet numClipSpheres = (params.clipSpheres && params.clipSpheres.length) ? params.clipSpheres.length : 0;\n\t\t\t\tlet numClipPolygons = (material.clipPolygons && material.clipPolygons.length) ? material.clipPolygons.length : 0;\n\n\t\t\t\tlet defines = [\n\t\t\t\t\t`#define num_shadowmaps ${shadowMaps.length}`,\n\t\t\t\t\t`#define num_snapshots ${numSnapshots}`,\n\t\t\t\t\t`#define num_clipboxes ${numClipBoxes}`,\n\t\t\t\t\t`#define num_clipspheres ${numClipSpheres}`,\n\t\t\t\t\t`#define num_clippolygons ${numClipPolygons}`,\n\t\t\t\t];\n\n\n\t\t\t\tif(octree.pcoGeometry.root.isLoaded()){\n\t\t\t\t\tlet attributes = octree.pcoGeometry.root.geometry.attributes;\n\n\t\t\t\t\tif(attributes[\"gps-time\"]){\n\t\t\t\t\t\tdefines.push(\"#define clip_gps_enabled\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif(attributes[\"return number\"]){\n\t\t\t\t\t\tdefines.push(\"#define clip_return_number_enabled\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif(attributes[\"number of returns\"]){\n\t\t\t\t\t\tdefines.push(\"#define clip_number_of_returns_enabled\");\n\t\t\t\t\t}\n\n\t\t\t\t\tif(attributes[\"source id\"] || attributes[\"point source id\"]){\n\t\t\t\t\t\tdefines.push(\"#define clip_point_source_id_enabled\");\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tlet definesString = defines.join(\"\\n\");\n\n\t\t\t\tlet vsVersionIndex = vs.indexOf(\"#version \");\n\t\t\t\tlet fsVersionIndex = fs.indexOf(\"#version \");\n\n\t\t\t\tif(vsVersionIndex >= 0){\n\t\t\t\t\tvs = vs.replace(/(#version .*)/, `$1\\n${definesString}`)\n\t\t\t\t}else{\n\t\t\t\t\tvs = `${definesString}\\n${vs}`;\n\t\t\t\t}\n\n\t\t\t\tif(fsVersionIndex >= 0){\n\t\t\t\t\tfs = fs.replace(/(#version .*)/, `$1\\n${definesString}`)\n\t\t\t\t}else{\n\t\t\t\t\tfs = `${definesString}\\n${fs}`;\n\t\t\t\t}\n\n\n\t\t\t\tshader.update(vs, fs);\n\n\t\t\t\tmaterial.needsUpdate = false;\n\t\t\t}\n\n\t\t\tfor (let uniformName of Object.keys(material.uniforms)) {\n\t\t\t\tlet uniform = material.uniforms[uniformName];\n\n\t\t\t\tif (uniform.type == \"t\") {\n\n\t\t\t\t\tlet texture = uniform.value;\n\n\t\t\t\t\tif (!texture) {\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\n\t\t\t\t\tif (!this.textures.has(texture)) {\n\t\t\t\t\t\tlet webglTexture = new WebGLTexture(gl, texture);\n\n\t\t\t\t\t\tthis.textures.set(texture, webglTexture);\n\t\t\t\t\t}\n\n\t\t\t\t\tlet webGLTexture = this.textures.get(texture);\n\t\t\t\t\twebGLTexture.update();\n\n\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tgl.useProgram(shader.program);\n\n\t\tlet transparent = false;\n\t\tif(params.transparent !== undefined){\n\t\t\ttransparent = params.transparent && material.opacity < 1;\n\t\t}else{\n\t\t\ttransparent = material.opacity < 1;\n\t\t}\n\n\t\tif (transparent){\n\t\t\tgl.enable(gl.BLEND);\n\t\t\tgl.blendFunc(gl.SRC_ALPHA, gl.ONE);\n\t\t\tgl.depthMask(false);\n\t\t\tgl.disable(gl.DEPTH_TEST);\n\t\t} else {\n\t\t\tgl.disable(gl.BLEND);\n\t\t\tgl.depthMask(true);\n\t\t\tgl.enable(gl.DEPTH_TEST);\n\t\t}\n\n\t\tif(params.blendFunc !== undefined){\n\t\t\tgl.enable(gl.BLEND);\n\t\t\tgl.blendFunc(...params.blendFunc);\n\t\t}\n\n\t\tif(params.depthTest !== undefined){\n\t\t\tif(params.depthTest === true){\n\t\t\t\tgl.enable(gl.DEPTH_TEST);\n\t\t\t}else{\n\t\t\t\tgl.disable(gl.DEPTH_TEST);\n\t\t\t}\n\t\t}\n\n\t\tif(params.depthWrite !== undefined){\n\t\t\t if(params.depthWrite === true){\n\t\t\t\t gl.depthMask(true);\n\t\t\t }else{\n\t\t\t\t gl.depthMask(false);\n\t\t\t }\n\t\t\t \n\t\t}\n\n\n\t\t{ // UPDATE UNIFORMS\n\t\t\tshader.setUniformMatrix4(\"projectionMatrix\", proj);\n\t\t\tshader.setUniformMatrix4(\"viewMatrix\", view);\n\t\t\tshader.setUniformMatrix4(\"uViewInv\", viewInv);\n\t\t\tshader.setUniformMatrix4(\"uProjInv\", projInv);\n\n\t\t\tlet screenWidth = target ? target.width : material.screenWidth;\n\t\t\tlet screenHeight = target ? target.height : material.screenHeight;\n\n\t\t\tshader.setUniform1f(\"uScreenWidth\", screenWidth);\n\t\t\tshader.setUniform1f(\"uScreenHeight\", screenHeight);\n\t\t\tshader.setUniform1f(\"fov\", Math.PI * camera.fov / 180);\n\t\t\tshader.setUniform1f(\"near\", camera.near);\n\t\t\tshader.setUniform1f(\"far\", camera.far);\n\t\t\t\n\t\t\tif(camera instanceof THREE.OrthographicCamera){\n\t\t\t\tshader.setUniform(\"uUseOrthographicCamera\", true);\n\t\t\t\tshader.setUniform(\"uOrthoWidth\", camera.right - camera.left); \n\t\t\t\tshader.setUniform(\"uOrthoHeight\", camera.top - camera.bottom);\n\t\t\t}else{\n\t\t\t\tshader.setUniform(\"uUseOrthographicCamera\", false);\n\t\t\t}\n\n\t\t\tif(material.clipBoxes.length + material.clipPolygons.length === 0){\n\t\t\t\tshader.setUniform1i(\"clipTask\", ClipTask.NONE);\n\t\t\t}else{\n\t\t\t\tshader.setUniform1i(\"clipTask\", material.clipTask);\n\t\t\t}\n\n\t\t\tshader.setUniform1i(\"clipMethod\", material.clipMethod);\n\n\t\t\tif (material.clipBoxes && material.clipBoxes.length > 0) {\n\t\t\t\t//let flattenedMatrices = [].concat(...material.clipBoxes.map(c => c.inverse.elements));\n\n\t\t\t\t//const lClipBoxes = shader.uniformLocations[\"clipBoxes[0]\"];\n\t\t\t\t//gl.uniformMatrix4fv(lClipBoxes, false, flattenedMatrices);\n\n\t\t\t\tconst lClipBoxes = shader.uniformLocations[\"clipBoxes[0]\"];\n\t\t\t\tgl.uniformMatrix4fv(lClipBoxes, false, material.uniforms.clipBoxes.value);\n\t\t\t}\n\n\t\t\t// TODO CLIPSPHERES\n\t\t\tif(params.clipSpheres && params.clipSpheres.length > 0){\n\n\t\t\t\tlet clipSpheres = params.clipSpheres;\n\n\t\t\t\tlet matrices = [];\n\t\t\t\tfor(let clipSphere of clipSpheres){\n\t\t\t\t\t//let mScale = new THREE.Matrix4().makeScale(...clipSphere.scale.toArray());\n\t\t\t\t\t//let mTranslate = new THREE.Matrix4().makeTranslation(...clipSphere.position.toArray());\n\n\t\t\t\t\t//let clipToWorld = new THREE.Matrix4().multiplyMatrices(mTranslate, mScale);\n\t\t\t\t\tlet clipToWorld = clipSphere.matrixWorld;\n\t\t\t\t\tlet viewToWorld = camera.matrixWorld\n\t\t\t\t\tlet worldToClip = clipToWorld.clone().invert();\n\n\t\t\t\t\tlet viewToClip = new THREE.Matrix4().multiplyMatrices(worldToClip, viewToWorld);\n\n\t\t\t\t\tmatrices.push(viewToClip);\n\t\t\t\t}\n\n\t\t\t\tlet flattenedMatrices = [].concat(...matrices.map(matrix => matrix.elements));\n\n\t\t\t\tconst lClipSpheres = shader.uniformLocations[\"uClipSpheres[0]\"];\n\t\t\t\tgl.uniformMatrix4fv(lClipSpheres, false, flattenedMatrices);\n\t\t\t\t\n\t\t\t\t//const lClipSpheres = shader.uniformLocations[\"uClipSpheres[0]\"];\n\t\t\t\t//gl.uniformMatrix4fv(lClipSpheres, false, material.uniforms.clipSpheres.value);\n\t\t\t}\n\n\n\t\t\tshader.setUniform1f(\"size\", material.size);\n\t\t\tshader.setUniform1f(\"maxSize\", material.uniforms.maxSize.value);\n\t\t\tshader.setUniform1f(\"minSize\", material.uniforms.minSize.value);\n\n\n\t\t\t// uniform float uPCIndex\n\t\t\tshader.setUniform1f(\"uOctreeSpacing\", material.spacing);\n\t\t\tshader.setUniform(\"uOctreeSize\", material.uniforms.octreeSize.value);\n\n\n\t\t\t//uniform vec3 uColor;\n\t\t\tshader.setUniform3f(\"uColor\", material.color.toArray());\n\t\t\t//uniform float opacity;\n\t\t\tshader.setUniform1f(\"uOpacity\", material.opacity);\n\n\t\t\tshader.setUniform2f(\"elevationRange\", material.elevationRange);\n\t\t\tshader.setUniform2f(\"intensityRange\", material.intensityRange);\n\n\n\t\t\tshader.setUniform3f(\"uIntensity_gbc\", [\n\t\t\t\tmaterial.intensityGamma, \n\t\t\t\tmaterial.intensityBrightness, \n\t\t\t\tmaterial.intensityContrast\n\t\t\t]);\n\n\t\t\tshader.setUniform3f(\"uRGB_gbc\", [\n\t\t\t\tmaterial.rgbGamma, \n\t\t\t\tmaterial.rgbBrightness, \n\t\t\t\tmaterial.rgbContrast\n\t\t\t]);\n\n\t\t\tshader.setUniform1f(\"uTransition\", material.transition);\n\t\t\tshader.setUniform1f(\"wRGB\", material.weightRGB);\n\t\t\tshader.setUniform1f(\"wIntensity\", material.weightIntensity);\n\t\t\tshader.setUniform1f(\"wElevation\", material.weightElevation);\n\t\t\tshader.setUniform1f(\"wClassification\", material.weightClassification);\n\t\t\tshader.setUniform1f(\"wReturnNumber\", material.weightReturnNumber);\n\t\t\tshader.setUniform1f(\"wSourceID\", material.weightSourceID);\n\n\t\t\tshader.setUniform(\"backfaceCulling\", material.uniforms.backfaceCulling.value);\n\n\t\t\tlet vnWebGLTexture = this.textures.get(material.visibleNodesTexture);\n\t\t\tif(vnWebGLTexture){\n\t\t\t\tshader.setUniform1i(\"visibleNodesTexture\", currentTextureBindingPoint);\n\t\t\t\tgl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);\n\t\t\t\tgl.bindTexture(vnWebGLTexture.target, vnWebGLTexture.id);\n\t\t\t\tcurrentTextureBindingPoint++;\n\t\t\t}\n\n\t\t\tlet gradientTexture = this.textures.get(material.gradientTexture);\n\t\t\tshader.setUniform1i(\"gradient\", currentTextureBindingPoint);\n\t\t\tgl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);\n\t\t\tgl.bindTexture(gradientTexture.target, gradientTexture.id);\n\n\t\t\tconst repeat = material.elevationGradientRepeat;\n\t\t\tif(repeat === ElevationGradientRepeat.REPEAT){\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.REPEAT);\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.REPEAT);\n\t\t\t}else if(repeat === ElevationGradientRepeat.MIRRORED_REPEAT){\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT);\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT);\n\t\t\t}else{\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n\t\t\t\tgl.texParameteri(gradientTexture.target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n\t\t\t}\n\t\t\tcurrentTextureBindingPoint++;\n\n\t\t\tlet classificationTexture = this.textures.get(material.classificationTexture);\n\t\t\tshader.setUniform1i(\"classificationLUT\", currentTextureBindingPoint);\n\t\t\tgl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);\n\t\t\tgl.bindTexture(classificationTexture.target, classificationTexture.id);\n\t\t\tcurrentTextureBindingPoint++;\n\n\t\t\tlet matcapTexture = this.textures.get(material.matcapTexture);\n\t\t\tshader.setUniform1i(\"matcapTextureUniform\", currentTextureBindingPoint);\n\t\t\tgl.activeTexture(gl.TEXTURE0 + currentTextureBindingPoint);\n\t\t\tgl.bindTexture(matcapTexture.target, matcapTexture.id);\n\t\t\tcurrentTextureBindingPoint++;\n\n\n\t\t\tif (material.snapEnabled === true) {\n\n\t\t\t\t{\n\t\t\t\t\tconst lSnapshot = shader.uniformLocations[\"uSnapshot[0]\"];\n\t\t\t\t\tconst lSnapshotDepth = shader.uniformLocations[\"uSnapshotDepth[0]\"];\n\n\t\t\t\t\tlet bindingStart = currentTextureBindingPoint;\n\t\t\t\t\tlet lSnapshotBindingPoints = new Array(5).fill(bindingStart).map((a, i) => (a + i));\n\t\t\t\t\tlet lSnapshotDepthBindingPoints = new Array(5)\n\t\t\t\t\t\t.fill(1 + Math.max(...lSnapshotBindingPoints))\n\t\t\t\t\t\t.map((a, i) => (a + i));\n\t\t\t\t\tcurrentTextureBindingPoint = 1 + Math.max(...lSnapshotDepthBindingPoints);\n\n\t\t\t\t\tgl.uniform1iv(lSnapshot, lSnapshotBindingPoints);\n\t\t\t\t\tgl.uniform1iv(lSnapshotDepth, lSnapshotDepthBindingPoints);\n\n\t\t\t\t\tfor (let i = 0; i < 5; i++) {\n\t\t\t\t\t\tlet texture = material.uniforms[`uSnapshot`].value[i];\n\t\t\t\t\t\tlet textureDepth = material.uniforms[`uSnapshotDepth`].value[i];\n\n\t\t\t\t\t\tif (!texture) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tlet snapTexture = this.threeRenderer.properties.get(texture).__webglTexture;\n\t\t\t\t\t\tlet snapTextureDepth = this.threeRenderer.properties.get(textureDepth).__webglTexture;\n\n\t\t\t\t\t\tlet bindingPoint = lSnapshotBindingPoints[i];\n\t\t\t\t\t\tlet depthBindingPoint = lSnapshotDepthBindingPoints[i];\n\n\t\t\t\t\t\tgl.activeTexture(gl[`TEXTURE${bindingPoint}`]);\n\t\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D, snapTexture);\n\n\t\t\t\t\t\tgl.activeTexture(gl[`TEXTURE${depthBindingPoint}`]);\n\t\t\t\t\t\tgl.bindTexture(gl.TEXTURE_2D, snapTextureDepth);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...material.uniforms.uSnapView.value.map(c => c.elements));\n\t\t\t\t\tconst lSnapView = shader.uniformLocations[\"uSnapView[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lSnapView, false, flattenedMatrices);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...material.uniforms.uSnapProj.value.map(c => c.elements));\n\t\t\t\t\tconst lSnapProj = shader.uniformLocations[\"uSnapProj[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lSnapProj, false, flattenedMatrices);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...material.uniforms.uSnapProjInv.value.map(c => c.elements));\n\t\t\t\t\tconst lSnapProjInv = shader.uniformLocations[\"uSnapProjInv[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lSnapProjInv, false, flattenedMatrices);\n\t\t\t\t}\n\t\t\t\t{\n\t\t\t\t\tlet flattenedMatrices = [].concat(...material.uniforms.uSnapViewInv.value.map(c => c.elements));\n\t\t\t\t\tconst lSnapViewInv = shader.uniformLocations[\"uSnapViewInv[0]\"];\n\t\t\t\t\tgl.uniformMatrix4fv(lSnapViewInv, false, flattenedMatrices);\n\t\t\t\t}\n\n\t\t\t}\n\t\t}\n\n\t\tthis.renderNodes(octree, nodes, visibilityTextureData, camera, target, shader, params);\n\n\t\tgl.activeTexture(gl.TEXTURE2);\n\t\tgl.bindTexture(gl.TEXTURE_2D, null);\n\t\tgl.activeTexture(gl.TEXTURE0);\n\t}\n\n\trender(scene, camera, target = null, params = {}) {\n\n\t\tconst gl = this.gl;\n\n\t\t// PREPARE \n\t\tif (target != null) {\n\t\t\tthis.threeRenderer.setRenderTarget(target);\n\t\t}\n\n\t\t//camera.updateProjectionMatrix();\n\t\t// camera.matrixWorldInverse.invert(camera.matrixWorld);\n\n\t\tconst traversalResult = this.traverse(scene);\n\n\n\t\t// RENDER\n\t\tfor (const octree of traversalResult.octrees) {\n\t\t\tlet nodes = octree.visibleNodes;\n\t\t\tthis.renderOctree(octree, nodes, camera, target, params);\n\t\t}\n\n\n\t\t// CLEANUP\n\t\tgl.activeTexture(gl.TEXTURE1);\n\t\tgl.bindTexture(gl.TEXTURE_2D, null);\n\t\tgl.bindBuffer(gl.ARRAY_BUFFER, null);\n\t\tgl.bindVertexArray(null);\n\n\t\tthis.threeRenderer.resetState();\n\t}\n\n\n\n};\n\n\n\n\n\n\n\n\n","\nimport * as THREE from \"../libs/three.js/build/three.module.js\";\nimport {Points} from \"./Points.js\";\n\nexport class ProfileData {\n\tconstructor (profile) {\n\t\tthis.profile = profile;\n\n\t\tthis.segments = [];\n\t\tthis.boundingBox = new THREE.Box3();\n\n\t\tfor (let i = 0; i < profile.points.length - 1; i++) {\n\t\t\tlet start = profile.points[i];\n\t\t\tlet end = profile.points[i + 1];\n\n\t\t\tlet startGround = new THREE.Vector3(start.x, start.y, 0);\n\t\t\tlet endGround = new THREE.Vector3(end.x, end.y, 0);\n\n\t\t\tlet center = new THREE.Vector3().addVectors(endGround, startGround).multiplyScalar(0.5);\n\t\t\tlet length = startGround.distanceTo(endGround);\n\t\t\tlet side = new THREE.Vector3().subVectors(endGround, startGround).normalize();\n\t\t\tlet up = new THREE.Vector3(0, 0, 1);\n\t\t\tlet forward = new THREE.Vector3().crossVectors(side, up).normalize();\n\t\t\tlet N = forward;\n\t\t\tlet cutPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(N, startGround);\n\t\t\tlet halfPlane = new THREE.Plane().setFromNormalAndCoplanarPoint(side, center);\n\n\t\t\tlet segment = {\n\t\t\t\tstart: start,\n\t\t\t\tend: end,\n\t\t\t\tcutPlane: cutPlane,\n\t\t\t\thalfPlane: halfPlane,\n\t\t\t\tlength: length,\n\t\t\t\tpoints: new Points()\n\t\t\t};\n\n\t\t\tthis.segments.push(segment);\n\t\t}\n\t}\n\n\tsize () {\n\t\tlet size = 0;\n\t\tfor (let segment of this.segments) {\n\t\t\tsize += segment.points.numPoints;\n\t\t}\n\n\t\treturn size;\n\t}\n};\n\nexport class ProfileRequest {\n\tconstructor (pointcloud, profile, maxDepth, callback) {\n\t\tthis.pointcloud = pointcloud;\n\t\tthis.profile = profile;\n\t\tthis.maxDepth = maxDepth || Number.MAX_VALUE;\n\t\tthis.callback = callback;\n\t\tthis.temporaryResult = new ProfileData(this.profile);\n\t\tthis.pointsServed = 0;\n\t\tthis.highestLevelServed = 0;\n\n\t\tthis.priorityQueue = new BinaryHeap(function (x) { return 1 / x.weight; });\n\n\t\tthis.initialize();\n\t}\n\n\tinitialize () {\n\t\tthis.priorityQueue.push({node: this.pointcloud.pcoGeometry.root, weight: Infinity});\n\t};\n\n\t// traverse the node and add intersecting descendants to queue\n\ttraverse (node) {\n\t\tlet stack = [];\n\t\tfor (let i = 0; i < 8; i++) {\n\t\t\tlet child = node.children[i];\n\t\t\tif (child && this.pointcloud.nodeIntersectsProfile(child, this.profile)) {\n\t\t\t\tstack.push(child);\n\t\t\t}\n\t\t}\n\n\t\twhile (stack.length > 0) {\n\t\t\tlet node = stack.pop();\n\t\t\tlet weight = node.boundingSphere.radius;\n\n\t\t\tthis.priorityQueue.push({node: node, weight: weight});\n\n\t\t\t// add children that intersect the cutting plane\n\t\t\tif (node.level < this.maxDepth) {\n\t\t\t\tfor (let i = 0; i < 8; i++) {\n\t\t\t\t\tlet child = node.children[i];\n\t\t\t\t\tif (child && this.pointcloud.nodeIntersectsProfile(child, this.profile)) {\n\t\t\t\t\t\tstack.push(child);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\tupdate(){\n\t\tif(!this.updateGeneratorInstance){\n\t\t\tthis.updateGeneratorInstance = this.updateGenerator();\n\t\t}\n\n\t\tlet result = this.updateGeneratorInstance.next();\n\t\tif(result.done){\n\t\t\tthis.updateGeneratorInstance = null;\n\t\t}\n\t}\n\n\t* updateGenerator(){\n\t\t// load nodes in queue\n\t\t// if hierarchy expands, also load nodes from expanded hierarchy\n\t\t// once loaded, add data to this.points and remove node from queue\n\t\t// only evaluate 1-50 nodes per frame to maintain responsiveness\n\n\t\tlet start = performance.now();\n\n\t\tlet maxNodesPerUpdate = 1;\n\t\tlet intersectedNodes = [];\n\n\t\tfor (let i = 0; i < Math.min(maxNodesPerUpdate, this.priorityQueue.size()); i++) {\n\t\t\tlet element = this.priorityQueue.pop();\n\t\t\tlet node = element.node;\n\n\t\t\tif(node.level > this.maxDepth){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (node.loaded) {\n\t\t\t\t// add points to result\n\t\t\t\tintersectedNodes.push(node);\n\t\t\t\texports.lru.touch(node);\n\t\t\t\tthis.highestLevelServed = Math.max(node.getLevel(), this.highestLevelServed);\n\n\t\t\t\tvar geom = node.pcoGeometry;\n\t\t\t\tvar hierarchyStepSize = geom ? geom.hierarchyStepSize : 1;\n\n\t\t\t\tvar doTraverse = node.getLevel() === 0 ||\n\t\t\t\t\t(node.level % hierarchyStepSize === 0 && node.hasChildren);\n\n\t\t\t\tif (doTraverse) {\n\t\t\t\t\tthis.traverse(node);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tnode.load();\n\t\t\t\tthis.priorityQueue.push(element);\n\t\t\t}\n\t\t}\n\n\t\tif (intersectedNodes.length > 0) {\n\n\t\t\tfor(let done of this.getPointsInsideProfile(intersectedNodes, this.temporaryResult)){\n\t\t\t\tif(!done){\n\t\t\t\t\t//console.log(\"updateGenerator yields\");\n\t\t\t\t\tyield false;\n\t\t\t\t}\n\t\t\t}\n\t\t\tif (this.temporaryResult.size() > 100) {\n\t\t\t\tthis.pointsServed += this.temporaryResult.size();\n\t\t\t\tthis.callback.onProgress({request: this, points: this.temporaryResult});\n\t\t\t\tthis.temporaryResult = new ProfileData(this.profile);\n\t\t\t}\n\t\t}\n\n\t\tif (this.priorityQueue.size() === 0) {\n\t\t\t// we're done! inform callback and remove from pending requests\n\n\t\t\tif (this.temporaryResult.size() > 0) {\n\t\t\t\tthis.pointsServed += this.temporaryResult.size();\n\t\t\t\tthis.callback.onProgress({request: this, points: this.temporaryResult});\n\t\t\t\tthis.temporaryResult = new ProfileData(this.profile);\n\t\t\t}\n\n\t\t\tthis.callback.onFinish({request: this});\n\n\t\t\tlet index = this.pointcloud.profileRequests.indexOf(this);\n\t\t\tif (index >= 0) {\n\t\t\t\tthis.pointcloud.profileRequests.splice(index, 1);\n\t\t\t}\n\t\t}\n\n\t\tyield true;\n\t};\n\n\t* getAccepted(numPoints, node, matrix, segment, segmentDir, points, totalMileage){\n\t\tlet checkpoint = performance.now();\n\n\t\tlet accepted = new Uint32Array(numPoints);\n\t\tlet mileage = new Float64Array(numPoints);\n\t\tlet acceptedPositions = new Float32Array(numPoints * 3);\n\t\tlet numAccepted = 0;\n\n\t\tlet pos = new THREE.Vector3();\n\t\tlet svp = new THREE.Vector3();\n\n\t\tlet view = new Float32Array(node.geometry.attributes.position.array);\n\n\t\tfor (let i = 0; i < numPoints; i++) {\n\n\t\t\tpos.set(\n\t\t\t\tview[i * 3 + 0],\n\t\t\t\tview[i * 3 + 1],\n\t\t\t\tview[i * 3 + 2]);\n\n\t\t\tpos.applyMatrix4(matrix);\n\t\t\tlet distance = Math.abs(segment.cutPlane.distanceToPoint(pos));\n\t\t\tlet centerDistance = Math.abs(segment.halfPlane.distanceToPoint(pos));\n\n\t\t\tif (distance < this.profile.width / 2 && centerDistance < segment.length / 2) {\n\t\t\t\tsvp.subVectors(pos, segment.start);\n\t\t\t\tlet localMileage = segmentDir.dot(svp);\n\n\t\t\t\taccepted[numAccepted] = i;\n\t\t\t\tmileage[numAccepted] = localMileage + totalMileage;\n\t\t\t\tpoints.boundingBox.expandByPoint(pos);\n\n\t\t\t\tpos.sub(this.pointcloud.position);\n\n\t\t\t\tacceptedPositions[3 * numAccepted + 0] = pos.x;\n\t\t\t\tacceptedPositions[3 * numAccepted + 1] = pos.y;\n\t\t\t\tacceptedPositions[3 * numAccepted + 2] = pos.z;\n\n\t\t\t\tnumAccepted++;\n\t\t\t}\n\n\t\t\tif((i % 1000) === 0){\n\t\t\t\tlet duration = performance.now() - checkpoint;\n\t\t\t\tif(duration > 4){\n\t\t\t\t\t//console.log(`getAccepted yield after ${duration}ms`);\n\t\t\t\t\tyield false;\n\t\t\t\t\tcheckpoint = performance.now();\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\taccepted = accepted.subarray(0, numAccepted);\n\t\tmileage = mileage.subarray(0, numAccepted);\n\t\tacceptedPositions = acceptedPositions.subarray(0, numAccepted * 3);\n\n\t\t//let end = performance.now();\n\t\t//let duration = end - start;\n\t\t//console.log(\"accepted duration \", duration)\n\n\t\t//console.log(`getAccepted finished`);\n\n\t\tyield [accepted, mileage, acceptedPositions];\n\t}\n\n\t* getPointsInsideProfile(nodes, target){\n\t\tlet checkpoint = performance.now();\n\t\tlet totalMileage = 0;\n\n\t\tlet pointsProcessed = 0;\n\n\t\tfor (let segment of target.segments) {\n\t\t\tfor (let node of nodes) {\n\t\t\t\tlet numPoints = node.numPoints;\n\t\t\t\tlet geometry = node.geometry;\n\n\t\t\t\tif(!numPoints){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\t{ // skip if current node doesn't intersect current segment\n\t\t\t\t\tlet bbWorld = node.boundingBox.clone().applyMatrix4(this.pointcloud.matrixWorld);\n\t\t\t\t\tlet bsWorld = bbWorld.getBoundingSphere(new THREE.Sphere());\n\n\t\t\t\t\tlet start = new THREE.Vector3(segment.start.x, segment.start.y, bsWorld.center.z);\n\t\t\t\t\tlet end = new THREE.Vector3(segment.end.x, segment.end.y, bsWorld.center.z);\n\n\t\t\t\t\tlet closest = new THREE.Line3(start, end).closestPointToPoint(bsWorld.center, true, new THREE.Vector3());\n\t\t\t\t\tlet distance = closest.distanceTo(bsWorld.center);\n\n\t\t\t\t\tlet intersects = (distance < (bsWorld.radius + target.profile.width));\n\n\t\t\t\t\tif(!intersects){\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t//{// DEBUG\n\t\t\t\t//\tconsole.log(node.name);\n\t\t\t\t//\tlet boxHelper = new Potree.Box3Helper(node.getBoundingBox());\n\t\t\t\t//\tboxHelper.matrixAutoUpdate = false;\n\t\t\t\t//\tboxHelper.matrix.copy(viewer.scene.pointclouds[0].matrixWorld);\n\t\t\t\t//\tviewer.scene.scene.add(boxHelper);\n\t\t\t\t//}\n\n\t\t\t\tlet sv = new THREE.Vector3().subVectors(segment.end, segment.start).setZ(0);\n\t\t\t\tlet segmentDir = sv.clone().normalize();\n\n\t\t\t\tlet points = new Points();\n\n\t\t\t\tlet nodeMatrix = new THREE.Matrix4().makeTranslation(...node.boundingBox.min.toArray());\n\n\t\t\t\tlet matrix = new THREE.Matrix4().multiplyMatrices(\n\t\t\t\t\tthis.pointcloud.matrixWorld, nodeMatrix);\n\n\t\t\t\tpointsProcessed = pointsProcessed + numPoints;\n\n\t\t\t\tlet accepted = null;\n\t\t\t\tlet mileage = null;\n\t\t\t\tlet acceptedPositions = null;\n\t\t\t\tfor(let result of this.getAccepted(numPoints, node, matrix, segment, segmentDir, points,totalMileage)){\n\t\t\t\t\tif(!result){\n\t\t\t\t\t\tlet duration = performance.now() - checkpoint;\n\t\t\t\t\t\t//console.log(`getPointsInsideProfile yield after ${duration}ms`);\n\t\t\t\t\t\tyield false;\n\t\t\t\t\t\tcheckpoint = performance.now();\n\t\t\t\t\t}else{\n\t\t\t\t\t\t[accepted, mileage, acceptedPositions] = result;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tlet duration = performance.now() - checkpoint;\n\t\t\t\tif(duration > 4){\n\t\t\t\t\t//console.log(`getPointsInsideProfile yield after ${duration}ms`);\n\t\t\t\t\tyield false;\n\t\t\t\t\tcheckpoint = performance.now();\n\t\t\t\t}\n\n\t\t\t\tpoints.data.position = acceptedPositions;\n\n\t\t\t\tlet relevantAttributes = Object.keys(geometry.attributes).filter(a => ![\"position\", \"indices\"].includes(a));\n\t\t\t\tfor(let attributeName of relevantAttributes){\n\n\t\t\t\t\tlet attribute = geometry.attributes[attributeName];\n\t\t\t\t\tlet numElements = attribute.array.length / numPoints;\n\n\t\t\t\t\tif(numElements !== parseInt(numElements)){\n\t\t\t\t\t\tdebugger;\n\t\t\t\t\t}\n\n\t\t\t\t\tlet Type = attribute.array.constructor;\n\n\t\t\t\t\tlet filteredBuffer = new Type(numElements * accepted.length);\n\n\t\t\t\t\tlet source = attribute.array;\n\t\t\t\t\tlet target = filteredBuffer;\n\n\t\t\t\t\tfor(let i = 0; i < accepted.length; i++){\n\n\t\t\t\t\t\tlet index = accepted[i];\n\n\t\t\t\t\t\tlet start = index * numElements;\n\t\t\t\t\t\tlet end = start + numElements;\n\t\t\t\t\t\tlet sub = source.subarray(start, end);\n\n\t\t\t\t\t\ttarget.set(sub, i * numElements);\n\t\t\t\t\t}\n\n\t\t\t\t\tpoints.data[attributeName] = filteredBuffer;\n\t\t\t\t}\n\n\t\t\t\tpoints.data['mileage'] = mileage;\n\t\t\t\tpoints.numPoints = accepted.length;\n\n\t\t\t\tsegment.points.add(points);\n\t\t\t}\n\n\t\t\ttotalMileage += segment.length;\n\t\t}\n\n\t\tfor (let segment of target.segments) {\n\t\t\ttarget.boundingBox.union(segment.points.boundingBox);\n\t\t}\n\n\t\t//console.log(`getPointsInsideProfile finished`);\n\t\tyield true;\n\t};\n\n\tfinishLevelThenCancel () {\n\t\tif (this.cancelRequested) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.maxDepth = this.highestLevelServed;\n\t\tthis.cancelRequested = true;\n\n\t\t//console.log(`maxDepth: ${this.maxDepth}`);\n\t};\n\n\tcancel () {\n\t\tthis.callback.onCancel();\n\n\t\tthis.priorityQueue = new BinaryHeap(function (x) { return 1 / x.weight; });\n\n\t\tlet index = this.pointcloud.profileRequests.indexOf(this);\n\t\tif (index >= 0) {\n\t\t\tthis.pointcloud.profileRequests.splice(index, 1);\n\t\t}\n\t};\n}\n","\nexport class Version{\n\n\tconstructor(version){\n\t\tthis.version = version;\n\t\tlet vmLength = (version.indexOf('.') === -1) ? version.length : version.indexOf('.');\n\t\tthis.versionMajor = parseInt(version.substr(0, vmLength));\n\t\tthis.versionMinor = parseInt(version.substr(vmLength + 1));\n\t\tif (this.versionMinor.length === 0) {\n\t\t\tthis.versionMinor = 0;\n\t\t}\n\t}\n\n\tnewerThan(version){\n\t\tlet v = new Version(version);\n\n\t\tif (this.versionMajor > v.versionMajor) {\n\t\t\treturn true;\n\t\t} else if (this.versionMajor === v.versionMajor && this.versionMinor > v.versionMinor) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tequalOrHigher(version){\n\t\tlet v = new Version(version);\n\n\t\tif (this.versionMajor > v.versionMajor) {\n\t\t\treturn true;\n\t\t} else if (this.versionMajor === v.versionMajor && this.versionMinor >= v.versionMinor) {\n\t\t\treturn true;\n\t\t} else {\n\t\t\treturn false;\n\t\t}\n\t}\n\n\tupTo(version){\n\t\treturn !this.newerThan(version);\n\t}\n\n}\n\n\n","\nexport class WorkerPool{\n\tconstructor(){\n\t\tthis.workers = {};\n\t}\n\n\tgetWorker(url){\n\t\tif (!this.workers[url]){\n\t\t\tthis.workers[url] = [];\n\t\t}\n\n\t\tif (this.workers[url].length === 0){\n\t\t\tlet worker = new Worker(url);\n\t\t\tthis.workers[url].push(worker);\n\t\t}\n\n\t\tlet worker = this.workers[url].pop();\n\n\t\treturn worker;\n\t}\n\n\treturnWorker(url, worker){\n\t\tthis.workers[url].push(worker);\n\t}\n};\n\n//Potree.workerPool = new Potree.WorkerPool();\n","\r\n\r\nfunction createPointcloudData(pointcloud) {\r\n\r\n\tlet material = pointcloud.material;\r\n\r\n\tlet ranges = [];\r\n\t\r\n\tfor(let [name, value] of material.ranges){\r\n\t\tranges.push({\r\n\t\t\tname: name,\r\n\t\t\tvalue: value,\r\n\t\t});\r\n\t}\r\n\r\n\tif(typeof material.elevationRange[0] === \"number\"){\r\n\t\tranges.push({\r\n\t\t\tname: \"elevationRange\",\r\n\t\t\tvalue: material.elevationRange,\r\n\t\t});\r\n\t}\r\n\tif(typeof material.intensityRange[0] === \"number\"){\r\n\t\tranges.push({\r\n\t\t\tname: \"intensityRange\",\r\n\t\t\tvalue: material.intensityRange,\r\n\t\t});\r\n\t}\r\n\r\n\tlet pointSizeTypeName = Object.entries(Potree.PointSizeType).find(e => e[1] === material.pointSizeType)[0];\r\n\r\n\tlet jsonMaterial = {\r\n\t\tactiveAttributeName: material.activeAttributeName,\r\n\t\tranges: ranges,\r\n\t\tsize: material.size,\r\n\t\tminSize: material.minSize,\r\n\t\tpointSizeType: pointSizeTypeName,\r\n\t\tmatcap: material.matcap,\r\n\t};\r\n\r\n\tconst pcdata = {\r\n\t\tname: pointcloud.name,\r\n\t\turl: pointcloud.pcoGeometry.url,\r\n\t\tposition: pointcloud.position.toArray(),\r\n\t\trotation: pointcloud.rotation.toArray(),\r\n\t\tscale: pointcloud.scale.toArray(),\r\n\t\tmaterial: jsonMaterial,\r\n\t};\r\n\r\n\treturn pcdata;\r\n}\r\n\r\nfunction createProfileData(profile){\r\n\tconst data = {\r\n\t\tuuid: profile.uuid,\r\n\t\tname: profile.name,\r\n\t\tpoints: profile.points.map(p => p.toArray()),\r\n\t\theight: profile.height,\r\n\t\twidth: profile.width,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createVolumeData(volume){\r\n\tconst data = {\r\n\t\tuuid: volume.uuid,\r\n\t\ttype: volume.constructor.name,\r\n\t\tname: volume.name,\r\n\t\tposition: volume.position.toArray(),\r\n\t\trotation: volume.rotation.toArray(),\r\n\t\tscale: volume.scale.toArray(),\r\n\t\tvisible: volume.visible,\r\n\t\tclip: volume.clip,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createCameraAnimationData(animation){\r\n\r\n\tconst controlPoints = animation.controlPoints.map( cp => {\r\n\t\tconst cpdata = {\r\n\t\t\tposition: cp.position.toArray(),\r\n\t\t\ttarget: cp.target.toArray(),\r\n\t\t};\r\n\r\n\t\treturn cpdata;\r\n\t});\r\n\r\n\tconst data = {\r\n\t\tuuid: animation.uuid,\r\n\t\tname: animation.name,\r\n\t\tduration: animation.duration,\r\n\t\tt: animation.t,\r\n\t\tcurveType: animation.curveType,\r\n\t\tvisible: animation.visible,\r\n\t\tcontrolPoints: controlPoints,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createMeasurementData(measurement){\r\n\r\n\tconst data = {\r\n\t\tuuid: measurement.uuid,\r\n\t\tname: measurement.name,\r\n\t\tpoints: measurement.points.map(p => p.position.toArray()),\r\n\t\tshowDistances: measurement.showDistances,\r\n\t\tshowCoordinates: measurement.showCoordinates,\r\n\t\tshowArea: measurement.showArea,\r\n\t\tclosed: measurement.closed,\r\n\t\tshowAngles: measurement.showAngles,\r\n\t\tshowHeight: measurement.showHeight,\r\n\t\tshowCircle: measurement.showCircle,\r\n\t\tshowAzimuth: measurement.showAzimuth,\r\n\t\tshowEdges: measurement.showEdges,\r\n\t\tcolor: measurement.color.toArray(),\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createOrientedImagesData(images){\r\n\tconst data = {\r\n\t\tcameraParamsPath: images.cameraParamsPath,\r\n\t\timageParamsPath: images.imageParamsPath,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createGeopackageData(geopackage){\r\n\tconst data = {\r\n\t\tpath: geopackage.path,\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createAnnotationData(annotation){\r\n\r\n\tconst data = {\r\n\t\tuuid: annotation.uuid,\r\n\t\ttitle: annotation.title.toString(),\r\n\t\tdescription: annotation.description,\r\n\t\tposition: annotation.position.toArray(),\r\n\t\toffset: annotation.offset.toArray(),\r\n\t\tchildren: [],\r\n\t};\r\n\r\n\tif(annotation.cameraPosition){\r\n\t\tdata.cameraPosition = annotation.cameraPosition.toArray();\r\n\t}\r\n\r\n\tif(annotation.cameraTarget){\r\n\t\tdata.cameraTarget = annotation.cameraTarget.toArray();\r\n\t}\r\n\r\n\tif(typeof annotation.radius !== \"undefined\"){\r\n\t\tdata.radius = annotation.radius;\r\n\t}\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createAnnotationsData(viewer){\r\n\t\r\n\tconst map = new Map();\r\n\r\n\tviewer.scene.annotations.traverseDescendants(a => {\r\n\t\tconst aData = createAnnotationData(a);\r\n\r\n\t\tmap.set(a, aData);\r\n\t});\r\n\r\n\tfor(const [annotation, data] of map){\r\n\t\tfor(const child of annotation.children){\r\n\t\t\tconst childData = map.get(child);\r\n\t\t\tdata.children.push(childData);\r\n\t\t}\r\n\t}\r\n\r\n\tconst annotations = viewer.scene.annotations.children.map(a => map.get(a));\r\n\r\n\treturn annotations;\r\n}\r\n\r\nfunction createSettingsData(viewer){\r\n\treturn {\r\n\t\tpointBudget: viewer.getPointBudget(),\r\n\t\tfov: viewer.getFOV(),\r\n\t\tedlEnabled: viewer.getEDLEnabled(),\r\n\t\tedlRadius: viewer.getEDLRadius(),\r\n\t\tedlStrength: viewer.getEDLStrength(),\r\n\t\tbackground: viewer.getBackground(),\r\n\t\tminNodeSize: viewer.getMinNodeSize(),\r\n\t\tshowBoundingBoxes: viewer.getShowBoundingBox(),\r\n\t};\r\n}\r\n\r\nfunction createSceneContentData(viewer){\r\n\r\n\tconst data = [];\r\n\r\n\tconst potreeObjects = [];\r\n\r\n\tviewer.scene.scene.traverse(node => {\r\n\t\tif(node.potree){\r\n\t\t\tpotreeObjects.push(node);\r\n\t\t}\r\n\t});\r\n\r\n\tfor(const object of potreeObjects){\r\n\t\t\r\n\t\tif(object.potree.file){\r\n\t\t\tconst saveObject = {\r\n\t\t\t\tfile: object.potree.file,\r\n\t\t\t};\r\n\r\n\t\t\tdata.push(saveObject);\r\n\t\t}\r\n\r\n\r\n\t}\r\n\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createViewData(viewer){\r\n\tconst view = viewer.scene.view;\r\n\r\n\tconst data = {\r\n\t\tposition: view.position.toArray(),\r\n\t\ttarget: view.getPivot().toArray(),\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n\r\nfunction createClassificationData(viewer){\r\n\tconst classifications = viewer.classifications;\r\n\r\n\tconst data = classifications;\r\n\r\n\treturn data;\r\n}\r\n\r\nexport function saveProject(viewer) {\r\n\r\n\tconst scene = viewer.scene;\r\n\r\n\tconst data = {\r\n\t\ttype: \"Potree\",\r\n\t\tversion: 1.7,\r\n\t\tsettings: createSettingsData(viewer),\r\n\t\tview: createViewData(viewer),\r\n\t\tclassification: createClassificationData(viewer),\r\n\t\tpointclouds: scene.pointclouds.map(createPointcloudData),\r\n\t\tmeasurements: scene.measurements.map(createMeasurementData),\r\n\t\tvolumes: scene.volumes.map(createVolumeData),\r\n\t\tcameraAnimations: scene.cameraAnimations.map(createCameraAnimationData),\r\n\t\tprofiles: scene.profiles.map(createProfileData),\r\n\t\tannotations: createAnnotationsData(viewer),\r\n\t\torientedImages: scene.orientedImages.map(createOrientedImagesData),\r\n\t\tgeopackages: scene.geopackages.map(createGeopackageData),\r\n\t\t// objects: createSceneContentData(viewer),\r\n\t};\r\n\r\n\treturn data;\r\n}\r\n","\r\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\r\nimport { EventDispatcher } from \"../../EventDispatcher.js\";\r\nimport { Utils } from \"../../utils.js\";\r\nimport {Line2} from \"../../../libs/three.js/lines/Line2.js\";\r\nimport {LineGeometry} from \"../../../libs/three.js/lines/LineGeometry.js\";\r\nimport {LineMaterial} from \"../../../libs/three.js/lines/LineMaterial.js\";\r\n\r\n\r\nclass ControlPoint{\r\n\r\n\tconstructor(){\r\n\t\tthis.position = new THREE.Vector3(0, 0, 0);\r\n\t\tthis.target = new THREE.Vector3(0, 0, 0);\r\n\t\tthis.positionHandle = null;\r\n\t\tthis.targetHandle = null;\r\n\t}\r\n\r\n};\r\n\r\n\r\n\r\nexport class CameraAnimation extends EventDispatcher{\r\n\r\n\tconstructor(viewer){\r\n\t\tsuper();\r\n\t\t\r\n\t\tthis.viewer = viewer;\r\n\r\n\t\tthis.selectedElement = null;\r\n\r\n\t\tthis.controlPoints = [];\r\n\r\n\t\tthis.uuid = THREE.Math.generateUUID();\r\n\r\n\t\tthis.node = new THREE.Object3D();\r\n\t\tthis.node.name = \"camera animation\";\r\n\t\tthis.viewer.scene.scene.add(this.node);\r\n\r\n\t\tthis.frustum = this.createFrustum();\r\n\t\tthis.node.add(this.frustum);\r\n\r\n\t\tthis.name = \"Camera Animation\";\r\n\t\tthis.duration = 5;\r\n\t\tthis.t = 0;\r\n\t\t// \"centripetal\", \"chordal\", \"catmullrom\"\r\n\t\tthis.curveType = \"centripetal\" \r\n\t\tthis.visible = true;\r\n\r\n\t\tthis.createUpdateHook();\r\n\t\tthis.createPath();\r\n\t}\r\n\r\n\tstatic defaultFromView(viewer){\r\n\t\tconst animation = new CameraAnimation(viewer);\r\n\r\n\t\tconst camera = viewer.scene.getActiveCamera();\r\n\t\tconst target = viewer.scene.view.getPivot();\r\n\r\n\t\tconst cpCenter = new THREE.Vector3(\r\n\t\t\t0.3 * camera.position.x + 0.7 * target.x,\r\n\t\t\t0.3 * camera.position.y + 0.7 * target.y,\r\n\t\t\t0.3 * camera.position.z + 0.7 * target.z,\r\n\t\t);\r\n\r\n\t\tconst targetCenter = new THREE.Vector3(\r\n\t\t\t0.05 * camera.position.x + 0.95 * target.x,\r\n\t\t\t0.05 * camera.position.y + 0.95 * target.y,\r\n\t\t\t0.05 * camera.position.z + 0.95 * target.z,\r\n\t\t);\r\n\r\n\t\tconst r = camera.position.distanceTo(target) * 0.3;\r\n\r\n\t\t//const dir = target.clone().sub(camera.position).normalize();\r\n\t\tconst angle = Utils.computeAzimuth(camera.position, target);\r\n\r\n\t\tconst n = 5;\r\n\t\tfor(let i = 0; i < n; i++){\r\n\t\t\tlet u = 1.5 * Math.PI * (i / n) + angle;\r\n\r\n\t\t\tconst dx = r * Math.cos(u);\r\n\t\t\tconst dy = r * Math.sin(u);\r\n\r\n\t\t\tconst cpPos = [\r\n\t\t\t\tcpCenter.x + dx,\r\n\t\t\t\tcpCenter.y + dy,\r\n\t\t\t\tcpCenter.z,\r\n\t\t\t];\r\n\r\n\t\t\tconst targetPos = [\r\n\t\t\t\ttargetCenter.x + dx * 0.1,\r\n\t\t\t\ttargetCenter.y + dy * 0.1,\r\n\t\t\t\ttargetCenter.z,\r\n\t\t\t];\r\n\r\n\t\t\tconst cp = animation.createControlPoint();\r\n\t\t\tcp.position.set(...cpPos);\r\n\t\t\tcp.target.set(...targetPos);\r\n\t\t}\r\n\r\n\t\treturn animation;\r\n\t}\r\n\r\n\tcreateUpdateHook(){\r\n\t\tconst viewer = this.viewer;\r\n\r\n\t\tviewer.addEventListener(\"update\", () => {\r\n\r\n\t\t\tconst camera = viewer.scene.getActiveCamera();\r\n\t\t\tconst {width, height} = viewer.renderer.getSize(new THREE.Vector2());\r\n\r\n\t\t\tthis.node.visible = this.visible;\r\n\r\n\t\t\tfor(const cp of this.controlPoints){\r\n\t\t\t\t\r\n\t\t\t\t{ // position\r\n\t\t\t\t\tconst projected = cp.position.clone().project(camera);\r\n\r\n\t\t\t\t\tconst visible = this.visible && (projected.z < 1 && projected.z > -1);\r\n\r\n\t\t\t\t\tif(visible){\r\n\t\t\t\t\t\tconst x = width * (projected.x * 0.5 + 0.5);\r\n\t\t\t\t\t\tconst y = height - height * (projected.y * 0.5 + 0.5);\r\n\r\n\t\t\t\t\t\tcp.positionHandle.svg.style.left = x - cp.positionHandle.svg.clientWidth / 2;\r\n\t\t\t\t\t\tcp.positionHandle.svg.style.top = y - cp.positionHandle.svg.clientHeight / 2;\r\n\t\t\t\t\t\tcp.positionHandle.svg.style.display = \"\";\r\n\t\t\t\t\t}else{\r\n\t\t\t\t\t\tcp.positionHandle.svg.style.display = \"none\";\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t\t{ // target\r\n\t\t\t\t\tconst projected = cp.target.clone().project(camera);\r\n\r\n\t\t\t\t\tconst visible = this.visible && (projected.z < 1 && projected.z > -1);\r\n\r\n\t\t\t\t\tif(visible){\r\n\t\t\t\t\t\tconst x = width * (projected.x * 0.5 + 0.5);\r\n\t\t\t\t\t\tconst y = height - height * (projected.y * 0.5 + 0.5);\r\n\r\n\t\t\t\t\t\tcp.targetHandle.svg.style.left = x - cp.targetHandle.svg.clientWidth / 2;\r\n\t\t\t\t\t\tcp.targetHandle.svg.style.top = y - cp.targetHandle.svg.clientHeight / 2;\r\n\t\t\t\t\t\tcp.targetHandle.svg.style.display = \"\";\r\n\t\t\t\t\t}else{\r\n\t\t\t\t\t\tcp.targetHandle.svg.style.display = \"none\";\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\r\n\t\t\t}\r\n\r\n\t\t\tthis.line.material.resolution.set(width, height);\r\n\r\n\t\t\tthis.updatePath();\r\n\r\n\t\t\t{ // frustum\r\n\t\t\t\tconst frame = this.at(this.t);\r\n\t\t\t\tconst frustum = this.frustum;\r\n\r\n\t\t\t\tfrustum.position.copy(frame.position);\r\n\t\t\t\tfrustum.lookAt(...frame.target.toArray());\r\n\t\t\t\tfrustum.scale.set(20, 20, 20);\r\n\r\n\t\t\t\tfrustum.material.resolution.set(width, height);\r\n\t\t\t}\r\n\r\n\t\t});\r\n\t}\r\n\r\n\tcreateControlPoint(index){\r\n\r\n\t\tif(index === undefined){\r\n\t\t\tindex = this.controlPoints.length;\r\n\t\t}\r\n\r\n\t\tconst cp = new ControlPoint();\r\n\r\n\r\n\t\tif(this.controlPoints.length >= 2 && index === 0){\r\n\t\t\tconst cp1 = this.controlPoints[0];\r\n\t\t\tconst cp2 = this.controlPoints[1];\r\n\r\n\t\t\tconst dir = cp1.position.clone().sub(cp2.position).multiplyScalar(0.5);\r\n\t\t\tcp.position.copy(cp1.position).add(dir);\r\n\r\n\t\t\tconst tDir = cp1.target.clone().sub(cp2.target).multiplyScalar(0.5);\r\n\t\t\tcp.target.copy(cp1.target).add(tDir);\r\n\t\t}else if(this.controlPoints.length >= 2 && index === this.controlPoints.length){\r\n\t\t\tconst cp1 = this.controlPoints[this.controlPoints.length - 2];\r\n\t\t\tconst cp2 = this.controlPoints[this.controlPoints.length - 1];\r\n\r\n\t\t\tconst dir = cp2.position.clone().sub(cp1.position).multiplyScalar(0.5);\r\n\t\t\tcp.position.copy(cp1.position).add(dir);\r\n\r\n\t\t\tconst tDir = cp2.target.clone().sub(cp1.target).multiplyScalar(0.5);\r\n\t\t\tcp.target.copy(cp2.target).add(tDir);\r\n\t\t}else if(this.controlPoints.length >= 2){\r\n\t\t\tconst cp1 = this.controlPoints[index - 1];\r\n\t\t\tconst cp2 = this.controlPoints[index];\r\n\r\n\t\t\tcp.position.copy(cp1.position.clone().add(cp2.position).multiplyScalar(0.5));\r\n\t\t\tcp.target.copy(cp1.target.clone().add(cp2.target).multiplyScalar(0.5));\r\n\t\t}\r\n\r\n\t\t// cp.position.copy(viewer.scene.view.position);\r\n\t\t// cp.target.copy(viewer.scene.view.getPivot());\r\n\r\n\t\tcp.positionHandle = this.createHandle(cp.position);\r\n\t\tcp.targetHandle = this.createHandle(cp.target);\r\n\r\n\t\tthis.controlPoints.splice(index, 0, cp);\r\n\r\n\t\tthis.dispatchEvent({\r\n\t\t\ttype: \"controlpoint_added\",\r\n\t\t\tcontrolpoint: cp,\r\n\t\t});\r\n\r\n\t\treturn cp;\r\n\t}\r\n\r\n\tremoveControlPoint(cp){\r\n\t\tthis.controlPoints = this.controlPoints.filter(_cp => _cp !== cp);\r\n\r\n\t\tthis.dispatchEvent({\r\n\t\t\ttype: \"controlpoint_removed\",\r\n\t\t\tcontrolpoint: cp,\r\n\t\t});\r\n\r\n\t\tcp.positionHandle.svg.remove();\r\n\t\tcp.targetHandle.svg.remove();\r\n\r\n\t\t// TODO destroy cp\r\n\t}\r\n\r\n\tcreatePath(){\r\n\r\n\t\t{ // position\r\n\t\t\tconst geometry = new LineGeometry();\r\n\r\n\t\t\tlet material = new LineMaterial({ \r\n\t\t\t\tcolor: 0x00ff00, \r\n\t\t\t\tdashSize: 5, \r\n\t\t\t\tgapSize: 2,\r\n\t\t\t\tlinewidth: 2, \r\n\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t\t});\r\n\r\n\t\t\tconst line = new Line2(geometry, material);\r\n\r\n\t\t\tthis.line = line;\r\n\t\t\tthis.node.add(line);\r\n\t\t}\r\n\r\n\t\t{ // target\r\n\t\t\tconst geometry = new LineGeometry();\r\n\r\n\t\t\tlet material = new LineMaterial({ \r\n\t\t\t\tcolor: 0x0000ff, \r\n\t\t\t\tdashSize: 5, \r\n\t\t\t\tgapSize: 2,\r\n\t\t\t\tlinewidth: 2, \r\n\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t\t});\r\n\r\n\t\t\tconst line = new Line2(geometry, material);\r\n\r\n\t\t\tthis.targetLine = line;\r\n\t\t\tthis.node.add(line);\r\n\t\t}\r\n\t}\r\n\r\n\tcreateFrustum(){\r\n\r\n\t\tconst f = 0.3;\r\n\r\n\t\tconst positions = [\r\n\t\t\t 0, 0, 0,\r\n\t\t\t-f, -f, +1,\r\n\r\n\t\t\t 0, 0, 0,\r\n\t\t\t f, -f, +1,\r\n\r\n\t\t\t 0, 0, 0,\r\n\t\t\t f, f, +1,\r\n\r\n\t\t\t 0, 0, 0,\r\n\t\t\t-f, f, +1,\r\n\r\n\t\t\t-f, -f, +1,\r\n\t\t\t f, -f, +1,\r\n\r\n\t\t\t f, -f, +1,\r\n\t\t\t f, f, +1,\r\n\r\n\t\t\t f, f, +1,\r\n\t\t\t-f, f, +1,\r\n\r\n\t\t\t-f, f, +1,\r\n\t\t\t-f, -f, +1,\r\n\t\t];\r\n\r\n\t\tconst geometry = new LineGeometry();\r\n\r\n\t\tgeometry.setPositions(positions);\r\n\t\tgeometry.verticesNeedUpdate = true;\r\n\t\tgeometry.computeBoundingSphere();\r\n\r\n\t\tlet material = new LineMaterial({ \r\n\t\t\tcolor: 0xff0000, \r\n\t\t\tlinewidth: 2, \r\n\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t});\r\n\r\n\t\tconst line = new Line2(geometry, material);\r\n\t\tline.computeLineDistances();\r\n\t\t\r\n\t\treturn line;\r\n\t}\r\n\r\n\tupdatePath(){\r\n\r\n\t\t{ // positions\r\n\t\t\tconst positions = this.controlPoints.map(cp => cp.position);\r\n\t\t\tconst first = positions[0];\r\n\r\n\t\t\tconst curve = new THREE.CatmullRomCurve3(positions);\r\n\t\t\tcurve.curveType = this.curveType;\r\n\r\n\t\t\tconst n = 100;\r\n\r\n\t\t\tconst curvePositions = [];\r\n\t\t\tfor(let k = 0; k <= n; k++){\r\n\t\t\t\tconst t = k / n;\r\n\r\n\t\t\t\tconst position = curve.getPoint(t).sub(first);\r\n\r\n\t\t\t\tcurvePositions.push(position.x, position.y, position.z);\r\n\t\t\t}\r\n\r\n\t\t\tthis.line.geometry.setPositions(curvePositions);\r\n\t\t\tthis.line.geometry.verticesNeedUpdate = true;\r\n\t\t\tthis.line.geometry.computeBoundingSphere();\r\n\t\t\tthis.line.position.copy(first);\r\n\t\t\tthis.line.computeLineDistances();\r\n\r\n\t\t\tthis.cameraCurve = curve;\r\n\t\t}\r\n\r\n\t\t{ // targets\r\n\t\t\tconst positions = this.controlPoints.map(cp => cp.target);\r\n\t\t\tconst first = positions[0];\r\n\r\n\t\t\tconst curve = new THREE.CatmullRomCurve3(positions);\r\n\t\t\tcurve.curveType = this.curveType;\r\n\r\n\t\t\tconst n = 100;\r\n\r\n\t\t\tconst curvePositions = [];\r\n\t\t\tfor(let k = 0; k <= n; k++){\r\n\t\t\t\tconst t = k / n;\r\n\r\n\t\t\t\tconst position = curve.getPoint(t).sub(first);\r\n\r\n\t\t\t\tcurvePositions.push(position.x, position.y, position.z);\r\n\t\t\t}\r\n\r\n\t\t\tthis.targetLine.geometry.setPositions(curvePositions);\r\n\t\t\tthis.targetLine.geometry.verticesNeedUpdate = true;\r\n\t\t\tthis.targetLine.geometry.computeBoundingSphere();\r\n\t\t\tthis.targetLine.position.copy(first);\r\n\t\t\tthis.targetLine.computeLineDistances();\r\n\r\n\t\t\tthis.targetCurve = curve;\r\n\t\t}\r\n\t}\r\n\r\n\tat(t){\r\n\t\t\r\n\t\tif(t > 1){\r\n\t\t\tt = 1;\r\n\t\t}else if(t < 0){\r\n\t\t\tt = 0;\r\n\t\t}\r\n\r\n\t\tconst camPos = this.cameraCurve.getPointAt(t);\r\n\t\tconst target = this.targetCurve.getPointAt(t);\r\n\r\n\t\tconst frame = {\r\n\t\t\tposition: camPos,\r\n\t\t\ttarget: target,\r\n\t\t};\r\n\r\n\t\treturn frame;\r\n\t}\r\n\r\n\tset(t){\r\n\t\tthis.t = t;\r\n\t}\r\n\r\n\tcreateHandle(vector){\r\n\t\t\r\n\t\tconst svgns = \"http://www.w3.org/2000/svg\";\r\n\t\tconst svg = document.createElementNS(svgns, \"svg\");\r\n\r\n\t\tsvg.setAttribute(\"width\", \"2em\");\r\n\t\tsvg.setAttribute(\"height\", \"2em\");\r\n\t\tsvg.setAttribute(\"position\", \"absolute\");\r\n\r\n\t\tsvg.style.left = \"50px\";\r\n\t\tsvg.style.top = \"50px\";\r\n\t\tsvg.style.position = \"absolute\";\r\n\t\tsvg.style.zIndex = \"10000\";\r\n\r\n\t\tconst circle = document.createElementNS(svgns, 'circle');\r\n\t\tcircle.setAttributeNS(null, 'cx', \"1em\");\r\n\t\tcircle.setAttributeNS(null, 'cy', \"1em\");\r\n\t\tcircle.setAttributeNS(null, 'r', \"0.5em\");\r\n\t\tcircle.setAttributeNS(null, 'style', 'fill: red; stroke: black; stroke-width: 0.2em;' );\r\n\t\tsvg.appendChild(circle);\r\n\r\n\r\n\t\tconst element = this.viewer.renderer.domElement.parentElement;\r\n\t\telement.appendChild(svg);\r\n\r\n\r\n\t\tconst startDrag = (evt) => {\r\n\t\t\tthis.selectedElement = svg;\r\n\r\n\t\t\tdocument.addEventListener(\"mousemove\", drag);\r\n\t\t};\r\n\r\n\t\tconst endDrag = (evt) => {\r\n\t\t\tthis.selectedElement = null;\r\n\r\n\t\t\tdocument.removeEventListener(\"mousemove\", drag);\r\n\t\t};\r\n\r\n\t\tconst drag = (evt) => {\r\n\t\t\tif (this.selectedElement) {\r\n\t\t\t\tevt.preventDefault();\r\n\r\n\t\t\t\tconst rect = viewer.renderer.domElement.getBoundingClientRect();\r\n\r\n\t\t\t\tconst x = evt.clientX - rect.x;\r\n\t\t\t\tconst y = evt.clientY - rect.y;\r\n\r\n\t\t\t\tconst {width, height} = this.viewer.renderer.getSize(new THREE.Vector2());\r\n\t\t\t\tconst camera = this.viewer.scene.getActiveCamera();\r\n\t\t\t\t//const cp = this.controlPoints.find(cp => cp.handle.svg === svg);\r\n\t\t\t\tconst projected = vector.clone().project(camera);\r\n\r\n\t\t\t\tprojected.x = ((x / width) - 0.5) / 0.5;\r\n\t\t\t\tprojected.y = (-(y - height) / height - 0.5) / 0.5;\r\n\r\n\t\t\t\tconst unprojected = projected.clone().unproject(camera);\r\n\t\t\t\tvector.set(unprojected.x, unprojected.y, unprojected.z);\r\n\r\n\r\n\t\t\t}\r\n\t\t};\r\n\r\n\t\tsvg.addEventListener('mousedown', startDrag);\r\n\t\tsvg.addEventListener('mouseup', endDrag);\r\n\r\n\t\tconst handle = {\r\n\t\t\tsvg: svg,\r\n\t\t};\r\n\r\n\t\treturn handle;\r\n\t}\r\n\r\n\tsetVisible(visible){\r\n\t\tthis.node.visible = visible;\r\n\r\n\t\tconst display = visible ? \"\" : \"none\";\r\n\r\n\t\tfor(const cp of this.controlPoints){\r\n\t\t\tcp.positionHandle.svg.style.display = display;\r\n\t\t\tcp.targetHandle.svg.style.display = display;\r\n\t\t}\r\n\r\n\t\tthis.visible = visible;\r\n\t}\r\n\r\n\tsetDuration(duration){\r\n\t\tthis.duration = duration;\r\n\t}\r\n\r\n\tgetDuration(duration){\r\n\t\treturn this.duration;\r\n\t}\r\n\r\n\tplay(){\r\n\r\n\t\tconst tStart = performance.now();\r\n\t\tconst duration = this.duration;\r\n\r\n\t\tconst originalyVisible = this.visible;\r\n\t\tthis.setVisible(false);\r\n\r\n\t\tconst onUpdate = (delta) => {\r\n\r\n\t\t\tlet tNow = performance.now();\r\n\t\t\tlet elapsed = (tNow - tStart) / 1000;\r\n\t\t\tlet t = elapsed / duration;\r\n\r\n\t\t\tthis.set(t);\r\n\r\n\t\t\tconst frame = this.at(t);\r\n\r\n\t\t\tviewer.scene.view.position.copy(frame.position);\r\n\t\t\tviewer.scene.view.lookAt(frame.target);\r\n\r\n\r\n\t\t\tif(t > 1){\r\n\t\t\t\tthis.setVisible(originalyVisible);\r\n\r\n\t\t\t\tthis.viewer.removeEventListener(\"update\", onUpdate);\r\n\t\t\t}\r\n\r\n\t\t};\r\n\r\n\t\tthis.viewer.addEventListener(\"update\", onUpdate);\r\n\r\n\t}\r\n\r\n}\r\n\r\n\r\n","\r\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\r\nimport {Annotation} from \"../Annotation.js\";\r\nimport {Measure} from \"../utils/Measure.js\";\r\nimport {CameraAnimation} from \"../modules/CameraAnimation/CameraAnimation.js\";\r\nimport {Utils} from \"../utils.js\";\r\nimport {PointSizeType} from \"../defines.js\";\r\n\r\nfunction loadPointCloud(viewer, data){\r\n\r\n\tlet loadMaterial = (target) => {\r\n\r\n\t\tif(data.material){\r\n\r\n\t\t\tif(data.material.activeAttributeName != null){\r\n\t\t\t\ttarget.activeAttributeName = data.material.activeAttributeName;\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.ranges != null){\r\n\t\t\t\tfor(let range of data.material.ranges){\r\n\r\n\t\t\t\t\tif(range.name === \"elevationRange\"){\r\n\t\t\t\t\t\ttarget.elevationRange = range.value;\r\n\t\t\t\t\t}else if(range.name === \"intensityRange\"){\r\n\t\t\t\t\t\ttarget.intensityRange = range.value;\r\n\t\t\t\t\t}else{\r\n\t\t\t\t\t\ttarget.setRange(range.name, range.value);\r\n\t\t\t\t\t}\r\n\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.size != null){\r\n\t\t\t\ttarget.size = data.material.size;\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.minSize != null){\r\n\t\t\t\ttarget.minSize = data.material.minSize;\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.pointSizeType != null){\r\n\t\t\t\ttarget.pointSizeType = PointSizeType[data.material.pointSizeType];\r\n\t\t\t}\r\n\r\n\t\t\tif(data.material.matcap != null){\r\n\t\t\t\ttarget.matcap = data.material.matcap;\r\n\t\t\t}\r\n\r\n\t\t}else if(data.activeAttributeName != null){\r\n\t\t\ttarget.activeAttributeName = data.activeAttributeName;\r\n\t\t}else{\r\n\t\t\t// no material data\r\n\t\t}\r\n\r\n\t};\r\n\r\n\tconst promise = new Promise((resolve) => {\r\n\r\n\t\tconst names = viewer.scene.pointclouds.map(p => p.name);\r\n\t\tconst alreadyExists = names.includes(data.name);\r\n\r\n\t\tif(alreadyExists){\r\n\t\t\tresolve();\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tPotree.loadPointCloud(data.url, data.name, (e) => {\r\n\t\t\tconst {pointcloud} = e;\r\n\r\n\t\t\tpointcloud.position.set(...data.position);\r\n\t\t\tpointcloud.rotation.set(...data.rotation);\r\n\t\t\tpointcloud.scale.set(...data.scale);\r\n\r\n\t\t\tloadMaterial(pointcloud.material);\r\n\r\n\t\t\tviewer.scene.addPointCloud(pointcloud);\r\n\r\n\t\t\tresolve(pointcloud);\r\n\t\t});\r\n\t});\r\n\r\n\treturn promise;\r\n}\r\n\r\nfunction loadMeasurement(viewer, data){\r\n\r\n\tconst duplicate = viewer.scene.measurements.find(measure => measure.uuid === data.uuid);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst measure = new Measure();\r\n\r\n\tmeasure.uuid = data.uuid;\r\n\tmeasure.name = data.name;\r\n\tmeasure.showDistances = data.showDistances;\r\n\tmeasure.showCoordinates = data.showCoordinates;\r\n\tmeasure.showArea = data.showArea;\r\n\tmeasure.closed = data.closed;\r\n\tmeasure.showAngles = data.showAngles;\r\n\tmeasure.showHeight = data.showHeight;\r\n\tmeasure.showCircle = data.showCircle;\r\n\tmeasure.showAzimuth = data.showAzimuth;\r\n\tmeasure.showEdges = data.showEdges;\r\n\t// color\r\n\r\n\tfor(const point of data.points){\r\n\t\tconst pos = new THREE.Vector3(...point);\r\n\t\tmeasure.addMarker(pos);\r\n\t}\r\n\r\n\tviewer.scene.addMeasurement(measure);\r\n\r\n}\r\n\r\nfunction loadVolume(viewer, data){\r\n\r\n\tconst duplicate = viewer.scene.volumes.find(volume => volume.uuid === data.uuid);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tlet volume = new Potree[data.type];\r\n\r\n\tvolume.uuid = data.uuid;\r\n\tvolume.name = data.name;\r\n\tvolume.position.set(...data.position);\r\n\tvolume.rotation.set(...data.rotation);\r\n\tvolume.scale.set(...data.scale);\r\n\tvolume.visible = data.visible;\r\n\tvolume.clip = data.clip;\r\n\r\n\tviewer.scene.addVolume(volume);\r\n}\r\n\r\nfunction loadCameraAnimation(viewer, data){\r\n\r\n\tconst duplicate = viewer.scene.cameraAnimations.find(a => a.uuid === data.uuid);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst animation = new CameraAnimation(viewer);\r\n\r\n\tanimation.uuid = data.uuid;\r\n\tanimation.name = data.name;\r\n\tanimation.duration = data.duration;\r\n\tanimation.t = data.t;\r\n\tanimation.curveType = data.curveType;\r\n\tanimation.visible = data.visible;\r\n\tanimation.controlPoints = [];\r\n\r\n\tfor(const cpdata of data.controlPoints){\r\n\t\tconst cp = animation.createControlPoint();\r\n\r\n\t\tcp.position.set(...cpdata.position);\r\n\t\tcp.target.set(...cpdata.target);\r\n\t}\r\n\r\n\tviewer.scene.addCameraAnimation(animation);\r\n}\r\n\r\nfunction loadOrientedImages(viewer, images){\r\n\r\n\tconst {cameraParamsPath, imageParamsPath} = images;\r\n\r\n\tconst duplicate = viewer.scene.orientedImages.find(i => i.imageParamsPath === imageParamsPath);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tPotree.OrientedImageLoader.load(cameraParamsPath, imageParamsPath, viewer).then( images => {\r\n\t\tviewer.scene.addOrientedImages(images);\r\n\t});\r\n\r\n}\r\n\r\nfunction loadGeopackage(viewer, geopackage){\r\n\r\n\tconst path = geopackage.path;\r\n\r\n\tconst duplicate = viewer.scene.geopackages.find(i => i.path === path);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst projection = viewer.getProjection();\r\n\r\n\tproj4.defs(\"WGS84\", \"+proj=longlat +ellps=WGS84 +datum=WGS84 +no_defs\");\r\n\tproj4.defs(\"pointcloud\", projection);\r\n\tconst transform = proj4(\"WGS84\", \"pointcloud\");\r\n\tconst params = {\r\n\t\ttransform: transform,\r\n\t};\r\n\r\n\tPotree.GeoPackageLoader.loadUrl(path, params).then(data => {\r\n\t\tviewer.scene.addGeopackage(data);\r\n\t});\r\n\t\r\n\r\n}\r\n\r\nfunction loadSettings(viewer, data){\r\n\tif(!data){\r\n\t\treturn;\r\n\t}\r\n\r\n\tviewer.setPointBudget(data.pointBudget);\r\n\tviewer.setFOV(data.fov);\r\n\tviewer.setEDLEnabled(data.edlEnabled);\r\n\tviewer.setEDLRadius(data.edlRadius);\r\n\tviewer.setEDLStrength(data.edlStrength);\r\n\tviewer.setBackground(data.background);\r\n\tviewer.setMinNodeSize(data.minNodeSize);\r\n\tviewer.setShowBoundingBox(data.showBoundingBoxes);\r\n}\r\n\r\nfunction loadView(viewer, view){\r\n\tviewer.scene.view.position.set(...view.position);\r\n\tviewer.scene.view.lookAt(...view.target);\r\n}\r\n\r\nfunction loadAnnotationItem(item){\r\n\r\n\tconst annotation = new Annotation({\r\n\t\tposition: item.position,\r\n\t\ttitle: item.title,\r\n\t\tcameraPosition: item.cameraPosition,\r\n\t\tcameraTarget: item.cameraTarget,\r\n\t});\r\n\r\n\r\n\tannotation.description = item.description;\r\n\tannotation.uuid = item.uuid;\r\n\r\n\tif(item.offset){\r\n\t\tannotation.offset.set(...item.offset);\r\n\t}\r\n\r\n\treturn annotation;\r\n}\r\n\r\nfunction loadAnnotations(viewer, data){\r\n\r\n\tif(!data){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst findDuplicate = (item) => {\r\n\r\n\t\tlet duplicate = null;\r\n\r\n\t\tviewer.scene.annotations.traverse( a => {\r\n\t\t\tif(a.uuid === item.uuid){\r\n\t\t\t\tduplicate = a;\r\n\t\t\t}\r\n\t\t});\r\n\r\n\t\treturn duplicate;\r\n\t};\r\n\r\n\tconst traverse = (item, parent) => {\r\n\r\n\t\tconst duplicate = findDuplicate(item);\r\n\t\tif(duplicate){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tconst annotation = loadAnnotationItem(item);\r\n\r\n\t\tfor(const childItem of item.children){\r\n\t\t\ttraverse(childItem, annotation);\r\n\t\t}\r\n\r\n\t\tparent.add(annotation);\r\n\r\n\t};\r\n\r\n\tfor(const item of data){\r\n\t\ttraverse(item, viewer.scene.annotations);\r\n\t}\r\n\r\n}\r\n\r\nfunction loadProfile(viewer, data){\r\n\t\r\n\tconst {name, points} = data;\r\n\r\n\tconst duplicate = viewer.scene.profiles.find(profile => profile.uuid === data.uuid);\r\n\tif(duplicate){\r\n\t\treturn;\r\n\t}\r\n\r\n\tlet profile = new Potree.Profile();\r\n\tprofile.name = name;\r\n\tprofile.uuid = data.uuid;\r\n\r\n\tprofile.setWidth(data.width);\r\n\r\n\tfor(const point of points){\r\n\t\tprofile.addMarker(new THREE.Vector3(...point));\r\n\t}\r\n\t\r\n\tviewer.scene.addProfile(profile);\r\n}\r\n\r\nfunction loadClassification(viewer, data){\r\n\tif(!data){\r\n\t\treturn;\r\n\t}\r\n\r\n\tconst classifications = data;\r\n\r\n\tviewer.setClassifications(classifications);\r\n}\r\n\r\nexport async function loadProject(viewer, data){\r\n\r\n\tif(data.type !== \"Potree\"){\r\n\t\tconsole.error(\"not a valid Potree project\");\r\n\t\treturn;\r\n\t}\r\n\r\n\tloadSettings(viewer, data.settings);\r\n\r\n\tloadView(viewer, data.view);\r\n\r\n\tconst pointcloudPromises = [];\r\n\tfor(const pointcloud of data.pointclouds){\r\n\t\tconst promise = loadPointCloud(viewer, pointcloud);\r\n\t\tpointcloudPromises.push(promise);\r\n\t}\r\n\r\n\tfor(const measure of data.measurements){\r\n\t\tloadMeasurement(viewer, measure);\r\n\t}\r\n\r\n\tfor(const volume of data.volumes){\r\n\t\tloadVolume(viewer, volume);\r\n\t}\r\n\r\n\tfor(const animation of data.cameraAnimations){\r\n\t\tloadCameraAnimation(viewer, animation);\r\n\t}\r\n\r\n\tfor(const profile of data.profiles){\r\n\t\tloadProfile(viewer, profile);\r\n\t}\r\n\r\n\tif(data.orientedImages){\r\n\t\tfor(const images of data.orientedImages){\r\n\t\t\tloadOrientedImages(viewer, images);\r\n\t\t}\r\n\t}\r\n\r\n\tloadAnnotations(viewer, data.annotations);\r\n\r\n\tloadClassification(viewer, data.classification);\r\n\r\n\t// need to load at least one point cloud that defines the scene projection,\r\n\t// before we can load stuff in other projections such as geopackages\r\n\t//await Promise.any(pointcloudPromises); // (not yet supported)\r\n\tUtils.waitAny(pointcloudPromises).then( () => {\r\n\t\tif(data.geopackages){\r\n\t\t\tfor(const geopackage of data.geopackages){\r\n\t\t\t\tloadGeopackage(viewer, geopackage);\r\n\t\t\t}\r\n\t\t}\r\n\t});\r\n\r\n\tawait Promise.all(pointcloudPromises);\r\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Shaders} from \"../../build/shaders/shaders.js\";\n\n//\n// Algorithm by Christian Boucheny\n// shader code taken and adapted from CloudCompare\n//\n// see\n// https://github.com/cloudcompare/trunk/tree/master/plugins/qEDL/shaders/EDL\n// http://www.kitware.com/source/home/post/9\n// https://tel.archives-ouvertes.fr/tel-00438464/document p. 115+ (french)\n\nexport class EyeDomeLightingMaterial extends THREE.RawShaderMaterial{\n\n\tconstructor(parameters = {}){\n\t\tsuper();\n\n\t\tlet uniforms = {\n\t\t\tscreenWidth: { type: 'f', \tvalue: 0 },\n\t\t\tscreenHeight: { type: 'f', \tvalue: 0 },\n\t\t\tedlStrength: { type: 'f', \tvalue: 1.0 },\n\t\t\tuNear: { type: 'f', \tvalue: 1.0 },\n\t\t\tuFar: { type: 'f', \tvalue: 1.0 },\n\t\t\tradius: { type: 'f', \tvalue: 1.0 },\n\t\t\tneighbours: { type: '2fv', \tvalue: [] },\n\t\t\tdepthMap: { type: 't', \tvalue: null },\n\t\t\tuEDLColor: { type: 't', \tvalue: null },\n\t\t\tuEDLDepth: { type: 't', \tvalue: null },\n\t\t\topacity: { type: 'f',\tvalue: 1.0 },\n\t\t\tuProj: { type: \"Matrix4fv\", value: [] },\n\t\t};\n\n\t\tthis.setValues({\n\t\t\tuniforms: uniforms,\n\t\t\tvertexShader: this.getDefines() + Shaders['edl.vs'],\n\t\t\tfragmentShader: this.getDefines() + Shaders['edl.fs'],\n\t\t\tlights: false\n\t\t});\n\n\t\tthis.neighbourCount = 8;\n\t}\n\n\tgetDefines() {\n\t\tlet defines = '';\n\n\t\tdefines += '#define NEIGHBOUR_COUNT ' + this.neighbourCount + '\\n';\n\n\t\treturn defines;\n\t}\n\n\tupdateShaderSource() {\n\n\t\tlet vs = this.getDefines() + Shaders['edl.vs'];\n\t\tlet fs = this.getDefines() + Shaders['edl.fs'];\n\n\t\tthis.setValues({\n\t\t\tvertexShader: vs,\n\t\t\tfragmentShader: fs\n\t\t});\n\n\t\tthis.uniforms.neighbours.value = this.neighbours;\n\n\t\tthis.needsUpdate = true;\n\t}\n\n\tget neighbourCount(){\n\t\treturn this._neighbourCount;\n\t}\n\n\tset neighbourCount(value){\n\t\tif (this._neighbourCount !== value) {\n\t\t\tthis._neighbourCount = value;\n\t\t\tthis.neighbours = new Float32Array(this._neighbourCount * 2);\n\t\t\tfor (let c = 0; c < this._neighbourCount; c++) {\n\t\t\t\tthis.neighbours[2 * c + 0] = Math.cos(2 * c * Math.PI / this._neighbourCount);\n\t\t\t\tthis.neighbours[2 * c + 1] = Math.sin(2 * c * Math.PI / this._neighbourCount);\n\t\t\t}\n\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\n\t\n}\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Shaders} from \"../../build/shaders/shaders.js\";\n\n\nexport class NormalizationEDLMaterial extends THREE.RawShaderMaterial{\n\n\tconstructor(parameters = {}){\n\t\tsuper();\n\n\t\tlet uniforms = {\n\t\t\tscreenWidth: { type: 'f', value: 0 },\n\t\t\tscreenHeight: { type: 'f', value: 0 },\n\t\t\tedlStrength: { type: 'f', value: 1.0 },\n\t\t\tradius: { type: 'f', value: 1.0 },\n\t\t\tneighbours: { type: '2fv', value: [] },\n\t\t\tuEDLMap: { type: 't', value: null },\n\t\t\tuDepthMap: { type: 't', value: null },\n\t\t\tuWeightMap: { type: 't', value: null },\n\t\t};\n\n\t\tthis.setValues({\n\t\t\tuniforms: uniforms,\n\t\t\tvertexShader: this.getDefines() + Shaders['normalize.vs'],\n\t\t\tfragmentShader: this.getDefines() + Shaders['normalize_and_edl.fs'],\n\t\t});\n\n\t\tthis.neighbourCount = 8;\n\t}\n\n\tgetDefines() {\n\t\tlet defines = '';\n\n\t\tdefines += '#define NEIGHBOUR_COUNT ' + this.neighbourCount + '\\n';\n\n\t\treturn defines;\n\t}\n\n\tupdateShaderSource() {\n\n\t\tlet vs = this.getDefines() + Shaders['normalize.vs'];\n\t\tlet fs = this.getDefines() + Shaders['normalize_and_edl.fs'];\n\n\t\tthis.setValues({\n\t\t\tvertexShader: vs,\n\t\t\tfragmentShader: fs\n\t\t});\n\n\t\tthis.uniforms.neighbours.value = this.neighbours;\n\n\t\tthis.needsUpdate = true;\n\t}\n\n\tget neighbourCount(){\n\t\treturn this._neighbourCount;\n\t}\n\n\tset neighbourCount(value){\n\t\tif (this._neighbourCount !== value) {\n\t\t\tthis._neighbourCount = value;\n\t\t\tthis.neighbours = new Float32Array(this._neighbourCount * 2);\n\t\t\tfor (let c = 0; c < this._neighbourCount; c++) {\n\t\t\t\tthis.neighbours[2 * c + 0] = Math.cos(2 * c * Math.PI / this._neighbourCount);\n\t\t\t\tthis.neighbours[2 * c + 1] = Math.sin(2 * c * Math.PI / this._neighbourCount);\n\t\t\t}\n\n\t\t\tthis.updateShaderSource();\n\t\t}\n\t}\n\t\n}\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Shaders} from \"../../build/shaders/shaders.js\";\n\nexport class NormalizationMaterial extends THREE.RawShaderMaterial{\n\n\tconstructor(parameters = {}){\n\t\tsuper();\n\n\t\tlet uniforms = {\n\t\t\tuDepthMap:\t\t{ type: 't', value: null },\n\t\t\tuWeightMap:\t\t{ type: 't', value: null },\n\t\t};\n\n\t\tthis.setValues({\n\t\t\tuniforms: uniforms,\n\t\t\tvertexShader: this.getDefines() + Shaders['normalize.vs'],\n\t\t\tfragmentShader: this.getDefines() + Shaders['normalize.fs'],\n\t\t});\n\t}\n\n\tgetDefines() {\n\t\tlet defines = '';\n\n\t\treturn defines;\n\t}\n\n\tupdateShaderSource() {\n\n\t\tlet vs = this.getDefines() + Shaders['normalize.vs'];\n\t\tlet fs = this.getDefines() + Shaders['normalize.fs'];\n\n\t\tthis.setValues({\n\t\t\tvertexShader: vs,\n\t\t\tfragmentShader: fs\n\t\t});\n\n\t\tthis.needsUpdate = true;\n\t}\n\n}\n\n","\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Version} from \"../Version.js\";\nimport {XHRFactory} from \"../XHRFactory.js\";\n\n/**\n * laslaz code taken and adapted from plas.io js-laslaz\n *\thttp://plas.io/\n * https://github.com/verma/plasio\n *\n * Thanks to Uday Verma and Howard Butler\n *\n */\n\nexport class LasLazLoader {\n\n\tconstructor (version, extension) {\n\t\tif (typeof (version) === 'string') {\n\t\t\tthis.version = new Version(version);\n\t\t} else {\n\t\t\tthis.version = version;\n\t\t}\n\n\t\tthis.extension = extension;\n\t}\n\n\tstatic progressCB () {\n\n\t}\n\n\tload (node) {\n\t\tif (node.loaded) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet url = node.getURL();\n\n\t\tif (this.version.equalOrHigher('1.4')) {\n\t\t\turl += `.${this.extension}`;\n\t\t}\n\n\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\txhr.open('GET', url, true);\n\t\txhr.responseType = 'arraybuffer';\n\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\txhr.onreadystatechange = () => {\n\t\t\tif (xhr.readyState === 4) {\n\t\t\t\tif (xhr.status === 200 || xhr.status === 0) {\n\t\t\t\t\tlet buffer = xhr.response;\n\t\t\t\t\tthis.parse(node, buffer);\n\t\t\t\t} else {\n\t\t\t\t\tconsole.log('Failed to load file! HTTP status: ' + xhr.status + ', file: ' + url);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\txhr.send(null);\n\t}\n\n\tasync parse(node, buffer){\n\t\tlet lf = new LASFile(buffer);\n\t\tlet handler = new LasLazBatcher(node);\n\n\t\ttry{\n\t\t\t await lf.open();\n\t\t\t lf.isOpen = true;\n\t\t}catch(e){\n\t\t\tconsole.log(\"failed to open file. :(\");\n\n\t\t\treturn;\n\t\t}\n\n\t\tlet header = await lf.getHeader();\n\n\t\tlet skip = 1;\n\t\tlet totalRead = 0;\n\t\tlet totalToRead = (skip <= 1 ? header.pointsCount : header.pointsCount / skip);\n\n\t\tlet hasMoreData = true;\n\n\t\twhile(hasMoreData){\n\t\t\tlet data = await lf.readData(1000 * 1000, 0, skip);\n\n\t\t\thandler.push(new LASDecoder(data.buffer,\n\t\t\t\theader.pointsFormatId,\n\t\t\t\theader.pointsStructSize,\n\t\t\t\tdata.count,\n\t\t\t\theader.scale,\n\t\t\t\theader.offset,\n\t\t\t\theader.mins, header.maxs));\n\n\t\t\ttotalRead += data.count;\n\t\t\tLasLazLoader.progressCB(totalRead / totalToRead);\n\n\t\t\thasMoreData = data.hasMoreData;\n\t\t}\n\n\t\theader.totalRead = totalRead;\n\t\theader.versionAsString = lf.versionAsString;\n\t\theader.isCompressed = lf.isCompressed;\n\n\t\tLasLazLoader.progressCB(1);\n\n\t\ttry{\n\t\t\tawait lf.close();\n\n\t\t\tlf.isOpen = false;\n\t\t}catch(e){\n\t\t\tconsole.error(\"failed to close las/laz file!!!\");\n\t\t\t\n\t\t\tthrow e;\n\t\t}\n\t}\n\n\thandle (node, url) {\n\n\t}\n};\n\nexport class LasLazBatcher{\n\n\tconstructor (node) {\n\t\tthis.node = node;\n\t}\n\n\tpush (lasBuffer) {\n\t\tconst workerPath = Potree.scriptPath + '/workers/LASDecoderWorker.js';\n\t\tconst worker = Potree.workerPool.getWorker(workerPath);\n\t\tconst node = this.node;\n\t\tconst pointAttributes = node.pcoGeometry.pointAttributes;\n\n\t\tworker.onmessage = (e) => {\n\t\t\tlet geometry = new THREE.BufferGeometry();\n\t\t\tlet numPoints = lasBuffer.pointsCount;\n\n\t\t\tlet positions = new Float32Array(e.data.position);\n\t\t\tlet colors = new Uint8Array(e.data.color);\n\t\t\tlet intensities = new Float32Array(e.data.intensity);\n\t\t\tlet classifications = new Uint8Array(e.data.classification);\n\t\t\tlet returnNumbers = new Uint8Array(e.data.returnNumber);\n\t\t\tlet numberOfReturns = new Uint8Array(e.data.numberOfReturns);\n\t\t\tlet pointSourceIDs = new Uint16Array(e.data.pointSourceID);\n\t\t\tlet indices = new Uint8Array(e.data.indices);\n\n\t\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));\n\t\t\tgeometry.setAttribute('color', new THREE.BufferAttribute(colors, 4, true));\n\t\t\tgeometry.setAttribute('intensity', new THREE.BufferAttribute(intensities, 1));\n\t\t\tgeometry.setAttribute('classification', new THREE.BufferAttribute(classifications, 1));\n\t\t\tgeometry.setAttribute('return number', new THREE.BufferAttribute(returnNumbers, 1));\n\t\t\tgeometry.setAttribute('number of returns', new THREE.BufferAttribute(numberOfReturns, 1));\n\t\t\tgeometry.setAttribute('source id', new THREE.BufferAttribute(pointSourceIDs, 1));\n\t\t\tgeometry.setAttribute('indices', new THREE.BufferAttribute(indices, 4));\n\t\t\tgeometry.attributes.indices.normalized = true;\n\n\t\t\tfor(const key in e.data.ranges){\n\t\t\t\tconst range = e.data.ranges[key];\n\n\t\t\t\tconst attribute = pointAttributes.attributes.find(a => a.name === key);\n\t\t\t\tattribute.range[0] = Math.min(attribute.range[0], range[0]);\n\t\t\t\tattribute.range[1] = Math.max(attribute.range[1], range[1]);\n\t\t\t}\n\n\t\t\tlet tightBoundingBox = new THREE.Box3(\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.min),\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.max)\n\t\t\t);\n\n\t\t\tgeometry.boundingBox = this.node.boundingBox;\n\t\t\tthis.node.tightBoundingBox = tightBoundingBox;\n\n\t\t\tthis.node.geometry = geometry;\n\t\t\tthis.node.numPoints = numPoints;\n\t\t\tthis.node.loaded = true;\n\t\t\tthis.node.loading = false;\n\t\t\tPotree.numNodesLoading--;\n\t\t\tthis.node.mean = new THREE.Vector3(...e.data.mean);\n\n\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\t\t};\n\n\t\tlet message = {\n\t\t\tbuffer: lasBuffer.arrayb,\n\t\t\tnumPoints: lasBuffer.pointsCount,\n\t\t\tpointSize: lasBuffer.pointSize,\n\t\t\tpointFormatID: 2,\n\t\t\tscale: lasBuffer.scale,\n\t\t\toffset: lasBuffer.offset,\n\t\t\tmins: lasBuffer.mins,\n\t\t\tmaxs: lasBuffer.maxs\n\t\t};\n\t\tworker.postMessage(message, [message.buffer]);\n\t};\n}\n","\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Version} from \"../Version.js\";\nimport {XHRFactory} from \"../XHRFactory.js\";\n\n\nexport class BinaryLoader{\n\n\tconstructor(version, boundingBox, scale){\n\t\tif (typeof (version) === 'string') {\n\t\t\tthis.version = new Version(version);\n\t\t} else {\n\t\t\tthis.version = version;\n\t\t}\n\n\t\tthis.boundingBox = boundingBox;\n\t\tthis.scale = scale;\n\t}\n\n\tload(node){\n\t\tif (node.loaded) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet url = node.getURL();\n\n\t\tif (this.version.equalOrHigher('1.4')) {\n\t\t\turl += '.bin';\n\t\t}\n\n\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\txhr.open('GET', url, true);\n\t\txhr.responseType = 'arraybuffer';\n\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\txhr.onreadystatechange = () => {\n\t\t\tif (xhr.readyState === 4) {\n\t\t\t\tif((xhr.status === 200 || xhr.status === 0) && xhr.response !== null){\n\t\t\t\t\tlet buffer = xhr.response;\n\t\t\t\t\tthis.parse(node, buffer);\n\t\t\t\t} else {\n\t\t\t\t\t//console.error(`Failed to load file! HTTP status: ${xhr.status}, file: ${url}`);\n\t\t\t\t\tthrow new Error(`Failed to load file! HTTP status: ${xhr.status}, file: ${url}`);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\t\t\n\t\ttry {\n\t\t\txhr.send(null);\n\t\t} catch (e) {\n\t\t\tconsole.log('fehler beim laden der punktwolke: ' + e);\n\t\t}\n\t};\n\n\tparse(node, buffer){\n\t\tlet pointAttributes = node.pcoGeometry.pointAttributes;\n\t\tlet numPoints = buffer.byteLength / node.pcoGeometry.pointAttributes.byteSize;\n\n\t\tif (this.version.upTo('1.5')) {\n\t\t\tnode.numPoints = numPoints;\n\t\t}\n\n\t\tlet workerPath = Potree.scriptPath + '/workers/BinaryDecoderWorker.js';\n\t\tlet worker = Potree.workerPool.getWorker(workerPath);\n\n\t\tworker.onmessage = function (e) {\n\n\t\t\tlet data = e.data;\n\t\t\tlet buffers = data.attributeBuffers;\n\t\t\tlet tightBoundingBox = new THREE.Box3(\n\t\t\t\tnew THREE.Vector3().fromArray(data.tightBoundingBox.min),\n\t\t\t\tnew THREE.Vector3().fromArray(data.tightBoundingBox.max)\n\t\t\t);\n\n\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\n\t\t\tlet geometry = new THREE.BufferGeometry();\n\n\t\t\tfor(let property in buffers){\n\t\t\t\tlet buffer = buffers[property].buffer;\n\t\t\t\tlet batchAttribute = buffers[property].attribute;\n\n\t\t\t\tif (property === \"POSITION_CARTESIAN\") {\n\t\t\t\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t} else if (property === \"rgba\") {\n\t\t\t\t\tgeometry.setAttribute(\"rgba\", new THREE.BufferAttribute(new Uint8Array(buffer), 4, true));\n\t\t\t\t} else if (property === \"NORMAL_SPHEREMAPPED\") {\n\t\t\t\t\tgeometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t} else if (property === \"NORMAL_OCT16\") {\n\t\t\t\t\tgeometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t} else if (property === \"NORMAL\") {\n\t\t\t\t\tgeometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t} else if (property === \"INDICES\") {\n\t\t\t\t\tlet bufferAttribute = new THREE.BufferAttribute(new Uint8Array(buffer), 4);\n\t\t\t\t\tbufferAttribute.normalized = true;\n\t\t\t\t\tgeometry.setAttribute('indices', bufferAttribute);\n\t\t\t\t} else if (property === \"SPACING\") {\n\t\t\t\t\tlet bufferAttribute = new THREE.BufferAttribute(new Float32Array(buffer), 1);\n\t\t\t\t\tgeometry.setAttribute('spacing', bufferAttribute);\n\t\t\t\t} else {\n\t\t\t\t\tconst bufferAttribute = new THREE.BufferAttribute(new Float32Array(buffer), 1);\n\n\t\t\t\t\tbufferAttribute.potree = {\n\t\t\t\t\t\toffset: buffers[property].offset,\n\t\t\t\t\t\tscale: buffers[property].scale,\n\t\t\t\t\t\tpreciseBuffer: buffers[property].preciseBuffer,\n\t\t\t\t\t\trange: batchAttribute.range,\n\t\t\t\t\t};\n\n\t\t\t\t\tgeometry.setAttribute(property, bufferAttribute);\n\n\t\t\t\t\tconst attribute = pointAttributes.attributes.find(a => a.name === batchAttribute.name);\n\t\t\t\t\tattribute.range[0] = Math.min(attribute.range[0], batchAttribute.range[0]);\n\t\t\t\t\tattribute.range[1] = Math.max(attribute.range[1], batchAttribute.range[1]);\n\n\t\t\t\t\tif(node.getLevel() === 0){\n\t\t\t\t\t\tattribute.initialRange = batchAttribute.range;\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t\ttightBoundingBox.max.sub(tightBoundingBox.min);\n\t\t\ttightBoundingBox.min.set(0, 0, 0);\n\n\t\t\tlet numPoints = e.data.buffer.byteLength / pointAttributes.byteSize;\n\t\t\t\n\t\t\tnode.numPoints = numPoints;\n\t\t\tnode.geometry = geometry;\n\t\t\tnode.mean = new THREE.Vector3(...data.mean);\n\t\t\tnode.tightBoundingBox = tightBoundingBox;\n\t\t\tnode.loaded = true;\n\t\t\tnode.loading = false;\n\t\t\tnode.estimatedSpacing = data.estimatedSpacing;\n\t\t\tPotree.numNodesLoading--;\n\t\t};\n\n\t\tlet message = {\n\t\t\tbuffer: buffer,\n\t\t\tpointAttributes: pointAttributes,\n\t\t\tversion: this.version.version,\n\t\t\tmin: [ node.boundingBox.min.x, node.boundingBox.min.y, node.boundingBox.min.z ],\n\t\t\toffset: [node.pcoGeometry.offset.x, node.pcoGeometry.offset.y, node.pcoGeometry.offset.z],\n\t\t\tscale: this.scale,\n\t\t\tspacing: node.spacing,\n\t\t\thasChildren: node.hasChildren,\n\t\t\tname: node.name\n\t\t};\n\t\tworker.postMessage(message, [message.buffer]);\n\t};\n\n\t\n}\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {PointCloudOctreeGeometry, PointCloudOctreeGeometryNode} from \"../PointCloudOctreeGeometry.js\";\nimport {Version} from \"../Version.js\";\nimport {XHRFactory} from \"../XHRFactory.js\";\nimport {LasLazLoader} from \"./LasLazLoader.js\";\nimport {BinaryLoader} from \"./BinaryLoader.js\";\nimport {Utils} from \"../utils.js\";\nimport {PointAttribute, PointAttributes, PointAttributeTypes} from \"./PointAttributes.js\";\n\nfunction parseAttributes(cloudjs){\n\n\tlet version = new Version(cloudjs.version);\n\n\tconst replacements = {\n\t\t\"COLOR_PACKED\": \"rgba\",\n\t\t\"RGBA\": \"rgba\",\n\t\t\"INTENSITY\": \"intensity\",\n\t\t\"CLASSIFICATION\": \"classification\",\n\t\t\"GPS_TIME\": \"gps-time\",\n\t};\n\n\tconst replaceOldNames = (old) => {\n\t\tif(replacements[old]){\n\t\t\treturn replacements[old];\n\t\t}else{\n\t\t\treturn old;\n\t\t}\n\t};\n\n\tconst pointAttributes = [];\n\tif(version.upTo('1.7')){\n\t\t\n\t\tfor(let attributeName of cloudjs.pointAttributes){\n\t\t\tconst oldAttribute = PointAttribute[attributeName];\n\n\t\t\tconst attribute = {\n\t\t\t\tname: oldAttribute.name,\n\t\t\t\tsize: oldAttribute.byteSize,\n\t\t\t\telements: oldAttribute.numElements,\n\t\t\t\telementSize: oldAttribute.byteSize / oldAttribute.numElements,\n\t\t\t\ttype: oldAttribute.type.name,\n\t\t\t\tdescription: \"\",\n\t\t\t};\n\n\t\t\tpointAttributes.push(attribute);\n\t\t}\n\n\t}else{\n\t\tpointAttributes.push(...cloudjs.pointAttributes);\n\t}\n\n\n\t{\n\t\tconst attributes = new PointAttributes();\n\n\t\tconst typeConversion = {\n\t\t\tint8: PointAttributeTypes.DATA_TYPE_INT8,\n\t\t\tint16: PointAttributeTypes.DATA_TYPE_INT16,\n\t\t\tint32: PointAttributeTypes.DATA_TYPE_INT32,\n\t\t\tint64: PointAttributeTypes.DATA_TYPE_INT64,\n\t\t\tuint8: PointAttributeTypes.DATA_TYPE_UINT8,\n\t\t\tuint16: PointAttributeTypes.DATA_TYPE_UINT16,\n\t\t\tuint32: PointAttributeTypes.DATA_TYPE_UINT32,\n\t\t\tuint64: PointAttributeTypes.DATA_TYPE_UINT64,\n\t\t\tdouble: PointAttributeTypes.DATA_TYPE_DOUBLE,\n\t\t\tfloat: PointAttributeTypes.DATA_TYPE_FLOAT,\n\t\t};\n\n\t\tfor(const jsAttribute of pointAttributes){\n\t\t\tconst name = replaceOldNames(jsAttribute.name);\n\t\t\tconst type = typeConversion[jsAttribute.type];\n\t\t\tconst numElements = jsAttribute.elements;\n\t\t\tconst description = jsAttribute.description;\n\n\t\t\tconst attribute = new PointAttribute(name, type, numElements);\n\n\t\t\tattributes.add(attribute);\n\t\t}\n\n\t\t{\n\t\t\t// check if it has normals\n\t\t\tlet hasNormals = \n\t\t\t\tpointAttributes.find(a => a.name === \"NormalX\") !== undefined &&\n\t\t\t\tpointAttributes.find(a => a.name === \"NormalY\") !== undefined &&\n\t\t\t\tpointAttributes.find(a => a.name === \"NormalZ\") !== undefined;\n\n\t\t\tif(hasNormals){\n\t\t\t\tlet vector = {\n\t\t\t\t\tname: \"NORMAL\",\n\t\t\t\t\tattributes: [\"NormalX\", \"NormalY\", \"NormalZ\"],\n\t\t\t\t};\n\t\t\t\tattributes.addVector(vector);\n\t\t\t}\n\t\t}\n\n\t\treturn attributes;\n\t}\n\n}\n\nfunction lasLazAttributes(fMno){\n\tconst attributes = new PointAttributes();\n\n\tattributes.add(PointAttribute.POSITION_CARTESIAN);\n\tattributes.add(new PointAttribute(\"rgba\", PointAttributeTypes.DATA_TYPE_UINT8, 4));\n\tattributes.add(new PointAttribute(\"intensity\", PointAttributeTypes.DATA_TYPE_UINT16, 1));\n\tattributes.add(new PointAttribute(\"classification\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\tattributes.add(new PointAttribute(\"gps-time\", PointAttributeTypes.DATA_TYPE_DOUBLE, 1));\n\tattributes.add(new PointAttribute(\"number of returns\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\tattributes.add(new PointAttribute(\"return number\", PointAttributeTypes.DATA_TYPE_UINT8, 1));\n\tattributes.add(new PointAttribute(\"source id\", PointAttributeTypes.DATA_TYPE_UINT16, 1));\n\t//attributes.add(new PointAttribute(\"pointSourceID\", PointAttributeTypes.DATA_TYPE_INT8, 4));\n\n\n\treturn attributes;\n}\n\nexport class POCLoader {\n\n\tstatic load(url, callback){\n\t\ttry {\n\t\t\tlet pco = new PointCloudOctreeGeometry();\n\t\t\tpco.url = url;\n\t\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\t\txhr.open('GET', url, true);\n\n\t\t\txhr.onreadystatechange = function () {\n\t\t\t\tif (xhr.readyState === 4 && (xhr.status === 200 || xhr.status === 0)) {\n\t\t\t\t\tlet fMno = JSON.parse(xhr.responseText);\n\n\t\t\t\t\tlet version = new Version(fMno.version);\n\n\t\t\t\t\t// assume octreeDir is absolute if it starts with http\n\t\t\t\t\tif (fMno.octreeDir.indexOf('http') === 0) {\n\t\t\t\t\t\tpco.octreeDir = fMno.octreeDir;\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpco.octreeDir = url + '/../' + fMno.octreeDir;\n\t\t\t\t\t}\n\n\t\t\t\t\tpco.spacing = fMno.spacing;\n\t\t\t\t\tpco.hierarchyStepSize = fMno.hierarchyStepSize;\n\n\t\t\t\t\tpco.pointAttributes = fMno.pointAttributes;\n\n\t\t\t\t\tlet min = new THREE.Vector3(fMno.boundingBox.lx, fMno.boundingBox.ly, fMno.boundingBox.lz);\n\t\t\t\t\tlet max = new THREE.Vector3(fMno.boundingBox.ux, fMno.boundingBox.uy, fMno.boundingBox.uz);\n\t\t\t\t\tlet boundingBox = new THREE.Box3(min, max);\n\t\t\t\t\tlet tightBoundingBox = boundingBox.clone();\n\n\t\t\t\t\tif (fMno.tightBoundingBox) {\n\t\t\t\t\t\ttightBoundingBox.min.copy(new THREE.Vector3(fMno.tightBoundingBox.lx, fMno.tightBoundingBox.ly, fMno.tightBoundingBox.lz));\n\t\t\t\t\t\ttightBoundingBox.max.copy(new THREE.Vector3(fMno.tightBoundingBox.ux, fMno.tightBoundingBox.uy, fMno.tightBoundingBox.uz));\n\t\t\t\t\t}\n\n\t\t\t\t\tlet offset = min.clone();\n\n\t\t\t\t\tboundingBox.min.sub(offset);\n\t\t\t\t\tboundingBox.max.sub(offset);\n\n\t\t\t\t\ttightBoundingBox.min.sub(offset);\n\t\t\t\t\ttightBoundingBox.max.sub(offset);\n\n\t\t\t\t\tpco.projection = fMno.projection;\n\t\t\t\t\tpco.boundingBox = boundingBox;\n\t\t\t\t\tpco.tightBoundingBox = tightBoundingBox;\n\t\t\t\t\tpco.boundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\t\t\t\tpco.tightBoundingSphere = tightBoundingBox.getBoundingSphere(new THREE.Sphere());\n\t\t\t\t\tpco.offset = offset;\n\t\t\t\t\tif (fMno.pointAttributes === 'LAS') {\n\t\t\t\t\t\tpco.loader = new LasLazLoader(fMno.version, \"las\");\n\t\t\t\t\t\tpco.pointAttributes = lasLazAttributes(fMno);\n\t\t\t\t\t} else if (fMno.pointAttributes === 'LAZ') {\n\t\t\t\t\t\tpco.loader = new LasLazLoader(fMno.version, \"laz\");\n\t\t\t\t\t\tpco.pointAttributes = lasLazAttributes(fMno);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tpco.loader = new BinaryLoader(fMno.version, boundingBox, fMno.scale);\n\t\t\t\t\t\tpco.pointAttributes = parseAttributes(fMno);\n\t\t\t\t\t}\n\n\t\t\t\t\tlet nodes = {};\n\n\t\t\t\t\t{ // load root\n\t\t\t\t\t\tlet name = 'r';\n\n\t\t\t\t\t\tlet root = new PointCloudOctreeGeometryNode(name, pco, boundingBox);\n\t\t\t\t\t\troot.level = 0;\n\t\t\t\t\t\troot.hasChildren = true;\n\t\t\t\t\t\troot.spacing = pco.spacing;\n\t\t\t\t\t\tif (version.upTo('1.5')) {\n\t\t\t\t\t\t\troot.numPoints = fMno.hierarchy[0][1];\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\troot.numPoints = 0;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpco.root = root;\n\t\t\t\t\t\tpco.root.load();\n\t\t\t\t\t\tnodes[name] = root;\n\t\t\t\t\t}\n\n\t\t\t\t\t// load remaining hierarchy\n\t\t\t\t\tif (version.upTo('1.4')) {\n\t\t\t\t\t\tfor (let i = 1; i < fMno.hierarchy.length; i++) {\n\t\t\t\t\t\t\tlet name = fMno.hierarchy[i][0];\n\t\t\t\t\t\t\tlet numPoints = fMno.hierarchy[i][1];\n\t\t\t\t\t\t\tlet index = parseInt(name.charAt(name.length - 1));\n\t\t\t\t\t\t\tlet parentName = name.substring(0, name.length - 1);\n\t\t\t\t\t\t\tlet parentNode = nodes[parentName];\n\t\t\t\t\t\t\tlet level = name.length - 1;\n\t\t\t\t\t\t\t//let boundingBox = POCLoader.createChildAABB(parentNode.boundingBox, index);\n\t\t\t\t\t\t\tlet boundingBox = Utils.createChildAABB(parentNode.boundingBox, index);\n\n\t\t\t\t\t\t\tlet node = new PointCloudOctreeGeometryNode(name, pco, boundingBox);\n\t\t\t\t\t\t\tnode.level = level;\n\t\t\t\t\t\t\tnode.numPoints = numPoints;\n\t\t\t\t\t\t\tnode.spacing = pco.spacing / Math.pow(2, level);\n\t\t\t\t\t\t\tparentNode.addChild(node);\n\t\t\t\t\t\t\tnodes[name] = node;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tpco.nodes = nodes;\n\n\t\t\t\t\tcallback(pco);\n\t\t\t\t}\n\t\t\t};\n\n\t\t\txhr.send(null);\n\t\t} catch (e) {\n\t\t\tconsole.log(\"loading failed: '\" + url + \"'\");\n\t\t\tconsole.log(e);\n\n\t\t\tcallback();\n\t\t}\n\t}\n\n\tloadPointAttributes(mno){\n\t\tlet fpa = mno.pointAttributes;\n\t\tlet pa = new PointAttributes();\n\n\t\tfor (let i = 0; i < fpa.length; i++) {\n\t\t\tlet pointAttribute = PointAttribute[fpa[i]];\n\t\t\tpa.add(pointAttribute);\n\t\t}\n\n\t\treturn pa;\n\t}\n\n\tcreateChildAABB(aabb, index){\n\t\tlet min = aabb.min.clone();\n\t\tlet max = aabb.max.clone();\n\t\tlet size = new THREE.Vector3().subVectors(max, min);\n\n\t\tif ((index & 0b0001) > 0) {\n\t\t\tmin.z += size.z / 2;\n\t\t} else {\n\t\t\tmax.z -= size.z / 2;\n\t\t}\n\n\t\tif ((index & 0b0010) > 0) {\n\t\t\tmin.y += size.y / 2;\n\t\t} else {\n\t\t\tmax.y -= size.y / 2;\n\t\t}\n\n\t\tif ((index & 0b0100) > 0) {\n\t\t\tmin.x += size.x / 2;\n\t\t} else {\n\t\t\tmax.x -= size.x / 2;\n\t\t}\n\n\t\treturn new THREE.Box3(min, max);\n\t}\n}\n\n","\r\nimport * as THREE from \"../../../../libs/three.js/build/three.module.js\";\r\n\r\nexport class OctreeGeometry{\r\n\r\n\tconstructor(){\r\n\t\tthis.url = null;\r\n\t\tthis.spacing = 0;\r\n\t\tthis.boundingBox = null;\r\n\t\tthis.root = null;\r\n\t\tthis.pointAttributes = null;\r\n\t\tthis.loader = null;\r\n\t}\r\n\r\n};\r\n\r\nexport class OctreeGeometryNode{\r\n\r\n\tconstructor(name, octreeGeometry, boundingBox){\r\n\t\tthis.id = OctreeGeometryNode.IDCount++;\r\n\t\tthis.name = name;\r\n\t\tthis.index = parseInt(name.charAt(name.length - 1));\r\n\t\tthis.octreeGeometry = octreeGeometry;\r\n\t\tthis.boundingBox = boundingBox;\r\n\t\tthis.boundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\r\n\t\tthis.children = {};\r\n\t\tthis.numPoints = 0;\r\n\t\tthis.level = null;\r\n\t\tthis.oneTimeDisposeHandlers = [];\r\n\t}\r\n\r\n\tisGeometryNode(){\r\n\t\treturn true;\r\n\t}\r\n\r\n\tgetLevel(){\r\n\t\treturn this.level;\r\n\t}\r\n\r\n\tisTreeNode(){\r\n\t\treturn false;\r\n\t}\r\n\r\n\tisLoaded(){\r\n\t\treturn this.loaded;\r\n\t}\r\n\r\n\tgetBoundingSphere(){\r\n\t\treturn this.boundingSphere;\r\n\t}\r\n\r\n\tgetBoundingBox(){\r\n\t\treturn this.boundingBox;\r\n\t}\r\n\r\n\tgetChildren(){\r\n\t\tlet children = [];\r\n\r\n\t\tfor (let i = 0; i < 8; i++) {\r\n\t\t\tif (this.children[i]) {\r\n\t\t\t\tchildren.push(this.children[i]);\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\treturn children;\r\n\t}\r\n\r\n\tgetBoundingBox(){\r\n\t\treturn this.boundingBox;\r\n\t}\r\n\r\n\tload(){\r\n\r\n\t\tif (Potree.numNodesLoading >= Potree.maxNodesLoading) {\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tthis.octreeGeometry.loader.load(this);\r\n\t}\r\n\r\n\tgetNumPoints(){\r\n\t\treturn this.numPoints;\r\n\t}\r\n\r\n\tdispose(){\r\n\t\tif (this.geometry && this.parent != null) {\r\n\t\t\tthis.geometry.dispose();\r\n\t\t\tthis.geometry = null;\r\n\t\t\tthis.loaded = false;\r\n\r\n\t\t\t// this.dispatchEvent( { type: 'dispose' } );\r\n\t\t\tfor (let i = 0; i < this.oneTimeDisposeHandlers.length; i++) {\r\n\t\t\t\tlet handler = this.oneTimeDisposeHandlers[i];\r\n\t\t\t\thandler();\r\n\t\t\t}\r\n\t\t\tthis.oneTimeDisposeHandlers = [];\r\n\t\t}\r\n\t}\r\n\r\n};\r\n\r\nOctreeGeometryNode.IDCount = 0;","\nimport * as THREE from \"../../../../libs/three.js/build/three.module.js\";\nimport {PointAttribute, PointAttributes, PointAttributeTypes} from \"../../../loader/PointAttributes.js\";\nimport {OctreeGeometry, OctreeGeometryNode} from \"./OctreeGeometry.js\";\n\n// let loadedNodes = new Set();\n\nexport class NodeLoader{\n\n\tconstructor(url){\n\t\tthis.url = url;\n\t}\n\n\tasync load(node){\n\n\t\tif(node.loaded || node.loading){\n\t\t\treturn;\n\t\t}\n\n\t\tnode.loading = true;\n\t\tPotree.numNodesLoading++;\n\n\t\t// console.log(node.name, node.numPoints);\n\n\t\t// if(loadedNodes.has(node.name)){\n\t\t// \t// debugger;\n\t\t// }\n\t\t// loadedNodes.add(node.name);\n\n\t\ttry{\n\t\t\tif(node.nodeType === 2){\n\t\t\t\tawait this.loadHierarchy(node);\n\t\t\t}\n\n\t\t\tlet {byteOffset, byteSize} = node;\n\n\n\t\t\tlet urlOctree = `${this.url}/../octree.bin`;\n\n\t\t\tlet first = byteOffset;\n\t\t\tlet last = byteOffset + byteSize - 1n;\n\n\t\t\tlet buffer;\n\n\t\t\tif(byteSize === 0n){\n\t\t\t\tbuffer = new ArrayBuffer(0);\n\t\t\t\tconsole.warn(`loaded node with 0 bytes: ${node.name}`);\n\t\t\t}else{\n\t\t\t\tlet response = await fetch(urlOctree, {\n\t\t\t\t\theaders: {\n\t\t\t\t\t\t'content-type': 'multipart/byteranges',\n\t\t\t\t\t\t'Range': `bytes=${first}-${last}`,\n\t\t\t\t\t},\n\t\t\t\t});\n\n\t\t\t\tbuffer = await response.arrayBuffer();\n\t\t\t}\n\n\t\t\tlet workerPath;\n\t\t\tif(this.metadata.encoding === \"BROTLI\"){\n\t\t\t\tworkerPath = Potree.scriptPath + '/workers/2.0/DecoderWorker_brotli.js';\n\t\t\t}else{\n\t\t\t\tworkerPath = Potree.scriptPath + '/workers/2.0/DecoderWorker.js';\n\t\t\t}\n\n\t\t\tlet worker = Potree.workerPool.getWorker(workerPath);\n\n\t\t\tworker.onmessage = function (e) {\n\n\t\t\t\tlet data = e.data;\n\t\t\t\tlet buffers = data.attributeBuffers;\n\n\t\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\n\t\t\t\tlet geometry = new THREE.BufferGeometry();\n\t\t\t\t\n\t\t\t\tfor(let property in buffers){\n\n\t\t\t\t\tlet buffer = buffers[property].buffer;\n\n\t\t\t\t\tif(property === \"position\"){\n\t\t\t\t\t\tgeometry.setAttribute('position', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t\t}else if(property === \"rgba\"){\n\t\t\t\t\t\tgeometry.setAttribute('rgba', new THREE.BufferAttribute(new Uint8Array(buffer), 4, true));\n\t\t\t\t\t}else if(property === \"NORMAL\"){\n\t\t\t\t\t\t//geometry.setAttribute('rgba', new THREE.BufferAttribute(new Uint8Array(buffer), 4, true));\n\t\t\t\t\t\tgeometry.setAttribute('normal', new THREE.BufferAttribute(new Float32Array(buffer), 3));\n\t\t\t\t\t}else if (property === \"INDICES\") {\n\t\t\t\t\t\tlet bufferAttribute = new THREE.BufferAttribute(new Uint8Array(buffer), 4);\n\t\t\t\t\t\tbufferAttribute.normalized = true;\n\t\t\t\t\t\tgeometry.setAttribute('indices', bufferAttribute);\n\t\t\t\t\t}else{\n\t\t\t\t\t\tconst bufferAttribute = new THREE.BufferAttribute(new Float32Array(buffer), 1);\n\n\t\t\t\t\t\tlet batchAttribute = buffers[property].attribute;\n\t\t\t\t\t\tbufferAttribute.potree = {\n\t\t\t\t\t\t\toffset: buffers[property].offset,\n\t\t\t\t\t\t\tscale: buffers[property].scale,\n\t\t\t\t\t\t\tpreciseBuffer: buffers[property].preciseBuffer,\n\t\t\t\t\t\t\trange: batchAttribute.range,\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\tgeometry.setAttribute(property, bufferAttribute);\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t\t// indices ??\n\n\t\t\t\tnode.density = data.density;\n\t\t\t\tnode.geometry = geometry;\n\t\t\t\tnode.loaded = true;\n\t\t\t\tnode.loading = false;\n\t\t\t\tPotree.numNodesLoading--;\n\t\t\t};\n\n\t\t\tlet pointAttributes = node.octreeGeometry.pointAttributes;\n\t\t\tlet scale = node.octreeGeometry.scale;\n\n\t\t\tlet box = node.boundingBox;\n\t\t\tlet min = node.octreeGeometry.offset.clone().add(box.min);\n\t\t\tlet size = box.max.clone().sub(box.min);\n\t\t\tlet max = min.clone().add(size);\n\t\t\tlet numPoints = node.numPoints;\n\n\t\t\tlet offset = node.octreeGeometry.loader.offset;\n\n\t\t\tlet message = {\n\t\t\t\tname: node.name,\n\t\t\t\tbuffer: buffer,\n\t\t\t\tpointAttributes: pointAttributes,\n\t\t\t\tscale: scale,\n\t\t\t\tmin: min,\n\t\t\t\tmax: max,\n\t\t\t\tsize: size,\n\t\t\t\toffset: offset,\n\t\t\t\tnumPoints: numPoints\n\t\t\t};\n\n\t\t\tworker.postMessage(message, [message.buffer]);\n\t\t}catch(e){\n\t\t\tnode.loaded = false;\n\t\t\tnode.loading = false;\n\t\t\tPotree.numNodesLoading--;\n\n\t\t\tconsole.log(`failed to load ${node.name}`);\n\t\t\tconsole.log(e);\n\t\t\tconsole.log(`trying again!`);\n\t\t}\n\t}\n\n\tparseHierarchy(node, buffer){\n\n\t\tlet view = new DataView(buffer);\n\t\tlet tStart = performance.now();\n\n\t\tlet bytesPerNode = 22;\n\t\tlet numNodes = buffer.byteLength / bytesPerNode;\n\n\t\tlet octree = node.octreeGeometry;\n\t\t// let nodes = [node];\n\t\tlet nodes = new Array(numNodes);\n\t\tnodes[0] = node;\n\t\tlet nodePos = 1;\n\n\t\tfor(let i = 0; i < numNodes; i++){\n\t\t\tlet current = nodes[i];\n\n\t\t\tlet type = view.getUint8(i * bytesPerNode + 0);\n\t\t\tlet childMask = view.getUint8(i * bytesPerNode + 1);\n\t\t\tlet numPoints = view.getUint32(i * bytesPerNode + 2, true);\n\t\t\tlet byteOffset = view.getBigInt64(i * bytesPerNode + 6, true);\n\t\t\tlet byteSize = view.getBigInt64(i * bytesPerNode + 14, true);\n\n\t\t\t// if(byteSize === 0n){\n\t\t\t// \t// debugger;\n\t\t\t// }\n\n\n\t\t\tif(current.nodeType === 2){\n\t\t\t\t// replace proxy with real node\n\t\t\t\tcurrent.byteOffset = byteOffset;\n\t\t\t\tcurrent.byteSize = byteSize;\n\t\t\t\tcurrent.numPoints = numPoints;\n\t\t\t}else if(type === 2){\n\t\t\t\t// load proxy\n\t\t\t\tcurrent.hierarchyByteOffset = byteOffset;\n\t\t\t\tcurrent.hierarchyByteSize = byteSize;\n\t\t\t\tcurrent.numPoints = numPoints;\n\t\t\t}else{\n\t\t\t\t// load real node \n\t\t\t\tcurrent.byteOffset = byteOffset;\n\t\t\t\tcurrent.byteSize = byteSize;\n\t\t\t\tcurrent.numPoints = numPoints;\n\t\t\t}\n\n\t\t\tif(current.byteSize === 0n){\n\t\t\t\t// workaround for issue #1125\n\t\t\t\t// some inner nodes erroneously report >0 points even though have 0 points\n\t\t\t\t// however, they still report a byteSize of 0, so based on that we now set node.numPoints to 0\n\t\t\t\tcurrent.numPoints = 0;\n\t\t\t}\n\t\t\t\n\t\t\tcurrent.nodeType = type;\n\n\t\t\tif(current.nodeType === 2){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tfor(let childIndex = 0; childIndex < 8; childIndex++){\n\t\t\t\tlet childExists = ((1 << childIndex) & childMask) !== 0;\n\n\t\t\t\tif(!childExists){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tlet childName = current.name + childIndex;\n\n\t\t\t\tlet childAABB = createChildAABB(current.boundingBox, childIndex);\n\t\t\t\tlet child = new OctreeGeometryNode(childName, octree, childAABB);\n\t\t\t\tchild.name = childName;\n\t\t\t\tchild.spacing = current.spacing / 2;\n\t\t\t\tchild.level = current.level + 1;\n\n\t\t\t\tcurrent.children[childIndex] = child;\n\t\t\t\tchild.parent = current;\n\n\t\t\t\t// nodes.push(child);\n\t\t\t\tnodes[nodePos] = child;\n\t\t\t\tnodePos++;\n\t\t\t}\n\n\t\t\t// if((i % 500) === 0){\n\t\t\t// \tyield;\n\t\t\t// }\n\t\t}\n\n\t\tlet duration = (performance.now() - tStart);\n\n\t\t// if(duration > 20){\n\t\t// \tlet msg = `duration: ${duration}ms, numNodes: ${numNodes}`;\n\t\t// \tconsole.log(msg);\n\t\t// }\n\t}\n\n\tasync loadHierarchy(node){\n\n\t\tlet {hierarchyByteOffset, hierarchyByteSize} = node;\n\t\tlet hierarchyPath = `${this.url}/../hierarchy.bin`;\n\t\t\n\t\tlet first = hierarchyByteOffset;\n\t\tlet last = first + hierarchyByteSize - 1n;\n\n\t\tlet response = await fetch(hierarchyPath, {\n\t\t\theaders: {\n\t\t\t\t'content-type': 'multipart/byteranges',\n\t\t\t\t'Range': `bytes=${first}-${last}`,\n\t\t\t},\n\t\t});\n\n\n\n\t\tlet buffer = await response.arrayBuffer();\n\n\t\tthis.parseHierarchy(node, buffer);\n\n\t\t// let promise = new Promise((resolve) => {\n\t\t// \tlet generator = this.parseHierarchy(node, buffer);\n\n\t\t// \tlet repeatUntilDone = () => {\n\t\t// \t\tlet result = generator.next();\n\n\t\t// \t\tif(result.done){\n\t\t// \t\t\tresolve();\n\t\t// \t\t}else{\n\t\t// \t\t\trequestAnimationFrame(repeatUntilDone);\n\t\t// \t\t}\n\t\t// \t};\n\t\t\t\n\t\t// \trepeatUntilDone();\n\t\t// });\n\n\t\t// await promise;\n\n\t\t\n\n\n\n\t}\n\n}\n\nlet tmpVec3 = new THREE.Vector3();\nfunction createChildAABB(aabb, index){\n\tlet min = aabb.min.clone();\n\tlet max = aabb.max.clone();\n\tlet size = tmpVec3.subVectors(max, min);\n\n\tif ((index & 0b0001) > 0) {\n\t\tmin.z += size.z / 2;\n\t} else {\n\t\tmax.z -= size.z / 2;\n\t}\n\n\tif ((index & 0b0010) > 0) {\n\t\tmin.y += size.y / 2;\n\t} else {\n\t\tmax.y -= size.y / 2;\n\t}\n\t\n\tif ((index & 0b0100) > 0) {\n\t\tmin.x += size.x / 2;\n\t} else {\n\t\tmax.x -= size.x / 2;\n\t}\n\n\treturn new THREE.Box3(min, max);\n}\n\nlet typenameTypeattributeMap = {\n\t\"double\": PointAttributeTypes.DATA_TYPE_DOUBLE,\n\t\"float\": PointAttributeTypes.DATA_TYPE_FLOAT,\n\t\"int8\": PointAttributeTypes.DATA_TYPE_INT8,\n\t\"uint8\": PointAttributeTypes.DATA_TYPE_UINT8,\n\t\"int16\": PointAttributeTypes.DATA_TYPE_INT16,\n\t\"uint16\": PointAttributeTypes.DATA_TYPE_UINT16,\n\t\"int32\": PointAttributeTypes.DATA_TYPE_INT32,\n\t\"uint32\": PointAttributeTypes.DATA_TYPE_UINT32,\n\t\"int64\": PointAttributeTypes.DATA_TYPE_INT64,\n\t\"uint64\": PointAttributeTypes.DATA_TYPE_UINT64,\n}\n\nexport class OctreeLoader{\n\n\tstatic parseAttributes(jsonAttributes){\n\n\t\tlet attributes = new PointAttributes();\n\n\t\tlet replacements = {\n\t\t\t\"rgb\": \"rgba\",\n\t\t};\n\n\t\tfor (const jsonAttribute of jsonAttributes) {\n\t\t\tlet {name, description, size, numElements, elementSize, min, max} = jsonAttribute;\n\n\t\t\tlet type = typenameTypeattributeMap[jsonAttribute.type];\n\n\t\t\tlet potreeAttributeName = replacements[name] ? replacements[name] : name;\n\n\t\t\tlet attribute = new PointAttribute(potreeAttributeName, type, numElements);\n\n\t\t\tif(numElements === 1){\n\t\t\t\tattribute.range = [min[0], max[0]];\n\t\t\t}else{\n\t\t\t\tattribute.range = [min, max];\n\t\t\t}\n\n\t\t\tif (name === \"gps-time\") { // HACK: Guard against bad gpsTime range in metadata, see potree/potree#909\n\t\t\t\tif (attribute.range[0] === attribute.range[1]) {\n\t\t\t\t\tattribute.range[1] += 1;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tattribute.initialRange = attribute.range;\n\n\t\t\tattributes.add(attribute);\n\t\t}\n\n\t\t{\n\t\t\t// check if it has normals\n\t\t\tlet hasNormals = \n\t\t\t\tattributes.attributes.find(a => a.name === \"NormalX\") !== undefined &&\n\t\t\t\tattributes.attributes.find(a => a.name === \"NormalY\") !== undefined &&\n\t\t\t\tattributes.attributes.find(a => a.name === \"NormalZ\") !== undefined;\n\n\t\t\tif(hasNormals){\n\t\t\t\tlet vector = {\n\t\t\t\t\tname: \"NORMAL\",\n\t\t\t\t\tattributes: [\"NormalX\", \"NormalY\", \"NormalZ\"],\n\t\t\t\t};\n\t\t\t\tattributes.addVector(vector);\n\t\t\t}\n\t\t}\n\n\t\treturn attributes;\n\t}\n\n\tstatic async load(url){\n\n\t\tlet response = await fetch(url);\n\t\tlet metadata = await response.json();\n\n\t\tlet attributes = OctreeLoader.parseAttributes(metadata.attributes);\n\n\t\tlet loader = new NodeLoader(url);\n\t\tloader.metadata = metadata;\n\t\tloader.attributes = attributes;\n\t\tloader.scale = metadata.scale;\n\t\tloader.offset = metadata.offset;\n\n\t\tlet octree = new OctreeGeometry();\n\t\toctree.url = url;\n\t\toctree.spacing = metadata.spacing;\n\t\toctree.scale = metadata.scale;\n\n\t\t// let aPosition = metadata.attributes.find(a => a.name === \"position\");\n\t\t// octree\n\n\t\tlet min = new THREE.Vector3(...metadata.boundingBox.min);\n\t\tlet max = new THREE.Vector3(...metadata.boundingBox.max);\n\t\tlet boundingBox = new THREE.Box3(min, max);\n\n\t\tlet offset = min.clone();\n\t\tboundingBox.min.sub(offset);\n\t\tboundingBox.max.sub(offset);\n\n\t\toctree.projection = metadata.projection;\n\t\toctree.boundingBox = boundingBox;\n\t\toctree.tightBoundingBox = boundingBox.clone();\n\t\toctree.boundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\toctree.tightBoundingSphere = boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\toctree.offset = offset;\n\t\toctree.pointAttributes = OctreeLoader.parseAttributes(metadata.attributes);\n\t\toctree.loader = loader;\n\n\t\tlet root = new OctreeGeometryNode(\"r\", octree, boundingBox);\n\t\troot.level = 0;\n\t\troot.nodeType = 2;\n\t\troot.hierarchyByteOffset = 0n;\n\t\troot.hierarchyByteSize = BigInt(metadata.hierarchy.firstChunkSize);\n\t\troot.hasChildren = false;\n\t\troot.spacing = octree.spacing;\n\t\troot.byteOffset = 0;\n\n\t\toctree.root = root;\n\n\t\tloader.load(root);\n\n\t\tlet result = {\n\t\t\tgeometry: octree,\n\t\t};\n\n\t\treturn result;\n\n\t}\n\n};","/**\n * @author Connor Manning\n */\n\nexport class EptLoader {\n\tstatic async load(file, callback) {\n\n\t\tlet response = await fetch(file);\n\t\tlet json = await response.json();\n\n\t\tlet url = file.substr(0, file.lastIndexOf('ept.json'));\n\t\tlet geometry = new Potree.PointCloudEptGeometry(url, json);\n\t\tlet root = new Potree.PointCloudEptGeometryNode(geometry);\n\n\t\tgeometry.root = root;\n\t\tgeometry.root.load();\n\n\t\tcallback(geometry);\n\t}\n};\n\n","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {XHRFactory} from \"../../XHRFactory.js\";\n\nexport class EptBinaryLoader {\n\textension() {\n\t\treturn '.bin';\n\t}\n\n\tworkerPath() {\n\t\treturn Potree.scriptPath + '/workers/EptBinaryDecoderWorker.js';\n\t}\n\n\tload(node) {\n\t\tif (node.loaded) return;\n\n\t\tlet url = node.url() + this.extension();\n\n\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\txhr.open('GET', url, true);\n\t\txhr.responseType = 'arraybuffer';\n\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\txhr.onreadystatechange = () => {\n\t\t\tif (xhr.readyState === 4) {\n\t\t\t\tif (xhr.status === 200) {\n\t\t\t\t\tlet buffer = xhr.response;\n\t\t\t\t\tthis.parse(node, buffer);\n\t\t\t\t} else {\n\t\t\t\t\tconsole.log('Failed ' + url + ': ' + xhr.status);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\ttry {\n\t\t\txhr.send(null);\n\t\t}\n\t\tcatch (e) {\n\t\t\tconsole.log('Failed request: ' + e);\n\t\t}\n\t}\n\n\tparse(node, buffer) {\n\t\tlet workerPath = this.workerPath();\n\t\tlet worker = Potree.workerPool.getWorker(workerPath);\n\n\t\tworker.onmessage = function(e) {\n\t\t\tlet g = new THREE.BufferGeometry();\n\t\t\tlet numPoints = e.data.numPoints;\n\n\t\t\tlet position = new Float32Array(e.data.position);\n\t\t\tg.setAttribute('position', new THREE.BufferAttribute(position, 3));\n\n\t\t\tlet indices = new Uint8Array(e.data.indices);\n\t\t\tg.setAttribute('indices', new THREE.BufferAttribute(indices, 4));\n\n\t\t\tif (e.data.color) {\n\t\t\t\tlet color = new Uint8Array(e.data.color);\n\t\t\t\tg.setAttribute('color', new THREE.BufferAttribute(color, 4, true));\n\t\t\t}\n\t\t\tif (e.data.intensity) {\n\t\t\t\tlet intensity = new Float32Array(e.data.intensity);\n\t\t\t\tg.setAttribute('intensity',\n\t\t\t\t\t\tnew THREE.BufferAttribute(intensity, 1));\n\t\t\t}\n\t\t\tif (e.data.classification) {\n\t\t\t\tlet classification = new Uint8Array(e.data.classification);\n\t\t\t\tg.setAttribute('classification',\n\t\t\t\t\t\tnew THREE.BufferAttribute(classification, 1));\n\t\t\t}\n\t\t\tif (e.data.returnNumber) {\n\t\t\t\tlet returnNumber = new Uint8Array(e.data.returnNumber);\n\t\t\t\tg.setAttribute('return number',\n\t\t\t\t\t\tnew THREE.BufferAttribute(returnNumber, 1));\n\t\t\t}\n\t\t\tif (e.data.numberOfReturns) {\n\t\t\t\tlet numberOfReturns = new Uint8Array(e.data.numberOfReturns);\n\t\t\t\tg.setAttribute('number of returns',\n\t\t\t\t\t\tnew THREE.BufferAttribute(numberOfReturns, 1));\n\t\t\t}\n\t\t\tif (e.data.pointSourceId) {\n\t\t\t\tlet pointSourceId = new Uint16Array(e.data.pointSourceId);\n\t\t\t\tg.setAttribute('source id',\n\t\t\t\t\t\tnew THREE.BufferAttribute(pointSourceId, 1));\n\t\t\t}\n\n\t\t\tg.attributes.indices.normalized = true;\n\n\t\t\tlet tightBoundingBox = new THREE.Box3(\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.min),\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.max)\n\t\t\t);\n\n\t\t\tnode.doneLoading(\n\t\t\t\t\tg,\n\t\t\t\t\ttightBoundingBox,\n\t\t\t\t\tnumPoints,\n\t\t\t\t\tnew THREE.Vector3(...e.data.mean));\n\n\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\t\t};\n\n\t\tlet toArray = (v) => [v.x, v.y, v.z];\n\t\tlet message = {\n\t\t\tbuffer: buffer,\n\t\t\tschema: node.ept.schema,\n\t\t\tscale: node.ept.eptScale,\n\t\t\toffset: node.ept.eptOffset,\n\t\t\tmins: toArray(node.key.b.min)\n\t\t};\n\n\t\tworker.postMessage(message, [message.buffer]);\n\t}\n};\n\n","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {XHRFactory} from \"../../XHRFactory.js\";\n\n/**\n * laslaz code taken and adapted from plas.io js-laslaz\n *\t http://plas.io/\n *\thttps://github.com/verma/plasio\n *\n * Thanks to Uday Verma and Howard Butler\n *\n */\n\nexport class EptLaszipLoader {\n\tload(node) {\n\t\tif (node.loaded) return;\n\n\t\tlet url = node.url() + '.laz';\n\n\t\tlet xhr = XHRFactory.createXMLHttpRequest();\n\t\txhr.open('GET', url, true);\n\t\txhr.responseType = 'arraybuffer';\n\t\txhr.overrideMimeType('text/plain; charset=x-user-defined');\n\t\txhr.onreadystatechange = () => {\n\t\t\tif (xhr.readyState === 4) {\n\t\t\t\tif (xhr.status === 200) {\n\t\t\t\t\tlet buffer = xhr.response;\n\t\t\t\t\tthis.parse(node, buffer);\n\t\t\t\t} else {\n\t\t\t\t\tconsole.log('Failed ' + url + ': ' + xhr.status);\n\t\t\t\t}\n\t\t\t}\n\t\t};\n\n\t\txhr.send(null);\n\t}\n\n\tasync parse(node, buffer){\n\t\tlet lf = new LASFile(buffer);\n\t\tlet handler = new EptLazBatcher(node);\n\n\t\ttry{\n\t\t\tawait lf.open();\n\n\t\t\tlf.isOpen = true;\n\n\t\t\tconst header = await lf.getHeader();\n\n\t\t\t{\n\t\t\t\tlet i = 0;\n\n\t\t\t\tlet toArray = (v) => [v.x, v.y, v.z];\n\t\t\t\tlet mins = toArray(node.key.b.min);\n\t\t\t\tlet maxs = toArray(node.key.b.max);\n\n\t\t\t\tlet hasMoreData = true;\n\n\t\t\t\twhile(hasMoreData){\n\t\t\t\t\tconst data = await lf.readData(1000000, 0, 1);\n\n\t\t\t\t\tlet d = new LASDecoder(\n\t\t\t\t\t\tdata.buffer,\n\t\t\t\t\t\theader.pointsFormatId,\n\t\t\t\t\t\theader.pointsStructSize,\n\t\t\t\t\t\tdata.count,\n\t\t\t\t\t\theader.scale,\n\t\t\t\t\t\theader.offset,\n\t\t\t\t\t\tmins,\n\t\t\t\t\t\tmaxs);\n\n\t\t\t\t\td.extraBytes = header.extraBytes;\n\t\t\t\t\td.pointsFormatId = header.pointsFormatId;\n\t\t\t\t\thandler.push(d);\n\n\t\t\t\t\ti += data.count;\n\n\t\t\t\t\thasMoreData = data.hasMoreData;\n\t\t\t\t}\n\n\t\t\t\theader.totalRead = i;\n\t\t\t\theader.versionAsString = lf.versionAsString;\n\t\t\t\theader.isCompressed = lf.isCompressed;\n\n\t\t\t\tawait lf.close();\n\n\t\t\t\tlf.isOpen = false;\n\t\t\t}\n\n\t\t}catch(err){\n\t\t\tconsole.error('Error reading LAZ:', err);\n\t\t\t\n\t\t\tif (lf.isOpen) {\n\t\t\t\tawait lf.close();\n\n\t\t\t\tlf.isOpen = false;\n\t\t\t}\n\t\t\t\n\t\t\tthrow err;\n\t\t}\n\t}\n};\n\nexport class EptLazBatcher {\n\tconstructor(node) { this.node = node; }\n\n\tpush(las) {\n\t\tlet workerPath = Potree.scriptPath +\n\t\t\t'/workers/EptLaszipDecoderWorker.js';\n\t\tlet worker = Potree.workerPool.getWorker(workerPath);\n\n\t\tworker.onmessage = (e) => {\n\t\t\tlet g = new THREE.BufferGeometry();\n\t\t\tlet numPoints = las.pointsCount;\n\n\t\t\tlet positions = new Float32Array(e.data.position);\n\t\t\tlet colors = new Uint8Array(e.data.color);\n\n\t\t\tlet intensities = new Float32Array(e.data.intensity);\n\t\t\tlet classifications = new Uint8Array(e.data.classification);\n\t\t\tlet returnNumbers = new Uint8Array(e.data.returnNumber);\n\t\t\tlet numberOfReturns = new Uint8Array(e.data.numberOfReturns);\n\t\t\tlet pointSourceIDs = new Uint16Array(e.data.pointSourceID);\n\t\t\tlet indices = new Uint8Array(e.data.indices);\n\t\t\tlet gpsTime = new Float32Array(e.data.gpsTime);\n\n\t\t\tg.setAttribute('position',\n\t\t\t\t\tnew THREE.BufferAttribute(positions, 3));\n\t\t\tg.setAttribute('rgba',\n\t\t\t\t\tnew THREE.BufferAttribute(colors, 4, true));\n\t\t\tg.setAttribute('intensity',\n\t\t\t\t\tnew THREE.BufferAttribute(intensities, 1));\n\t\t\tg.setAttribute('classification',\n\t\t\t\t\tnew THREE.BufferAttribute(classifications, 1));\n\t\t\tg.setAttribute('return number',\n\t\t\t\t\tnew THREE.BufferAttribute(returnNumbers, 1));\n\t\t\tg.setAttribute('number of returns',\n\t\t\t\t\tnew THREE.BufferAttribute(numberOfReturns, 1));\n\t\t\tg.setAttribute('source id',\n\t\t\t\t\tnew THREE.BufferAttribute(pointSourceIDs, 1));\n\t\t\tg.setAttribute('indices',\n\t\t\t\t\tnew THREE.BufferAttribute(indices, 4));\n\t\t\tg.setAttribute('gpsTime',\n\t\t\t\t\tnew THREE.BufferAttribute(gpsTime, 1));\n\t\t\tthis.node.gpsTime = e.data.gpsMeta;\n\n\t\t\tg.attributes.indices.normalized = true;\n\n\t\t\tlet tightBoundingBox = new THREE.Box3(\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.min),\n\t\t\t\tnew THREE.Vector3().fromArray(e.data.tightBoundingBox.max)\n\t\t\t);\n\n\t\t\tthis.node.doneLoading(\n\t\t\t\tg,\n\t\t\t\ttightBoundingBox,\n\t\t\t\tnumPoints,\n\t\t\t\tnew THREE.Vector3(...e.data.mean));\n\n\t\t\tPotree.workerPool.returnWorker(workerPath, worker);\n\t\t};\n\n\t\tlet message = {\n\t\t\tbuffer: las.arrayb,\n\t\t\tnumPoints: las.pointsCount,\n\t\t\tpointSize: las.pointSize,\n\t\t\tpointFormatID: las.pointsFormatId,\n\t\t\tscale: las.scale,\n\t\t\toffset: las.offset,\n\t\t\tmins: las.mins,\n\t\t\tmaxs: las.maxs\n\t\t};\n\n\t\tworker.postMessage(message, [message.buffer]);\n\t};\n};\n\n","import {EptBinaryLoader} from \"./BinaryLoader.js\";\n\nexport class EptZstandardLoader extends EptBinaryLoader {\n extension() {\n return '.zst';\n }\n\n workerPath() {\n return Potree.scriptPath + '/workers/EptZstandardDecoderWorker.js';\n }\n};\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Line2} from \"../../libs/three.js/lines/Line2.js\";\nimport {LineGeometry} from \"../../libs/three.js/lines/LineGeometry.js\";\nimport {LineMaterial} from \"../../libs/three.js/lines/LineMaterial.js\";\n\nexport class ShapefileLoader{\n\n\tconstructor(){\n\t\tthis.transform = null;\n\t}\n\n\tasync load(path){\n\n\t\tconst matLine = new LineMaterial( {\n\t\t\tcolor: 0xff0000,\n\t\t\tlinewidth: 3, // in pixels\n\t\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\t\tdashed: false\n\t\t} );\n\n\t\tconst features = await this.loadShapefileFeatures(path);\n\t\tconst node = new THREE.Object3D();\n\t\t\n\t\tfor(const feature of features){\n\t\t\tconst fnode = this.featureToSceneNode(feature, matLine);\n\t\t\tnode.add(fnode);\n\t\t}\n\n\t\tlet setResolution = (x, y) => {\n\t\t\tmatLine.resolution.set(x, y);\n\t\t};\n\n\t\tconst result = {\n\t\t\tfeatures: features,\n\t\t\tnode: node,\n\t\t\tsetResolution: setResolution,\n\t\t};\n\n\t\treturn result;\n\t}\n\n\tfeatureToSceneNode(feature, matLine){\n\t\tlet geometry = feature.geometry;\n\t\t\n\t\tlet color = new THREE.Color(1, 1, 1);\n\n\t\tlet transform = this.transform;\n\t\tif(transform === null){\n\t\t\ttransform = {forward: (v) => v};\n\t\t}\n\t\t\n\t\tif(feature.geometry.type === \"Point\"){\n\t\t\tlet sg = new THREE.SphereGeometry(1, 18, 18);\n\t\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\t\tlet s = new THREE.Mesh(sg, sm);\n\t\t\t\n\t\t\tlet [long, lat] = geometry.coordinates;\n\t\t\tlet pos = transform.forward([long, lat]);\n\t\t\t\n\t\t\ts.position.set(...pos, 20);\n\t\t\t\n\t\t\ts.scale.set(10, 10, 10);\n\t\t\t\n\t\t\treturn s;\n\t\t}else if(geometry.type === \"LineString\"){\n\t\t\tlet coordinates = [];\n\t\t\t\n\t\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\t\tfor(let i = 0; i < geometry.coordinates.length; i++){\n\t\t\t\tlet [long, lat] = geometry.coordinates[i];\n\t\t\t\tlet pos = transform.forward([long, lat]);\n\t\t\t\t\n\t\t\t\tmin.x = Math.min(min.x, pos[0]);\n\t\t\t\tmin.y = Math.min(min.y, pos[1]);\n\t\t\t\tmin.z = Math.min(min.z, 20);\n\t\t\t\t\n\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\tif(i > 0 && i < geometry.coordinates.length - 1){\n\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tfor(let i = 0; i < coordinates.length; i += 3){\n\t\t\t\tcoordinates[i+0] -= min.x;\n\t\t\t\tcoordinates[i+1] -= min.y;\n\t\t\t\tcoordinates[i+2] -= min.z;\n\t\t\t}\n\t\t\t\n\t\t\tconst lineGeometry = new LineGeometry();\n\t\t\tlineGeometry.setPositions( coordinates );\n\n\t\t\tconst line = new Line2( lineGeometry, matLine );\n\t\t\tline.computeLineDistances();\n\t\t\tline.scale.set( 1, 1, 1 );\n\t\t\tline.position.copy(min);\n\t\t\t\n\t\t\treturn line;\n\t\t}else if(geometry.type === \"Polygon\"){\n\t\t\tfor(let pc of geometry.coordinates){\n\t\t\t\tlet coordinates = [];\n\t\t\t\t\n\t\t\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\t\t\tfor(let i = 0; i < pc.length; i++){\n\t\t\t\t\tlet [long, lat] = pc[i];\n\t\t\t\t\tlet pos = transform.forward([long, lat]);\n\t\t\t\t\t\n\t\t\t\t\tmin.x = Math.min(min.x, pos[0]);\n\t\t\t\t\tmin.y = Math.min(min.y, pos[1]);\n\t\t\t\t\tmin.z = Math.min(min.z, 20);\n\t\t\t\t\t\n\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t\tif(i > 0 && i < pc.length - 1){\n\t\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfor(let i = 0; i < coordinates.length; i += 3){\n\t\t\t\t\tcoordinates[i+0] -= min.x;\n\t\t\t\t\tcoordinates[i+1] -= min.y;\n\t\t\t\t\tcoordinates[i+2] -= min.z;\n\t\t\t\t}\n\n\t\t\t\tconst lineGeometry = new LineGeometry();\n\t\t\t\tlineGeometry.setPositions( coordinates );\n\n\t\t\t\tconst line = new Line2( lineGeometry, matLine );\n\t\t\t\tline.computeLineDistances();\n\t\t\t\tline.scale.set( 1, 1, 1 );\n\t\t\t\tline.position.copy(min);\n\t\t\t\t\n\t\t\t\treturn line;\n\t\t\t}\n\t\t}else{\n\t\t\tconsole.log(\"unhandled feature: \", feature);\n\t\t}\n\t}\n\n\tasync loadShapefileFeatures(file){\n\t\tlet features = [];\n\n\t\tlet source = await shapefile.open(file);\n\n\t\twhile(true){\n\t\t\tlet result = await source.read();\n\n\t\t\tif (result.done) {\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tif (result.value && result.value.type === 'Feature' && result.value.geometry !== undefined) {\n\t\t\t\tfeatures.push(result.value);\n\t\t\t}\n\t\t}\n\n\t\treturn features;\n\t}\n\n};\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Line2} from \"../../libs/three.js/lines/Line2.js\";\nimport {LineGeometry} from \"../../libs/three.js/lines/LineGeometry.js\";\nimport {LineMaterial} from \"../../libs/three.js/lines/LineMaterial.js\";\nimport {Utils} from \"../utils.js\";\n\nconst defaultColors = {\n\t\"landuse\": [0.5, 0.5, 0.5],\n\t\"natural\": [0.0, 1.0, 0.0],\n\t\"places\": [1.0, 0.0, 1.0],\n\t\"points\": [0.0, 1.0, 1.0],\n\t\"roads\": [1.0, 1.0, 0.0],\n\t\"waterways\": [0.0, 0.0, 1.0],\n\t\"default\": [0.9, 0.6, 0.1],\n};\n\nfunction getColor(feature){\n\tlet color = defaultColors[feature];\n\n\tif(!color){\n\t\tcolor = defaultColors[\"default\"];\n\t}\n\n\treturn color;\n}\n\nexport class Geopackage{\n\tconstructor(){\n\t\tthis.path = null;\n\t\tthis.node = null;\n\t}\n};\n\nexport class GeoPackageLoader{\n\n\tconstructor(){\n\n\t}\n\n\tstatic async loadUrl(url, params){\n\n\t\tawait Promise.all([\n\t\t\tUtils.loadScript(`${Potree.scriptPath}/lazylibs/geopackage/geopackage.js`),\n\t\t\tUtils.loadScript(`${Potree.scriptPath}/lazylibs/sql.js/sql-wasm.js`),\n\t\t]);\n\t\t\n\t\tconst result = await fetch(url);\n\t\tconst buffer = await result.arrayBuffer();\n\n\t\tparams = params || {};\n\n\t\tparams.source = url;\n\n\t\treturn GeoPackageLoader.loadBuffer(buffer, params);\n\t}\n\n\tstatic async loadBuffer(buffer, params){\n\n\t\tawait Promise.all([\n\t\t\tUtils.loadScript(`${Potree.scriptPath}/lazylibs/geopackage/geopackage.js`),\n\t\t\tUtils.loadScript(`${Potree.scriptPath}/lazylibs/sql.js/sql-wasm.js`),\n\t\t]);\n\n\t\tparams = params || {};\n\n\t\tconst resolver = async (resolve) => {\n\t\t\t\n\t\t\tlet transform = params.transform;\n\t\t\tif(!transform){\n\t\t\t\ttransform = {forward: (arg) => arg};\n\t\t\t}\n\n\t\t\tconst wasmPath = `${Potree.scriptPath}/lazylibs/sql.js/sql-wasm.wasm`;\n\t\t\tconst SQL = await initSqlJs({ locateFile: filename => wasmPath});\n\n\t\t\tconst u8 = new Uint8Array(buffer);\n\n\t\t\tconst data = await geopackage.open(u8);\n\t\t\twindow.data = data;\n\n\t\t\tconst geopackageNode = new THREE.Object3D();\n\t\t\tgeopackageNode.name = params.source;\n\t\t\tgeopackageNode.potree = {\n\t\t\t\tsource: params.source,\n\t\t\t};\n\n\t\t\tconst geo = new Geopackage();\n\t\t\tgeo.path = params.source;\n\t\t\tgeo.node = geopackageNode;\n\n\t\t\tconst tables = data.getTables();\n\n\t\t\tfor(const table of tables.features){\n\t\t\t\tconst dao = data.getFeatureDao(table);\n\n\t\t\t\tlet boundingBox = dao.getBoundingBox();\n\t\t\t\tboundingBox = boundingBox.projectBoundingBox(dao.projection, 'EPSG:4326');\n\t\t\t\tconst geoJson = data.queryForGeoJSONFeaturesInTable(table, boundingBox);\n\n\t\t\t\tconst matLine = new LineMaterial( {\n\t\t\t\t\tcolor: new THREE.Color().setRGB(...getColor(table)),\n\t\t\t\t\tlinewidth: 2, \n\t\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\n\t\t\t\t\tdashed: false\n\t\t\t\t} );\n\n\t\t\t\tconst node = new THREE.Object3D();\n\t\t\t\tnode.name = table;\n\t\t\t\tgeo.node.add(node);\n\n\t\t\t\tfor(const [index, feature] of Object.entries(geoJson)){\n\t\t\t\t\t//const featureNode = GeoPackageLoader.featureToSceneNode(feature, matLine, transform);\n\t\t\t\t\tconst featureNode = GeoPackageLoader.featureToSceneNode(feature, matLine, dao.projection, transform);\n\t\t\t\t\tnode.add(featureNode);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tresolve(geo);\n\t\t}\n\n\t\treturn new Promise(resolver);\n\t}\n\n\tstatic featureToSceneNode(feature, matLine, geopackageProjection, transform){\n\t\tlet geometry = feature.geometry;\n\t\t\n\t\tlet color = new THREE.Color(1, 1, 1);\n\t\t\n\t\tif(feature.geometry.type === \"Point\"){\n\t\t\tlet sg = new THREE.SphereGeometry(1, 18, 18);\n\t\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\t\tlet s = new THREE.Mesh(sg, sm);\n\t\t\t\n\t\t\tlet [long, lat] = geometry.coordinates;\n\t\t\tlet pos = transform.forward(geopackageProjection.forward([long, lat]));\n\t\t\t\n\t\t\ts.position.set(...pos, 20);\n\t\t\t\n\t\t\ts.scale.set(10, 10, 10);\n\t\t\t\n\t\t\treturn s;\n\t\t}else if(geometry.type === \"LineString\"){\n\t\t\tlet coordinates = [];\n\t\t\t\n\t\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\t\tfor(let i = 0; i < geometry.coordinates.length; i++){\n\t\t\t\tlet [long, lat] = geometry.coordinates[i];\n\t\t\t\tlet pos = transform.forward(geopackageProjection.forward([long, lat]));\n\t\t\t\t\n\t\t\t\tmin.x = Math.min(min.x, pos[0]);\n\t\t\t\tmin.y = Math.min(min.y, pos[1]);\n\t\t\t\tmin.z = Math.min(min.z, 20);\n\t\t\t\t\n\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\tif(i > 0 && i < geometry.coordinates.length - 1){\n\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tfor(let i = 0; i < coordinates.length; i += 3){\n\t\t\t\tcoordinates[i+0] -= min.x;\n\t\t\t\tcoordinates[i+1] -= min.y;\n\t\t\t\tcoordinates[i+2] -= min.z;\n\t\t\t}\n\t\t\t\n\t\t\tconst lineGeometry = new LineGeometry();\n\t\t\tlineGeometry.setPositions( coordinates );\n\n\t\t\tconst line = new Line2( lineGeometry, matLine );\n\t\t\tline.computeLineDistances();\n\t\t\tline.scale.set( 1, 1, 1 );\n\t\t\tline.position.copy(min);\n\t\t\t\n\t\t\treturn line;\n\t\t}else if(geometry.type === \"Polygon\"){\n\t\t\tfor(let pc of geometry.coordinates){\n\t\t\t\tlet coordinates = [];\n\t\t\t\t\n\t\t\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\t\t\tfor(let i = 0; i < pc.length; i++){\n\t\t\t\t\tlet [long, lat] = pc[i];\n\t\t\t\t\t\n\t\t\t\t\tlet pos = transform.forward(geopackageProjection.forward([long, lat]));\n\t\t\t\t\t\n\t\t\t\t\tmin.x = Math.min(min.x, pos[0]);\n\t\t\t\t\tmin.y = Math.min(min.y, pos[1]);\n\t\t\t\t\tmin.z = Math.min(min.z, 20);\n\t\t\t\t\t\n\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t\tif(i > 0 && i < pc.length - 1){\n\t\t\t\t\t\tcoordinates.push(...pos, 20);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfor(let i = 0; i < coordinates.length; i += 3){\n\t\t\t\t\tcoordinates[i+0] -= min.x;\n\t\t\t\t\tcoordinates[i+1] -= min.y;\n\t\t\t\t\tcoordinates[i+2] -= min.z;\n\t\t\t\t}\n\n\t\t\t\tconst lineGeometry = new LineGeometry();\n\t\t\t\tlineGeometry.setPositions( coordinates );\n\n\t\t\t\tconst line = new Line2( lineGeometry, matLine );\n\t\t\t\tline.computeLineDistances();\n\t\t\t\tline.scale.set( 1, 1, 1 );\n\t\t\t\tline.position.copy(min);\n\t\t\t\t\n\t\t\t\treturn line;\n\t\t\t}\n\t\t}else{\n\t\t\tconsole.log(\"unhandled feature: \", feature);\n\t\t}\n\t}\n\n};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class ClipVolume extends THREE.Object3D{\n\t\n\tconstructor(args){\n\t\tsuper();\n\t\t\n\t\tthis.constructor.counter = (this.constructor.counter === undefined) ? 0 : this.constructor.counter + 1;\n\t\tthis.name = \"clip_volume_\" + this.constructor.counter;\n\n\t\tlet alpha = args.alpha || 0;\n\t\tlet beta = args.beta || 0;\n\t\tlet gamma = args.gamma || 0;\n\n\t\tthis.rotation.x = alpha;\n\t\tthis.rotation.y = beta;\n\t\tthis.rotation.z = gamma;\n\n\t\tthis.clipOffset = 0.001;\n\t\tthis.clipRotOffset = 1;\n\t\t\t\t\n\t\tlet boxGeometry = new THREE.BoxGeometry(1, 1, 1);\n\t\tboxGeometry.computeBoundingBox();\n\t\t\n\t\tlet boxFrameGeometry = new THREE.Geometry();\n\t\t{\t\t\t\n\t\t\t// bottom\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\t// top\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\t// sides\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\n\t\t\tboxFrameGeometry.colors.push(new THREE.Vector3(1, 1, 1));\n\t\t}\n\n\t\tlet planeFrameGeometry = new THREE.Geometry();\n\t\t{\t\t\t\t\t\t\n\t\t\t// middle line\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.0));\n\t\t\tplaneFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.0));\n\t\t}\n\n\t\tthis.dimension = new THREE.Vector3(1, 1, 1);\n\t\tthis.material = new THREE.MeshBasicMaterial( {\n\t\t\tcolor: 0x00ff00, \n\t\t\ttransparent: true, \n\t\t\topacity: 0.3,\n\t\t\tdepthTest: true, \n\t\t\tdepthWrite: false} );\n\t\tthis.box = new THREE.Mesh(boxGeometry, this.material);\n\t\tthis.box.geometry.computeBoundingBox();\n\t\tthis.boundingBox = this.box.geometry.boundingBox;\n\t\tthis.add(this.box);\n\t\t\n\t\tthis.frame = new THREE.LineSegments( boxFrameGeometry, new THREE.LineBasicMaterial({color: 0x000000}));\n\t\tthis.add(this.frame);\n\t\tthis.planeFrame = new THREE.LineSegments( planeFrameGeometry, new THREE.LineBasicMaterial({color: 0xff0000}));\n\t\tthis.add(this.planeFrame);\n\n\t\t// set default thickness\n\t\tthis.setScaleZ(0.1);\n\n\t\t// create local coordinate system\n\t\tlet createArrow = (name, direction, color) => {\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: color, \n\t\t\t\tdepthTest: false, \n\t\t\t\tdepthWrite: false});\n\t\t\t\t\n\t\t\tlet shaftGeometry = new THREE.Geometry();\n\t\t\tshaftGeometry.vertices.push(new THREE.Vector3(0, 0, 0));\n\t\t\tshaftGeometry.vertices.push(new THREE.Vector3(0, 1, 0));\n\t\t\t\n\t\t\tlet shaftMaterial = new THREE.LineBasicMaterial({\n\t\t\t\tcolor: color, \n\t\t\t\tdepthTest: false, \n\t\t\t\tdepthWrite: false,\n\t\t\t\ttransparent: true\n\t\t\t\t});\n\t\t\tlet shaft = new THREE.Line(shaftGeometry, shaftMaterial);\n\t\t\tshaft.name = name + \"_shaft\";\n\t\t\t\n\t\t\tlet headGeometry = new THREE.CylinderGeometry(0, 0.04, 0.1, 10, 1, false);\n\t\t\tlet headMaterial = material;\n\t\t\tlet head = new THREE.Mesh(headGeometry, headMaterial);\n\t\t\thead.name = name + \"_head\";\n\t\t\thead.position.y = 1;\n\t\t\t\n\t\t\tlet arrow = new THREE.Object3D();\n\t\t\tarrow.name = name;\n\t\t\tarrow.add(shaft);\n\t\t\tarrow.add(head);\n\n\t\t\treturn arrow;\n\t\t};\n\t\t\n\t\tthis.arrowX = createArrow(\"arrow_x\", new THREE.Vector3(1, 0, 0), 0xFF0000);\n\t\tthis.arrowY = createArrow(\"arrow_y\", new THREE.Vector3(0, 1, 0), 0x00FF00);\n\t\tthis.arrowZ = createArrow(\"arrow_z\", new THREE.Vector3(0, 0, 1), 0x0000FF);\n\t\t\n\t\tthis.arrowX.rotation.z = -Math.PI / 2;\n\t\tthis.arrowZ.rotation.x = Math.PI / 2;\n\n\t\tthis.arrowX.visible = false;\n\t\tthis.arrowY.visible = false;\n\t\tthis.arrowZ.visible = false;\n\n\t\tthis.add(this.arrowX);\n\t\tthis.add(this.arrowY);\n\t\tthis.add(this.arrowZ);\n\t\t\n\t\t{ // event listeners\n\t\t\tthis.addEventListener(\"ui_select\", e => { \n\t\t\t\tthis.arrowX.visible = true;\n\t\t\t\tthis.arrowY.visible = true;\n\t\t\t\tthis.arrowZ.visible = true; \n\t\t\t});\n\t\t\tthis.addEventListener(\"ui_deselect\", e => {\n\t\t\t\tthis.arrowX.visible = false;\n\t\t\t\tthis.arrowY.visible = false;\n\t\t\t\tthis.arrowZ.visible = false; \t\t\t\t\n\t\t\t});\n\t\t\tthis.addEventListener(\"select\", e => { \n\t\t\t\tlet scene_header = $(\"#\" + this.name + \" .scene_header\");\n\t\t\t\tif(!scene_header.next().is(\":visible\")) {\n\t\t\t\t\tscene_header.click();\n\t\t\t\t}\n\t\t\t});\n\t\t\tthis.addEventListener(\"deselect\", e => { \n\t\t\t\tlet scene_header = $(\"#\" + this.name + \" .scene_header\");\n\t\t\t\tif(scene_header.next().is(\":visible\")) {\n\t\t\t\t\tscene_header.click();\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t\t\n\t\tthis.update();\n\t};\n\n\tsetClipOffset(offset) {\t\t\n\t\tthis.clipOffset = offset;\t\n\t}\n\n\tsetClipRotOffset(offset) {\t\t\n\t\tthis.clipRotOffset = offset;\t\t\n\t}\n\n\tsetScaleX(x) {\n\t\tthis.box.scale.x = x;\n\t\tthis.frame.scale.x = x;\n\t\tthis.planeFrame.scale.x = x;\t\t\t\n\t}\n\n\tsetScaleY(y) {\n\t\tthis.box.scale.y = y;\n\t\tthis.frame.scale.y = y;\n\t\tthis.planeFrame.scale.y = y;\t\t\n\t}\n\n\tsetScaleZ(z) {\n\t\tthis.box.scale.z = z;\n\t\tthis.frame.scale.z = z;\n\t\tthis.planeFrame.scale.z = z;\t\t\n\t}\n\n\toffset(args) {\n\t\tlet cs = args.cs || null;\n\t\tlet axis = args.axis || null;\n\t\tlet dir = args.dir || null;\n\n\t\tif(!cs || !axis || !dir) return;\n\n\t\tif(axis === \"x\") {\n\t\t\tif(cs === \"local\") {\n\t\t\t\tthis.position.add(this.localX.clone().multiplyScalar(dir * this.clipOffset));\n\t\t\t} else if(cs === \"global\") {\n\t\t\t\tthis.position.x = this.position.x + dir * this.clipOffset;\n\t\t\t}\n\t\t}else if(axis === \"y\") {\n\t\t\tif(cs === \"local\") {\n\t\t\t\tthis.position.add(this.localY.clone().multiplyScalar(dir * this.clipOffset));\n\t\t\t} else if(cs === \"global\") {\n\t\t\t\tthis.position.y = this.position.y + dir * this.clipOffset;\n\t\t\t}\n\t\t}else if(axis === \"z\") {\n\t\t\tif(cs === \"local\") {\n\t\t\t\tthis.position.add(this.localZ.clone().multiplyScalar(dir * this.clipOffset));\n\t\t\t} else if(cs === \"global\") {\n\t\t\t\tthis.position.z = this.position.z + dir * this.clipOffset;\n\t\t\t}\n\t\t}\n\n\t\tthis.dispatchEvent({\"type\": \"clip_volume_changed\", \"viewer\": viewer, \"volume\": this});\n\t}\t\n\n\trotate(args) {\n\t\tlet cs = args.cs || null;\n\t\tlet axis = args.axis || null;\n\t\tlet dir = args.dir || null;\n\n\t\tif(!cs || !axis || !dir) return;\n\n\t\tif(cs === \"local\") {\n\t\t\tif(axis === \"x\") {\n\t\t\t\tthis.rotateOnAxis(new THREE.Vector3(1, 0, 0), dir * this.clipRotOffset * Math.PI / 180);\n\t\t\t} else if(axis === \"y\") {\n\t\t\t\tthis.rotateOnAxis(new THREE.Vector3(0, 1, 0), dir * this.clipRotOffset * Math.PI / 180);\n\t\t\t} else if(axis === \"z\") {\n\t\t\t\tthis.rotateOnAxis(new THREE.Vector3(0, 0, 1), dir * this.clipRotOffset * Math.PI / 180);\n\t\t\t}\n\t\t} else if(cs === \"global\") {\n\t\t\tlet rotaxis = new THREE.Vector4(1, 0, 0, 0);\t\n\t\t\tif(axis === \"y\") {\n\t\t\t\trotaxis = new THREE.Vector4(0, 1, 0, 0);\n\t\t\t} else if(axis === \"z\") {\n\t\t\t\trotaxis = new THREE.Vector4(0, 0, 1, 0);\n\t\t\t}\n\t\t\tthis.updateMatrixWorld();\n\t\t\tlet invM = newthis.matrixWorld.clone().invert();\n\t\t\trotaxis = rotaxis.applyMatrix4(invM).normalize();\n\t\t\trotaxis = new THREE.Vector3(rotaxis.x, rotaxis.y, rotaxis.z);\n\t\t\tthis.rotateOnAxis(rotaxis, dir * this.clipRotOffset * Math.PI / 180);\n\t\t}\n\n\t\tthis.updateLocalSystem();\n\n\t\tthis.dispatchEvent({\"type\": \"clip_volume_changed\", \"viewer\": viewer, \"volume\": this});\n\t}\t\n\n\tupdate(){\n\t\tthis.boundingBox = this.box.geometry.boundingBox;\n\t\tthis.boundingSphere = this.boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\t\n\t\tthis.box.visible = false;\n\n\t\tthis.updateLocalSystem();\n\t};\n\n\tupdateLocalSystem() {\t\t\n\t\t// extract local coordinate axes\n\t\tlet rotQuat = this.getWorldQuaternion();\n\t\tthis.localX = new THREE.Vector3(1, 0, 0).applyQuaternion(rotQuat).normalize();\n\t\tthis.localY = new THREE.Vector3(0, 1, 0).applyQuaternion(rotQuat).normalize();\n\t\tthis.localZ = new THREE.Vector3(0, 0, 1).applyQuaternion(rotQuat).normalize();\n\t}\n\t\n\traycast(raycaster, intersects){\n\t\t\n\t\tlet is = [];\n\t\tthis.box.raycast(raycaster, is);\n\t\n\t\tif(is.length > 0){\n\t\t\tlet I = is[0];\n\t\t\tintersects.push({\n\t\t\t\tdistance: I.distance,\n\t\t\t\tobject: this,\n\t\t\t\tpoint: I.point.clone()\n\t\t\t});\n\t\t}\n\t};\n};\n","\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {ClipVolume} from \"./ClipVolume.js\";\nimport {PolygonClipVolume} from \"./PolygonClipVolume.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\nexport class ClippingTool extends EventDispatcher{\n\n\tconstructor(viewer){\n\t\tsuper(); \n\n\t\tthis.viewer = viewer;\n\n\t\tthis.maxPolygonVertices = 8; \n\t\t\n\t\tthis.addEventListener(\"start_inserting_clipping_volume\", e => {\n\t\t\tthis.viewer.dispatchEvent({\n\t\t\t\ttype: \"cancel_insertions\"\n\t\t\t});\n\t\t});\n\n\t\tthis.sceneMarker = new THREE.Scene();\n\t\tthis.sceneVolume = new THREE.Scene();\n\t\tthis.sceneVolume.name = \"scene_clip_volume\";\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.sceneVolume);\n\n\t\tthis.onRemove = e => {\n\t\t\tthis.sceneVolume.remove(e.volume);\n\t\t};\n\t\t\n\t\tthis.onAdd = e => {\n\t\t\tthis.sceneVolume.add(e.volume);\n\t\t};\n\t\t\n\t\tthis.viewer.inputHandler.addEventListener(\"delete\", e => {\n\t\t\tlet volumes = e.selection.filter(e => (e instanceof ClipVolume));\n\t\t\tvolumes.forEach(e => this.viewer.scene.removeClipVolume(e));\n\t\t\tlet polyVolumes = e.selection.filter(e => (e instanceof PolygonClipVolume));\n\t\t\tpolyVolumes.forEach(e => this.viewer.scene.removePolygonClipVolume(e));\n\t\t});\n\t}\n\n\tsetScene(scene){\n\t\tif(this.scene === scene){\n\t\t\treturn;\n\t\t}\n\t\t\n\t\tif(this.scene){\n\t\t\tthis.scene.removeEventListeners(\"clip_volume_added\", this.onAdd);\n\t\t\tthis.scene.removeEventListeners(\"clip_volume_removed\", this.onRemove);\n\t\t\tthis.scene.removeEventListeners(\"polygon_clip_volume_added\", this.onAdd);\n\t\t\tthis.scene.removeEventListeners(\"polygon_clip_volume_removed\", this.onRemove);\n\t\t}\n\t\t\n\t\tthis.scene = scene;\n\t\t\n\t\tthis.scene.addEventListener(\"clip_volume_added\", this.onAdd);\n\t\tthis.scene.addEventListener(\"clip_volume_removed\", this.onRemove);\n\t\tthis.scene.addEventListener(\"polygon_clip_volume_added\", this.onAdd);\n\t\tthis.scene.addEventListener(\"polygon_clip_volume_removed\", this.onRemove);\n\t}\n\n\tstartInsertion(args = {}) {\t\n\t\tlet type = args.type || null;\n\n\t\tif(!type) return null;\n\n\t\tlet domElement = this.viewer.renderer.domElement;\n\t\tlet canvasSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\n\t\tlet svg = $(`\n\t\t\n\n\t\t\t\n\t\t\t\t \n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\n\n\t\t\t\n\n\t\t\t\n\t\t`);\n\t\t$(domElement.parentElement).append(svg);\n\n\t\tlet polyClipVol = new PolygonClipVolume(this.viewer.scene.getActiveCamera().clone());\n\n\t\tthis.dispatchEvent({\"type\": \"start_inserting_clipping_volume\"});\n\n\t\tthis.viewer.scene.addPolygonClipVolume(polyClipVol);\n\t\tthis.sceneMarker.add(polyClipVol);\n\n\t\tlet cancel = {\n\t\t\tcallback: null\n\t\t};\n\n\t\tlet insertionCallback = (e) => {\n\t\t\tif(e.button === THREE.MOUSE.LEFT){\n\t\t\t\t\n\t\t\t\tpolyClipVol.addMarker();\n\n\t\t\t\t// SVC Screen Line\n\t\t\t\tsvg.find(\"polyline\").each((index, target) => {\n\t\t\t\t\tlet newPoint = svg[0].createSVGPoint();\n\t\t\t\t\tnewPoint.x = e.offsetX;\n\t\t\t\t\tnewPoint.y = e.offsetY;\n\t\t\t\t\tlet polyline = target.points.appendItem(newPoint);\n\t\t\t\t});\n\t\t\t\t\n\t\t\t\t\n\t\t\t\tif(polyClipVol.markers.length > this.maxPolygonVertices){\n\t\t\t\t\tcancel.callback();\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tthis.viewer.inputHandler.startDragging(\n\t\t\t\t\tpolyClipVol.markers[polyClipVol.markers.length - 1]);\n\t\t\t}else if(e.button === THREE.MOUSE.RIGHT){\n\t\t\t\tcancel.callback(e);\n\t\t\t}\n\t\t};\n\t\t\n\t\tcancel.callback = e => {\n\n\t\t\t//let first = svg.find(\"polyline\")[0].points[0];\n\t\t\t//svg.find(\"polyline\").each((index, target) => {\n\t\t\t//\tlet newPoint = svg[0].createSVGPoint();\n\t\t\t//\tnewPoint.x = first.x;\n\t\t\t//\tnewPoint.y = first.y;\n\t\t\t//\tlet polyline = target.points.appendItem(newPoint);\n\t\t\t//});\n\t\t\tsvg.remove();\n\n\t\t\tif(polyClipVol.markers.length > 3) {\n\t\t\t\tpolyClipVol.removeLastMarker();\n\t\t\t\tpolyClipVol.initialized = true;\t\n\t\t\t} else {\n\t\t\t\tthis.viewer.scene.removePolygonClipVolume(polyClipVol);\n\t\t\t}\n\n\t\t\tthis.viewer.renderer.domElement.removeEventListener(\"mouseup\", insertionCallback, true);\n\t\t\tthis.viewer.removeEventListener(\"cancel_insertions\", cancel.callback);\n\t\t\tthis.viewer.inputHandler.enabled = true;\n\t\t};\n\t\t\n\t\tthis.viewer.addEventListener(\"cancel_insertions\", cancel.callback);\n\t\tthis.viewer.renderer.domElement.addEventListener(\"mouseup\", insertionCallback , true);\n\t\tthis.viewer.inputHandler.enabled = false;\n\t\t\n\t\tpolyClipVol.addMarker();\n\t\tthis.viewer.inputHandler.startDragging(\n\t\t\tpolyClipVol.markers[polyClipVol.markers.length - 1]);\n\n\t\treturn polyClipVol;\n\t}\n\n\tupdate() {\n\n\t}\n};","\nimport {Enum} from \"../Enum.js\";\n\nvar GeoTIFF = (function (exports) {\n'use strict';\n\nconst Endianness = new Enum({\n\tLITTLE: \"II\",\n\tBIG: \"MM\",\n});\n\nconst Type = new Enum({\n\tBYTE: {value: 1, bytes: 1},\n\tASCII: {value: 2, bytes: 1},\n\tSHORT: {value: 3, bytes: 2},\n\tLONG: {value: 4, bytes: 4},\n\tRATIONAL: {value: 5, bytes: 8},\n\tSBYTE: {value: 6, bytes: 1},\n\tUNDEFINED: {value: 7, bytes: 1},\n\tSSHORT: {value: 8, bytes: 2},\n\tSLONG: {value: 9, bytes: 4},\n\tSRATIONAL: {value: 10, bytes: 8},\n\tFLOAT: {value: 11, bytes: 4},\n\tDOUBLE: {value: 12, bytes: 8},\n});\n\nconst Tag = new Enum({\n\tIMAGE_WIDTH: 256,\n\tIMAGE_HEIGHT: 257,\n\tBITS_PER_SAMPLE: 258,\n\tCOMPRESSION: 259,\n\tPHOTOMETRIC_INTERPRETATION: 262,\n\tSTRIP_OFFSETS: 273,\n\tORIENTATION: 274,\n\tSAMPLES_PER_PIXEL: 277,\n\tROWS_PER_STRIP: 278,\n\tSTRIP_BYTE_COUNTS: 279,\n\tX_RESOLUTION: 282,\n\tY_RESOLUTION: 283,\n\tPLANAR_CONFIGURATION: 284,\n\tRESOLUTION_UNIT: 296,\n\tSOFTWARE: 305,\n\tCOLOR_MAP: 320,\n\tSAMPLE_FORMAT: 339,\n\tMODEL_PIXEL_SCALE: 33550, // [GeoTIFF] TYPE: double N: 3\n\tMODEL_TIEPOINT: 33922, // [GeoTIFF] TYPE: double N: 6 * NUM_TIEPOINTS\n\tGEO_KEY_DIRECTORY: 34735, // [GeoTIFF] TYPE: short N: >= 4\n\tGEO_DOUBLE_PARAMS: 34736, // [GeoTIFF] TYPE: short N: variable\n\tGEO_ASCII_PARAMS: 34737, // [GeoTIFF] TYPE: ascii N: variable\n});\n\nconst typeMapping = new Map([\n\t[Type.BYTE, Uint8Array],\n\t[Type.ASCII, Uint8Array],\n\t[Type.SHORT, Uint16Array],\n\t[Type.LONG, Uint32Array],\n\t[Type.RATIONAL, Uint32Array],\n\t[Type.SBYTE, Int8Array],\n\t[Type.UNDEFINED, Uint8Array],\n\t[Type.SSHORT, Int16Array],\n\t[Type.SLONG, Int32Array],\n\t[Type.SRATIONAL, Int32Array],\n\t[Type.FLOAT, Float32Array],\n\t[Type.DOUBLE, Float64Array],\n]);\n\nclass IFDEntry{\n\n\tconstructor(tag, type, count, offset, value){\n\t\tthis.tag = tag;\n\t\tthis.type = type;\n\t\tthis.count = count;\n\t\tthis.offset = offset;\n\t\tthis.value = value;\n\t}\n\n}\n\nclass Image{\n\n\tconstructor(){\n\t\tthis.width = 0;\n\t\tthis.height = 0;\n\t\tthis.buffer = null;\n\t\tthis.metadata = [];\n\t}\n\n}\n\nclass Reader{\n\n\tconstructor(){\n\n\t}\n\n\tstatic read(data){\n\n\t\tlet endiannessTag = String.fromCharCode(...Array.from(data.slice(0, 2)));\n\t\tlet endianness = Endianness.fromValue(endiannessTag);\n\n\t\tlet tiffCheckTag = data.readUInt8(2);\n\n\t\tif(tiffCheckTag !== 42){\n\t\t\tthrow new Error(\"not a valid tiff file\");\n\t\t}\n\n\t\tlet offsetToFirstIFD = data.readUInt32LE(4);\n\n\t\tconsole.log(\"offsetToFirstIFD\", offsetToFirstIFD);\n\n\t\tlet ifds = [];\n\t\tlet IFDsRead = false;\n\t\tlet currentIFDOffset = offsetToFirstIFD;\n\t\tlet i = 0;\n\t\twhile(IFDsRead || i < 100){\n\n\t\t\tconsole.log(\"currentIFDOffset\", currentIFDOffset);\n\t\t\tlet numEntries = data.readUInt16LE(currentIFDOffset);\n\t\t\tlet nextIFDOffset = data.readUInt32LE(currentIFDOffset + 2 + numEntries * 12);\n\n\t\t\tconsole.log(\"next offset: \", currentIFDOffset + 2 + numEntries * 12);\n\n\t\t\tlet entryBuffer = data.slice(currentIFDOffset + 2, currentIFDOffset + 2 + 12 * numEntries);\n\n\t\t\tfor(let i = 0; i < numEntries; i++){\n\t\t\t\tlet tag = Tag.fromValue(entryBuffer.readUInt16LE(i * 12));\n\t\t\t\tlet type = Type.fromValue(entryBuffer.readUInt16LE(i * 12 + 2));\n\t\t\t\tlet count = entryBuffer.readUInt32LE(i * 12 + 4);\n\t\t\t\tlet offsetOrValue = entryBuffer.readUInt32LE(i * 12 + 8);\n\t\t\t\tlet valueBytes = type.bytes * count;\n\n\t\t\t\tlet value;\n\t\t\t\tif(valueBytes <= 4){\n\t\t\t\t\tvalue = offsetOrValue;\n\t\t\t\t}else{\n\t\t\t\t\tlet valueBuffer = new Uint8Array(valueBytes);\n\t\t\t\t\tvalueBuffer.set(data.slice(offsetOrValue, offsetOrValue + valueBytes));\n\t\t\t\t\t\n\t\t\t\t\tlet ArrayType = typeMapping.get(type);\n\n\t\t\t\t\tvalue = new ArrayType(valueBuffer.buffer);\n\n\t\t\t\t\tif(type === Type.ASCII){\n\t\t\t\t\t\tvalue = String.fromCharCode(...value);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tlet ifd = new IFDEntry(tag, type, count, offsetOrValue, value);\n\n\t\t\t\tifds.push(ifd);\n\t\t\t}\n\n\t\t\tconsole.log(\"nextIFDOffset\", nextIFDOffset);\n\n\t\t\tif(nextIFDOffset === 0){\n\t\t\t\tbreak;\n\t\t\t}\n\n\t\t\tcurrentIFDOffset = nextIFDOffset;\n\t\t\ti++;\n\t\t}\n\n\t\tlet ifdForTag = (tag) => {\n\t\t\tfor(let entry of ifds){\n\t\t\t\tif(entry.tag === tag){\n\t\t\t\t\treturn entry;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn null;\n\t\t};\n\n\t\tlet width = ifdForTag(Tag.IMAGE_WIDTH, ifds).value;\n\t\tlet height = ifdForTag(Tag.IMAGE_HEIGHT, ifds).value;\n\t\tlet compression = ifdForTag(Tag.COMPRESSION, ifds).value;\n\t\tlet rowsPerStrip = ifdForTag(Tag.ROWS_PER_STRIP, ifds).value; \n\t\tlet ifdStripOffsets = ifdForTag(Tag.STRIP_OFFSETS, ifds);\n\t\tlet ifdStripByteCounts = ifdForTag(Tag.STRIP_BYTE_COUNTS, ifds);\n\n\t\tlet numStrips = Math.ceil(height / rowsPerStrip);\n\n\t\tlet stripByteCounts = [];\n\t\tfor(let i = 0; i < ifdStripByteCounts.count; i++){\n\t\t\tlet type = ifdStripByteCounts.type;\n\t\t\tlet offset = ifdStripByteCounts.offset + i * type.bytes;\n\n\t\t\tlet value;\n\t\t\tif(type === Type.SHORT){\n\t\t\t\tvalue = data.readUInt16LE(offset);\n\t\t\t}else if(type === Type.LONG){\n\t\t\t\tvalue = data.readUInt32LE(offset);\n\t\t\t}\n\n\t\t\tstripByteCounts.push(value);\n\t\t}\n\n\t\tlet stripOffsets = [];\n\t\tfor(let i = 0; i < ifdStripOffsets.count; i++){\n\t\t\tlet type = ifdStripOffsets.type;\n\t\t\tlet offset = ifdStripOffsets.offset + i * type.bytes;\n\n\t\t\tlet value;\n\t\t\tif(type === Type.SHORT){\n\t\t\t\tvalue = data.readUInt16LE(offset);\n\t\t\t}else if(type === Type.LONG){\n\t\t\t\tvalue = data.readUInt32LE(offset);\n\t\t\t}\n\n\t\t\tstripOffsets.push(value);\n\t\t}\n\n\t\tlet imageBuffer = new Uint8Array(width * height * 3);\n\t\t\n\t\tlet linesProcessed = 0;\n\t\tfor(let i = 0; i < numStrips; i++){\n\t\t\tlet stripOffset = stripOffsets[i];\n\t\t\tlet stripBytes = stripByteCounts[i];\n\t\t\tlet stripData = data.slice(stripOffset, stripOffset + stripBytes);\n\t\t\tlet lineBytes = width * 3;\n\t\t\tfor(let y = 0; y < rowsPerStrip; y++){\n\t\t\t\tlet line = stripData.slice(y * lineBytes, y * lineBytes + lineBytes);\n\t\t\t\timageBuffer.set(line, linesProcessed * lineBytes);\n\t\t\n\t\t\t\tif(line.length === lineBytes){\n\t\t\t\t\tlinesProcessed++;\n\t\t\t\t}else{\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tconsole.log(`width: ${width}`);\n\t\tconsole.log(`height: ${height}`);\n\t\tconsole.log(`numStrips: ${numStrips}`);\n\t\tconsole.log(\"stripByteCounts\", stripByteCounts.join(\", \"));\n\t\tconsole.log(\"stripOffsets\", stripOffsets.join(\", \"));\n\n\t\tlet image = new Image();\n\t\timage.width = width;\n\t\timage.height = height;\n\t\timage.buffer = imageBuffer;\n\t\timage.metadata = ifds;\n\n\t\treturn image;\n\t}\n\n}\n\n\nclass Exporter{\n\n\tconstructor(){\n\n\t}\n\n\tstatic toTiffBuffer(image, params = {}){\n\n\t\tlet offsetToFirstIFD = 8;\n\t\t\n\t\tlet headerBuffer = new Uint8Array([0x49, 0x49, 42, 0, offsetToFirstIFD, 0, 0, 0]);\n\n\t\tlet [width, height] = [image.width, image.height];\n\n\t\tlet ifds = [\n\t\t\tnew IFDEntry(Tag.IMAGE_WIDTH, Type.SHORT, 1, null, width),\n\t\t\tnew IFDEntry(Tag.IMAGE_HEIGHT, Type.SHORT, 1, null, height),\n\t\t\tnew IFDEntry(Tag.BITS_PER_SAMPLE, Type.SHORT, 4, null, new Uint16Array([8, 8, 8, 8])),\n\t\t\tnew IFDEntry(Tag.COMPRESSION, Type.SHORT, 1, null, 1),\n\t\t\tnew IFDEntry(Tag.PHOTOMETRIC_INTERPRETATION, Type.SHORT, 1, null, 2),\n\t\t\tnew IFDEntry(Tag.ORIENTATION, Type.SHORT, 1, null, 1),\n\t\t\tnew IFDEntry(Tag.SAMPLES_PER_PIXEL, Type.SHORT, 1, null, 4),\n\t\t\tnew IFDEntry(Tag.ROWS_PER_STRIP, Type.LONG, 1, null, height),\n\t\t\tnew IFDEntry(Tag.STRIP_BYTE_COUNTS, Type.LONG, 1, null, width * height * 3),\n\t\t\tnew IFDEntry(Tag.PLANAR_CONFIGURATION, Type.SHORT, 1, null, 1),\n\t\t\tnew IFDEntry(Tag.RESOLUTION_UNIT, Type.SHORT, 1, null, 1),\n\t\t\tnew IFDEntry(Tag.SOFTWARE, Type.ASCII, 6, null, \"......\"),\n\t\t\tnew IFDEntry(Tag.STRIP_OFFSETS, Type.LONG, 1, null, null),\n\t\t\tnew IFDEntry(Tag.X_RESOLUTION, Type.RATIONAL, 1, null, new Uint32Array([1, 1])),\n\t\t\tnew IFDEntry(Tag.Y_RESOLUTION, Type.RATIONAL, 1, null, new Uint32Array([1, 1])),\n\t\t];\n\n\t\tif(params.ifdEntries){\n\t\t\tifds.push(...params.ifdEntries);\n\t\t}\n\n\t\tlet valueOffset = offsetToFirstIFD + 2 + ifds.length * 12 + 4;\n\n\t\t// create 12 byte buffer for each ifd and variable length buffers for ifd values\n\t\tlet ifdEntryBuffers = new Map();\n\t\tlet ifdValueBuffers = new Map();\n\t\tfor(let ifd of ifds){\n\t\t\tlet entryBuffer = new ArrayBuffer(12);\n\t\t\tlet entryView = new DataView(entryBuffer);\n\n\t\t\tlet valueBytes = ifd.type.bytes * ifd.count;\n\n\t\t\tentryView.setUint16(0, ifd.tag.value, true);\n\t\t\tentryView.setUint16(2, ifd.type.value, true);\n\t\t\tentryView.setUint32(4, ifd.count, true);\n\n\t\t\tif(ifd.count === 1 && ifd.type.bytes <= 4){\n\t\t\t\tentryView.setUint32(8, ifd.value, true);\n\t\t\t}else{\n\t\t\t\tentryView.setUint32(8, valueOffset, true);\n\n\t\t\t\tlet valueBuffer = new Uint8Array(ifd.count * ifd.type.bytes);\n\t\t\t\tif(ifd.type === Type.ASCII){\n\t\t\t\t\tvalueBuffer.set(new Uint8Array(ifd.value.split(\"\").map(c => c.charCodeAt(0))));\n\t\t\t\t}else{\n\t\t\t\t\tvalueBuffer.set(new Uint8Array(ifd.value.buffer));\n\t\t\t\t}\n\t\t\t\tifdValueBuffers.set(ifd.tag, valueBuffer);\n\n\t\t\t\tvalueOffset = valueOffset + valueBuffer.byteLength;\n\t\t\t}\n\n\t\t\tifdEntryBuffers.set(ifd.tag, entryBuffer);\n\t\t}\n\n\t\tlet imageBufferOffset = valueOffset;\n\n\t\tnew DataView(ifdEntryBuffers.get(Tag.STRIP_OFFSETS)).setUint32(8, imageBufferOffset, true);\n\n\t\tlet concatBuffers = (buffers) => {\n\n\t\t\tlet totalLength = buffers.reduce( (sum, buffer) => (sum + buffer.byteLength), 0);\n\t\t\tlet merged = new Uint8Array(totalLength);\n\n\t\t\tlet offset = 0;\n\t\t\tfor(let buffer of buffers){\n\t\t\t\tmerged.set(new Uint8Array(buffer), offset);\n\t\t\t\toffset += buffer.byteLength;\n\t\t\t}\n\n\t\t\treturn merged;\n\t\t};\n\t\t\n\t\tlet ifdBuffer = concatBuffers([\n\t\t\tnew Uint16Array([ifds.length]), \n\t\t\t...ifdEntryBuffers.values(), \n\t\t\tnew Uint32Array([0])]);\n\t\tlet ifdValueBuffer = concatBuffers([...ifdValueBuffers.values()]);\n\n\t\tlet tiffBuffer = concatBuffers([\n\t\t\theaderBuffer,\n\t\t\tifdBuffer,\n\t\t\tifdValueBuffer,\n\t\t\timage.buffer\n\t\t]);\n\n\t\treturn {width: width, height: height, buffer: tiffBuffer};\n\t}\n\n}\n\nexports.Tag = Tag;\nexports.Type = Type;\nexports.IFDEntry = IFDEntry;\nexports.Image = Image;\nexports.Reader = Reader;\nexports.Exporter = Exporter;\n\nreturn exports;\n\n}({}));\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Measure} from \"./Measure.js\";\nimport {Utils} from \"../utils.js\";\nimport {CameraMode} from \"../defines.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\nfunction updateAzimuth(viewer, measure){\n\n\tconst azimuth = measure.azimuth;\n\n\tconst isOkay = measure.points.length === 2;\n\n\tazimuth.node.visible = isOkay && measure.showAzimuth;\n\n\tif(!azimuth.node.visible){\n\t\treturn;\n\t}\n\n\tconst camera = viewer.scene.getActiveCamera();\n\tconst renderAreaSize = viewer.renderer.getSize(new THREE.Vector2());\n\tconst width = renderAreaSize.width;\n\tconst height = renderAreaSize.height;\n\t\n\tconst [p0, p1] = measure.points;\n\tconst r = p0.position.distanceTo(p1.position);\n\tconst northVec = Utils.getNorthVec(p0.position, r, viewer.getProjection());\n\tconst northPos = p0.position.clone().add(northVec);\n\n\tazimuth.center.position.copy(p0.position);\n\tazimuth.center.scale.set(2, 2, 2);\n\t\n\tazimuth.center.visible = false;\n\t// azimuth.target.visible = false;\n\n\n\t{ // north\n\t\tazimuth.north.position.copy(northPos);\n\t\tazimuth.north.scale.set(2, 2, 2);\n\n\t\tlet distance = azimuth.north.position.distanceTo(camera.position);\n\t\tlet pr = Utils.projectedRadius(1, camera, distance, width, height);\n\n\t\tlet scale = (5 / pr);\n\t\tazimuth.north.scale.set(scale, scale, scale);\n\t}\n\n\t{ // target\n\t\tazimuth.target.position.copy(p1.position);\n\t\tazimuth.target.position.z = azimuth.north.position.z;\n\n\t\tlet distance = azimuth.target.position.distanceTo(camera.position);\n\t\tlet pr = Utils.projectedRadius(1, camera, distance, width, height);\n\n\t\tlet scale = (5 / pr);\n\t\tazimuth.target.scale.set(scale, scale, scale);\n\t}\n\n\n\tazimuth.circle.position.copy(p0.position);\n\tazimuth.circle.scale.set(r, r, r);\n\tazimuth.circle.material.resolution.set(width, height);\n\n\t// to target\n\tazimuth.centerToTarget.geometry.setPositions([\n\t\t0, 0, 0,\n\t\t...p1.position.clone().sub(p0.position).toArray(),\n\t]);\n\tazimuth.centerToTarget.position.copy(p0.position);\n\tazimuth.centerToTarget.geometry.verticesNeedUpdate = true;\n\tazimuth.centerToTarget.geometry.computeBoundingSphere();\n\tazimuth.centerToTarget.computeLineDistances();\n\tazimuth.centerToTarget.material.resolution.set(width, height);\n\n\t// to target ground\n\tazimuth.centerToTargetground.geometry.setPositions([\n\t\t0, 0, 0,\n\t\tp1.position.x - p0.position.x,\n\t\tp1.position.y - p0.position.y,\n\t\t0,\n\t]);\n\tazimuth.centerToTargetground.position.copy(p0.position);\n\tazimuth.centerToTargetground.geometry.verticesNeedUpdate = true;\n\tazimuth.centerToTargetground.geometry.computeBoundingSphere();\n\tazimuth.centerToTargetground.computeLineDistances();\n\tazimuth.centerToTargetground.material.resolution.set(width, height);\n\n\t// to north\n\tazimuth.centerToNorth.geometry.setPositions([\n\t\t0, 0, 0,\n\t\tnorthPos.x - p0.position.x,\n\t\tnorthPos.y - p0.position.y,\n\t\t0,\n\t]);\n\tazimuth.centerToNorth.position.copy(p0.position);\n\tazimuth.centerToNorth.geometry.verticesNeedUpdate = true;\n\tazimuth.centerToNorth.geometry.computeBoundingSphere();\n\tazimuth.centerToNorth.computeLineDistances();\n\tazimuth.centerToNorth.material.resolution.set(width, height);\n\n\t// label\n\tconst radians = Utils.computeAzimuth(p0.position, p1.position, viewer.getProjection());\n\tlet degrees = THREE.Math.radToDeg(radians);\n\tif(degrees < 0){\n\t\tdegrees = 360 + degrees;\n\t}\n\tconst txtDegrees = `${degrees.toFixed(2)}°`;\n\tconst labelDir = northPos.clone().add(p1.position).multiplyScalar(0.5).sub(p0.position);\n\tif(labelDir.length() > 0){\n\t\tlabelDir.z = 0;\n\t\tlabelDir.normalize();\n\t\tconst labelVec = labelDir.clone().multiplyScalar(r);\n\t\tconst labelPos = p0.position.clone().add(labelVec);\n\t\tazimuth.label.position.copy(labelPos);\n\t}\n\tazimuth.label.setText(txtDegrees);\n\tlet distance = azimuth.label.position.distanceTo(camera.position);\n\tlet pr = Utils.projectedRadius(1, camera, distance, width, height);\n\tlet scale = (70 / pr);\n\tazimuth.label.scale.set(scale, scale, scale);\n}\n\nexport class MeasuringTool extends EventDispatcher{\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.addEventListener('start_inserting_measurement', e => {\n\t\t\tthis.viewer.dispatchEvent({\n\t\t\t\ttype: 'cancel_insertions'\n\t\t\t});\n\t\t});\n\n\t\tthis.showLabels = true;\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.scene.name = 'scene_measurement';\n\t\tthis.light = new THREE.PointLight(0xffffff, 1.0);\n\t\tthis.scene.add(this.light);\n\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.scene);\n\n\t\tthis.onRemove = (e) => { this.scene.remove(e.measurement);};\n\t\tthis.onAdd = e => {this.scene.add(e.measurement);};\n\n\t\tfor(let measurement of viewer.scene.measurements){\n\t\t\tthis.onAdd({measurement: measurement});\n\t\t}\n\n\t\tviewer.addEventListener(\"update\", this.update.bind(this));\n\t\tviewer.addEventListener(\"render.pass.perspective_overlay\", this.render.bind(this));\n\t\tviewer.addEventListener(\"scene_changed\", this.onSceneChange.bind(this));\n\n\t\tviewer.scene.addEventListener('measurement_added', this.onAdd);\n\t\tviewer.scene.addEventListener('measurement_removed', this.onRemove);\n\t}\n\n\tonSceneChange(e){\n\t\tif(e.oldScene){\n\t\t\te.oldScene.removeEventListener('measurement_added', this.onAdd);\n\t\t\te.oldScene.removeEventListener('measurement_removed', this.onRemove);\n\t\t}\n\n\t\te.scene.addEventListener('measurement_added', this.onAdd);\n\t\te.scene.addEventListener('measurement_removed', this.onRemove);\n\t}\n\n\tstartInsertion (args = {}) {\n\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\tlet measure = new Measure();\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'start_inserting_measurement',\n\t\t\tmeasure: measure\n\t\t});\n\n\t\tconst pick = (defaul, alternative) => {\n\t\t\tif(defaul != null){\n\t\t\t\treturn defaul;\n\t\t\t}else{\n\t\t\t\treturn alternative;\n\t\t\t}\n\t\t};\n\n\t\tmeasure.showDistances = (args.showDistances === null) ? true : args.showDistances;\n\n\t\tmeasure.showArea = pick(args.showArea, false);\n\t\tmeasure.showAngles = pick(args.showAngles, false);\n\t\tmeasure.showCoordinates = pick(args.showCoordinates, false);\n\t\tmeasure.showHeight = pick(args.showHeight, false);\n\t\tmeasure.showCircle = pick(args.showCircle, false);\n\t\tmeasure.showAzimuth = pick(args.showAzimuth, false);\n\t\tmeasure.showEdges = pick(args.showEdges, true);\n\t\tmeasure.closed = pick(args.closed, false);\n\t\tmeasure.maxMarkers = pick(args.maxMarkers, Infinity);\n\n\t\tmeasure.name = args.name || 'Measurement';\n\n\t\tthis.scene.add(measure);\n\n\t\tlet cancel = {\n\t\t\tremoveLastMarker: measure.maxMarkers > 3,\n\t\t\tcallback: null\n\t\t};\n\n\t\tlet insertionCallback = (e) => {\n\t\t\tif (e.button === THREE.MOUSE.LEFT) {\n\t\t\t\tmeasure.addMarker(measure.points[measure.points.length - 1].position.clone());\n\n\t\t\t\tif (measure.points.length >= measure.maxMarkers) {\n\t\t\t\t\tcancel.callback();\n\t\t\t\t}\n\n\t\t\t\tthis.viewer.inputHandler.startDragging(\n\t\t\t\t\tmeasure.spheres[measure.spheres.length - 1]);\n\t\t\t} else if (e.button === THREE.MOUSE.RIGHT) {\n\t\t\t\tcancel.callback();\n\t\t\t}\n\t\t};\n\n\t\tcancel.callback = e => {\n\t\t\tif (cancel.removeLastMarker) {\n\t\t\t\tmeasure.removeMarker(measure.points.length - 1);\n\t\t\t}\n\t\t\tdomElement.removeEventListener('mouseup', insertionCallback, false);\n\t\t\tthis.viewer.removeEventListener('cancel_insertions', cancel.callback);\n\t\t};\n\n\t\tif (measure.maxMarkers > 1) {\n\t\t\tthis.viewer.addEventListener('cancel_insertions', cancel.callback);\n\t\t\tdomElement.addEventListener('mouseup', insertionCallback, false);\n\t\t}\n\n\t\tmeasure.addMarker(new THREE.Vector3(0, 0, 0));\n\t\tthis.viewer.inputHandler.startDragging(\n\t\t\tmeasure.spheres[measure.spheres.length - 1]);\n\n\t\tthis.viewer.scene.addMeasurement(measure);\n\n\t\treturn measure;\n\t}\n\t\n\tupdate(){\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\tlet domElement = this.renderer.domElement;\n\t\tlet measurements = this.viewer.scene.measurements;\n\n\t\tconst renderAreaSize = this.renderer.getSize(new THREE.Vector2());\n\t\tlet clientWidth = renderAreaSize.width;\n\t\tlet clientHeight = renderAreaSize.height;\n\n\t\tthis.light.position.copy(camera.position);\n\n\t\t// make size independant of distance\n\t\tfor (let measure of measurements) {\n\t\t\tmeasure.lengthUnit = this.viewer.lengthUnit;\n\t\t\tmeasure.lengthUnitDisplay = this.viewer.lengthUnitDisplay;\n\t\t\tmeasure.update();\n\n\t\t\tupdateAzimuth(this.viewer, measure);\n\n\t\t\t// spheres\n\t\t\tfor(let sphere of measure.spheres){\n\t\t\t\tlet distance = camera.position.distanceTo(sphere.getWorldPosition(new THREE.Vector3()));\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\tlet scale = (15 / pr);\n\t\t\t\tsphere.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t// labels\n\t\t\tlet labels = measure.edgeLabels.concat(measure.angleLabels);\n\t\t\tfor(let label of labels){\n\t\t\t\tlet distance = camera.position.distanceTo(label.getWorldPosition(new THREE.Vector3()));\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\tlet scale = (70 / pr);\n\n\t\t\t\tif(Potree.debug.scale){\n\t\t\t\t\tscale = (Potree.debug.scale / pr);\n\t\t\t\t}\n\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t// coordinate labels\n\t\t\tfor (let j = 0; j < measure.coordinateLabels.length; j++) {\n\t\t\t\tlet label = measure.coordinateLabels[j];\n\t\t\t\tlet sphere = measure.spheres[j];\n\n\t\t\t\tlet distance = camera.position.distanceTo(sphere.getWorldPosition(new THREE.Vector3()));\n\n\t\t\t\tlet screenPos = sphere.getWorldPosition(new THREE.Vector3()).clone().project(camera);\n\t\t\t\tscreenPos.x = Math.round((screenPos.x + 1) * clientWidth / 2);\n\t\t\t\tscreenPos.y = Math.round((-screenPos.y + 1) * clientHeight / 2);\n\t\t\t\tscreenPos.z = 0;\n\t\t\t\tscreenPos.y -= 30;\n\n\t\t\t\tlet labelPos = new THREE.Vector3( \n\t\t\t\t\t(screenPos.x / clientWidth) * 2 - 1, \n\t\t\t\t\t-(screenPos.y / clientHeight) * 2 + 1, \n\t\t\t\t\t0.5 );\n\t\t\t\tlabelPos.unproject(camera);\n\t\t\t\tif(this.viewer.scene.cameraMode == CameraMode.PERSPECTIVE) {\n\t\t\t\t\tlet direction = labelPos.sub(camera.position).normalize();\n\t\t\t\t\tlabelPos = new THREE.Vector3().addVectors(\n\t\t\t\t\t\tcamera.position, direction.multiplyScalar(distance));\n\n\t\t\t\t}\n\t\t\t\tlabel.position.copy(labelPos);\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\tlet scale = (70 / pr);\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t// height label\n\t\t\tif (measure.showHeight) {\n\t\t\t\tlet label = measure.heightLabel;\n\n\t\t\t\t{\n\t\t\t\t\tlet distance = label.position.distanceTo(camera.position);\n\t\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\t\tlet scale = (70 / pr);\n\t\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t\t}\n\n\t\t\t\t{ // height edge\n\t\t\t\t\tlet edge = measure.heightEdge;\n\n\t\t\t\t\tlet sorted = measure.points.slice().sort((a, b) => a.position.z - b.position.z);\n\t\t\t\t\tlet lowPoint = sorted[0].position.clone();\n\t\t\t\t\tlet highPoint = sorted[sorted.length - 1].position.clone();\n\t\t\t\t\tlet min = lowPoint.z;\n\t\t\t\t\tlet max = highPoint.z;\n\n\t\t\t\t\tlet start = new THREE.Vector3(highPoint.x, highPoint.y, min);\n\t\t\t\t\tlet end = new THREE.Vector3(highPoint.x, highPoint.y, max);\n\n\t\t\t\t\tlet lowScreen = lowPoint.clone().project(camera);\n\t\t\t\t\tlet startScreen = start.clone().project(camera);\n\t\t\t\t\tlet endScreen = end.clone().project(camera);\n\n\t\t\t\t\tlet toPixelCoordinates = v => {\n\t\t\t\t\t\tlet r = v.clone().addScalar(1).divideScalar(2);\n\t\t\t\t\t\tr.x = r.x * clientWidth;\n\t\t\t\t\t\tr.y = r.y * clientHeight;\n\t\t\t\t\t\tr.z = 0;\n\n\t\t\t\t\t\treturn r;\n\t\t\t\t\t};\n\n\t\t\t\t\tlet lowEL = toPixelCoordinates(lowScreen);\n\t\t\t\t\tlet startEL = toPixelCoordinates(startScreen);\n\t\t\t\t\tlet endEL = toPixelCoordinates(endScreen);\n\n\t\t\t\t\tlet lToS = lowEL.distanceTo(startEL);\n\t\t\t\t\tlet sToE = startEL.distanceTo(endEL);\n\n\t\t\t\t\tedge.geometry.lineDistances = [0, lToS, lToS, lToS + sToE];\n\t\t\t\t\tedge.geometry.lineDistancesNeedUpdate = true;\n\n\t\t\t\t\tedge.material.dashSize = 10;\n\t\t\t\t\tedge.material.gapSize = 10;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{ // area label\n\t\t\t\tlet label = measure.areaLabel;\n\t\t\t\tlet distance = label.position.distanceTo(camera.position);\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\n\t\t\t\tlet scale = (70 / pr);\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t{ // radius label\n\t\t\t\tlet label = measure.circleRadiusLabel;\n\t\t\t\tlet distance = label.position.distanceTo(camera.position);\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\n\t\t\t\tlet scale = (70 / pr);\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\t{ // edges\n\t\t\t\tconst materials = [\n\t\t\t\t\tmeasure.circleRadiusLine.material,\n\t\t\t\t\t...measure.edges.map( (e) => e.material),\n\t\t\t\t\tmeasure.heightEdge.material,\n\t\t\t\t\tmeasure.circleLine.material,\n\t\t\t\t];\n\n\t\t\t\tfor(const material of materials){\n\t\t\t\t\tmaterial.resolution.set(clientWidth, clientHeight);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(!this.showLabels){\n\n\t\t\t\tconst labels = [\n\t\t\t\t\t...measure.sphereLabels, \n\t\t\t\t\t...measure.edgeLabels, \n\t\t\t\t\t...measure.angleLabels, \n\t\t\t\t\t...measure.coordinateLabels,\n\t\t\t\t\tmeasure.heightLabel,\n\t\t\t\t\tmeasure.areaLabel,\n\t\t\t\t\tmeasure.circleRadiusLabel,\n\t\t\t\t];\n\n\t\t\t\tfor(const label of labels){\n\t\t\t\t\tlabel.visible = false;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\trender(){\n\t\tthis.viewer.renderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t}\n};\n","\nexport class Message{\n\n\tconstructor(content){\n\t\tthis.content = content;\n\n\t\tlet closeIcon = `${exports.resourcePath}/icons/close.svg`;\n\n\t\tthis.element = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t\n\t\t\t
    `);\n\n\t\tthis.elClose = this.element.find(\"img[name=close]\");\n\n\t\tthis.elContainer = this.element.find(\"span[name=content_container]\");\n\n\t\tif(typeof content === \"string\"){\n\t\t\tthis.elContainer.append($(`${content}`));\n\t\t}else{\n\t\t\tthis.elContainer.append(content);\n\t\t}\n\n\t}\n\n\tsetMessage(content){\n\t\tthis.elContainer.empty();\n\t\tif(typeof content === \"string\"){\n\t\t\tthis.elContainer.append($(`${content}`));\n\t\t}else{\n\t\t\tthis.elContainer.append(content);\n\t\t}\n\t}\n\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class PointCloudSM{\n\n\tconstructor(potreeRenderer){\n\n\t\tthis.potreeRenderer = potreeRenderer;\n\t\tthis.threeRenderer = this.potreeRenderer.threeRenderer;\n\n\t\tthis.target = new THREE.WebGLRenderTarget(2 * 1024, 2 * 1024, {\n\t\t\tminFilter: THREE.LinearFilter,\n\t\t\tmagFilter: THREE.LinearFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\ttype: THREE.FloatType\n\t\t});\n\t\tthis.target.depthTexture = new THREE.DepthTexture();\n\t\tthis.target.depthTexture.type = THREE.UnsignedIntType;\n\n\t\t//this.threeRenderer.setClearColor(0x000000, 1);\n\t\tthis.threeRenderer.setClearColor(0xff0000, 1);\n\n\t\t//HACK? removed while moving to three.js 109\n\t\t//this.threeRenderer.clearTarget(this.target, true, true, true); \n\t\t{\n\t\t\tconst oldTarget = this.threeRenderer.getRenderTarget();\n\n\t\t\tthis.threeRenderer.setRenderTarget(this.target);\n\t\t\tthis.threeRenderer.clear(true, true, true);\n\n\t\t\tthis.threeRenderer.setRenderTarget(oldTarget);\n\t\t}\n\t}\n\n\tsetLight(light){\n\t\tthis.light = light;\n\n\t\tlet fov = (180 * light.angle) / Math.PI;\n\t\tlet aspect = light.shadow.mapSize.width / light.shadow.mapSize.height;\n\t\tlet near = 0.1;\n\t\tlet far = light.distance === 0 ? 10000 : light.distance;\n\t\tthis.camera = new THREE.PerspectiveCamera(fov, aspect, near, far);\n\t\tthis.camera.up.set(0, 0, 1);\n\t\tthis.camera.position.copy(light.position);\n\n\t\tlet target = new THREE.Vector3().subVectors(light.position, light.getWorldDirection(new THREE.Vector3()));\n\t\tthis.camera.lookAt(target);\n\n\t\tthis.camera.updateProjectionMatrix();\n\t\tthis.camera.updateMatrix();\n\t\tthis.camera.updateMatrixWorld();\n\t\tthis.camera.matrixWorldInverse.copy(this.camera.matrixWorld).invert();\n\t}\n\n\tsetSize(width, height){\n\t\tif(this.target.width !== width || this.target.height !== height){\n\t\t\tthis.target.dispose();\n\t\t}\n\t\tthis.target.setSize(width, height);\n\t}\n\n\trender(scene, camera){\n\n\t\tthis.threeRenderer.setClearColor(0x000000, 1);\n\t\t\n\t\tconst oldTarget = this.threeRenderer.getRenderTarget();\n\n\t\tthis.threeRenderer.setRenderTarget(this.target);\n\t\tthis.threeRenderer.clear(true, true, true);\n\n\t\tthis.potreeRenderer.render(scene, this.camera, this.target, {});\n\n\t\tthis.threeRenderer.setRenderTarget(oldTarget);\n\t}\n\n\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Profile} from \"./Profile.js\";\nimport {Utils} from \"../utils.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\n\nexport class ProfileTool extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.addEventListener('start_inserting_profile', e => {\n\t\t\tthis.viewer.dispatchEvent({\n\t\t\t\ttype: 'cancel_insertions'\n\t\t\t});\n\t\t});\n\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.scene.name = 'scene_profile';\n\t\tthis.light = new THREE.PointLight(0xffffff, 1.0);\n\t\tthis.scene.add(this.light);\n\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.scene);\n\n\t\tthis.onRemove = e => this.scene.remove(e.profile);\n\t\tthis.onAdd = e => this.scene.add(e.profile);\n\n\t\tfor(let profile of viewer.scene.profiles){\n\t\t\tthis.onAdd({profile: profile});\n\t\t}\n\n\t\tviewer.addEventListener(\"update\", this.update.bind(this));\n\t\tviewer.addEventListener(\"render.pass.perspective_overlay\", this.render.bind(this));\n\t\tviewer.addEventListener(\"scene_changed\", this.onSceneChange.bind(this));\n\n\t\tviewer.scene.addEventListener('profile_added', this.onAdd);\n\t\tviewer.scene.addEventListener('profile_removed', this.onRemove);\n\t}\n\n\tonSceneChange(e){\n\t\tif(e.oldScene){\n\t\t\te.oldScene.removeEventListeners('profile_added', this.onAdd);\n\t\t\te.oldScene.removeEventListeners('profile_removed', this.onRemove);\n\t\t}\n\n\t\te.scene.addEventListener('profile_added', this.onAdd);\n\t\te.scene.addEventListener('profile_removed', this.onRemove);\n\t}\n\n\tstartInsertion (args = {}) {\n\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\tlet profile = new Profile();\n\t\tprofile.name = args.name || 'Profile';\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'start_inserting_profile',\n\t\t\tprofile: profile\n\t\t});\n\n\t\tthis.scene.add(profile);\n\n\t\tlet cancel = {\n\t\t\tcallback: null\n\t\t};\n\n\t\tlet insertionCallback = (e) => {\n\t\t\tif(e.button === THREE.MOUSE.LEFT){\n\t\t\t\tif(profile.points.length <= 1){\n\t\t\t\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\t\t\tlet distance = camera.position.distanceTo(profile.points[0]);\n\t\t\t\t\tlet clientSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientSize.width, clientSize.height);\n\t\t\t\t\tlet width = (10 / pr);\n\n\t\t\t\t\tprofile.setWidth(width);\n\t\t\t\t}\n\n\t\t\t\tprofile.addMarker(profile.points[profile.points.length - 1].clone());\n\n\t\t\t\tthis.viewer.inputHandler.startDragging(\n\t\t\t\t\tprofile.spheres[profile.spheres.length - 1]);\n\t\t\t} else if (e.button === THREE.MOUSE.RIGHT) {\n\t\t\t\tcancel.callback();\n\t\t\t}\n\t\t};\n\n\t\tcancel.callback = e => {\n\t\t\tprofile.removeMarker(profile.points.length - 1);\n\t\t\tdomElement.removeEventListener('mouseup', insertionCallback, false);\n\t\t\tthis.viewer.removeEventListener('cancel_insertions', cancel.callback);\n\t\t};\n\n\t\tthis.viewer.addEventListener('cancel_insertions', cancel.callback);\n\t\tdomElement.addEventListener('mouseup', insertionCallback, false);\n\n\t\tprofile.addMarker(new THREE.Vector3(0, 0, 0));\n\t\tthis.viewer.inputHandler.startDragging(\n\t\t\tprofile.spheres[profile.spheres.length - 1]);\n\n\t\tthis.viewer.scene.addProfile(profile);\n\n\t\treturn profile;\n\t}\n\t\n\tupdate(){\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\tlet profiles = this.viewer.scene.profiles;\n\t\tlet renderAreaSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\tlet clientWidth = renderAreaSize.width;\n\t\tlet clientHeight = renderAreaSize.height;\n\n\t\tthis.light.position.copy(camera.position);\n\n\t\t// make size independant of distance\n\t\tfor(let profile of profiles){\n\t\t\tfor(let sphere of profile.spheres){\t\t\t\t\n\t\t\t\tlet distance = camera.position.distanceTo(sphere.getWorldPosition(new THREE.Vector3()));\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\t\t\t\tlet scale = (15 / pr);\n\t\t\t\tsphere.scale.set(scale, scale, scale);\n\t\t\t}\n\t\t}\n\t}\n\n\trender(){\n\t\tthis.viewer.renderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t}\n\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {BoxVolume} from \"./Volume.js\";\nimport {Utils} from \"../utils.js\";\nimport {PointSizeType} from \"../defines.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\n\nexport class ScreenBoxSelectTool extends EventDispatcher{\n\n\tconstructor(viewer){\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.scene = new THREE.Scene();\n\n\t\tviewer.addEventListener(\"update\", this.update.bind(this));\n\t\tviewer.addEventListener(\"render.pass.perspective_overlay\", this.render.bind(this));\n\t\tviewer.addEventListener(\"scene_changed\", this.onSceneChange.bind(this));\n\t}\n\n\tonSceneChange(scene){\n\t\tconsole.log(\"scene changed\");\n\t}\n\n\tstartInsertion(){\n\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\tlet volume = new BoxVolume();\n\t\tvolume.position.set(12345, 12345, 12345);\n\t\tvolume.showVolumeLabel = false;\n\t\tvolume.visible = false;\n\t\tvolume.update();\n\t\tthis.viewer.scene.addVolume(volume);\n\n\t\tthis.importance = 10;\n\n\t\tlet selectionBox = $(`
    `);\n\t\t$(domElement.parentElement).append(selectionBox);\n\t\tselectionBox.css(\"right\", \"10px\");\n\t\tselectionBox.css(\"bottom\", \"10px\");\n\n\t\tlet drag = e =>{\n\n\t\t\tvolume.visible = true;\n\n\t\t\tlet mStart = e.drag.start;\n\t\t\tlet mEnd = e.drag.end;\n\n\t\t\tlet box2D = new THREE.Box2();\n\t\t\tbox2D.expandByPoint(mStart);\n\t\t\tbox2D.expandByPoint(mEnd);\n\n\t\t\tselectionBox.css(\"left\", `${box2D.min.x}px`);\n\t\t\tselectionBox.css(\"top\", `${box2D.min.y}px`);\n\t\t\tselectionBox.css(\"width\", `${box2D.max.x - box2D.min.x}px`);\n\t\t\tselectionBox.css(\"height\", `${box2D.max.y - box2D.min.y}px`);\n\n\t\t\tlet camera = e.viewer.scene.getActiveCamera();\n\t\t\tlet size = e.viewer.renderer.getSize(new THREE.Vector2());\n\t\t\tlet frustumSize = new THREE.Vector2(\n\t\t\t\tcamera.right - camera.left, \n\t\t\t\tcamera.top - camera.bottom);\n\n\t\t\tlet screenCentroid = new THREE.Vector2().addVectors(e.drag.end, e.drag.start).multiplyScalar(0.5);\n\t\t\tlet ray = Utils.mouseToRay(screenCentroid, camera, size.width, size.height);\n\n\t\t\tlet diff = new THREE.Vector2().subVectors(e.drag.end, e.drag.start);\n\t\t\tdiff.divide(size).multiply(frustumSize);\n\t\t\t\n\t\t\tvolume.position.copy(ray.origin);\n\t\t\tvolume.up.copy(camera.up);\n\t\t\tvolume.rotation.copy(camera.rotation);\n\t\t\tvolume.scale.set(diff.x, diff.y, 1000 * 100);\n\n\t\t\te.consume();\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tthis.importance = 0;\n\n\t\t\t$(selectionBox).remove();\n\n\t\t\tthis.viewer.inputHandler.deselectAll();\n\t\t\tthis.viewer.inputHandler.toggleSelection(volume);\n\n\t\t\tlet camera = e.viewer.scene.getActiveCamera();\n\t\t\tlet size = e.viewer.renderer.getSize(new THREE.Vector2());\n\t\t\tlet screenCentroid = new THREE.Vector2().addVectors(e.drag.end, e.drag.start).multiplyScalar(0.5);\n\t\t\tlet ray = Utils.mouseToRay(screenCentroid, camera, size.width, size.height);\n\n\t\t\tlet line = new THREE.Line3(ray.origin, new THREE.Vector3().addVectors(ray.origin, ray.direction));\n\n\t\t\tthis.removeEventListener(\"drag\", drag);\n\t\t\tthis.removeEventListener(\"drop\", drop);\n\n\t\t\tlet allPointsNear = [];\n\t\t\tlet allPointsFar = [];\n\n\t\t\t// TODO support more than one point cloud\n\t\t\tfor(let pointcloud of this.viewer.scene.pointclouds){\n\n\t\t\t\tif(!pointcloud.visible){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tlet volCam = camera.clone();\n\t\t\t\tvolCam.left = -volume.scale.x / 2; \n\t\t\t\tvolCam.right = +volume.scale.x / 2;\n\t\t\t\tvolCam.top = +volume.scale.y / 2;\n\t\t\t\tvolCam.bottom = -volume.scale.y / 2;\n\t\t\t\tvolCam.near = -volume.scale.z / 2;\n\t\t\t\tvolCam.far = +volume.scale.z / 2;\n\t\t\t\tvolCam.rotation.copy(volume.rotation);\n\t\t\t\tvolCam.position.copy(volume.position);\n\n\t\t\t\tvolCam.updateMatrix();\n\t\t\t\tvolCam.updateMatrixWorld();\n\t\t\t\tvolCam.updateProjectionMatrix();\n\t\t\t\tvolCam.matrixWorldInverse.copy(volCam.matrixWorld).invert();\n\n\t\t\t\tlet ray = new THREE.Ray(volCam.getWorldPosition(new THREE.Vector3()), volCam.getWorldDirection(new THREE.Vector3()));\n\t\t\t\tlet rayInverse = new THREE.Ray(\n\t\t\t\t\tray.origin.clone().add(ray.direction.clone().multiplyScalar(volume.scale.z)),\n\t\t\t\t\tray.direction.clone().multiplyScalar(-1));\n\n\t\t\t\tlet pickerSettings = {\n\t\t\t\t\twidth: 8, \n\t\t\t\t\theight: 8, \n\t\t\t\t\tpickWindowSize: 8, \n\t\t\t\t\tall: true,\n\t\t\t\t\tpickClipped: true,\n\t\t\t\t\tpointSizeType: PointSizeType.FIXED,\n\t\t\t\t\tpointSize: 1};\n\t\t\t\tlet pointsNear = pointcloud.pick(viewer, volCam, ray, pickerSettings);\n\n\t\t\t\tvolCam.rotateX(Math.PI);\n\t\t\t\tvolCam.updateMatrix();\n\t\t\t\tvolCam.updateMatrixWorld();\n\t\t\t\tvolCam.updateProjectionMatrix();\n\t\t\t\tvolCam.matrixWorldInverse.copy(volCam.matrixWorld).invert();\n\t\t\t\tlet pointsFar = pointcloud.pick(viewer, volCam, rayInverse, pickerSettings);\n\n\t\t\t\tallPointsNear.push(...pointsNear);\n\t\t\t\tallPointsFar.push(...pointsFar);\n\t\t\t}\n\n\t\t\tif(allPointsNear.length > 0 && allPointsFar.length > 0){\n\t\t\t\tlet viewLine = new THREE.Line3(ray.origin, new THREE.Vector3().addVectors(ray.origin, ray.direction));\n\n\t\t\t\tlet closestOnLine = allPointsNear.map(p => viewLine.closestPointToPoint(p.position, false, new THREE.Vector3()));\n\t\t\t\tlet closest = closestOnLine.sort( (a, b) => ray.origin.distanceTo(a) - ray.origin.distanceTo(b))[0];\n\n\t\t\t\tlet farthestOnLine = allPointsFar.map(p => viewLine.closestPointToPoint(p.position, false, new THREE.Vector3()));\n\t\t\t\tlet farthest = farthestOnLine.sort( (a, b) => ray.origin.distanceTo(b) - ray.origin.distanceTo(a))[0];\n\n\t\t\t\tlet distance = closest.distanceTo(farthest);\n\t\t\t\tlet centroid = new THREE.Vector3().addVectors(closest, farthest).multiplyScalar(0.5);\n\t\t\t\tvolume.scale.z = distance * 1.1;\n\t\t\t\tvolume.position.copy(centroid);\n\t\t\t}\n\n\t\t\tvolume.clip = true;\n\t\t};\n\n\t\tthis.addEventListener(\"drag\", drag);\n\t\tthis.addEventListener(\"drop\", drop);\n\n\t\tviewer.inputHandler.addInputListener(this);\n\n\t\treturn volume;\n\t}\n\n\tupdate(e){\n\t\t//console.log(e.delta)\n\t}\n\n\trender(){\n\t\tthis.viewer.renderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t}\n\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class SpotLightHelper extends THREE.Object3D{\n\n\tconstructor(light, color){\n\t\tsuper();\n\n\t\tthis.light = light;\n\t\tthis.color = color;\n\n\t\t//this.up.set(0, 0, 1);\n\t\tthis.updateMatrix();\n\t\tthis.updateMatrixWorld();\n\n\t\t{ // SPHERE\n\t\t\tlet sg = new THREE.SphereGeometry(1, 32, 32);\n\t\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\t\tthis.sphere = new THREE.Mesh(sg, sm);\n\t\t\tthis.sphere.scale.set(0.5, 0.5, 0.5);\n\t\t\tthis.add(this.sphere);\n\t\t}\n\n\t\t{ // LINES\n\t\t\t\n\n\t\t\tlet positions = new Float32Array([\n\t\t\t\t+0, +0, +0, +0, +0, -1,\n\n\t\t\t\t+0, +0, +0, -1, -1, -1,\n\t\t\t\t+0, +0, +0, +1, -1, -1,\n\t\t\t\t+0, +0, +0, +1, +1, -1,\n\t\t\t\t+0, +0, +0, -1, +1, -1,\n\n\t\t\t\t-1, -1, -1, +1, -1, -1,\n\t\t\t\t+1, -1, -1, +1, +1, -1,\n\t\t\t\t+1, +1, -1, -1, +1, -1,\n\t\t\t\t-1, +1, -1, -1, -1, -1,\n\t\t\t]);\n\n\t\t\tlet geometry = new THREE.BufferGeometry();\n\t\t\tgeometry.setAttribute(\"position\", new THREE.BufferAttribute(positions, 3));\n\n\t\t\tlet material = new THREE.LineBasicMaterial();\n\n\t\t\tthis.frustum = new THREE.LineSegments(geometry, material);\n\t\t\tthis.add(this.frustum);\n\n\t\t}\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\n\t\tthis.light.updateMatrix();\n\t\tthis.light.updateMatrixWorld();\n\n\t\tlet position = this.light.position;\n\t\tlet target = new THREE.Vector3().addVectors(\n\t\t\tthis.light.position, this.light.getWorldDirection(new THREE.Vector3()).multiplyScalar(-1));\n\t\t\n\t\tlet quat = new THREE.Quaternion().setFromRotationMatrix(\n\t\t\tnew THREE.Matrix4().lookAt( position, target, new THREE.Vector3( 0, 0, 1 ) )\n\t\t);\n\n\t\tthis.setRotationFromQuaternion(quat);\n\t\tthis.position.copy(position);\n\n\n\t\tlet coneLength = (this.light.distance > 0) ? this.light.distance : 1000;\n\t\tlet coneWidth = coneLength * Math.tan( this.light.angle * 0.5 );\n\n\t\tthis.frustum.scale.set(coneWidth, coneWidth, coneLength);\n\n\t}\n\n}","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../utils.js\";\n\nexport class TransformationTool {\n\tconstructor(viewer) {\n\t\tthis.viewer = viewer;\n\n\t\tthis.scene = new THREE.Scene();\n\n\t\tthis.selection = [];\n\t\tthis.pivot = new THREE.Vector3();\n\t\tthis.dragging = false;\n\t\tthis.showPickVolumes = false;\n\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.scene);\n\t\tthis.viewer.inputHandler.addEventListener('selection_changed', (e) => {\n\t\t\tfor(let selected of this.selection){\n\t\t\t\tthis.viewer.inputHandler.blacklist.delete(selected);\n\t\t\t}\n\n\t\t\tthis.selection = e.selection;\n\n\t\t\tfor(let selected of this.selection){\n\t\t\t\tthis.viewer.inputHandler.blacklist.add(selected);\n\t\t\t}\n\n\t\t});\n\n\t\tlet red = 0xE73100;\n\t\tlet green = 0x44A24A;\n\t\tlet blue = 0x2669E7;\n\t\t\n\t\tthis.activeHandle = null;\n\t\tthis.scaleHandles = {\n\t\t\t\"scale.x+\": {name: \"scale.x+\", node: new THREE.Object3D(), color: red, alignment: [+1, +0, +0]},\n\t\t\t\"scale.x-\": {name: \"scale.x-\", node: new THREE.Object3D(), color: red, alignment: [-1, +0, +0]},\n\t\t\t\"scale.y+\": {name: \"scale.y+\", node: new THREE.Object3D(), color: green, alignment: [+0, +1, +0]},\n\t\t\t\"scale.y-\": {name: \"scale.y-\", node: new THREE.Object3D(), color: green, alignment: [+0, -1, +0]},\n\t\t\t\"scale.z+\": {name: \"scale.z+\", node: new THREE.Object3D(), color: blue, alignment: [+0, +0, +1]},\n\t\t\t\"scale.z-\": {name: \"scale.z-\", node: new THREE.Object3D(), color: blue, alignment: [+0, +0, -1]},\n\t\t};\n\t\tthis.focusHandles = {\n\t\t\t\"focus.x+\": {name: \"focus.x+\", node: new THREE.Object3D(), color: red, alignment: [+1, +0, +0]},\n\t\t\t\"focus.x-\": {name: \"focus.x-\", node: new THREE.Object3D(), color: red, alignment: [-1, +0, +0]},\n\t\t\t\"focus.y+\": {name: \"focus.y+\", node: new THREE.Object3D(), color: green, alignment: [+0, +1, +0]},\n\t\t\t\"focus.y-\": {name: \"focus.y-\", node: new THREE.Object3D(), color: green, alignment: [+0, -1, +0]},\n\t\t\t\"focus.z+\": {name: \"focus.z+\", node: new THREE.Object3D(), color: blue, alignment: [+0, +0, +1]},\n\t\t\t\"focus.z-\": {name: \"focus.z-\", node: new THREE.Object3D(), color: blue, alignment: [+0, +0, -1]},\n\t\t};\n\t\tthis.translationHandles = {\n\t\t\t\"translation.x\": {name: \"translation.x\", node: new THREE.Object3D(), color: red, alignment: [1, 0, 0]},\n\t\t\t\"translation.y\": {name: \"translation.y\", node: new THREE.Object3D(), color: green, alignment: [0, 1, 0]},\n\t\t\t\"translation.z\": {name: \"translation.z\", node: new THREE.Object3D(), color: blue, alignment: [0, 0, 1]},\n\t\t};\n\t\tthis.rotationHandles = {\n\t\t\t\"rotation.x\": {name: \"rotation.x\", node: new THREE.Object3D(), color: red, alignment: [1, 0, 0]},\n\t\t\t\"rotation.y\": {name: \"rotation.y\", node: new THREE.Object3D(), color: green, alignment: [0, 1, 0]},\n\t\t\t\"rotation.z\": {name: \"rotation.z\", node: new THREE.Object3D(), color: blue, alignment: [0, 0, 1]},\n\t\t};\n\t\tthis.handles = Object.assign({}, this.scaleHandles, this.focusHandles, this.translationHandles, this.rotationHandles);\n\t\tthis.pickVolumes = [];\n\n\t\tthis.initializeScaleHandles();\n\t\tthis.initializeFocusHandles();\n\t\tthis.initializeTranslationHandles();\n\t\tthis.initializeRotationHandles();\n\n\n\t\tlet boxFrameGeometry = new THREE.Geometry();\n\t\t{\n\t\t\t// bottom\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\t// top\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\t// sides\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, 0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(0.5, 0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, -0.5, -0.5));\n\t\t\tboxFrameGeometry.vertices.push(new THREE.Vector3(-0.5, 0.5, -0.5));\n\t\t}\n\t\tthis.frame = new THREE.LineSegments(boxFrameGeometry, new THREE.LineBasicMaterial({color: 0xffff00}));\n\t\tthis.scene.add(this.frame);\n\n\t\t\n\t}\n\n\tinitializeScaleHandles(){\n\t\tlet sgSphere = new THREE.SphereGeometry(1, 32, 32);\n\t\tlet sgLowPolySphere = new THREE.SphereGeometry(1, 16, 16);\n\n\t\tfor(let handleName of Object.keys(this.scaleHandles)){\n\t\t\tlet handle = this.scaleHandles[handleName];\n\t\t\tlet node = handle.node;\n\t\t\tthis.scene.add(node);\n\t\t\tnode.position.set(...handle.alignment).multiplyScalar(0.5);\n\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: handle.color,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true\n\t\t\t\t});\n\n\t\t\tlet outlineMaterial = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: 0x000000, \n\t\t\t\tside: THREE.BackSide,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet pickMaterial = new THREE.MeshNormalMaterial({\n\t\t\t\topacity: 0.2,\n\t\t\t\ttransparent: true,\n\t\t\t\tvisible: this.showPickVolumes});\n\n\t\t\tlet sphere = new THREE.Mesh(sgSphere, material);\n\t\t\tsphere.scale.set(1.3, 1.3, 1.3);\n\t\t\tsphere.name = `${handleName}.handle`;\n\t\t\tnode.add(sphere);\n\t\t\t\n\t\t\tlet outline = new THREE.Mesh(sgSphere, outlineMaterial);\n\t\t\toutline.scale.set(1.4, 1.4, 1.4);\n\t\t\toutline.name = `${handleName}.outline`;\n\t\t\tsphere.add(outline);\n\n\t\t\tlet pickSphere = new THREE.Mesh(sgLowPolySphere, pickMaterial);\n\t\t\tpickSphere.name = `${handleName}.pick_volume`;\n\t\t\tpickSphere.scale.set(3, 3, 3);\n\t\t\tsphere.add(pickSphere);\n\t\t\tpickSphere.handle = handleName;\n\t\t\tthis.pickVolumes.push(pickSphere);\n\n\t\t\tnode.setOpacity = (target) => {\n\t\t\t\tlet opacity = {x: material.opacity};\n\t\t\t\tlet t = new TWEEN.Tween(opacity).to({x: target}, 100);\n\t\t\t\tt.onUpdate(() => {\n\t\t\t\t\tsphere.visible = opacity.x > 0;\n\t\t\t\t\tpickSphere.visible = opacity.x > 0;\n\t\t\t\t\tmaterial.opacity = opacity.x;\n\t\t\t\t\toutlineMaterial.opacity = opacity.x;\n\t\t\t\t\tpickSphere.material.opacity = opacity.x * 0.5;\n\t\t\t\t});\n\t\t\t\tt.start();\n\t\t\t};\n\n\t\t\tpickSphere.addEventListener(\"drag\", (e) => this.dragScaleHandle(e));\n\t\t\tpickSphere.addEventListener(\"drop\", (e) => this.dropScaleHandle(e));\n\n\t\t\tpickSphere.addEventListener(\"mouseover\", e => {\n\t\t\t\t//node.setOpacity(1);\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"click\", e => {\n\t\t\t\te.consume();\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"mouseleave\", e => {\n\t\t\t\t//node.setOpacity(0.4);\n\t\t\t});\n\t\t}\n\t}\n\n\tinitializeFocusHandles(){\n\t\t//let sgBox = new THREE.BoxGeometry(1, 1, 1);\n\t\tlet sgPlane = new THREE.PlaneGeometry(4, 4, 1, 1);\n\t\tlet sgLowPolySphere = new THREE.SphereGeometry(1, 16, 16);\n\n\t\tlet texture = new THREE.TextureLoader().load(`${exports.resourcePath}/icons/eye_2.png`);\n\n\t\tfor(let handleName of Object.keys(this.focusHandles)){\n\t\t\tlet handle = this.focusHandles[handleName];\n\t\t\tlet node = handle.node;\n\t\t\tthis.scene.add(node);\n\t\t\tlet align = handle.alignment;\n\n\t\t\t//node.lookAt(new THREE.Vector3().addVectors(node.position, new THREE.Vector3(...align)));\n\t\t\tnode.lookAt(new THREE.Vector3(...align));\n\n\t\t\tlet off = 0.8;\n\t\t\tif(align[0] === 1){\n\t\t\t\tnode.position.set(1, off, -off).multiplyScalar(0.5);\n\t\t\t\tnode.rotation.z = Math.PI / 2;\n\t\t\t}else if(align[0] === -1){\n\t\t\t\tnode.position.set(-1, -off, -off).multiplyScalar(0.5);\n\t\t\t\tnode.rotation.z = Math.PI / 2;\n\t\t\t}else if(align[1] === 1){\n\t\t\t\tnode.position.set(-off, 1, -off).multiplyScalar(0.5);\n\t\t\t\tnode.rotation.set(Math.PI / 2, Math.PI, 0.0);\n\t\t\t}else if(align[1] === -1){\n\t\t\t\tnode.position.set(off, -1, -off).multiplyScalar(0.5);\n\t\t\t\tnode.rotation.set(Math.PI / 2, 0.0, 0.0);\n\t\t\t}else if(align[2] === 1){\n\t\t\t\tnode.position.set(off, off, 1).multiplyScalar(0.5);\n\t\t\t}else if(align[2] === -1){\n\t\t\t\tnode.position.set(-off, off, -1).multiplyScalar(0.5);\n\t\t\t}\n\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: handle.color,\n\t\t\t\topacity: 0,\n\t\t\t\ttransparent: true,\n\t\t\t\tmap: texture\n\t\t\t});\n\n\t\t\t//let outlineMaterial = new THREE.MeshBasicMaterial({\n\t\t\t//\tcolor: 0x000000, \n\t\t\t//\tside: THREE.BackSide,\n\t\t\t//\topacity: 0,\n\t\t\t//\ttransparent: true});\n\n\t\t\tlet pickMaterial = new THREE.MeshNormalMaterial({\n\t\t\t\t//opacity: 0,\n\t\t\t\ttransparent: true,\n\t\t\t\tvisible: this.showPickVolumes});\n\n\t\t\tlet box = new THREE.Mesh(sgPlane, material);\n\t\t\tbox.name = `${handleName}.handle`;\n\t\t\tbox.scale.set(1.5, 1.5, 1.5);\n\t\t\tbox.position.set(0, 0, 0);\n\t\t\tbox.visible = false;\n\t\t\tnode.add(box);\n\t\t\t//handle.focusNode = box;\n\t\t\t\n\t\t\t//let outline = new THREE.Mesh(sgPlane, outlineMaterial);\n\t\t\t//outline.scale.set(1.4, 1.4, 1.4);\n\t\t\t//outline.name = `${handleName}.outline`;\n\t\t\t//box.add(outline);\n\n\t\t\tlet pickSphere = new THREE.Mesh(sgLowPolySphere, pickMaterial);\n\t\t\tpickSphere.name = `${handleName}.pick_volume`;\n\t\t\tpickSphere.scale.set(3, 3, 3);\n\t\t\tbox.add(pickSphere);\n\t\t\tpickSphere.handle = handleName;\n\t\t\tthis.pickVolumes.push(pickSphere);\n\n\t\t\tnode.setOpacity = (target) => {\n\t\t\t\tlet opacity = {x: material.opacity};\n\t\t\t\tlet t = new TWEEN.Tween(opacity).to({x: target}, 100);\n\t\t\t\tt.onUpdate(() => {\n\t\t\t\t\tpickSphere.visible = opacity.x > 0;\n\t\t\t\t\tbox.visible = opacity.x > 0;\n\t\t\t\t\tmaterial.opacity = opacity.x;\n\t\t\t\t\t//outlineMaterial.opacity = opacity.x;\n\t\t\t\t\tpickSphere.material.opacity = opacity.x * 0.5;\n\t\t\t\t});\n\t\t\t\tt.start();\n\t\t\t};\n\n\t\t\tpickSphere.addEventListener(\"drag\", e => {});\n\n\t\t\tpickSphere.addEventListener(\"mouseup\", e => {\n\t\t\t\te.consume();\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"mousedown\", e => {\n\t\t\t\te.consume();\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"click\", e => {\n\t\t\t\te.consume();\n\n\t\t\t\tlet selected = this.selection[0];\n\t\t\t\tlet maxScale = Math.max(...selected.scale.toArray());\n\t\t\t\tlet minScale = Math.min(...selected.scale.toArray());\n\t\t\t\tlet handleLength = Math.abs(selected.scale.dot(new THREE.Vector3(...handle.alignment)));\n\t\t\t\tlet alignment = new THREE.Vector3(...handle.alignment).multiplyScalar(2 * maxScale / handleLength);\n\t\t\t\talignment.applyMatrix4(selected.matrixWorld);\n\t\t\t\tlet newCamPos = alignment;\n\t\t\t\tlet newCamTarget = selected.getWorldPosition(new THREE.Vector3());\n\n\t\t\t\tUtils.moveTo(this.viewer.scene, newCamPos, newCamTarget);\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"mouseover\", e => {\n\t\t\t\t//box.setOpacity(1);\n\t\t\t});\n\n\t\t\tpickSphere.addEventListener(\"mouseleave\", e => {\n\t\t\t\t//box.setOpacity(0.4);\n\t\t\t});\n\t\t}\n\t}\n\n\tinitializeTranslationHandles(){\n\t\tlet boxGeometry = new THREE.BoxGeometry(1, 1, 1);\n\n\t\tfor(let handleName of Object.keys(this.translationHandles)){\n\t\t\tlet handle = this.handles[handleName];\n\t\t\tlet node = handle.node;\n\t\t\tthis.scene.add(node);\n\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: handle.color,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet outlineMaterial = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: 0x000000, \n\t\t\t\tside: THREE.BackSide,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet pickMaterial = new THREE.MeshNormalMaterial({\n\t\t\t\topacity: 0.2,\n\t\t\t\ttransparent: true,\n\t\t\t\tvisible: this.showPickVolumes\n\t\t\t});\n\n\t\t\tlet box = new THREE.Mesh(boxGeometry, material);\n\t\t\tbox.name = `${handleName}.handle`;\n\t\t\tbox.scale.set(0.2, 0.2, 40);\n\t\t\tbox.lookAt(new THREE.Vector3(...handle.alignment));\n\t\t\tbox.renderOrder = 10;\n\t\t\tnode.add(box);\n\t\t\thandle.translateNode = box;\n\n\t\t\tlet outline = new THREE.Mesh(boxGeometry, outlineMaterial);\n\t\t\toutline.name = `${handleName}.outline`;\n\t\t\toutline.scale.set(3, 3, 1.03);\n\t\t\toutline.renderOrder = 0;\n\t\t\tbox.add(outline);\n\n\t\t\tlet pickVolume = new THREE.Mesh(boxGeometry, pickMaterial);\n\t\t\tpickVolume.name = `${handleName}.pick_volume`;\n\t\t\tpickVolume.scale.set(12, 12, 1.1);\n\t\t\tpickVolume.handle = handleName;\n\t\t\tbox.add(pickVolume);\n\t\t\tthis.pickVolumes.push(pickVolume);\n\n\t\t\tnode.setOpacity = (target) => {\n\t\t\t\tlet opacity = {x: material.opacity};\n\t\t\t\tlet t = new TWEEN.Tween(opacity).to({x: target}, 100);\n\t\t\t\tt.onUpdate(() => {\n\t\t\t\t\tbox.visible = opacity.x > 0;\n\t\t\t\t\tpickVolume.visible = opacity.x > 0;\n\t\t\t\t\tmaterial.opacity = opacity.x;\n\t\t\t\t\toutlineMaterial.opacity = opacity.x;\n\t\t\t\t\tpickMaterial.opacity = opacity.x * 0.5;\n\t\t\t\t});\n\t\t\t\tt.start();\n\t\t\t};\n\n\t\t\tpickVolume.addEventListener(\"drag\", (e) => {this.dragTranslationHandle(e)});\n\t\t\tpickVolume.addEventListener(\"drop\", (e) => {this.dropTranslationHandle(e)});\n\t\t}\n\t}\n\n\tinitializeRotationHandles(){\n\t\tlet adjust = 0.5;\n\t\tlet torusGeometry = new THREE.TorusGeometry(1, adjust * 0.015, 8, 64, Math.PI / 2);\n\t\tlet outlineGeometry = new THREE.TorusGeometry(1, adjust * 0.04, 8, 64, Math.PI / 2);\n\t\tlet pickGeometry = new THREE.TorusGeometry(1, adjust * 0.1, 6, 4, Math.PI / 2);\n\n\t\tfor(let handleName of Object.keys(this.rotationHandles)){\n\t\t\tlet handle = this.handles[handleName];\n\t\t\tlet node = handle.node;\n\t\t\tthis.scene.add(node);\n\n\t\t\tlet material = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: handle.color,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet outlineMaterial = new THREE.MeshBasicMaterial({\n\t\t\t\tcolor: 0x000000, \n\t\t\t\tside: THREE.BackSide,\n\t\t\t\topacity: 0.4,\n\t\t\t\ttransparent: true});\n\n\t\t\tlet pickMaterial = new THREE.MeshNormalMaterial({\n\t\t\t\topacity: 0.2,\n\t\t\t\ttransparent: true,\n\t\t\t\tvisible: this.showPickVolumes\n\t\t\t});\n\n\t\t\tlet box = new THREE.Mesh(torusGeometry, material);\n\t\t\tbox.name = `${handleName}.handle`;\n\t\t\tbox.scale.set(20, 20, 20);\n\t\t\tbox.lookAt(new THREE.Vector3(...handle.alignment));\n\t\t\tnode.add(box);\n\t\t\thandle.translateNode = box;\n\n\t\t\tlet outline = new THREE.Mesh(outlineGeometry, outlineMaterial);\n\t\t\toutline.name = `${handleName}.outline`;\n\t\t\toutline.scale.set(1, 1, 1);\n\t\t\toutline.renderOrder = 0;\n\t\t\tbox.add(outline);\n\n\t\t\tlet pickVolume = new THREE.Mesh(pickGeometry, pickMaterial);\n\t\t\tpickVolume.name = `${handleName}.pick_volume`;\n\t\t\tpickVolume.scale.set(1, 1, 1);\n\t\t\tpickVolume.handle = handleName;\n\t\t\tbox.add(pickVolume);\n\t\t\tthis.pickVolumes.push(pickVolume);\n\n\t\t\tnode.setOpacity = (target) => {\n\t\t\t\tlet opacity = {x: material.opacity};\n\t\t\t\tlet t = new TWEEN.Tween(opacity).to({x: target}, 100);\n\t\t\t\tt.onUpdate(() => {\n\t\t\t\t\tbox.visible = opacity.x > 0;\n\t\t\t\t\tpickVolume.visible = opacity.x > 0;\n\t\t\t\t\tmaterial.opacity = opacity.x;\n\t\t\t\t\toutlineMaterial.opacity = opacity.x;\n\t\t\t\t\tpickMaterial.opacity = opacity.x * 0.5;\n\t\t\t\t});\n\t\t\t\tt.start();\n\t\t\t};\n\n\n\t\t\t//pickVolume.addEventListener(\"mouseover\", (e) => {\n\t\t\t//\t//let a = this.viewer.scene.getActiveCamera().getWorldDirection(new THREE.Vector3()).dot(pickVolume.getWorldDirection(new THREE.Vector3()));\n\t\t\t//\tconsole.log(pickVolume.getWorldDirection(new THREE.Vector3()));\n\t\t\t//});\n\t\t\t\n\t\t\tpickVolume.addEventListener(\"drag\", (e) => {this.dragRotationHandle(e)});\n\t\t\tpickVolume.addEventListener(\"drop\", (e) => {this.dropRotationHandle(e)});\n\t\t}\n\t}\n\n\tdragRotationHandle(e){\n\t\tlet drag = e.drag;\n\t\tlet handle = this.activeHandle;\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\n\t\tif(!handle){\n\t\t\treturn\n\t\t};\n\n\t\tlet localNormal = new THREE.Vector3(...handle.alignment);\n\t\tlet n = new THREE.Vector3();\n\t\tn.copy(new THREE.Vector4(...localNormal.toArray(), 0).applyMatrix4(handle.node.matrixWorld));\n\t\tn.normalize();\n\n\t\tif (!drag.intersectionStart){\n\n\t\t\t//this.viewer.scene.scene.remove(this.debug);\n\t\t\t//this.debug = new THREE.Object3D();\n\t\t\t//this.viewer.scene.scene.add(this.debug);\n\t\t\t//Utils.debugSphere(this.debug, drag.location, 3, 0xaaaaaa);\n\t\t\t//let debugEnd = drag.location.clone().add(n.clone().multiplyScalar(20));\n\t\t\t//Utils.debugLine(this.debug, drag.location, debugEnd, 0xff0000);\n\n\t\t\tdrag.intersectionStart = drag.location;\n\t\t\tdrag.objectStart = drag.object.getWorldPosition(new THREE.Vector3());\n\t\t\tdrag.handle = handle;\n\n\t\t\tlet plane = new THREE.Plane().setFromNormalAndCoplanarPoint(n, drag.intersectionStart);\n\n\t\t\tdrag.dragPlane = plane;\n\t\t\tdrag.pivot = drag.intersectionStart;\n\t\t}else{\n\t\t\thandle = drag.handle;\n\t\t}\n\n\t\tthis.dragging = true;\n\n\t\tlet mouse = drag.end;\n\t\tlet domElement = this.viewer.renderer.domElement;\n\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\n\t\tlet I = ray.intersectPlane(drag.dragPlane, new THREE.Vector3());\n\n\t\tif (I) {\n\t\t\tlet center = this.scene.getWorldPosition(new THREE.Vector3());\n\t\t\tlet from = drag.pivot;\n\t\t\tlet to = I;\n\n\t\t\tlet v1 = from.clone().sub(center).normalize();\n\t\t\tlet v2 = to.clone().sub(center).normalize();\n\n\t\t\tlet angle = Math.acos(v1.dot(v2));\n\t\t\tlet sign = Math.sign(v1.cross(v2).dot(n));\n\t\t\tangle = angle * sign;\n\t\t\tif (Number.isNaN(angle)) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tlet normal = new THREE.Vector3(...handle.alignment);\n\t\t\tfor (let selection of this.selection) {\n\t\t\t\tselection.rotateOnAxis(normal, angle);\n\t\t\t\tselection.dispatchEvent({\n\t\t\t\t\ttype: \"orientation_changed\",\n\t\t\t\t\tobject: selection\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tdrag.pivot = I;\n\t\t}\n\t}\n\n\tdropRotationHandle(e){\n\t\tthis.dragging = false;\n\t\tthis.setActiveHandle(null);\n\t}\n\n\tdragTranslationHandle(e){\n\t\tlet drag = e.drag;\n\t\tlet handle = this.activeHandle;\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\t\n\t\tif(!drag.intersectionStart && handle){\n\t\t\tdrag.intersectionStart = drag.location;\n\t\t\tdrag.objectStart = drag.object.getWorldPosition(new THREE.Vector3());\n\n\t\t\tlet start = drag.intersectionStart;\n\t\t\tlet dir = new THREE.Vector4(...handle.alignment, 0).applyMatrix4(this.scene.matrixWorld);\n\t\t\tlet end = new THREE.Vector3().addVectors(start, dir);\n\t\t\tlet line = new THREE.Line3(start.clone(), end.clone());\n\t\t\tdrag.line = line;\n\n\t\t\tlet camOnLine = line.closestPointToPoint(camera.position, false, new THREE.Vector3());\n\t\t\tlet normal = new THREE.Vector3().subVectors(camera.position, camOnLine);\n\t\t\tlet plane = new THREE.Plane().setFromNormalAndCoplanarPoint(normal, drag.intersectionStart);\n\t\t\tdrag.dragPlane = plane;\n\t\t\tdrag.pivot = drag.intersectionStart;\n\t\t}else{\n\t\t\thandle = drag.handle;\n\t\t}\n\n\t\tthis.dragging = true;\n\n\t\t{\n\t\t\tlet mouse = drag.end;\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\tlet I = ray.intersectPlane(drag.dragPlane, new THREE.Vector3());\n\n\t\t\tif (I) {\n\t\t\t\tlet iOnLine = drag.line.closestPointToPoint(I, false, new THREE.Vector3());\n\n\t\t\t\tlet diff = new THREE.Vector3().subVectors(iOnLine, drag.pivot);\n\n\t\t\t\tfor (let selection of this.selection) {\n\t\t\t\t\tselection.position.add(diff);\n\t\t\t\t\tselection.dispatchEvent({\n\t\t\t\t\t\ttype: \"position_changed\",\n\t\t\t\t\t\tobject: selection\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\tdrag.pivot = drag.pivot.add(diff);\n\t\t\t}\n\t\t}\n\t}\n\n\tdropTranslationHandle(e){\n\t\tthis.dragging = false;\n\t\tthis.setActiveHandle(null);\n\t}\n\n\tdropScaleHandle(e){\n\t\tthis.dragging = false;\n\t\tthis.setActiveHandle(null);\n\t}\n\n\tdragScaleHandle(e){\n\t\tlet drag = e.drag;\n\t\tlet handle = this.activeHandle;\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\n\t\tif(!drag.intersectionStart){\n\t\t\tdrag.intersectionStart = drag.location;\n\t\t\tdrag.objectStart = drag.object.getWorldPosition(new THREE.Vector3());\n\t\t\tdrag.handle = handle;\n\n\t\t\tlet start = drag.intersectionStart;\n\t\t\tlet dir = new THREE.Vector4(...handle.alignment, 0).applyMatrix4(this.scene.matrixWorld);\n\t\t\tlet end = new THREE.Vector3().addVectors(start, dir);\n\t\t\tlet line = new THREE.Line3(start.clone(), end.clone());\n\t\t\tdrag.line = line;\n\n\t\t\tlet camOnLine = line.closestPointToPoint(camera.position, false, new THREE.Vector3());\n\t\t\tlet normal = new THREE.Vector3().subVectors(camera.position, camOnLine);\n\t\t\tlet plane = new THREE.Plane().setFromNormalAndCoplanarPoint(normal, drag.intersectionStart);\n\t\t\tdrag.dragPlane = plane;\n\t\t\tdrag.pivot = drag.intersectionStart;\n\n\t\t\t//Utils.debugSphere(viewer.scene.scene, drag.pivot, 0.05);\n\t\t}else{\n\t\t\thandle = drag.handle;\n\t\t}\n\n\t\tthis.dragging = true;\n\n\t\t{\n\t\t\tlet mouse = drag.end;\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\tlet I = ray.intersectPlane(drag.dragPlane, new THREE.Vector3());\n\n\t\t\tif (I) {\n\t\t\t\tlet iOnLine = drag.line.closestPointToPoint(I, false, new THREE.Vector3());\n\t\t\t\tlet direction = handle.alignment.reduce( (a, v) => a + v, 0);\n\n\t\t\t\tlet toObjectSpace = this.selection[0].matrixWorld.clone().invert();\n\t\t\t\tlet iOnLineOS = iOnLine.clone().applyMatrix4(toObjectSpace);\n\t\t\t\tlet pivotOS = drag.pivot.clone().applyMatrix4(toObjectSpace);\n\t\t\t\tlet diffOS = new THREE.Vector3().subVectors(iOnLineOS, pivotOS);\n\t\t\t\tlet dragDirectionOS = diffOS.clone().normalize();\n\t\t\t\tif(iOnLine.distanceTo(drag.pivot) === 0){\n\t\t\t\t\tdragDirectionOS.set(0, 0, 0);\n\t\t\t\t}\n\t\t\t\tlet dragDirection = dragDirectionOS.dot(new THREE.Vector3(...handle.alignment));\n\n\t\t\t\tlet diff = new THREE.Vector3().subVectors(iOnLine, drag.pivot);\n\t\t\t\tlet diffScale = new THREE.Vector3(...handle.alignment).multiplyScalar(diff.length() * direction * dragDirection);\n\t\t\t\tlet diffPosition = diff.clone().multiplyScalar(0.5);\n\n\t\t\t\tfor (let selection of this.selection) {\n\t\t\t\t\tselection.scale.add(diffScale);\n\t\t\t\t\tselection.scale.x = Math.max(0.1, selection.scale.x);\n\t\t\t\t\tselection.scale.y = Math.max(0.1, selection.scale.y);\n\t\t\t\t\tselection.scale.z = Math.max(0.1, selection.scale.z);\n\t\t\t\t\tselection.position.add(diffPosition);\n\t\t\t\t\tselection.dispatchEvent({\n\t\t\t\t\t\ttype: \"position_changed\",\n\t\t\t\t\t\tobject: selection\n\t\t\t\t\t});\n\t\t\t\t\tselection.dispatchEvent({\n\t\t\t\t\t\ttype: \"scale_changed\",\n\t\t\t\t\t\tobject: selection\n\t\t\t\t\t});\n\t\t\t\t}\n\n\t\t\t\tdrag.pivot.copy(iOnLine);\n\t\t\t\t//Utils.debugSphere(viewer.scene.scene, drag.pivot, 0.05);\n\t\t\t}\n\t\t}\n\t}\n\n\tsetActiveHandle(handle){\n\t\tif(this.dragging){\n\t\t\treturn;\n\t\t}\n\n\t\tif(this.activeHandle === handle){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.activeHandle = handle;\n\n\t\tif(handle === null){\n\t\t\tfor(let handleName of Object.keys(this.handles)){\n\t\t\t\tlet handle = this.handles[handleName];\n\t\t\t\thandle.node.setOpacity(0);\n\t\t\t}\n\t\t}\n\n\t\tfor(let handleName of Object.keys(this.focusHandles)){\n\t\t\tlet handle = this.focusHandles[handleName];\n\n\t\t\tif(this.activeHandle === handle){\n\t\t\t\thandle.node.setOpacity(1.0);\n\t\t\t}else{\n\t\t\t\thandle.node.setOpacity(0.4)\n\t\t\t}\n\t\t}\n\n\t\tfor(let handleName of Object.keys(this.translationHandles)){\n\t\t\tlet handle = this.translationHandles[handleName];\n\n\t\t\tif(this.activeHandle === handle){\n\t\t\t\thandle.node.setOpacity(1.0);\n\t\t\t}else{\n\t\t\t\thandle.node.setOpacity(0.4)\n\t\t\t}\n\t\t}\n\n\t\tfor(let handleName of Object.keys(this.rotationHandles)){\n\t\t\tlet handle = this.rotationHandles[handleName];\n\n\t\t\t//if(this.activeHandle === handle){\n\t\t\t//\thandle.node.setOpacity(1.0);\n\t\t\t//}else{\n\t\t\t//\thandle.node.setOpacity(0.4)\n\t\t\t//}\n\n\t\t\thandle.node.setOpacity(0.4);\n\t\t}\n\n\t\tfor(let handleName of Object.keys(this.scaleHandles)){\n\t\t\tlet handle = this.scaleHandles[handleName];\n\n\t\t\tif(this.activeHandle === handle){\n\t\t\t\thandle.node.setOpacity(1.0);\n\n\t\t\t\tlet relatedFocusHandle = this.focusHandles[handle.name.replace(\"scale\", \"focus\")];\n\t\t\t\tlet relatedFocusNode = relatedFocusHandle.node;\n\t\t\t\trelatedFocusNode.setOpacity(0.4);\n\n\t\t\t\tfor(let translationHandleName of Object.keys(this.translationHandles)){\n\t\t\t\t\tlet translationHandle = this.translationHandles[translationHandleName];\n\t\t\t\t\ttranslationHandle.node.setOpacity(0.4);\n\t\t\t\t}\n\n\t\t\t\t//let relatedTranslationHandle = this.translationHandles[\n\t\t\t\t//\thandle.name.replace(\"scale\", \"translation\").replace(/[+-]/g, \"\")];\n\t\t\t\t//let relatedTranslationNode = relatedTranslationHandle.node;\n\t\t\t\t//relatedTranslationNode.setOpacity(0.4);\n\n\n\t\t\t}else{\n\t\t\t\thandle.node.setOpacity(0.4)\n\t\t\t}\n\t\t}\n\n\t\t\n\n\n\n\t\tif(handle){\n\t\t\thandle.node.setOpacity(1.0);\n\t\t}\n\n\t\t\n\t}\n\n\tupdate () {\n\n\t\tif(this.selection.length === 1){\n\n\t\t\tthis.scene.visible = true;\n\n\t\t\tthis.scene.updateMatrix();\n\t\t\tthis.scene.updateMatrixWorld();\n\n\t\t\tlet selected = this.selection[0];\n\t\t\tlet world = selected.matrixWorld;\n\t\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\t\t\tlet mouse = this.viewer.inputHandler.mouse;\n\n\t\t\tlet center = selected.boundingBox.getCenter(new THREE.Vector3()).clone().applyMatrix4(selected.matrixWorld);\n\n\t\t\tthis.scene.scale.copy(selected.boundingBox.getSize(new THREE.Vector3()).multiply(selected.scale));\n\t\t\tthis.scene.position.copy(center);\n\t\t\tthis.scene.rotation.copy(selected.rotation);\n\n\t\t\tthis.scene.updateMatrixWorld();\n\n\t\t\t{\n\t\t\t\t// adjust scale of components\n\t\t\t\tfor(let handleName of Object.keys(this.handles)){\n\t\t\t\t\tlet handle = this.handles[handleName];\n\t\t\t\t\tlet node = handle.node;\n\n\t\t\t\t\tlet handlePos = node.getWorldPosition(new THREE.Vector3());\n\t\t\t\t\tlet distance = handlePos.distanceTo(camera.position);\n\t\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, domElement.clientWidth, domElement.clientHeight);\n\n\t\t\t\t\tlet ws = node.parent.getWorldScale(new THREE.Vector3());\n\n\t\t\t\t\tlet s = (7 / pr);\n\t\t\t\t\tlet scale = new THREE.Vector3(s, s, s).divide(ws);\n\n\t\t\t\t\tlet rot = new THREE.Matrix4().makeRotationFromEuler(node.rotation);\n\t\t\t\t\tlet rotInv = rot.clone().invert();\n\n\t\t\t\t\tscale.applyMatrix4(rotInv);\n\t\t\t\t\tscale.x = Math.abs(scale.x);\n\t\t\t\t\tscale.y = Math.abs(scale.y);\n\t\t\t\t\tscale.z = Math.abs(scale.z);\n\n\t\t\t\t\tnode.scale.copy(scale);\n\t\t\t\t}\n\n\t\t\t\t// adjust rotation handles\n\t\t\t\tif(!this.dragging){\n\t\t\t\t\tlet tWorld = this.scene.matrixWorld;\n\t\t\t\t\tlet tObject = tWorld.clone().invert();\n\t\t\t\t\tlet camObjectPos = camera.getWorldPosition(new THREE.Vector3()).applyMatrix4(tObject);\n\n\t\t\t\t\tlet x = this.rotationHandles[\"rotation.x\"].node.rotation;\n\t\t\t\t\tlet y = this.rotationHandles[\"rotation.y\"].node.rotation;\n\t\t\t\t\tlet z = this.rotationHandles[\"rotation.z\"].node.rotation;\n\n\t\t\t\t\tx.order = \"ZYX\";\n\t\t\t\t\ty.order = \"ZYX\";\n\n\t\t\t\t\tlet above = camObjectPos.z > 0;\n\t\t\t\t\tlet below = !above;\n\t\t\t\t\tlet PI_HALF = Math.PI / 2;\n\n\t\t\t\t\tif(above){\n\t\t\t\t\t\tif(camObjectPos.x > 0 && camObjectPos.y > 0){\n\t\t\t\t\t\t\tx.x = 1 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 3 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 0 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x < 0 && camObjectPos.y > 0){\n\t\t\t\t\t\t\tx.x = 1 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 2 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 1 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x < 0 && camObjectPos.y < 0){\n\t\t\t\t\t\t\tx.x = 2 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 2 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 2 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x > 0 && camObjectPos.y < 0){\n\t\t\t\t\t\t\tx.x = 2 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 3 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 3 * PI_HALF;\n\t\t\t\t\t\t}\n\t\t\t\t\t}else if(below){\n\t\t\t\t\t\tif(camObjectPos.x > 0 && camObjectPos.y > 0){\n\t\t\t\t\t\t\tx.x = 0 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 0 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 0 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x < 0 && camObjectPos.y > 0){\n\t\t\t\t\t\t\tx.x = 0 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 1 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 1 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x < 0 && camObjectPos.y < 0){\n\t\t\t\t\t\t\tx.x = 3 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 1 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 2 * PI_HALF;\n\t\t\t\t\t\t}else if(camObjectPos.x > 0 && camObjectPos.y < 0){\n\t\t\t\t\t\t\tx.x = 3 * PI_HALF;\n\t\t\t\t\t\t\ty.y = 0 * PI_HALF;\n\t\t\t\t\t\t\tz.z = 3 * PI_HALF;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t{\n\t\t\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\t\t\tlet raycaster = new THREE.Raycaster(ray.origin, ray.direction);\n\t\t\t\t\tlet intersects = raycaster.intersectObjects(this.pickVolumes.filter(v => v.visible), true);\n\n\t\t\t\t\tif(intersects.length > 0){\n\t\t\t\t\t\tlet I = intersects[0];\n\t\t\t\t\t\tlet handleName = I.object.handle;\n\t\t\t\t\t\tthis.setActiveHandle(this.handles[handleName]);\n\t\t\t\t\t}else{\n\t\t\t\t\t\tthis.setActiveHandle(null);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\t// \n\t\t\t\tfor(let handleName of Object.keys(this.scaleHandles)){\n\t\t\t\t\tlet handle = this.handles[handleName];\n\t\t\t\t\tlet node = handle.node;\n\t\t\t\t\tlet alignment = handle.alignment;\n\n\t\t\t\t\t\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t}else{\n\t\t\tthis.scene.visible = false;\n\t\t}\n\t\t\n\t}\n\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Volume, BoxVolume} from \"./Volume.js\";\nimport {Utils} from \"../utils.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\n\nexport class VolumeTool extends EventDispatcher{\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.addEventListener('start_inserting_volume', e => {\n\t\t\tthis.viewer.dispatchEvent({\n\t\t\t\ttype: 'cancel_insertions'\n\t\t\t});\n\t\t});\n\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.scene.name = 'scene_volume';\n\n\t\tthis.viewer.inputHandler.registerInteractiveScene(this.scene);\n\n\t\tthis.onRemove = e => {\n\t\t\tthis.scene.remove(e.volume);\n\t\t};\n\n\t\tthis.onAdd = e => {\n\t\t\tthis.scene.add(e.volume);\n\t\t};\n\n\t\tfor(let volume of viewer.scene.volumes){\n\t\t\tthis.onAdd({volume: volume});\n\t\t}\n\n\t\tthis.viewer.inputHandler.addEventListener('delete', e => {\n\t\t\tlet volumes = e.selection.filter(e => (e instanceof Volume));\n\t\t\tvolumes.forEach(e => this.viewer.scene.removeVolume(e));\n\t\t});\n\n\t\tviewer.addEventListener(\"update\", this.update.bind(this));\n\t\tviewer.addEventListener(\"render.pass.scene\", e => this.render(e));\n\t\tviewer.addEventListener(\"scene_changed\", this.onSceneChange.bind(this));\n\n\t\tviewer.scene.addEventListener('volume_added', this.onAdd);\n\t\tviewer.scene.addEventListener('volume_removed', this.onRemove);\n\t}\n\n\tonSceneChange(e){\n\t\tif(e.oldScene){\n\t\t\te.oldScene.removeEventListeners('volume_added', this.onAdd);\n\t\t\te.oldScene.removeEventListeners('volume_removed', this.onRemove);\n\t\t}\n\n\t\te.scene.addEventListener('volume_added', this.onAdd);\n\t\te.scene.addEventListener('volume_removed', this.onRemove);\n\t}\n\n\tstartInsertion (args = {}) {\n\t\tlet volume;\n\t\tif(args.type){\n\t\t\tvolume = new args.type();\n\t\t}else{\n\t\t\tvolume = new BoxVolume();\n\t\t}\n\t\t\n\t\tvolume.clip = args.clip || false;\n\t\tvolume.name = args.name || 'Volume';\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'start_inserting_volume',\n\t\t\tvolume: volume\n\t\t});\n\n\t\tthis.viewer.scene.addVolume(volume);\n\t\tthis.scene.add(volume);\n\n\t\tlet cancel = {\n\t\t\tcallback: null\n\t\t};\n\n\t\tlet drag = e => {\n\t\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\t\n\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\te.drag.end, \n\t\t\t\tthis.viewer.scene.getActiveCamera(), \n\t\t\t\tthis.viewer, \n\t\t\t\tthis.viewer.scene.pointclouds, \n\t\t\t\t{pickClipped: false});\n\n\t\t\tif (I) {\n\t\t\t\tvolume.position.copy(I.location);\n\n\t\t\t\tlet wp = volume.getWorldPosition(new THREE.Vector3()).applyMatrix4(camera.matrixWorldInverse);\n\t\t\t\t// let pp = new THREE.Vector4(wp.x, wp.y, wp.z).applyMatrix4(camera.projectionMatrix);\n\t\t\t\tlet w = Math.abs((wp.z / 5));\n\t\t\t\tvolume.scale.set(w, w, w);\n\t\t\t}\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tvolume.removeEventListener('drag', drag);\n\t\t\tvolume.removeEventListener('drop', drop);\n\n\t\t\tcancel.callback();\n\t\t};\n\n\t\tcancel.callback = e => {\n\t\t\tvolume.removeEventListener('drag', drag);\n\t\t\tvolume.removeEventListener('drop', drop);\n\t\t\tthis.viewer.removeEventListener('cancel_insertions', cancel.callback);\n\t\t};\n\n\t\tvolume.addEventListener('drag', drag);\n\t\tvolume.addEventListener('drop', drop);\n\t\tthis.viewer.addEventListener('cancel_insertions', cancel.callback);\n\n\t\tthis.viewer.inputHandler.startDragging(volume);\n\n\t\treturn volume;\n\t}\n\n\tupdate(){\n\t\tif (!this.viewer.scene) {\n\t\t\treturn;\n\t\t}\n\t\t\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\tlet renderAreaSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\tlet clientWidth = renderAreaSize.width;\n\t\tlet clientHeight = renderAreaSize.height;\n\n\t\tlet volumes = this.viewer.scene.volumes;\n\t\tfor (let volume of volumes) {\n\t\t\tlet label = volume.label;\n\t\t\t\n\t\t\t{\n\n\t\t\t\tlet distance = label.position.distanceTo(camera.position);\n\t\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, clientWidth, clientHeight);\n\n\t\t\t\tlet scale = (70 / pr);\n\t\t\t\tlabel.scale.set(scale, scale, scale);\n\t\t\t}\n\n\t\t\tlet calculatedVolume = volume.getVolume();\n\t\t\tcalculatedVolume = calculatedVolume / Math.pow(this.viewer.lengthUnit.unitspermeter, 3) * Math.pow(this.viewer.lengthUnitDisplay.unitspermeter, 3); //convert to cubic meters then to the cubic display unit\n\t\t\tlet text = Utils.addCommas(calculatedVolume.toFixed(3)) + ' ' + this.viewer.lengthUnitDisplay.code + '\\u00B3';\n\t\t\tlabel.setText(text);\n\t\t}\n\t}\n\n\trender(params){\n\t\tconst renderer = this.viewer.renderer;\n\n\t\tconst oldTarget = renderer.getRenderTarget();\n\t\t\n\t\tif(params.renderTarget){\n\t\t\trenderer.setRenderTarget(params.renderTarget);\n\t\t}\n\t\trenderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t\trenderer.setRenderTarget(oldTarget);\n\t}\n\n}\n","\r\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\r\n\r\nimport {Utils} from \"../utils.js\";\r\n\r\nexport class Compass{\r\n\r\n\tconstructor(viewer){\r\n\t\tthis.viewer = viewer;\r\n\r\n\t\tthis.visible = false;\r\n\t\tthis.dom = this.createElement();\r\n\r\n\t\tviewer.addEventListener(\"update\", () => {\r\n\t\t\tconst direction = viewer.scene.view.direction.clone();\r\n\t\t\tdirection.z = 0;\r\n\t\t\tdirection.normalize();\r\n\r\n\t\t\tconst camera = viewer.scene.getActiveCamera();\r\n\r\n\t\t\tconst p1 = camera.getWorldPosition(new THREE.Vector3());\r\n\t\t\tconst p2 = p1.clone().add(direction);\r\n\r\n\t\t\tconst projection = viewer.getProjection();\r\n\t\t\tconst azimuth = Utils.computeAzimuth(p1, p2, projection);\r\n\t\t\t\r\n\t\t\tthis.dom.css(\"transform\", `rotateZ(${-azimuth}rad)`);\r\n\t\t});\r\n\r\n\t\tthis.dom.click( () => {\r\n\t\t\tviewer.setTopView();\r\n\t\t});\r\n\r\n\t\tconst renderArea = $(viewer.renderArea);\r\n\t\trenderArea.append(this.dom);\r\n\r\n\t\tthis.setVisible(this.visible);\r\n\t}\r\n\r\n\tsetVisible(visible){\r\n\t\tthis.visible = visible;\r\n\r\n\t\tconst value = visible ? \"\" : \"none\";\r\n\t\tthis.dom.css(\"display\", value);\r\n\t}\r\n\r\n\tisVisible(){\r\n\t\treturn this.visible;\r\n\t}\r\n\r\n\tcreateElement(){\r\n\t\tconst style = `style=\"position: absolute; top: 10px; right: 10px; z-index: 10000; width: 64px;\"`;\r\n\t\tconst img = $(``);\r\n\r\n\t\treturn img;\r\n\t}\r\n\r\n};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\n\nexport class PotreeRenderer {\n\n\tconstructor (viewer) {\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\t{\n\t\t\tlet dummyScene = new THREE.Scene();\n\t\t\tlet geometry = new THREE.SphereGeometry(0.001, 2, 2);\n\t\t\tlet mesh = new THREE.Mesh(geometry, new THREE.MeshBasicMaterial());\n\t\t\tmesh.position.set(36453, 35163, 764712);\n\t\t\tdummyScene.add(mesh);\n\n\t\t\tthis.dummyMesh = mesh;\n\t\t\tthis.dummyScene = dummyScene;\n\t\t}\n\t}\n\n\tclearTargets(){\n\n\t}\n\n\tclear(){\n\t\tlet {viewer, renderer} = this;\n\n\n\t\t// render skybox\n\t\tif(viewer.background === \"skybox\"){\n\t\t\trenderer.setClearColor(0xff0000, 1);\n\t\t}else if(viewer.background === \"gradient\"){\n\t\t\trenderer.setClearColor(0x00ff00, 1);\n\t\t}else if(viewer.background === \"black\"){\n\t\t\trenderer.setClearColor(0x000000, 1);\n\t\t}else if(viewer.background === \"white\"){\n\t\t\trenderer.setClearColor(0xFFFFFF, 1);\n\t\t}else{\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t}\n\n\t\trenderer.clear();\n\t}\n \n\trender(params){\n\t\tlet {viewer, renderer} = this;\n\n\t\tconst camera = params.camera ? params.camera : viewer.scene.getActiveCamera();\n\n\t\tviewer.dispatchEvent({type: \"render.pass.begin\",viewer: viewer});\n\n\t\tconst renderAreaSize = renderer.getSize(new THREE.Vector2());\n\t\tconst width = params.viewport ? params.viewport[2] : renderAreaSize.x;\n\t\tconst height = params.viewport ? params.viewport[3] : renderAreaSize.y;\n\n\t\t// render skybox\n\t\tif(viewer.background === \"skybox\"){\n\t\t\tviewer.skybox.camera.rotation.copy(viewer.scene.cameraP.rotation);\n\t\t\tviewer.skybox.camera.fov = viewer.scene.cameraP.fov;\n\t\t\tviewer.skybox.camera.aspect = viewer.scene.cameraP.aspect;\n\t\t\t\n\t\t\tviewer.skybox.parent.rotation.x = 0;\n\t\t\tviewer.skybox.parent.updateMatrixWorld();\n\n\t\t\tviewer.skybox.camera.updateProjectionMatrix();\n\t\t\trenderer.render(viewer.skybox.scene, viewer.skybox.camera);\n\t\t}else if(viewer.background === \"gradient\"){\n\t\t\trenderer.render(viewer.scene.sceneBG, viewer.scene.cameraBG);\n\t\t}\n\t\t\n\t\tfor(let pointcloud of this.viewer.scene.pointclouds){\n\t\t\tconst {material} = pointcloud;\n\t\t\tmaterial.useEDL = false;\n\t\t}\n\t\t\n\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, null, {\n\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof Potree.SphereVolume)),\n\t\t});\n\t\t\n\t\t// render scene\n\t\trenderer.render(viewer.scene.scene, camera);\n\n\t\tviewer.dispatchEvent({type: \"render.pass.scene\",viewer: viewer});\n\t\t\n\t\tviewer.clippingTool.update();\n\t\trenderer.render(viewer.clippingTool.sceneMarker, viewer.scene.cameraScreenSpace); //viewer.scene.cameraScreenSpace);\n\t\trenderer.render(viewer.clippingTool.sceneVolume, camera);\n\n\t\trenderer.render(viewer.controls.sceneControls, camera);\n\t\t\n\t\trenderer.clearDepth();\n\t\t\n\t\tviewer.transformationTool.update();\n\t\t\n\t\tviewer.dispatchEvent({type: \"render.pass.perspective_overlay\",viewer: viewer});\n\n\t\t// renderer.render(viewer.controls.sceneControls, camera);\n\t\t// renderer.render(viewer.clippingTool.sceneVolume, camera);\n\t\t// renderer.render(viewer.transformationTool.scene, camera);\n\t\t\n\t\t// renderer.setViewport(width - viewer.navigationCube.width, \n\t\t// \t\t\t\t\t\t\theight - viewer.navigationCube.width, \n\t\t// \t\t\t\t\t\t\tviewer.navigationCube.width, viewer.navigationCube.width);\n\t\t// renderer.render(viewer.navigationCube, viewer.navigationCube.camera);\t\t\n\t\t// renderer.setViewport(0, 0, width, height);\n\t\t\n\t\tviewer.dispatchEvent({type: \"render.pass.end\",viewer: viewer});\n\t}\n\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {PointCloudSM} from \"../utils/PointCloudSM.js\";\nimport {EyeDomeLightingMaterial} from \"../materials/EyeDomeLightingMaterial.js\";\nimport {SphereVolume} from \"../utils/Volume.js\";\nimport {Utils} from \"../utils.js\";\n\nexport class EDLRenderer{\n\tconstructor(viewer){\n\t\tthis.viewer = viewer;\n\n\t\tthis.edlMaterial = null;\n\n\t\tthis.rtRegular;\n\t\tthis.rtEDL;\n\n\t\tthis.gl = viewer.renderer.getContext();\n\n\t\tthis.shadowMap = new PointCloudSM(this.viewer.pRenderer);\n\t}\n\n\tinitEDL(){\n\t\tif (this.edlMaterial != null) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.edlMaterial = new EyeDomeLightingMaterial();\n\t\tthis.edlMaterial.depthTest = true;\n\t\tthis.edlMaterial.depthWrite = true;\n\t\tthis.edlMaterial.transparent = true;\n\n\t\tthis.rtEDL = new THREE.WebGLRenderTarget(1024, 1024, {\n\t\t\tminFilter: THREE.NearestFilter,\n\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\ttype: THREE.FloatType,\n\t\t\tdepthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)\n\t\t});\n\n\t\tthis.rtRegular = new THREE.WebGLRenderTarget(1024, 1024, {\n\t\t\tminFilter: THREE.NearestFilter,\n\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\tdepthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)\n\t\t});\n\t};\n\n\tresize(width, height){\n\t\tif(this.screenshot){\n\t\t\twidth = this.screenshot.target.width;\n\t\t\theight = this.screenshot.target.height;\n\t\t}\n\n\t\tthis.rtEDL.setSize(width , height);\n\t\tthis.rtRegular.setSize(width , height);\n\t}\n\n\tmakeScreenshot(camera, size, callback){\n\n\t\tif(camera === undefined || camera === null){\n\t\t\tcamera = this.viewer.scene.getActiveCamera();\n\t\t}\n\n\t\tif(size === undefined || size === null){\n\t\t\tsize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\t}\n\n\t\tlet {width, height} = size;\n\n\t\t//let maxTextureSize = viewer.renderer.capabilities.maxTextureSize;\n\t\t//if(width * 4 < \n\t\twidth = 2 * width;\n\t\theight = 2 * height;\n\n\t\tlet target = new THREE.WebGLRenderTarget(width, height, {\n\t\t\tformat: THREE.RGBAFormat,\n\t\t});\n\n\t\tthis.screenshot = {\n\t\t\ttarget: target\n\t\t};\n\n\t\t// HACK? removed because of error, was this important?\n\t\t//this.viewer.renderer.clearTarget(target, true, true, true);\n\n\t\tthis.render();\n\n\t\tlet pixelCount = width * height;\n\t\tlet buffer = new Uint8Array(4 * pixelCount);\n\n\t\tthis.viewer.renderer.readRenderTargetPixels(target, 0, 0, width, height, buffer);\n\n\t\t// flip vertically\n\t\tlet bytesPerLine = width * 4;\n\t\tfor(let i = 0; i < parseInt(height / 2); i++){\n\t\t\tlet j = height - i - 1;\n\n\t\t\tlet lineI = buffer.slice(i * bytesPerLine, i * bytesPerLine + bytesPerLine);\n\t\t\tlet lineJ = buffer.slice(j * bytesPerLine, j * bytesPerLine + bytesPerLine);\n\t\t\tbuffer.set(lineJ, i * bytesPerLine);\n\t\t\tbuffer.set(lineI, j * bytesPerLine);\n\t\t}\n\n\t\tthis.screenshot.target.dispose();\n\t\tdelete this.screenshot;\n\n\t\treturn {\n\t\t\twidth: width,\n\t\t\theight: height,\n\t\t\tbuffer: buffer\n\t\t};\n\t}\n\n\tclearTargets(){\n\t\tconst viewer = this.viewer;\n\t\tconst {renderer} = viewer;\n\n\t\tconst oldTarget = renderer.getRenderTarget();\n\n\t\trenderer.setRenderTarget( this.rtEDL );\n\t\trenderer.clear( true, true, true );\n\n\t\trenderer.setRenderTarget( this.rtRegular );\n\t\trenderer.clear( true, true, false );\n\n\t\trenderer.setRenderTarget(oldTarget);\n\t}\n\n\tclear(){\n\t\tthis.initEDL();\n\t\tconst viewer = this.viewer;\n\n\t\tconst {renderer, background} = viewer;\n\n\t\tif(background === \"skybox\"){\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t} else if (background === 'gradient') {\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t} else if (background === 'black') {\n\t\t\trenderer.setClearColor(0x000000, 1);\n\t\t} else if (background === 'white') {\n\t\t\trenderer.setClearColor(0xFFFFFF, 1);\n\t\t} else {\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t}\n\t\t\n\t\trenderer.clear();\n\n\t\tthis.clearTargets();\n\t}\n\n\trenderShadowMap(visiblePointClouds, camera, lights){\n\n\t\tconst {viewer} = this;\n\n\t\tconst doShadows = lights.length > 0 && !(lights[0].disableShadowUpdates);\n\t\tif(doShadows){\n\t\t\tlet light = lights[0];\n\n\t\t\tthis.shadowMap.setLight(light);\n\n\t\t\tlet originalAttributes = new Map();\n\t\t\tfor(let pointcloud of viewer.scene.pointclouds){\n\t\t\t\t// TODO IMPORTANT !!! check\n\t\t\t\toriginalAttributes.set(pointcloud, pointcloud.material.activeAttributeName);\n\t\t\t\tpointcloud.material.disableEvents();\n\t\t\t\tpointcloud.material.activeAttributeName = \"depth\";\n\t\t\t\t//pointcloud.material.pointColorType = PointColorType.DEPTH;\n\t\t\t}\n\n\t\t\tthis.shadowMap.render(viewer.scene.scenePointCloud, camera);\n\n\t\t\tfor(let pointcloud of visiblePointClouds){\n\t\t\t\tlet originalAttribute = originalAttributes.get(pointcloud);\n\t\t\t\t// TODO IMPORTANT !!! check\n\t\t\t\tpointcloud.material.activeAttributeName = originalAttribute;\n\t\t\t\tpointcloud.material.enableEvents();\n\t\t\t}\n\n\t\t\tviewer.shadowTestCam.updateMatrixWorld();\n\t\t\tviewer.shadowTestCam.matrixWorldInverse.copy(viewer.shadowTestCam.matrixWorld).invert();\n\t\t\tviewer.shadowTestCam.updateProjectionMatrix();\n\t\t}\n\n\t}\n\n\trender(params){\n\t\tthis.initEDL();\n\n\t\tconst viewer = this.viewer;\n\t\tlet camera = params.camera ? params.camera : viewer.scene.getActiveCamera();\n\t\tconst {width, height} = this.viewer.renderer.getSize(new THREE.Vector2());\n\n\n\t\tviewer.dispatchEvent({type: \"render.pass.begin\",viewer: viewer});\n\t\t\n\t\tthis.resize(width, height);\n\n\t\tconst visiblePointClouds = viewer.scene.pointclouds.filter(pc => pc.visible);\n\n\t\tif(this.screenshot){\n\t\t\tlet oldBudget = Potree.pointBudget;\n\t\t\tPotree.pointBudget = Math.max(10 * 1000 * 1000, 2 * oldBudget);\n\t\t\tlet result = Potree.updatePointClouds(\n\t\t\t\tviewer.scene.pointclouds, \n\t\t\t\tcamera, \n\t\t\t\tviewer.renderer);\n\t\t\tPotree.pointBudget = oldBudget;\n\t\t}\n\n\t\tlet lights = [];\n\t\tviewer.scene.scene.traverse(node => {\n\t\t\tif(node.type === \"SpotLight\"){\n\t\t\t\tlights.push(node);\n\t\t\t}\n\t\t});\n\n\t\tif(viewer.background === \"skybox\"){\n\t\t\tviewer.skybox.camera.rotation.copy(viewer.scene.cameraP.rotation);\n\t\t\tviewer.skybox.camera.fov = viewer.scene.cameraP.fov;\n\t\t\tviewer.skybox.camera.aspect = viewer.scene.cameraP.aspect;\n\n\t\t\tviewer.skybox.parent.rotation.x = 0;\n\t\t\tviewer.skybox.parent.updateMatrixWorld();\n\n\t\t\tviewer.skybox.camera.updateProjectionMatrix();\n\t\t\tviewer.renderer.render(viewer.skybox.scene, viewer.skybox.camera);\n\t\t} else if (viewer.background === 'gradient') {\n\t\t\tviewer.renderer.render(viewer.scene.sceneBG, viewer.scene.cameraBG);\n\t\t} \n\n\t\t//TODO adapt to multiple lights\n\t\tthis.renderShadowMap(visiblePointClouds, camera, lights);\n\n\t\t{ // COLOR & DEPTH PASS\n\t\t\tfor (let pointcloud of visiblePointClouds) {\n\t\t\t\tlet octreeSize = pointcloud.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;\n\n\t\t\t\tlet material = pointcloud.material;\n\t\t\t\tmaterial.weighted = false;\n\t\t\t\tmaterial.useLogarithmicDepthBuffer = false;\n\t\t\t\tmaterial.useEDL = true;\n\n\t\t\t\tmaterial.screenWidth = width;\n\t\t\t\tmaterial.screenHeight = height;\n\t\t\t\tmaterial.uniforms.visibleNodes.value = pointcloud.material.visibleNodesTexture;\n\t\t\t\tmaterial.uniforms.octreeSize.value = octreeSize;\n\t\t\t\tmaterial.spacing = pointcloud.pcoGeometry.spacing; // * Math.max(pointcloud.scale.x, pointcloud.scale.y, pointcloud.scale.z);\n\t\t\t}\n\t\t\t\n\t\t\t// TODO adapt to multiple lights\n\t\t\tviewer.renderer.setRenderTarget(this.rtEDL);\n\t\t\t\n\t\t\tif(lights.length > 0){\n\t\t\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, this.rtEDL, {\n\t\t\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),\n\t\t\t\t\tshadowMaps: [this.shadowMap],\n\t\t\t\t\ttransparent: false,\n\t\t\t\t});\n\t\t\t}else{\n\n\t\t\t\t\n\t\t\t\t// let test = camera.clone();\n\t\t\t\t// test.matrixAutoUpdate = false;\n\n\t\t\t\t// //test.updateMatrixWorld = () => {};\n\n\t\t\t\t// let mat = new THREE.Matrix4().set(\n\t\t\t\t// \t1, 0, 0, 0,\n\t\t\t\t// \t0, 0, 1, 0,\n\t\t\t\t// \t0, -1, 0, 0,\n\t\t\t\t// \t0, 0, 0, 1,\n\t\t\t\t// );\n\t\t\t\t// mat.invert()\n\n\t\t\t\t// test.matrix.multiplyMatrices(mat, test.matrix);\n\t\t\t\t// test.updateMatrixWorld();\n\n\t\t\t\t//test.matrixWorld.multiplyMatrices(mat, test.matrixWorld);\n\t\t\t\t//test.matrixWorld.multiply(mat);\n\t\t\t\t//test.matrixWorldInverse.invert(test.matrixWorld);\n\t\t\t\t//test.matrixWorldInverse.multiplyMatrices(test.matrixWorldInverse, mat);\n\t\t\t\t\n\n\t\t\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, this.rtEDL, {\n\t\t\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),\n\t\t\t\t\ttransparent: false,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t\n\t\t}\n\n\t\tviewer.dispatchEvent({type: \"render.pass.scene\", viewer: viewer, renderTarget: this.rtRegular});\n\t\tviewer.renderer.setRenderTarget(null);\n\t\tviewer.renderer.render(viewer.scene.scene, camera);\n\n\t\t{ // EDL PASS\n\n\t\t\tconst uniforms = this.edlMaterial.uniforms;\n\n\t\t\tuniforms.screenWidth.value = width;\n\t\t\tuniforms.screenHeight.value = height;\n\n\t\t\tlet proj = camera.projectionMatrix;\n\t\t\tlet projArray = new Float32Array(16);\n\t\t\tprojArray.set(proj.elements);\n\n\t\t\tuniforms.uNear.value = camera.near;\n\t\t\tuniforms.uFar.value = camera.far;\n\t\t\tuniforms.uEDLColor.value = this.rtEDL.texture;\n\t\t\tuniforms.uEDLDepth.value = this.rtEDL.depthTexture;\n\t\t\tuniforms.uProj.value = projArray;\n\n\t\t\tuniforms.edlStrength.value = viewer.edlStrength;\n\t\t\tuniforms.radius.value = viewer.edlRadius;\n\t\t\tuniforms.opacity.value = viewer.edlOpacity; // HACK\n\t\t\t\n\t\t\tUtils.screenPass.render(viewer.renderer, this.edlMaterial);\n\n\t\t\tif(this.screenshot){\n\t\t\t\tUtils.screenPass.render(viewer.renderer, this.edlMaterial, this.screenshot.target);\n\t\t\t}\n\n\t\t}\n\n\t\tviewer.dispatchEvent({type: \"render.pass.scene\", viewer: viewer});\n\n\t\tviewer.renderer.clearDepth();\n\n\t\tviewer.transformationTool.update();\n\n\t\tviewer.dispatchEvent({type: \"render.pass.perspective_overlay\",viewer: viewer});\n\n\t\tviewer.renderer.render(viewer.controls.sceneControls, camera);\n\t\tviewer.renderer.render(viewer.clippingTool.sceneVolume, camera);\n\t\tviewer.renderer.render(viewer.transformationTool.scene, camera);\n\t\t\n\t\tviewer.dispatchEvent({type: \"render.pass.end\",viewer: viewer});\n\n\t}\n}\n\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {NormalizationMaterial} from \"../materials/NormalizationMaterial.js\";\nimport {NormalizationEDLMaterial} from \"../materials/NormalizationEDLMaterial.js\";\nimport {PointCloudMaterial} from \"../materials/PointCloudMaterial.js\";\nimport {PointShape} from \"../defines.js\";\nimport {SphereVolume} from \"../utils/Volume.js\";\nimport {Utils} from \"../utils.js\";\n\n\nexport class HQSplatRenderer{\n\t\n\tconstructor(viewer){\n\t\tthis.viewer = viewer;\n\n\t\tthis.depthMaterials = new Map();\n\t\tthis.attributeMaterials = new Map();\n\t\tthis.normalizationMaterial = null;\n\n\t\tthis.rtDepth = null;\n\t\tthis.rtAttribute = null;\n\t\tthis.gl = viewer.renderer.getContext();\n\n\t\tthis.initialized = false;\n\t}\n\n\tinit(){\n\t\tif (this.initialized) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.normalizationMaterial = new NormalizationMaterial();\n\t\tthis.normalizationMaterial.depthTest = true;\n\t\tthis.normalizationMaterial.depthWrite = true;\n\t\tthis.normalizationMaterial.transparent = true;\n\n\t\tthis.normalizationEDLMaterial = new NormalizationEDLMaterial();\n\t\tthis.normalizationEDLMaterial.depthTest = true;\n\t\tthis.normalizationEDLMaterial.depthWrite = true;\n\t\tthis.normalizationEDLMaterial.transparent = true;\n\n\t\tthis.rtDepth = new THREE.WebGLRenderTarget(1024, 1024, {\n\t\t\tminFilter: THREE.NearestFilter,\n\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\ttype: THREE.FloatType,\n\t\t\tdepthTexture: new THREE.DepthTexture(undefined, undefined, THREE.UnsignedIntType)\n\t\t});\n\n\t\tthis.rtAttribute = new THREE.WebGLRenderTarget(1024, 1024, {\n\t\t\tminFilter: THREE.NearestFilter,\n\t\t\tmagFilter: THREE.NearestFilter,\n\t\t\tformat: THREE.RGBAFormat,\n\t\t\ttype: THREE.FloatType,\n\t\t\tdepthTexture: this.rtDepth.depthTexture,\n\t\t});\n\n\t\tthis.initialized = true;\n\t};\n\n\tresize(width, height){\n\t\tthis.rtDepth.setSize(width, height);\n\t\tthis.rtAttribute.setSize(width, height);\n\t}\n\n\tclearTargets(){\n\t\tconst viewer = this.viewer;\n\t\tconst {renderer} = viewer;\n\n\t\tconst oldTarget = renderer.getRenderTarget();\n\n\t\trenderer.setClearColor(0x000000, 0);\n\n\t\trenderer.setRenderTarget( this.rtDepth );\n\t\trenderer.clear( true, true, true );\n\n\t\trenderer.setRenderTarget( this.rtAttribute );\n\t\trenderer.clear( true, true, true );\n\n\t\trenderer.setRenderTarget(oldTarget);\n\t}\n\n\n\tclear(){\n\t\tthis.init();\n\n\t\tconst {renderer, background} = this.viewer;\n\n\t\tif(background === \"skybox\"){\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t} else if (background === 'gradient') {\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t} else if (background === 'black') {\n\t\t\trenderer.setClearColor(0x000000, 1);\n\t\t} else if (background === 'white') {\n\t\t\trenderer.setClearColor(0xFFFFFF, 1);\n\t\t} else {\n\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t}\n\n\t\trenderer.clear();\n\n\t\tthis.clearTargets();\n\t}\n\n\trender (params) {\n\t\tthis.init();\n\n\t\tconst viewer = this.viewer;\n\t\tconst camera = params.camera ? params.camera : viewer.scene.getActiveCamera();\n\t\tconst {width, height} = this.viewer.renderer.getSize(new THREE.Vector2());\n\n\t\tviewer.dispatchEvent({type: \"render.pass.begin\",viewer: viewer});\n\n\t\tthis.resize(width, height);\n\n\t\tconst visiblePointClouds = viewer.scene.pointclouds.filter(pc => pc.visible);\n\t\tconst originalMaterials = new Map();\n\n\t\tfor(let pointcloud of visiblePointClouds){\n\t\t\toriginalMaterials.set(pointcloud, pointcloud.material);\n\n\t\t\tif(!this.attributeMaterials.has(pointcloud)){\n\t\t\t\tlet attributeMaterial = new PointCloudMaterial();\n\t\t\t\tthis.attributeMaterials.set(pointcloud, attributeMaterial);\n\t\t\t}\n\n\t\t\tif(!this.depthMaterials.has(pointcloud)){\n\t\t\t\tlet depthMaterial = new PointCloudMaterial();\n\n\t\t\t\tdepthMaterial.setDefine(\"depth_pass\", \"#define hq_depth_pass\");\n\t\t\t\tdepthMaterial.setDefine(\"use_edl\", \"#define use_edl\");\n\n\t\t\t\tthis.depthMaterials.set(pointcloud, depthMaterial);\n\t\t\t}\n\t\t}\n\n\t\t{ // DEPTH PASS\n\t\t\tfor (let pointcloud of visiblePointClouds) {\n\t\t\t\tlet octreeSize = pointcloud.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;\n\n\t\t\t\tlet material = originalMaterials.get(pointcloud);\n\t\t\t\tlet depthMaterial = this.depthMaterials.get(pointcloud);\n\n\t\t\t\tdepthMaterial.size = material.size;\n\t\t\t\tdepthMaterial.minSize = material.minSize;\n\t\t\t\tdepthMaterial.maxSize = material.maxSize;\n\n\t\t\t\tdepthMaterial.pointSizeType = material.pointSizeType;\n\t\t\t\tdepthMaterial.visibleNodesTexture = material.visibleNodesTexture;\n\t\t\t\tdepthMaterial.weighted = false;\n\t\t\t\tdepthMaterial.screenWidth = width;\n\t\t\t\tdepthMaterial.shape = PointShape.CIRCLE;\n\t\t\t\tdepthMaterial.screenHeight = height;\n\t\t\t\tdepthMaterial.uniforms.visibleNodes.value = material.visibleNodesTexture;\n\t\t\t\tdepthMaterial.uniforms.octreeSize.value = octreeSize;\n\t\t\t\tdepthMaterial.spacing = pointcloud.pcoGeometry.spacing; // * Math.max(...pointcloud.scale.toArray());\n\t\t\t\tdepthMaterial.classification = material.classification;\n\t\t\t\tdepthMaterial.uniforms.classificationLUT.value.image.data = material.uniforms.classificationLUT.value.image.data;\n\t\t\t\tdepthMaterial.classificationTexture.needsUpdate = true;\n\n\t\t\t\tdepthMaterial.uniforms.uFilterReturnNumberRange.value = material.uniforms.uFilterReturnNumberRange.value;\n\t\t\t\tdepthMaterial.uniforms.uFilterNumberOfReturnsRange.value = material.uniforms.uFilterNumberOfReturnsRange.value;\n\t\t\t\tdepthMaterial.uniforms.uFilterGPSTimeClipRange.value = material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\t\tdepthMaterial.uniforms.uFilterPointSourceIDClipRange.value = material.uniforms.uFilterPointSourceIDClipRange.value;\n\n\t\t\t\tdepthMaterial.clipTask = material.clipTask;\n\t\t\t\tdepthMaterial.clipMethod = material.clipMethod;\n\t\t\t\tdepthMaterial.setClipBoxes(material.clipBoxes);\n\t\t\t\tdepthMaterial.setClipPolygons(material.clipPolygons);\n\n\t\t\t\tpointcloud.material = depthMaterial;\n\t\t\t}\n\t\t\t\n\t\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, this.rtDepth, {\n\t\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),\n\t\t\t});\n\t\t}\n\n\t\t{ // ATTRIBUTE PASS\n\t\t\tfor (let pointcloud of visiblePointClouds) {\n\t\t\t\tlet octreeSize = pointcloud.pcoGeometry.boundingBox.getSize(new THREE.Vector3()).x;\n\n\t\t\t\tlet material = originalMaterials.get(pointcloud);\n\t\t\t\tlet attributeMaterial = this.attributeMaterials.get(pointcloud);\n\n\t\t\t\tattributeMaterial.size = material.size;\n\t\t\t\tattributeMaterial.minSize = material.minSize;\n\t\t\t\tattributeMaterial.maxSize = material.maxSize;\n\n\t\t\t\tattributeMaterial.pointSizeType = material.pointSizeType;\n\t\t\t\tattributeMaterial.activeAttributeName = material.activeAttributeName;\n\t\t\t\tattributeMaterial.visibleNodesTexture = material.visibleNodesTexture;\n\t\t\t\tattributeMaterial.weighted = true;\n\t\t\t\tattributeMaterial.screenWidth = width;\n\t\t\t\tattributeMaterial.screenHeight = height;\n\t\t\t\tattributeMaterial.shape = PointShape.CIRCLE;\n\t\t\t\tattributeMaterial.uniforms.visibleNodes.value = material.visibleNodesTexture;\n\t\t\t\tattributeMaterial.uniforms.octreeSize.value = octreeSize;\n\t\t\t\tattributeMaterial.spacing = pointcloud.pcoGeometry.spacing; // * Math.max(...pointcloud.scale.toArray());\n\t\t\t\tattributeMaterial.classification = material.classification;\n\t\t\t\tattributeMaterial.uniforms.classificationLUT.value.image.data = material.uniforms.classificationLUT.value.image.data;\n\t\t\t\tattributeMaterial.classificationTexture.needsUpdate = true;\n\n\t\t\t\tattributeMaterial.uniforms.uFilterReturnNumberRange.value = material.uniforms.uFilterReturnNumberRange.value;\n\t\t\t\tattributeMaterial.uniforms.uFilterNumberOfReturnsRange.value = material.uniforms.uFilterNumberOfReturnsRange.value;\n\t\t\t\tattributeMaterial.uniforms.uFilterGPSTimeClipRange.value = material.uniforms.uFilterGPSTimeClipRange.value;\n\t\t\t\tattributeMaterial.uniforms.uFilterPointSourceIDClipRange.value = material.uniforms.uFilterPointSourceIDClipRange.value;\n\n\t\t\t\tattributeMaterial.elevationGradientRepeat = material.elevationGradientRepeat;\n\t\t\t\tattributeMaterial.elevationRange = material.elevationRange;\n\t\t\t\tattributeMaterial.gradient = material.gradient;\n\t\t\t\tattributeMaterial.matcap = material.matcap;\n\n\t\t\t\tattributeMaterial.intensityRange = material.intensityRange;\n\t\t\t\tattributeMaterial.intensityGamma = material.intensityGamma;\n\t\t\t\tattributeMaterial.intensityContrast = material.intensityContrast;\n\t\t\t\tattributeMaterial.intensityBrightness = material.intensityBrightness;\n\n\t\t\t\tattributeMaterial.rgbGamma = material.rgbGamma;\n\t\t\t\tattributeMaterial.rgbContrast = material.rgbContrast;\n\t\t\t\tattributeMaterial.rgbBrightness = material.rgbBrightness;\n\n\t\t\t\tattributeMaterial.weightRGB = material.weightRGB;\n\t\t\t\tattributeMaterial.weightIntensity = material.weightIntensity;\n\t\t\t\tattributeMaterial.weightElevation = material.weightElevation;\n\t\t\t\tattributeMaterial.weightRGB = material.weightRGB;\n\t\t\t\tattributeMaterial.weightClassification = material.weightClassification;\n\t\t\t\tattributeMaterial.weightReturnNumber = material.weightReturnNumber;\n\t\t\t\tattributeMaterial.weightSourceID = material.weightSourceID;\n\n\t\t\t\tattributeMaterial.color = material.color;\n\n\t\t\t\tattributeMaterial.clipTask = material.clipTask;\n\t\t\t\tattributeMaterial.clipMethod = material.clipMethod;\n\t\t\t\tattributeMaterial.setClipBoxes(material.clipBoxes);\n\t\t\t\tattributeMaterial.setClipPolygons(material.clipPolygons);\n\n\t\t\t\tpointcloud.material = attributeMaterial;\n\t\t\t}\n\t\t\t\n\t\t\tlet gl = this.gl;\n\n\t\t\tviewer.renderer.setRenderTarget(null);\n\t\t\tviewer.pRenderer.render(viewer.scene.scenePointCloud, camera, this.rtAttribute, {\n\t\t\t\tclipSpheres: viewer.scene.volumes.filter(v => (v instanceof SphereVolume)),\n\t\t\t\t//material: this.attributeMaterial,\n\t\t\t\tblendFunc: [gl.SRC_ALPHA, gl.ONE],\n\t\t\t\t//depthTest: false,\n\t\t\t\tdepthWrite: false\n\t\t\t});\n\t\t}\n\n\t\tfor(let [pointcloud, material] of originalMaterials){\n\t\t\tpointcloud.material = material;\n\t\t}\n\n\t\tviewer.renderer.setRenderTarget(null);\n\t\tif(viewer.background === \"skybox\"){\n\t\t\tviewer.renderer.setClearColor(0x000000, 0);\n\t\t\tviewer.renderer.clear();\n\t\t\tviewer.skybox.camera.rotation.copy(viewer.scene.cameraP.rotation);\n\t\t\tviewer.skybox.camera.fov = viewer.scene.cameraP.fov;\n\t\t\tviewer.skybox.camera.aspect = viewer.scene.cameraP.aspect;\n\t\t\t\n\t\t\tviewer.skybox.parent.rotation.x = 0;\n\t\t\tviewer.skybox.parent.updateMatrixWorld();\n\n\t\t\tviewer.skybox.camera.updateProjectionMatrix();\n\t\t\tviewer.renderer.render(viewer.skybox.scene, viewer.skybox.camera);\n\t\t} else if (viewer.background === 'gradient') {\n\t\t\tviewer.renderer.setClearColor(0x000000, 0);\n\t\t\tviewer.renderer.clear();\n\t\t\tviewer.renderer.render(viewer.scene.sceneBG, viewer.scene.cameraBG);\n\t\t} else if (viewer.background === 'black') {\n\t\t\tviewer.renderer.setClearColor(0x000000, 1);\n\t\t\tviewer.renderer.clear();\n\t\t} else if (viewer.background === 'white') {\n\t\t\tviewer.renderer.setClearColor(0xFFFFFF, 1);\n\t\t\tviewer.renderer.clear();\n\t\t} else {\n\t\t\tviewer.renderer.setClearColor(0x000000, 0);\n\t\t\tviewer.renderer.clear();\n\t\t}\n\n\t\t{ // NORMALIZATION PASS\n\t\t\tlet normalizationMaterial = this.useEDL ? this.normalizationEDLMaterial : this.normalizationMaterial;\n\n\t\t\tif(this.useEDL){\n\t\t\t\tnormalizationMaterial.uniforms.edlStrength.value = viewer.edlStrength;\n\t\t\t\tnormalizationMaterial.uniforms.radius.value = viewer.edlRadius;\n\t\t\t\tnormalizationMaterial.uniforms.screenWidth.value = width;\n\t\t\t\tnormalizationMaterial.uniforms.screenHeight.value = height;\n\t\t\t\tnormalizationMaterial.uniforms.uEDLMap.value = this.rtDepth.texture;\n\t\t\t}\n\n\t\t\tnormalizationMaterial.uniforms.uWeightMap.value = this.rtAttribute.texture;\n\t\t\tnormalizationMaterial.uniforms.uDepthMap.value = this.rtAttribute.depthTexture;\n\t\t\t\n\t\t\tUtils.screenPass.render(viewer.renderer, normalizationMaterial);\n\t\t}\n\n\t\tviewer.renderer.render(viewer.scene.scene, camera);\n\n\t\tviewer.dispatchEvent({type: \"render.pass.scene\", viewer: viewer});\n\n\t\tviewer.renderer.clearDepth();\n\n\t\tviewer.transformationTool.update();\n\n\t\tviewer.dispatchEvent({type: \"render.pass.perspective_overlay\",viewer: viewer});\n\n\t\tviewer.renderer.render(viewer.controls.sceneControls, camera);\n\t\tviewer.renderer.render(viewer.clippingTool.sceneVolume, camera);\n\t\tviewer.renderer.render(viewer.transformationTool.scene, camera);\n\n\t\tviewer.renderer.setViewport(width - viewer.navigationCube.width, \n\t\t\t\t\t\t\t\t\theight - viewer.navigationCube.width, \n\t\t\t\t\t\t\t\t\tviewer.navigationCube.width, viewer.navigationCube.width);\n\t\tviewer.renderer.render(viewer.navigationCube, viewer.navigationCube.camera);\t\t\n\t\tviewer.renderer.setViewport(0, 0, width, height);\n\t\t\n\t\tviewer.dispatchEvent({type: \"render.pass.end\",viewer: viewer});\n\n\t}\n\n}\n\n","import * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class View{\n\tconstructor () {\n\t\tthis.position = new THREE.Vector3(0, 0, 0);\n\n\t\tthis.yaw = Math.PI / 4;\n\t\tthis._pitch = -Math.PI / 4;\n\t\tthis.radius = 1;\n\n\t\tthis.maxPitch = Math.PI / 2;\n\t\tthis.minPitch = -Math.PI / 2;\n\t}\n\n\tclone () {\n\t\tlet c = new View();\n\t\tc.yaw = this.yaw;\n\t\tc._pitch = this.pitch;\n\t\tc.radius = this.radius;\n\t\tc.maxPitch = this.maxPitch;\n\t\tc.minPitch = this.minPitch;\n\n\t\treturn c;\n\t}\n\n\tget pitch () {\n\t\treturn this._pitch;\n\t}\n\n\tset pitch (angle) {\n\t\tthis._pitch = Math.max(Math.min(angle, this.maxPitch), this.minPitch);\n\t}\n\n\tget direction () {\n\t\tlet dir = new THREE.Vector3(0, 1, 0);\n\n\t\tdir.applyAxisAngle(new THREE.Vector3(1, 0, 0), this.pitch);\n\t\tdir.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\treturn dir;\n\t}\n\n\tset direction (dir) {\n\n\t\t//if(dir.x === dir.y){\n\t\tif(dir.x === 0 && dir.y === 0){\n\t\t\tthis.pitch = Math.PI / 2 * Math.sign(dir.z);\n\t\t}else{\n\t\t\tlet yaw = Math.atan2(dir.y, dir.x) - Math.PI / 2;\n\t\t\tlet pitch = Math.atan2(dir.z, Math.sqrt(dir.x * dir.x + dir.y * dir.y));\n\n\t\t\tthis.yaw = yaw;\n\t\t\tthis.pitch = pitch;\n\t\t}\n\t\t\n\t}\n\n\tlookAt(t){\n\t\tlet V;\n\t\tif(arguments.length === 1){\n\t\t\tV = new THREE.Vector3().subVectors(t, this.position);\n\t\t}else if(arguments.length === 3){\n\t\t\tV = new THREE.Vector3().subVectors(new THREE.Vector3(...arguments), this.position);\n\t\t}\n\n\t\tlet radius = V.length();\n\t\tlet dir = V.normalize();\n\n\t\tthis.radius = radius;\n\t\tthis.direction = dir;\n\t}\n\n\tgetPivot () {\n\t\treturn new THREE.Vector3().addVectors(this.position, this.direction.multiplyScalar(this.radius));\n\t}\n\n\tgetSide () {\n\t\tlet side = new THREE.Vector3(1, 0, 0);\n\t\tside.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\treturn side;\n\t}\n\n\tpan (x, y) {\n\t\tlet dir = new THREE.Vector3(0, 1, 0);\n\t\tdir.applyAxisAngle(new THREE.Vector3(1, 0, 0), this.pitch);\n\t\tdir.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\t// let side = new THREE.Vector3(1, 0, 0);\n\t\t// side.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\tlet side = this.getSide();\n\n\t\tlet up = side.clone().cross(dir);\n\n\t\tlet pan = side.multiplyScalar(x).add(up.multiplyScalar(y));\n\n\t\tthis.position = this.position.add(pan);\n\t\t// this.target = this.target.add(pan);\n\t}\n\n\ttranslate (x, y, z) {\n\t\tlet dir = new THREE.Vector3(0, 1, 0);\n\t\tdir.applyAxisAngle(new THREE.Vector3(1, 0, 0), this.pitch);\n\t\tdir.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\tlet side = new THREE.Vector3(1, 0, 0);\n\t\tside.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.yaw);\n\n\t\tlet up = side.clone().cross(dir);\n\n\t\tlet t = side.multiplyScalar(x)\n\t\t\t.add(dir.multiplyScalar(y))\n\t\t\t.add(up.multiplyScalar(z));\n\n\t\tthis.position = this.position.add(t);\n\t}\n\n\ttranslateWorld (x, y, z) {\n\t\tthis.position.x += x;\n\t\tthis.position.y += y;\n\t\tthis.position.z += z;\n\t}\n\n\tsetView(position, target, duration = 0, callback = null){\n\n\t\tlet endPosition = null;\n\t\tif(position instanceof Array){\n\t\t\tendPosition = new THREE.Vector3(...position);\n\t\t}else if(position.x != null){\n\t\t\tendPosition = position.clone();\n\t\t}\n\n\t\tlet endTarget = null;\n\t\tif(target instanceof Array){\n\t\t\tendTarget = new THREE.Vector3(...target);\n\t\t}else if(target.x != null){\n\t\t\tendTarget = target.clone();\n\t\t}\n\t\t\n\t\tconst startPosition = this.position.clone();\n\t\tconst startTarget = this.getPivot();\n\n\t\t//const endPosition = position.clone();\n\t\t//const endTarget = target.clone();\n\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\tif(duration === 0){\n\t\t\tthis.position.copy(endPosition);\n\t\t\tthis.lookAt(endTarget);\n\t\t}else{\n\t\t\tlet value = {x: 0};\n\t\t\tlet tween = new TWEEN.Tween(value).to({x: 1}, duration);\n\t\t\ttween.easing(easing);\n\t\t\t//this.tweens.push(tween);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tlet t = value.x;\n\n\t\t\t\t//console.log(t);\n\n\t\t\t\tconst pos = new THREE.Vector3(\n\t\t\t\t\t(1 - t) * startPosition.x + t * endPosition.x,\n\t\t\t\t\t(1 - t) * startPosition.y + t * endPosition.y,\n\t\t\t\t\t(1 - t) * startPosition.z + t * endPosition.z,\n\t\t\t\t);\n\n\t\t\t\tconst target = new THREE.Vector3(\n\t\t\t\t\t(1 - t) * startTarget.x + t * endTarget.x,\n\t\t\t\t\t(1 - t) * startTarget.y + t * endTarget.y,\n\t\t\t\t\t(1 - t) * startTarget.z + t * endTarget.z,\n\t\t\t\t);\n\n\t\t\t\tthis.position.copy(pos);\n\t\t\t\tthis.lookAt(target);\n\n\t\t\t});\n\n\t\t\ttween.start();\n\n\t\t\ttween.onComplete(() => {\n\t\t\t\tif(callback){\n\t\t\t\t\tcallback();\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\n\t}\n\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Annotation} from \"../Annotation.js\";\nimport {CameraMode} from \"../defines.js\";\nimport {View} from \"./View.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\n\nexport class Scene extends EventDispatcher{\n\n\tconstructor(){\n\t\tsuper();\n\n\t\tthis.annotations = new Annotation();\n\t\t\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.sceneBG = new THREE.Scene();\n\t\tthis.scenePointCloud = new THREE.Scene();\n\n\t\tthis.cameraP = new THREE.PerspectiveCamera(this.fov, 1, 0.1, 1000*1000);\n\t\tthis.cameraO = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 1000*1000);\n\t\tthis.cameraVR = new THREE.PerspectiveCamera();\n\t\tthis.cameraBG = new THREE.Camera();\n\t\tthis.cameraScreenSpace = new THREE.OrthographicCamera(-1, 1, 1, -1, 0.1, 10);\n\t\tthis.cameraMode = CameraMode.PERSPECTIVE;\n\t\tthis.overrideCamera = null;\n\t\tthis.pointclouds = [];\n\n\t\tthis.measurements = [];\n\t\tthis.profiles = [];\n\t\tthis.volumes = [];\n\t\tthis.polygonClipVolumes = [];\n\t\tthis.cameraAnimations = [];\n\t\tthis.orientedImages = [];\n\t\tthis.images360 = [];\n\t\tthis.geopackages = [];\n\t\t\n\t\tthis.fpControls = null;\n\t\tthis.orbitControls = null;\n\t\tthis.earthControls = null;\n\t\tthis.geoControls = null;\n\t\tthis.deviceControls = null;\n\t\tthis.inputHandler = null;\n\n\t\tthis.view = new View();\n\n\t\tthis.directionalLight = null;\n\n\t\tthis.initialize();\n\t}\n\n\testimateHeightAt (position) {\n\t\tlet height = null;\n\t\tlet fromSpacing = Infinity;\n\n\t\tfor (let pointcloud of this.pointclouds) {\n\t\t\tif (pointcloud.root.geometryNode === undefined) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet pHeight = null;\n\t\t\tlet pFromSpacing = Infinity;\n\n\t\t\tlet lpos = position.clone().sub(pointcloud.position);\n\t\t\tlpos.z = 0;\n\t\t\tlet ray = new THREE.Ray(lpos, new THREE.Vector3(0, 0, 1));\n\n\t\t\tlet stack = [pointcloud.root];\n\t\t\twhile (stack.length > 0) {\n\t\t\t\tlet node = stack.pop();\n\t\t\t\tlet box = node.getBoundingBox();\n\n\t\t\t\tlet inside = ray.intersectBox(box);\n\n\t\t\t\tif (!inside) {\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tlet h = node.geometryNode.mean.z +\n\t\t\t\t\tpointcloud.position.z +\n\t\t\t\t\tnode.geometryNode.boundingBox.min.z;\n\n\t\t\t\tif (node.geometryNode.spacing <= pFromSpacing) {\n\t\t\t\t\tpHeight = h;\n\t\t\t\t\tpFromSpacing = node.geometryNode.spacing;\n\t\t\t\t}\n\n\t\t\t\tfor (let index of Object.keys(node.children)) {\n\t\t\t\t\tlet child = node.children[index];\n\t\t\t\t\tif (child.geometryNode) {\n\t\t\t\t\t\tstack.push(node.children[index]);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (height === null || pFromSpacing < fromSpacing) {\n\t\t\t\theight = pHeight;\n\t\t\t\tfromSpacing = pFromSpacing;\n\t\t\t}\n\t\t}\n\n\t\treturn height;\n\t}\n\t\n\tgetBoundingBox(pointclouds = this.pointclouds){\n\t\tlet box = new THREE.Box3();\n\n\t\tthis.scenePointCloud.updateMatrixWorld(true);\n\t\tthis.referenceFrame.updateMatrixWorld(true);\n\n\t\tfor (let pointcloud of pointclouds) {\n\t\t\tpointcloud.updateMatrixWorld(true);\n\n\t\t\tlet pointcloudBox = pointcloud.pcoGeometry.tightBoundingBox ? pointcloud.pcoGeometry.tightBoundingBox : pointcloud.boundingBox;\n\t\t\tlet boxWorld = Utils.computeTransformedBoundingBox(pointcloudBox, pointcloud.matrixWorld);\n\t\t\tbox.union(boxWorld);\n\t\t}\n\n\t\treturn box;\n\t}\n\n\taddPointCloud (pointcloud) {\n\t\tthis.pointclouds.push(pointcloud);\n\t\tthis.scenePointCloud.add(pointcloud);\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'pointcloud_added',\n\t\t\tpointcloud: pointcloud\n\t\t});\n\t}\n\n\taddVolume (volume) {\n\t\tthis.volumes.push(volume);\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'volume_added',\n\t\t\t'scene': this,\n\t\t\t'volume': volume\n\t\t});\n\t}\n\n\taddOrientedImages(images){\n\t\tthis.orientedImages.push(images);\n\t\tthis.scene.add(images.node);\n\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'oriented_images_added',\n\t\t\t'scene': this,\n\t\t\t'images': images\n\t\t});\n\t};\n\n\tremoveOrientedImages(images){\n\t\tlet index = this.orientedImages.indexOf(images);\n\t\tif (index > -1) {\n\t\t\tthis.orientedImages.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'oriented_images_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'images': images\n\t\t\t});\n\t\t}\n\t};\n\n\tadd360Images(images){\n\t\tthis.images360.push(images);\n\t\tthis.scene.add(images.node);\n\n\t\tthis.dispatchEvent({\n\t\t\t'type': '360_images_added',\n\t\t\t'scene': this,\n\t\t\t'images': images\n\t\t});\n\t}\n\n\tremove360Images(images){\n\t\tlet index = this.images360.indexOf(images);\n\t\tif (index > -1) {\n\t\t\tthis.images360.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': '360_images_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'images': images\n\t\t\t});\n\t\t}\n\t}\n\n\taddGeopackage(geopackage){\n\t\tthis.geopackages.push(geopackage);\n\t\tthis.scene.add(geopackage.node);\n\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'geopackage_added',\n\t\t\t'scene': this,\n\t\t\t'geopackage': geopackage\n\t\t});\n\t};\n\n\tremoveGeopackage(geopackage){\n\t\tlet index = this.geopackages.indexOf(geopackage);\n\t\tif (index > -1) {\n\t\t\tthis.geopackages.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'geopackage_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'geopackage': geopackage\n\t\t\t});\n\t\t}\n\t};\n\n\tremoveVolume (volume) {\n\t\tlet index = this.volumes.indexOf(volume);\n\t\tif (index > -1) {\n\t\t\tthis.volumes.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'volume_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'volume': volume\n\t\t\t});\n\t\t}\n\t};\n\n\taddCameraAnimation(animation) {\n\t\tthis.cameraAnimations.push(animation);\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'camera_animation_added',\n\t\t\t'scene': this,\n\t\t\t'animation': animation\n\t\t});\n\t};\n\n\tremoveCameraAnimation(animation){\n\t\tlet index = this.cameraAnimations.indexOf(volume);\n\t\tif (index > -1) {\n\t\t\tthis.cameraAnimations.splice(index, 1);\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'camera_animation_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'animation': animation\n\t\t\t});\n\t\t}\n\t};\n\n\taddPolygonClipVolume(volume){\n\t\tthis.polygonClipVolumes.push(volume);\n\t\tthis.dispatchEvent({\n\t\t\t\"type\": \"polygon_clip_volume_added\",\n\t\t\t\"scene\": this,\n\t\t\t\"volume\": volume\n\t\t});\n\t};\n\t\n\tremovePolygonClipVolume(volume){\n\t\tlet index = this.polygonClipVolumes.indexOf(volume);\n\t\tif (index > -1) {\n\t\t\tthis.polygonClipVolumes.splice(index, 1);\n\t\t\tthis.dispatchEvent({\n\t\t\t\t\"type\": \"polygon_clip_volume_removed\",\n\t\t\t\t\"scene\": this,\n\t\t\t\t\"volume\": volume\n\t\t\t});\n\t\t}\n\t};\n\t\n\taddMeasurement(measurement){\n\t\tmeasurement.lengthUnit = this.lengthUnit;\n\t\tmeasurement.lengthUnitDisplay = this.lengthUnitDisplay;\n\t\tthis.measurements.push(measurement);\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'measurement_added',\n\t\t\t'scene': this,\n\t\t\t'measurement': measurement\n\t\t});\n\t};\n\n\tremoveMeasurement (measurement) {\n\t\tlet index = this.measurements.indexOf(measurement);\n\t\tif (index > -1) {\n\t\t\tthis.measurements.splice(index, 1);\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'measurement_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'measurement': measurement\n\t\t\t});\n\t\t}\n\t}\n\n\taddProfile (profile) {\n\t\tthis.profiles.push(profile);\n\t\tthis.dispatchEvent({\n\t\t\t'type': 'profile_added',\n\t\t\t'scene': this,\n\t\t\t'profile': profile\n\t\t});\n\t}\n\n\tremoveProfile (profile) {\n\t\tlet index = this.profiles.indexOf(profile);\n\t\tif (index > -1) {\n\t\t\tthis.profiles.splice(index, 1);\n\t\t\tthis.dispatchEvent({\n\t\t\t\t'type': 'profile_removed',\n\t\t\t\t'scene': this,\n\t\t\t\t'profile': profile\n\t\t\t});\n\t\t}\n\t}\n\n\tremoveAllMeasurements () {\n\t\twhile (this.measurements.length > 0) {\n\t\t\tthis.removeMeasurement(this.measurements[0]);\n\t\t}\n\n\t\twhile (this.profiles.length > 0) {\n\t\t\tthis.removeProfile(this.profiles[0]);\n\t\t}\n\n\t\twhile (this.volumes.length > 0) {\n\t\t\tthis.removeVolume(this.volumes[0]);\n\t\t}\n\t}\n\n\tremoveAllClipVolumes(){\n\t\tlet clipVolumes = this.volumes.filter(volume => volume.clip === true);\n\t\tfor(let clipVolume of clipVolumes){\n\t\t\tthis.removeVolume(clipVolume);\n\t\t}\n\n\t\twhile(this.polygonClipVolumes.length > 0){\n\t\t\tthis.removePolygonClipVolume(this.polygonClipVolumes[0]);\n\t\t}\n\t}\n\n\tgetActiveCamera() {\n\n\t\tif(this.overrideCamera){\n\t\t\treturn this.overrideCamera;\n\t\t}\n\n\t\tif(this.cameraMode === CameraMode.PERSPECTIVE){\n\t\t\treturn this.cameraP;\n\t\t}else if(this.cameraMode === CameraMode.ORTHOGRAPHIC){\n\t\t\treturn this.cameraO;\n\t\t}else if(this.cameraMode === CameraMode.VR){\n\t\t\treturn this.cameraVR;\n\t\t}\n\n\t\treturn null;\n\t}\n\t\n\tinitialize(){\n\t\t\n\t\tthis.referenceFrame = new THREE.Object3D();\n\t\tthis.referenceFrame.matrixAutoUpdate = false;\n\t\tthis.scenePointCloud.add(this.referenceFrame);\n\n\t\tthis.cameraP.up.set(0, 0, 1);\n\t\tthis.cameraP.position.set(1000, 1000, 1000);\n\t\tthis.cameraO.up.set(0, 0, 1);\n\t\tthis.cameraO.position.set(1000, 1000, 1000);\n\t\t//this.camera.rotation.y = -Math.PI / 4;\n\t\t//this.camera.rotation.x = -Math.PI / 6;\n\t\tthis.cameraScreenSpace.lookAt(new THREE.Vector3(0, 0, 0), new THREE.Vector3(0, 0, -1), new THREE.Vector3(0, 1, 0));\n\t\t\n\t\tthis.directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );\n\t\tthis.directionalLight.position.set( 10, 10, 10 );\n\t\tthis.directionalLight.lookAt( new THREE.Vector3(0, 0, 0));\n\t\tthis.scenePointCloud.add( this.directionalLight );\n\t\t\n\t\tlet light = new THREE.AmbientLight( 0x555555 ); // soft white light\n\t\tthis.scenePointCloud.add( light );\n\n\t\t{ // background\n\t\t\tlet texture = Utils.createBackgroundTexture(512, 512);\n\n\t\t\ttexture.minFilter = texture.magFilter = THREE.NearestFilter;\n\t\t\ttexture.minFilter = texture.magFilter = THREE.LinearFilter;\n\t\t\tlet bg = new THREE.Mesh(\n\t\t\t\tnew THREE.PlaneBufferGeometry(2, 2, 1),\n\t\t\t\tnew THREE.MeshBasicMaterial({\n\t\t\t\t\tmap: texture\n\t\t\t\t})\n\t\t\t);\n\t\t\tbg.material.depthTest = false;\n\t\t\tbg.material.depthWrite = false;\n\t\t\tthis.sceneBG.add(bg);\n\t\t}\n\n\t\t// { // lights\n\t\t// \t{\n\t\t// \t\tlet light = new THREE.DirectionalLight(0xffffff);\n\t\t// \t\tlight.position.set(10, 10, 1);\n\t\t// \t\tlight.target.position.set(0, 0, 0);\n\t\t// \t\tthis.scene.add(light);\n\t\t// \t}\n\n\t\t// \t{\n\t\t// \t\tlet light = new THREE.DirectionalLight(0xffffff);\n\t\t// \t\tlight.position.set(-10, 10, 1);\n\t\t// \t\tlight.target.position.set(0, 0, 0);\n\t\t// \t\tthis.scene.add(light);\n\t\t// \t}\n\n\t\t// \t{\n\t\t// \t\tlet light = new THREE.DirectionalLight(0xffffff);\n\t\t// \t\tlight.position.set(0, -10, 20);\n\t\t// \t\tlight.target.position.set(0, 0, 0);\n\t\t// \t\tthis.scene.add(light);\n\t\t// \t}\n\t\t// }\n\t}\n\t\n\taddAnnotation(position, args = {}){\t\t\n\t\tif(position instanceof Array){\n\t\t\targs.position = new THREE.Vector3().fromArray(position);\n\t\t} else if (position.x != null) {\n\t\t\targs.position = position;\n\t\t}\n\t\tlet annotation = new Annotation(args);\n\t\tthis.annotations.add(annotation);\n\n\t\treturn annotation;\n\t}\n\n\tgetAnnotations () {\n\t\treturn this.annotations;\n\t};\n\n\tremoveAnnotation(annotationToRemove) {\n\t\tthis.annotations.remove(annotationToRemove);\n\t}\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\n// http://epsg.io/\nproj4.defs([\n\t['UTM10N', '+proj=utm +zone=10 +ellps=GRS80 +datum=NAD83 +units=m +no_defs'],\n\t['EPSG:6339', '+proj=utm +zone=10 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6340', '+proj=utm +zone=11 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6341', '+proj=utm +zone=12 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6342', '+proj=utm +zone=13 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6343', '+proj=utm +zone=14 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6344', '+proj=utm +zone=15 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6345', '+proj=utm +zone=16 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6346', '+proj=utm +zone=17 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6347', '+proj=utm +zone=18 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:6348', '+proj=utm +zone=19 +ellps=GRS80 +units=m +no_defs'],\n\t['EPSG:26910', '+proj=utm +zone=10 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26911', '+proj=utm +zone=11 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26912', '+proj=utm +zone=12 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26913', '+proj=utm +zone=13 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26914', '+proj=utm +zone=14 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26915', '+proj=utm +zone=15 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26916', '+proj=utm +zone=16 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26917', '+proj=utm +zone=17 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26918', '+proj=utm +zone=18 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n\t['EPSG:26919', '+proj=utm +zone=19 +ellps=GRS80 +towgs84=0,0,0,0,0,0,0 +units=m +no_defs '],\n]);\n\nexport class MapView{\n\n\tconstructor (viewer) {\n\t\tthis.viewer = viewer;\n\n\t\tthis.webMapService = 'WMTS';\n\t\tthis.mapProjectionName = 'EPSG:3857';\n\t\tthis.mapProjection = proj4.defs(this.mapProjectionName);\n\t\tthis.sceneProjection = null;\n\n\t\tthis.extentsLayer = null;\n\t\tthis.cameraLayer = null;\n\t\tthis.toolLayer = null;\n\t\tthis.sourcesLayer = null;\n\t\tthis.sourcesLabelLayer = null;\n\t\tthis.images360Layer = null;\n\t\tthis.enabled = false;\n\n\t\tthis.createAnnotationStyle = (text) => {\n\t\t\treturn [\n\t\t\t\tnew ol.style.Style({\n\t\t\t\t\timage: new ol.style.Circle({\n\t\t\t\t\t\tradius: 10,\n\t\t\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\t\t\tcolor: [255, 255, 255, 0.5],\n\t\t\t\t\t\t\twidth: 2\n\t\t\t\t\t\t}),\n\t\t\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\t\t\tcolor: [0, 0, 0, 0.5]\n\t\t\t\t\t\t})\n\t\t\t\t\t})\n\t\t\t\t})\n\t\t\t];\n\t\t};\n\n\t\tthis.createLabelStyle = (text) => {\n\t\t\tlet style = new ol.style.Style({\n\t\t\t\timage: new ol.style.Circle({\n\t\t\t\t\tradius: 6,\n\t\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\t\tcolor: 'white',\n\t\t\t\t\t\twidth: 2\n\t\t\t\t\t}),\n\t\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\t\tcolor: 'green'\n\t\t\t\t\t})\n\t\t\t\t}),\n\t\t\t\ttext: new ol.style.Text({\n\t\t\t\t\tfont: '12px helvetica,sans-serif',\n\t\t\t\t\ttext: text,\n\t\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\t\tcolor: '#000'\n\t\t\t\t\t}),\n\t\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\t\tcolor: '#fff',\n\t\t\t\t\t\twidth: 2\n\t\t\t\t\t})\n\t\t\t\t})\n\t\t\t});\n\n\t\t\treturn style;\n\t\t};\n\t}\n\n\tshowSources (show) {\n\t\tthis.sourcesLayer.setVisible(show);\n\t\tthis.sourcesLabelLayer.setVisible(show);\n\t}\n\n\tinit () {\n\n\t\tif(typeof ol === \"undefined\"){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.elMap = $('#potree_map');\n\t\tthis.elMap.draggable({ handle: $('#potree_map_header') });\n\t\tthis.elMap.resizable();\n\n\t\tthis.elTooltip = $(`
    `);\n\t\tthis.elMap.append(this.elTooltip);\n\n\t\tlet extentsLayer = this.getExtentsLayer();\n\t\tlet cameraLayer = this.getCameraLayer();\n\t\tthis.getToolLayer();\n\t\tlet sourcesLayer = this.getSourcesLayer();\n\t\tthis.images360Layer = this.getImages360Layer();\n\t\tthis.getSourcesLabelLayer();\n\t\tthis.getAnnotationsLayer();\n\n\t\tlet mousePositionControl = new ol.control.MousePosition({\n\t\t\tcoordinateFormat: ol.coordinate.createStringXY(5),\n\t\t\tprojection: 'EPSG:4326',\n\t\t\tundefinedHTML: ' '\n\t\t});\n\n\t\tlet _this = this;\n\t\tlet DownloadSelectionControl = function (optOptions) {\n\t\t\tlet options = optOptions || {};\n\n\t\t\t// TOGGLE TILES\n\t\t\tlet btToggleTiles = document.createElement('button');\n\t\t\tbtToggleTiles.innerHTML = 'T';\n\t\t\tbtToggleTiles.addEventListener('click', () => {\n\t\t\t\tlet visible = sourcesLayer.getVisible();\n\t\t\t\t_this.showSources(!visible);\n\t\t\t}, false);\n\t\t\tbtToggleTiles.style.float = 'left';\n\t\t\tbtToggleTiles.title = 'show / hide tiles';\n\n\t\t\t// DOWNLOAD SELECTED TILES\n\t\t\tlet link = document.createElement('a');\n\t\t\tlink.href = '#';\n\t\t\tlink.download = 'list.txt';\n\t\t\tlink.style.float = 'left';\n\n\t\t\tlet button = document.createElement('button');\n\t\t\tbutton.innerHTML = 'D';\n\t\t\tlink.appendChild(button);\n\n\t\t\tlet handleDownload = (e) => {\n\t\t\t\tlet features = selectedFeatures.getArray();\n\n\t\t\t\tlet url = [document.location.protocol, '//', document.location.host, document.location.pathname].join('');\n\n\t\t\t\tif (features.length === 0) {\n\t\t\t\t\talert('No tiles were selected. Select area with ctrl + left mouse button!');\n\t\t\t\t\te.preventDefault();\n\t\t\t\t\te.stopImmediatePropagation();\n\t\t\t\t\treturn false;\n\t\t\t\t} else if (features.length === 1) {\n\t\t\t\t\tlet feature = features[0];\n\n\t\t\t\t\tif (feature.source) {\n\t\t\t\t\t\tlet cloudjsurl = feature.pointcloud.pcoGeometry.url;\n\t\t\t\t\t\tlet sourceurl = new URL(url + '/../' + cloudjsurl + '/../source/' + feature.source.name);\n\t\t\t\t\t\tlink.href = sourceurl.href;\n\t\t\t\t\t\tlink.download = feature.source.name;\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tlet content = '';\n\t\t\t\t\tfor (let i = 0; i < features.length; i++) {\n\t\t\t\t\t\tlet feature = features[i];\n\n\t\t\t\t\t\tif (feature.source) {\n\t\t\t\t\t\t\tlet cloudjsurl = feature.pointcloud.pcoGeometry.url;\n\t\t\t\t\t\t\tlet sourceurl = new URL(url + '/../' + cloudjsurl + '/../source/' + feature.source.name);\n\t\t\t\t\t\t\tcontent += sourceurl.href + '\\n';\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tlet uri = 'data:application/octet-stream;base64,' + btoa(content);\n\t\t\t\t\tlink.href = uri;\n\t\t\t\t\tlink.download = 'list_of_files.txt';\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tbutton.addEventListener('click', handleDownload, false);\n\n\t\t\t// assemble container\n\t\t\tlet element = document.createElement('div');\n\t\t\telement.className = 'ol-unselectable ol-control';\n\t\t\telement.appendChild(link);\n\t\t\telement.appendChild(btToggleTiles);\n\t\t\telement.style.bottom = '0.5em';\n\t\t\telement.style.left = '0.5em';\n\t\t\telement.title = 'Download file or list of selected tiles. Select tile with left mouse button or area using ctrl + left mouse.';\n\n\t\t\tol.control.Control.call(this, {\n\t\t\t\telement: element,\n\t\t\t\ttarget: options.target\n\t\t\t});\n\t\t};\n\t\tol.inherits(DownloadSelectionControl, ol.control.Control);\n\n\t\tthis.map = new ol.Map({\n\t\t\tcontrols: ol.control.defaults({\n\t\t\t\tattributionOptions: ({\n\t\t\t\t\tcollapsible: false\n\t\t\t\t})\n\t\t\t}).extend([\n\t\t\t\t// this.controls.zoomToExtent,\n\t\t\t\tnew DownloadSelectionControl(),\n\t\t\t\tmousePositionControl\n\t\t\t]),\n\t\t\tlayers: [\n\t\t\t\tnew ol.layer.Tile({source: new ol.source.OSM()}),\n\t\t\t\tthis.toolLayer,\n\t\t\t\tthis.annotationsLayer,\n\t\t\t\tthis.sourcesLayer,\n\t\t\t\tthis.sourcesLabelLayer,\n\t\t\t\tthis.images360Layer,\n\t\t\t\textentsLayer,\n\t\t\t\tcameraLayer\n\t\t\t],\n\t\t\ttarget: 'potree_map_content',\n\t\t\tview: new ol.View({\n\t\t\t\tcenter: this.olCenter,\n\t\t\t\tzoom: 9\n\t\t\t})\n\t\t});\n\n\t\t// DRAGBOX / SELECTION\n\t\tthis.dragBoxLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(0, 0, 255, 1)',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\t\tthis.map.addLayer(this.dragBoxLayer);\n\n\t\tlet select = new ol.interaction.Select();\n\t\tthis.map.addInteraction(select);\n\n\t\tlet selectedFeatures = select.getFeatures();\n\n\t\tlet dragBox = new ol.interaction.DragBox({\n\t\t\tcondition: ol.events.condition.platformModifierKeyOnly\n\t\t});\n\n\t\tthis.map.addInteraction(dragBox);\n\n\t\t// this.map.on('pointermove', evt => {\n\t\t// \tlet pixel = evt.pixel;\n\t\t// \tlet feature = this.map.forEachFeatureAtPixel(pixel, function (feature) {\n\t\t// \t\treturn feature;\n\t\t// \t});\n\n\t\t// \t// console.log(feature);\n\t\t// \t// this.elTooltip.css(\"display\", feature ? '' : 'none');\n\t\t// \tthis.elTooltip.css('display', 'none');\n\t\t// \tif (feature && feature.onHover) {\n\t\t// \t\tfeature.onHover(evt);\n\t\t// \t\t// overlay.setPosition(evt.coordinate);\n\t\t// \t\t// tooltip.innerHTML = feature.get('name');\n\t\t// \t}\n\t\t// });\n\n\t\tthis.map.on('click', evt => {\n\t\t\tlet pixel = evt.pixel;\n\t\t\tlet feature = this.map.forEachFeatureAtPixel(pixel, function (feature) {\n\t\t\t\treturn feature;\n\t\t\t});\n\n\t\t\tif (feature && feature.onClick) {\n\t\t\t\tfeature.onClick(evt);\n\t\t\t}\n\t\t});\n\n\t\tdragBox.on('boxend', (e) => {\n\t\t\t// features that intersect the box are added to the collection of\n\t\t\t// selected features, and their names are displayed in the \"info\"\n\t\t\t// div\n\t\t\tlet extent = dragBox.getGeometry().getExtent();\n\t\t\tthis.getSourcesLayer().getSource().forEachFeatureIntersectingExtent(extent, (feature) => {\n\t\t\t\tselectedFeatures.push(feature);\n\t\t\t});\n\t\t});\n\n\t\t// clear selection when drawing a new box and when clicking on the map\n\t\tdragBox.on('boxstart', (e) => {\n\t\t\tselectedFeatures.clear();\n\t\t});\n\t\tthis.map.on('click', () => {\n\t\t\tselectedFeatures.clear();\n\t\t});\n\n\t\tthis.viewer.addEventListener('scene_changed', e => {\n\t\t\tthis.setScene(e.scene);\n\t\t});\n\n\t\tthis.onPointcloudAdded = e => {\n\t\t\tthis.load(e.pointcloud);\n\t\t};\n\n\t\tthis.on360ImagesAdded = e => {\n\t\t\tthis.addImages360(e.images);\n\t\t};\n\n\t\tthis.onAnnotationAdded = e => {\n\t\t\tif (!this.sceneProjection) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tlet annotation = e.annotation;\n\t\t\tlet position = annotation.position;\n\t\t\tlet mapPos = this.toMap.forward([position.x, position.y]);\n\t\t\tlet feature = new ol.Feature({\n\t\t\t\tgeometry: new ol.geom.Point(mapPos),\n\t\t\t\tname: annotation.title\n\t\t\t});\n\t\t\tfeature.setStyle(this.createAnnotationStyle(annotation.title));\n\n\t\t\tfeature.onHover = evt => {\n\t\t\t\tlet coordinates = feature.getGeometry().getCoordinates();\n\t\t\t\tlet p = this.map.getPixelFromCoordinate(coordinates);\n\n\t\t\t\tthis.elTooltip.html(annotation.title);\n\t\t\t\tthis.elTooltip.css('display', '');\n\t\t\t\tthis.elTooltip.css('left', `${p[0]}px`);\n\t\t\t\tthis.elTooltip.css('top', `${p[1]}px`);\n\t\t\t};\n\n\t\t\tfeature.onClick = evt => {\n\t\t\t\tannotation.clickTitle();\n\t\t\t};\n\n\t\t\tthis.getAnnotationsLayer().getSource().addFeature(feature);\n\t\t};\n\n\t\tthis.setScene(this.viewer.scene);\n\t}\n\n\tsetScene (scene) {\n\t\tif (this.scene === scene) {\n\t\t\treturn;\n\t\t};\n\n\t\tif (this.scene) {\n\t\t\tthis.scene.removeEventListener('pointcloud_added', this.onPointcloudAdded);\n\t\t\tthis.scene.removeEventListener('360_images_added', this.on360ImagesAdded);\n\t\t\tthis.scene.annotations.removeEventListener('annotation_added', this.onAnnotationAdded);\n\t\t}\n\n\t\tthis.scene = scene;\n\n\t\tthis.scene.addEventListener('pointcloud_added', this.onPointcloudAdded);\n\t\tthis.scene.addEventListener('360_images_added', this.on360ImagesAdded);\n\t\tthis.scene.annotations.addEventListener('annotation_added', this.onAnnotationAdded);\n\n\t\tfor (let pointcloud of this.viewer.scene.pointclouds) {\n\t\t\tthis.load(pointcloud);\n\t\t}\n\n\t\tthis.viewer.scene.annotations.traverseDescendants(annotation => {\n\t\t\tthis.onAnnotationAdded({annotation: annotation});\n\t\t});\n\n\t\tfor(let images of this.viewer.scene.images360){\n\t\t\tthis.on360ImagesAdded({images: images});\n\t\t}\n\t}\n\n\tgetExtentsLayer () {\n\t\tif (this.extentsLayer) {\n\t\t\treturn this.extentsLayer;\n\t\t}\n\n\t\tthis.gExtent = new ol.geom.LineString([[0, 0], [0, 0]]);\n\n\t\tlet feature = new ol.Feature(this.gExtent);\n\t\tlet featureVector = new ol.source.Vector({\n\t\t\tfeatures: [feature]\n\t\t});\n\n\t\tthis.extentsLayer = new ol.layer.Vector({\n\t\t\tsource: featureVector,\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(255, 255, 255, 0.2)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: '#0000ff',\n\t\t\t\t\twidth: 2\n\t\t\t\t}),\n\t\t\t\timage: new ol.style.Circle({\n\t\t\t\t\tradius: 3,\n\t\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\t\tcolor: '#0000ff'\n\t\t\t\t\t})\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.extentsLayer;\n\t}\n\n\tgetAnnotationsLayer () {\n\t\tif (this.annotationsLayer) {\n\t\t\treturn this.annotationsLayer;\n\t\t}\n\n\t\tthis.annotationsLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({\n\t\t\t}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.annotationsLayer;\n\t}\n\n\tgetCameraLayer () {\n\t\tif (this.cameraLayer) {\n\t\t\treturn this.cameraLayer;\n\t\t}\n\n\t\t// CAMERA LAYER\n\t\tthis.gCamera = new ol.geom.LineString([[0, 0], [0, 0], [0, 0], [0, 0]]);\n\t\tlet feature = new ol.Feature(this.gCamera);\n\t\tlet featureVector = new ol.source.Vector({\n\t\t\tfeatures: [feature]\n\t\t});\n\n\t\tthis.cameraLayer = new ol.layer.Vector({\n\t\t\tsource: featureVector,\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: '#0000ff',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.cameraLayer;\n\t}\n\n\tgetToolLayer () {\n\t\tif (this.toolLayer) {\n\t\t\treturn this.toolLayer;\n\t\t}\n\n\t\tthis.toolLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({\n\t\t\t}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.toolLayer;\n\t}\n\n\tgetImages360Layer(){\n\t\tif(this.images360Layer){\n\t\t\treturn this.images360Layer;\n\t\t}\n\n\t\tlet style = new ol.style.Style({\n\t\t\timage: new ol.style.Circle({\n\t\t\t\tradius: 4,\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: [255, 0, 0, 1],\n\t\t\t\t\twidth: 2\n\t\t\t\t}),\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: [255, 100, 100, 1]\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\t\t\n\t\tlet layer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({}),\n\t\t\tstyle: style,\n\t\t});\n\n\t\tthis.images360Layer = layer;\n\n\t\treturn this.images360Layer;\n\t}\n\n\tgetSourcesLayer () {\n\t\tif (this.sourcesLayer) {\n\t\t\treturn this.sourcesLayer;\n\t\t}\n\n\t\tthis.sourcesLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(0, 0, 150, 0.1)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(0, 0, 150, 1)',\n\t\t\t\t\twidth: 1\n\t\t\t\t})\n\t\t\t})\n\t\t});\n\n\t\treturn this.sourcesLayer;\n\t}\n\n\tgetSourcesLabelLayer () {\n\t\tif (this.sourcesLabelLayer) {\n\t\t\treturn this.sourcesLabelLayer;\n\t\t}\n\n\t\tthis.sourcesLabelLayer = new ol.layer.Vector({\n\t\t\tsource: new ol.source.Vector({\n\t\t\t}),\n\t\t\tstyle: new ol.style.Style({\n\t\t\t\tfill: new ol.style.Fill({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 0.1)'\n\t\t\t\t}),\n\t\t\t\tstroke: new ol.style.Stroke({\n\t\t\t\t\tcolor: 'rgba(255, 0, 0, 1)',\n\t\t\t\t\twidth: 2\n\t\t\t\t})\n\t\t\t}),\n\t\t\tminResolution: 0.01,\n\t\t\tmaxResolution: 20\n\t\t});\n\n\t\treturn this.sourcesLabelLayer;\n\t}\n\n\tsetSceneProjection (sceneProjection) {\n\t\tthis.sceneProjection = sceneProjection;\n\t\tthis.toMap = proj4(this.sceneProjection, this.mapProjection);\n\t\tthis.toScene = proj4(this.mapProjection, this.sceneProjection);\n\t};\n\n\tgetMapExtent () {\n\t\tlet bb = this.viewer.getBoundingBox();\n\n\t\tlet bottomLeft = this.toMap.forward([bb.min.x, bb.min.y]);\n\t\tlet bottomRight = this.toMap.forward([bb.max.x, bb.min.y]);\n\t\tlet topRight = this.toMap.forward([bb.max.x, bb.max.y]);\n\t\tlet topLeft = this.toMap.forward([bb.min.x, bb.max.y]);\n\n\t\tlet extent = {\n\t\t\tbottomLeft: bottomLeft,\n\t\t\tbottomRight: bottomRight,\n\t\t\ttopRight: topRight,\n\t\t\ttopLeft: topLeft\n\t\t};\n\n\t\treturn extent;\n\t};\n\n\tgetMapCenter () {\n\t\tlet mapExtent = this.getMapExtent();\n\n\t\tlet mapCenter = [\n\t\t\t(mapExtent.bottomLeft[0] + mapExtent.topRight[0]) / 2,\n\t\t\t(mapExtent.bottomLeft[1] + mapExtent.topRight[1]) / 2\n\t\t];\n\n\t\treturn mapCenter;\n\t};\n\n\tupdateToolDrawings () {\n\t\tthis.toolLayer.getSource().clear();\n\n\t\tlet profiles = this.viewer.profileTool.profiles;\n\t\tfor (let i = 0; i < profiles.length; i++) {\n\t\t\tlet profile = profiles[i];\n\t\t\tlet coordinates = [];\n\n\t\t\tfor (let j = 0; j < profile.points.length; j++) {\n\t\t\t\tlet point = profile.points[j];\n\t\t\t\tlet pointMap = this.toMap.forward([point.x, point.y]);\n\t\t\t\tcoordinates.push(pointMap);\n\t\t\t}\n\n\t\t\tlet line = new ol.geom.LineString(coordinates);\n\t\t\tlet feature = new ol.Feature(line);\n\t\t\tthis.toolLayer.getSource().addFeature(feature);\n\t\t}\n\n\t\tlet measurements = this.viewer.measuringTool.measurements;\n\t\tfor (let i = 0; i < measurements.length; i++) {\n\t\t\tlet measurement = measurements[i];\n\t\t\tlet coordinates = [];\n\n\t\t\tfor (let j = 0; j < measurement.points.length; j++) {\n\t\t\t\tlet point = measurement.points[j].position;\n\t\t\t\tlet pointMap = this.toMap.forward([point.x, point.y]);\n\t\t\t\tcoordinates.push(pointMap);\n\t\t\t}\n\n\t\t\tif (measurement.closed && measurement.points.length > 0) {\n\t\t\t\tcoordinates.push(coordinates[0]);\n\t\t\t}\n\n\t\t\tlet line = new ol.geom.LineString(coordinates);\n\t\t\tlet feature = new ol.Feature(line);\n\t\t\tthis.toolLayer.getSource().addFeature(feature);\n\t\t}\n\t}\n\n\taddImages360(images){\n\t\tlet transform = this.toMap.forward;\n\t\tlet layer = this.getImages360Layer();\n\n\t\tfor(let image of images.images){\n\n\t\t\tlet p = transform([image.position[0], image.position[1]]);\n\n\t\t\tlet feature = new ol.Feature({\n\t\t\t\t'geometry': new ol.geom.Point(p),\n\t\t\t});\n\n\t\t\tfeature.onClick = () => {\n\t\t\t\timages.focus(image);\n\t\t\t};\n\n\t\t\tlayer.getSource().addFeature(feature);\n\t\t}\n\t}\n\n\tasync load (pointcloud) {\n\t\tif (!pointcloud) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (!pointcloud.projection) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (!this.sceneProjection) {\n\t\t\ttry {\n\t\t\t\tthis.setSceneProjection(pointcloud.projection);\n\t\t\t}catch (e) {\n\t\t\t\tconsole.log('Failed projection:', e);\n\n\t\t\t\tif (pointcloud.fallbackProjection) {\n\t\t\t\t\ttry {\n\t\t\t\t\t\tconsole.log('Trying fallback projection...');\n\t\t\t\t\t\tthis.setSceneProjection(pointcloud.fallbackProjection);\n\t\t\t\t\t\tconsole.log('Set projection from fallback');\n\t\t\t\t\t}catch (e) {\n\t\t\t\t\t\tconsole.log('Failed fallback projection:', e);\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}else{\n\t\t\t\t\treturn;\n\t\t\t\t};\n\t\t\t}\n\t\t}\n\n\t\tlet mapExtent = this.getMapExtent();\n\t\tlet mapCenter = this.getMapCenter();\n\n\t\tlet view = this.map.getView();\n\t\tview.setCenter(mapCenter);\n\n\t\tthis.gExtent.setCoordinates([\n\t\t\tmapExtent.bottomLeft,\n\t\t\tmapExtent.bottomRight,\n\t\t\tmapExtent.topRight,\n\t\t\tmapExtent.topLeft,\n\t\t\tmapExtent.bottomLeft\n\t\t]);\n\n\t\tview.fit(this.gExtent, [300, 300], {\n\t\t\tconstrainResolution: false\n\t\t});\n\n\t\tif (pointcloud.pcoGeometry.type == 'ept'){ \n\t\t\treturn;\n\t\t}\n\n\t\tlet url = `${pointcloud.pcoGeometry.url}/../sources.json`;\n\t\t//let response = await fetch(url);\n\n\t\tfetch(url).then(async (response) => {\n\t\t\tlet data = await response.json();\n\t\t\n\t\t\tlet sources = data.sources;\n\n\t\t\tfor (let i = 0; i < sources.length; i++) {\n\t\t\t\tlet source = sources[i];\n\t\t\t\tlet name = source.name;\n\t\t\t\tlet bounds = source.bounds;\n\n\t\t\t\tlet mapBounds = {\n\t\t\t\t\tmin: this.toMap.forward([bounds.min[0], bounds.min[1]]),\n\t\t\t\t\tmax: this.toMap.forward([bounds.max[0], bounds.max[1]])\n\t\t\t\t};\n\t\t\t\tlet mapCenter = [\n\t\t\t\t\t(mapBounds.min[0] + mapBounds.max[0]) / 2,\n\t\t\t\t\t(mapBounds.min[1] + mapBounds.max[1]) / 2\n\t\t\t\t];\n\n\t\t\t\tlet p1 = this.toMap.forward([bounds.min[0], bounds.min[1]]);\n\t\t\t\tlet p2 = this.toMap.forward([bounds.max[0], bounds.min[1]]);\n\t\t\t\tlet p3 = this.toMap.forward([bounds.max[0], bounds.max[1]]);\n\t\t\t\tlet p4 = this.toMap.forward([bounds.min[0], bounds.max[1]]);\n\n\t\t\t\t// let feature = new ol.Feature({\n\t\t\t\t//\t'geometry': new ol.geom.LineString([p1, p2, p3, p4, p1])\n\t\t\t\t// });\n\t\t\t\tlet feature = new ol.Feature({\n\t\t\t\t\t'geometry': new ol.geom.Polygon([[p1, p2, p3, p4, p1]])\n\t\t\t\t});\n\t\t\t\tfeature.source = source;\n\t\t\t\tfeature.pointcloud = pointcloud;\n\t\t\t\tthis.getSourcesLayer().getSource().addFeature(feature);\n\n\t\t\t\tfeature = new ol.Feature({\n\t\t\t\t\tgeometry: new ol.geom.Point(mapCenter),\n\t\t\t\t\tname: name\n\t\t\t\t});\n\t\t\t\tfeature.setStyle(this.createLabelStyle(name));\n\t\t\t\tthis.sourcesLabelLayer.getSource().addFeature(feature);\n\t\t\t}\n\t\t}).catch(() => {\n\t\t\t\n\t\t});\n\n\t}\n\n\ttoggle () {\n\t\tif (this.elMap.is(':visible')) {\n\t\t\tthis.elMap.css('display', 'none');\n\t\t\tthis.enabled = false;\n\t\t} else {\n\t\t\tthis.elMap.css('display', 'block');\n\t\t\tthis.enabled = true;\n\t\t}\n\t}\n\n\tupdate (delta) {\n\t\tif (!this.sceneProjection) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet pm = $('#potree_map');\n\n\t\tif (!this.enabled) {\n\t\t\treturn;\n\t\t}\n\n\t\t// resize\n\t\tlet mapSize = this.map.getSize();\n\t\tlet resized = (pm.width() !== mapSize[0] || pm.height() !== mapSize[1]);\n\t\tif (resized) {\n\t\t\tthis.map.updateSize();\n\t\t}\n\n\t\t//\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\n\t\tlet scale = this.map.getView().getResolution();\n\t\tlet campos = camera.position;\n\t\tlet camdir = camera.getWorldDirection(new THREE.Vector3());\n\t\tlet sceneLookAt = camdir.clone().multiplyScalar(30 * scale).add(campos);\n\t\tlet geoPos = camera.position;\n\t\tlet geoLookAt = sceneLookAt;\n\t\tlet mapPos = new THREE.Vector2().fromArray(this.toMap.forward([geoPos.x, geoPos.y]));\n\t\tlet mapLookAt = new THREE.Vector2().fromArray(this.toMap.forward([geoLookAt.x, geoLookAt.y]));\n\t\tlet mapDir = new THREE.Vector2().subVectors(mapLookAt, mapPos).normalize();\n\n\t\tmapLookAt = mapPos.clone().add(mapDir.clone().multiplyScalar(30 * scale));\n\t\tlet mapLength = mapPos.distanceTo(mapLookAt);\n\t\tlet mapSide = new THREE.Vector2(-mapDir.y, mapDir.x);\n\n\t\tlet p1 = mapPos.toArray();\n\t\tlet p2 = mapLookAt.clone().sub(mapSide.clone().multiplyScalar(0.3 * mapLength)).toArray();\n\t\tlet p3 = mapLookAt.clone().add(mapSide.clone().multiplyScalar(0.3 * mapLength)).toArray();\n\n\t\tthis.gCamera.setCoordinates([p1, p2, p3, p1]);\n\t}\n\n\tget sourcesVisible () {\n\t\treturn this.getSourcesLayer().getVisible();\n\t}\n\n\tset sourcesVisible (value) {\n\t\tthis.getSourcesLayer().setVisible(value);\n\t}\n\n}\n","/**\n *\n * @author roy.mdr / http://...\n *\n */\n\nexport class DXFProfileExporter {\n\n\tstatic toXYZ(points, flatten = false) {\n\n\t\t/*\n\t\tpoints: {\n\t\t\t...\n\t\t\tdata: {\n\t\t\t\tmileage: [0, 1, 2...], -> one per point\n\t\t\t\tposition: [0, 0, 0, 1, 1, 1, 2, 2, 2...], -> X, Y, Z\n\t\t\t\trgba: [0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2...] -> R, G, B, A\n\t\t\t},\n\t\t\tnumPoints: Int\n\t\t}\n\t\t*/\n\n\t\tconst pointsXYZ = {\n\t\t\tx: [],\n\t\t\ty: [],\n\t\t\tz: [],\n\t\t\tminX: Number.MAX_VALUE,\n\t\t\tminY: Number.MAX_VALUE,\n\t\t\tminZ: Number.MAX_VALUE,\n\t\t\tmaxX: -Number.MAX_VALUE,\n\t\t\tmaxY: -Number.MAX_VALUE,\n\t\t\tmaxZ: -Number.MAX_VALUE,\n\t\t\tnumPoints: 0\n\t\t};\n\n\t\tconst pData = points.data;\n\t\tconst pMileage = pData.mileage;\n\t\tconst pCoords = pData.position;\n\t\tconst pColor = pData.rgba;\n\n\t\tfor (let pIx = 0; pIx < points.numPoints; pIx++) {\n\n\t\t\tconst poMileage = pMileage[pIx];\n\t\t\tconst poCoordX = pCoords[ ((pIx * 3) + 0) ];\n\t\t\tconst poCoordY = pCoords[ ((pIx * 3) + 1) ];\n\t\t\tconst poCoordZ = pCoords[ ((pIx * 3) + 2) ];\n\t\t\t// const poColorR = pColor[ ((pIx * 4) + 0) ];\n\t\t\t// const poColorG = pColor[ ((pIx * 4) + 1) ];\n\t\t\t// const poColorB = pColor[ ((pIx * 4) + 2) ];\n\t\t\t// const poColorA = pColor[ ((pIx * 4) + 3) ];\n\n\t\t\tif (flatten === true) {\n\n\t\t\t\tpointsXYZ.x.push(poMileage);\n\t\t\t\tpointsXYZ.y.push(0);\n\t\t\t\tpointsXYZ.z.push(poCoordZ);\n\n\t\t\t\t// Get boundaries X\n\t\t\t\tif (pointsXYZ.maxX < poMileage) pointsXYZ.maxX = poMileage;\n\t\t\t\tif (pointsXYZ.minX > poMileage) pointsXYZ.minX = poMileage;\n\n\t\t\t\t// Get boundaries Z\n\t\t\t\tif (pointsXYZ.maxZ < poCoordZ) pointsXYZ.maxZ = poCoordZ;\n\t\t\t\tif (pointsXYZ.minZ > poCoordZ) pointsXYZ.minZ = poCoordZ;\n\n\t\t\t} else {\n\n\t\t\t\tpointsXYZ.x.push(poCoordX);\n\t\t\t\tpointsXYZ.y.push(poCoordY);\n\t\t\t\tpointsXYZ.z.push(poCoordZ);\n\n\t\t\t\t// Get boundaries X\n\t\t\t\tif (pointsXYZ.maxX < poCoordX) pointsXYZ.maxX = poCoordX;\n\t\t\t\tif (pointsXYZ.minX > poCoordX) pointsXYZ.minX = poCoordX;\n\n\t\t\t\t// Get boundaries Y\n\t\t\t\tif (pointsXYZ.maxY < poCoordY) pointsXYZ.maxY = poCoordY;\n\t\t\t\tif (pointsXYZ.minY > poCoordY) pointsXYZ.minY = poCoordY;\n\n\t\t\t\t// Get boundaries Z\n\t\t\t\tif (pointsXYZ.maxZ < poCoordZ) pointsXYZ.maxZ = poCoordZ;\n\t\t\t\tif (pointsXYZ.minZ > poCoordZ) pointsXYZ.minZ = poCoordZ;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif (flatten === true) {\n\t\t\t// Set boundaries Y\n\t\t\tpointsXYZ.maxY = 0;\n\t\t\tpointsXYZ.minY = 0;\n\t\t}\n\n\t\tpointsXYZ.numPoints = points.numPoints;\n\n\t\treturn pointsXYZ;\n\t}\n\n\tstatic plotPCloudPoint(x, y, z) {\n\n\t\tconst dxfSection = `0\nPOINT\n8\nlayer_pointCloud\n10\n${x}\n20\n${y}\n30\n${z}\n`;\n\n\t\treturn dxfSection;\n\t}\n\n\tstatic toString(points, flatten = false) {\n\n\t\tconst pCloud = DXFProfileExporter.toXYZ(points, flatten);\n\n\t\tconst dxfHeader = `999\nDXF created from potree\n0\nSECTION\n2\nHEADER\n9\n$ACADVER\n1\nAC1006\n9\n$INSBASE\n10\n0.0\n20\n0.0\n30\n0.0\n9\n$EXTMIN\n10\n${pCloud.minX}\n20\n${pCloud.minY}\n30\n${pCloud.minZ}\n9\n$EXTMAX\n10\n${pCloud.maxX}\n20\n${pCloud.maxY}\n30\n${pCloud.maxZ}\n0\nENDSEC\n`;\n\n\t\tlet dxfBody = `0\nSECTION\n2\nENTITIES\n`;\n\n\t\tfor (let i = 0; i < pCloud.numPoints; i++) {\n\t\t\tdxfBody += DXFProfileExporter.plotPCloudPoint(pCloud.x[i], pCloud.y[i], pCloud.z[i]);\n\t\t}\n\n\t\tdxfBody += `0\nENDSEC\n`;\n\n\t\tconst dxf = dxfHeader + dxfBody + '0\\nEOF';\n\n\t\treturn dxf;\n\t}\n\n}\n","\nexport class CSVExporter {\n\tstatic toString (points) {\n\t\tlet string = '';\n\n\t\tlet attributes = Object.keys(points.data)\n\t\t\t.filter(a => a !== 'normal')\n\t\t\t.sort((a, b) => {\n\t\t\t\tif (a === 'position') return -1;\n\t\t\t\tif (b === 'position') return 1;\n\t\t\t\tif (a === 'rgba') return -1;\n\t\t\t\tif (b === 'rgba') return 1;\n\t\t\t});\n\n\t\tlet headerValues = [];\n\t\tfor (let attribute of attributes) {\n\t\t\tlet itemSize = points.data[attribute].length / points.numPoints;\n\n\t\t\tif (attribute === 'position') {\n\t\t\t\theaderValues = headerValues.concat(['x', 'y', 'z']);\n\t\t\t} else if (attribute === 'rgba') {\n\t\t\t\theaderValues = headerValues.concat(['r', 'g', 'b', 'a']);\n\t\t\t} else if (itemSize > 1) {\n\t\t\t\tfor (let i = 0; i < itemSize; i++) {\n\t\t\t\t\theaderValues.push(`${attribute}_${i}`);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\theaderValues.push(attribute);\n\t\t\t}\n\t\t}\n\t\tstring = headerValues.join(', ') + '\\n';\n\n\t\tfor (let i = 0; i < points.numPoints; i++) {\n\t\t\tlet values = [];\n\n\t\t\tfor (let attribute of attributes) {\n\t\t\t\tlet itemSize = points.data[attribute].length / points.numPoints;\n\t\t\t\tlet value = points.data[attribute]\n\t\t\t\t\t.subarray(itemSize * i, itemSize * i + itemSize)\n\t\t\t\t\t.join(', ');\n\t\t\t\tvalues.push(value);\n\t\t\t}\n\n\t\t\tstring += values.join(', ') + '\\n';\n\t\t}\n\n\t\treturn string;\n\t}\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class LASExporter {\n\tstatic toLAS (points) {\n\t\t// TODO Unused: let string = '';\n\n\t\tlet boundingBox = points.boundingBox;\n\t\tlet offset = boundingBox.min.clone();\n\t\tlet diagonal = boundingBox.min.distanceTo(boundingBox.max);\n\t\tlet scale = new THREE.Vector3(0.001, 0.001, 0.001);\n\t\tif (diagonal > 1000 * 1000) {\n\t\t\tscale = new THREE.Vector3(0.01, 0.01, 0.01);\n\t\t} else {\n\t\t\tscale = new THREE.Vector3(0.001, 0.001, 0.001);\n\t\t}\n\n\t\tlet setString = function (string, offset, buffer) {\n\t\t\tlet view = new Uint8Array(buffer);\n\n\t\t\tfor (let i = 0; i < string.length; i++) {\n\t\t\t\tlet charCode = string.charCodeAt(i);\n\t\t\t\tview[offset + i] = charCode;\n\t\t\t}\n\t\t};\n\n\t\tlet buffer = new ArrayBuffer(227 + 28 * points.numPoints);\n\t\tlet view = new DataView(buffer);\n\t\tlet u8View = new Uint8Array(buffer);\n\t\t// let u16View = new Uint16Array(buffer);\n\n\t\tsetString('LASF', 0, buffer);\n\t\tu8View[24] = 1;\n\t\tu8View[25] = 2;\n\n\t\t// system identifier o:26 l:32\n\n\t\t// generating software o:58 l:32\n\t\tsetString('Potree 1.7', 58, buffer);\n\n\t\t// file creation day of year o:90 l:2\n\t\t// file creation year o:92 l:2\n\n\t\t// header size o:94 l:2\n\t\tview.setUint16(94, 227, true);\n\n\t\t// offset to point data o:96 l:4\n\t\tview.setUint32(96, 227, true);\n\n\t\t// number of letiable length records o:100 l:4\n\n\t\t// point data record format 104 1\n\t\tu8View[104] = 2;\n\n\t\t// point data record length 105 2\n\t\tview.setUint16(105, 28, true);\n\n\t\t// number of point records 107 4\n\t\tview.setUint32(107, points.numPoints, true);\n\n\t\t// number of points by return 111 20\n\n\t\t// x scale factor 131 8\n\t\tview.setFloat64(131, scale.x, true);\n\n\t\t// y scale factor 139 8\n\t\tview.setFloat64(139, scale.y, true);\n\n\t\t// z scale factor 147 8\n\t\tview.setFloat64(147, scale.z, true);\n\n\t\t// x offset 155 8\n\t\tview.setFloat64(155, offset.x, true);\n\n\t\t// y offset 163 8\n\t\tview.setFloat64(163, offset.y, true);\n\n\t\t// z offset 171 8\n\t\tview.setFloat64(171, offset.z, true);\n\n\t\t// max x 179 8\n\t\tview.setFloat64(179, boundingBox.max.x, true);\n\n\t\t// min x 187 8\n\t\tview.setFloat64(187, boundingBox.min.x, true);\n\n\t\t// max y 195 8\n\t\tview.setFloat64(195, boundingBox.max.y, true);\n\n\t\t// min y 203 8\n\t\tview.setFloat64(203, boundingBox.min.y, true);\n\n\t\t// max z 211 8\n\t\tview.setFloat64(211, boundingBox.max.z, true);\n\n\t\t// min z 219 8\n\t\tview.setFloat64(219, boundingBox.min.z, true);\n\n\t\tlet boffset = 227;\n\t\tfor (let i = 0; i < points.numPoints; i++) {\n\n\t\t\tlet px = points.data.position[3 * i + 0];\n\t\t\tlet py = points.data.position[3 * i + 1];\n\t\t\tlet pz = points.data.position[3 * i + 2];\n\n\t\t\tlet ux = parseInt((px - offset.x) / scale.x);\n\t\t\tlet uy = parseInt((py - offset.y) / scale.y);\n\t\t\tlet uz = parseInt((pz - offset.z) / scale.z);\n\n\t\t\tview.setUint32(boffset + 0, ux, true);\n\t\t\tview.setUint32(boffset + 4, uy, true);\n\t\t\tview.setUint32(boffset + 8, uz, true);\n\n\t\t\tif (points.data.intensity) {\n\t\t\t\tview.setUint16(boffset + 12, (points.data.intensity[i]), true);\n\t\t\t}\n\n\t\t\tlet rt = 0;\n\t\t\tif (points.data.returnNumber) {\n\t\t\t\trt += points.data.returnNumber[i];\n\t\t\t}\n\t\t\tif (points.data.numberOfReturns) {\n\t\t\t\trt += (points.data.numberOfReturns[i] << 3);\n\t\t\t}\n\t\t\tview.setUint8(boffset + 14, rt);\n\n\t\t\tif (points.data.classification) {\n\t\t\t\tview.setUint8(boffset + 15, points.data.classification[i]);\n\t\t\t}\n\t\t\t// scan angle rank\n\t\t\t// user data\n\t\t\t// point source id\n\t\t\tif (points.data.pointSourceID) {\n\t\t\t\tview.setUint16(boffset + 18, points.data.pointSourceID[i]);\n\t\t\t}\n\n\t\t\tif (points.data.rgba || points.data.color) {\n\t\t\t\tlet rgba = points.data.rgba ?? points.data.color;\n\t\t\t\tview.setUint16(boffset + 20, (rgba[4 * i + 0] * 255), true);\n\t\t\t\tview.setUint16(boffset + 22, (rgba[4 * i + 1] * 255), true);\n\t\t\t\tview.setUint16(boffset + 24, (rgba[4 * i + 2] * 255), true);\n\t\t\t}\n\n\t\t\tboffset += 28;\n\t\t}\n\n\t\treturn buffer;\n\t}\n\t\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../utils.js\";\nimport {Points} from \"../Points.js\";\nimport {DXFProfileExporter} from \"../exporter/DXFProfileExporter.js\";\nimport {CSVExporter} from \"../exporter/CSVExporter.js\";\nimport {LASExporter} from \"../exporter/LASExporter.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\nimport {PointCloudTree} from \"../PointCloudTree.js\";\nimport {Renderer} from \"../PotreeRenderer.js\";\nimport {PointCloudMaterial} from \"../materials/PointCloudMaterial.js\";\nimport {PointSizeType} from \"../defines.js\";\n\n\nfunction copyMaterial(source, target){\n\n\tfor(let name of Object.keys(target.uniforms)){\n\t\ttarget.uniforms[name].value = source.uniforms[name].value;\n\t}\n\n\ttarget.gradientTexture = source.gradientTexture;\n\ttarget.visibleNodesTexture = source.visibleNodesTexture;\n\ttarget.classificationTexture = source.classificationTexture;\n\ttarget.matcapTexture = source.matcapTexture;\n\n\ttarget.activeAttributeName = source.activeAttributeName;\n\ttarget.ranges = source.ranges;\n\n\t//target.updateShaderSource();\n}\n\n\nclass Batch{\n\n\tconstructor(geometry, material){\n\t\tthis.geometry = geometry;\n\t\tthis.material = material;\n\n\t\tthis.sceneNode = new THREE.Points(geometry, material);\n\n\t\tthis.geometryNode = {\n\t\t\testimatedSpacing: 1.0,\n\t\t\tgeometry: geometry,\n\t\t};\n\t}\n\n\tgetLevel(){\n\t\treturn 0;\n\t}\n\n}\n\nclass ProfileFakeOctree extends PointCloudTree{\n\n\tconstructor(octree){\n\t\tsuper();\n\n\t\tthis.trueOctree = octree;\n\t\tthis.pcoGeometry = octree.pcoGeometry;\n\t\tthis.points = [];\n\t\tthis.visibleNodes = [];\n\t\t\n\t\t//this.material = this.trueOctree.material;\n\t\tthis.material = new PointCloudMaterial();\n\t\t//this.material.copy(this.trueOctree.material);\n\t\tcopyMaterial(this.trueOctree.material, this.material);\n\t\tthis.material.pointSizeType = PointSizeType.FIXED;\n\n\t\tthis.batchSize = 100 * 1000;\n\t\tthis.currentBatch = null\n\t}\n\n\tgetAttribute(name){\n\t\treturn this.trueOctree.getAttribute(name);\n\t}\n\n\tdispose(){\n\t\tfor(let node of this.visibleNodes){\n\t\t\tnode.geometry.dispose();\n\t\t}\n\n\t\tthis.visibleNodes = [];\n\t\tthis.currentBatch = null;\n\t\tthis.points = [];\n\t}\n\n\taddPoints(data){\n\t\t// since each call to addPoints can deliver very very few points,\n\t\t// we're going to batch them into larger buffers for efficiency.\n\n\t\tif(this.currentBatch === null){\n\t\t\tthis.currentBatch = this.createNewBatch(data);\n\t\t}\n\n\t\tthis.points.push(data);\n\n\n\t\tlet updateRange = {\n\t\t\tstart: this.currentBatch.geometry.drawRange.count,\n\t\t\tcount: 0\n\t\t};\n\t\tlet projectedBox = new THREE.Box3();\n\n\t\tlet truePos = new THREE.Vector3();\n\n\t\tfor(let i = 0; i < data.numPoints; i++){\n\n\t\t\tif(updateRange.start + updateRange.count >= this.batchSize){\n\t\t\t\t// current batch full, start new batch\n\n\t\t\t\tfor(let key of Object.keys(this.currentBatch.geometry.attributes)){\n\t\t\t\t\tlet attribute = this.currentBatch.geometry.attributes[key];\n\t\t\t\t\tattribute.updateRange.offset = updateRange.start;\n\t\t\t\t\tattribute.updateRange.count = updateRange.count;\n\t\t\t\t\tattribute.needsUpdate = true;\n\t\t\t\t}\n\n\t\t\t\tthis.currentBatch.geometry.computeBoundingBox();\n\t\t\t\tthis.currentBatch.geometry.computeBoundingSphere();\n\n\t\t\t\tthis.currentBatch = this.createNewBatch(data);\n\t\t\t\tupdateRange = {\n\t\t\t\t\tstart: 0,\n\t\t\t\t\tcount: 0\n\t\t\t\t};\n\t\t\t}\n\n\t\t\ttruePos.set(\n\t\t\t\tdata.data.position[3 * i + 0] + this.trueOctree.position.x,\n\t\t\t\tdata.data.position[3 * i + 1] + this.trueOctree.position.y,\n\t\t\t\tdata.data.position[3 * i + 2] + this.trueOctree.position.z,\n\t\t\t);\n\n\t\t\tlet x = data.data.mileage[i];\n\t\t\tlet y = 0;\n\t\t\tlet z = truePos.z;\n\n\t\t\tprojectedBox.expandByPoint(new THREE.Vector3(x, y, z));\n\n\t\t\tlet index = updateRange.start + updateRange.count;\n\t\t\tlet geometry = this.currentBatch.geometry;\n\n\t\t\tfor(let attributeName of Object.keys(data.data)){\n\t\t\t\tlet source = data.data[attributeName];\n\t\t\t\tlet target = geometry.attributes[attributeName];\n\t\t\t\tlet numElements = target.itemSize;\n\t\t\t\t\n\t\t\t\tfor(let item = 0; item < numElements; item++){\n\t\t\t\t\ttarget.array[numElements * index + item] = source[numElements * i + item];\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{\n\t\t\t\tlet position = geometry.attributes.position;\n\n\t\t\t\tposition.array[3 * index + 0] = x;\n\t\t\t\tposition.array[3 * index + 1] = y;\n\t\t\t\tposition.array[3 * index + 2] = z;\n\t\t\t}\n\n\t\t\tupdateRange.count++;\n\t\t\tthis.currentBatch.geometry.drawRange.count++;\n\t\t}\n\n\t\tfor(let key of Object.keys(this.currentBatch.geometry.attributes)){\n\t\t\tlet attribute = this.currentBatch.geometry.attributes[key];\n\t\t\tattribute.updateRange.offset = updateRange.start;\n\t\t\tattribute.updateRange.count = updateRange.count;\n\t\t\tattribute.needsUpdate = true;\n\t\t}\n\n\t\tdata.projectedBox = projectedBox;\n\n\t\tthis.projectedBox = this.points.reduce( (a, i) => a.union(i.projectedBox), new THREE.Box3());\n\t}\n\n\tcreateNewBatch(data){\n\t\tlet geometry = new THREE.BufferGeometry();\n\n\t\t// create new batches with batch_size elements of the same type as the attribute\n\t\tfor(let attributeName of Object.keys(data.data)){\n\t\t\tlet buffer = data.data[attributeName];\n\t\t\tlet numElements = buffer.length / data.numPoints; // 3 for pos, 4 for col, 1 for scalars\n\t\t\tlet constructor = buffer.constructor;\n\t\t\tlet normalized = false;\n\t\t\t\n\t\t\tif(this.trueOctree.root.sceneNode){\n\t\t\t\tif(this.trueOctree.root.sceneNode.geometry.attributes[attributeName]){\n\t\t\t\t\tnormalized = this.trueOctree.root.sceneNode.geometry.attributes[attributeName].normalized;\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\n\t\t\tlet batchBuffer = new constructor(numElements * this.batchSize);\n\n\t\t\tlet bufferAttribute = new THREE.BufferAttribute(batchBuffer, numElements, normalized);\n\t\t\tbufferAttribute.potree = {\n\t\t\t\trange: [0, 1],\n\t\t\t};\n\n\t\t\tgeometry.setAttribute(attributeName, bufferAttribute);\n\t\t}\n\n\t\tgeometry.drawRange.start = 0;\n\t\tgeometry.drawRange.count = 0;\n\n\t\tlet batch = new Batch(geometry, this.material);\n\n\t\tthis.visibleNodes.push(batch);\n\n\t\treturn batch;\n\t}\n\t\n\tcomputeVisibilityTextureData(){\n\t\tlet data = new Uint8Array(this.visibleNodes.length * 4);\n\t\tlet offsets = new Map();\n\n\t\tfor(let i = 0; i < this.visibleNodes.length; i++){\n\t\t\tlet node = this.visibleNodes[i];\n\n\t\t\toffsets[node] = i;\n\t\t}\n\n\n\t\treturn {\n\t\t\tdata: data,\n\t\t\toffsets: offsets,\n\t\t};\n\t}\n\n}\n\nexport class ProfileWindow extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.elRoot = $('#profile_window');\n\t\tthis.renderArea = this.elRoot.find('#profileCanvasContainer');\n\t\tthis.svg = d3.select('svg#profileSVG');\n\t\tthis.mouseIsDown = false;\n\n\t\tthis.projectedBox = new THREE.Box3();\n\t\tthis.pointclouds = new Map();\n\t\tthis.numPoints = 0;\n\t\tthis.lastAddPointsTimestamp = undefined;\n\n\t\tthis.mouse = new THREE.Vector2(0, 0);\n\t\tthis.scale = new THREE.Vector3(1, 1, 1);\n\n\t\tthis.autoFitEnabled = true; // completely disable/enable\n\t\tthis.autoFit = false; // internal\n\n\t\tlet cwIcon = `${exports.resourcePath}/icons/arrow_cw.svg`;\n\t\t$('#potree_profile_rotate_cw').attr('src', cwIcon);\n\n\t\tlet ccwIcon = `${exports.resourcePath}/icons/arrow_ccw.svg`;\n\t\t$('#potree_profile_rotate_ccw').attr('src', ccwIcon);\n\t\t\n\t\tlet forwardIcon = `${exports.resourcePath}/icons/arrow_up.svg`;\n\t\t$('#potree_profile_move_forward').attr('src', forwardIcon);\n\n\t\tlet backwardIcon = `${exports.resourcePath}/icons/arrow_down.svg`;\n\t\t$('#potree_profile_move_backward').attr('src', backwardIcon);\n\n\t\tlet dxf2DIcon = `${exports.resourcePath}/icons/file_dxf_2d.svg`;\n\t\t$('#potree_download_dxf2D_icon').attr('src', dxf2DIcon);\n\n\t\tlet dxf3DIcon = `${exports.resourcePath}/icons/file_dxf_3d.svg`;\n\t\t$('#potree_download_dxf3D_icon').attr('src', dxf3DIcon);\n\n\t\tlet csvIcon = `${exports.resourcePath}/icons/file_csv_2d.svg`;\n\t\t$('#potree_download_csv_icon').attr('src', csvIcon);\n\n\t\tlet lasIcon = `${exports.resourcePath}/icons/file_las_3d.svg`;\n\t\t$('#potree_download_las_icon').attr('src', lasIcon);\n\n\t\tlet closeIcon = `${exports.resourcePath}/icons/close.svg`;\n\t\t$('#closeProfileContainer').attr(\"src\", closeIcon);\n\n\t\tthis.initTHREE();\n\t\tthis.initSVG();\n\t\tthis.initListeners();\n\n\t\tthis.pRenderer = new Renderer(this.renderer);\n\n\t\tthis.elRoot.i18n();\n\t}\n\n\tinitListeners () {\n\t\t$(window).resize(() => {\n\t\t\tif (this.enabled) {\n\t\t\tthis.render();\n\t\t\t}\n\t\t});\n\n\t\tthis.renderArea.mousedown(e => {\n\t\t\tthis.mouseIsDown = true;\n\t\t});\n\n\t\tthis.renderArea.mouseup(e => {\n\t\t\tthis.mouseIsDown = false;\n\t\t});\n\n\t\tlet viewerPickSphereSizeHandler = () => {\n\t\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\t\t\tlet distance = this.viewerPickSphere.position.distanceTo(camera.position);\n\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, domElement.clientWidth, domElement.clientHeight);\n\t\t\tlet scale = (10 / pr);\n\t\t\tthis.viewerPickSphere.scale.set(scale, scale, scale);\n\t\t};\n\n\t\tthis.renderArea.mousemove(e => {\n\t\t\tif (this.pointclouds.size === 0) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tlet rect = this.renderArea[0].getBoundingClientRect();\n\t\t\tlet x = e.clientX - rect.left;\n\t\t\tlet y = e.clientY - rect.top;\n\n\t\t\tlet newMouse = new THREE.Vector2(x, y);\n\n\t\t\tif (this.mouseIsDown) {\n\t\t\t\t// DRAG\n\t\t\t\tthis.autoFit = false;\n\t\t\t\tthis.lastDrag = new Date().getTime();\n\n\t\t\t\tlet cPos = [this.scaleX.invert(this.mouse.x), this.scaleY.invert(this.mouse.y)];\n\t\t\t\tlet ncPos = [this.scaleX.invert(newMouse.x), this.scaleY.invert(newMouse.y)];\n\n\t\t\t\tthis.camera.position.x -= ncPos[0] - cPos[0];\n\t\t\t\tthis.camera.position.z -= ncPos[1] - cPos[1];\n\n\t\t\t\tthis.render();\n\t\t\t} else if (this.pointclouds.size > 0) {\n\t\t\t\t// FIND HOVERED POINT\n\t\t\t\tlet radius = Math.abs(this.scaleX.invert(0) - this.scaleX.invert(40));\n\t\t\t\tlet mileage = this.scaleX.invert(newMouse.x);\n\t\t\t\tlet elevation = this.scaleY.invert(newMouse.y);\n\n\t\t\t\tlet closest = this.selectPoint(mileage, elevation, radius);\n\n\t\t\t\tif (closest) {\n\t\t\t\t\tlet point = closest.point;\n\n\t\t\t\t\tlet position = new Float64Array([\n\t\t\t\t\t\tpoint.position[0] + closest.pointcloud.position.x,\n\t\t\t\t\t\tpoint.position[1] + closest.pointcloud.position.y,\n\t\t\t\t\t\tpoint.position[2] + closest.pointcloud.position.z\n\t\t\t\t\t]);\n\n\t\t\t\t\tthis.elRoot.find('#profileSelectionProperties').fadeIn(200);\n\t\t\t\t\tthis.pickSphere.visible = true;\n\t\t\t\t\tthis.pickSphere.scale.set(0.5 * radius, 0.5 * radius, 0.5 * radius);\n\t\t\t\t\tthis.pickSphere.position.set(point.mileage, 0, position[2]);\n\n\t\t\t\t\tthis.viewerPickSphere.position.set(...position);\n\t\t\t\t\t\n\t\t\t\t\tif(!this.viewer.scene.scene.children.includes(this.viewerPickSphere)){\n\t\t\t\t\t\tthis.viewer.scene.scene.add(this.viewerPickSphere);\n\t\t\t\t\t\tif(!this.viewer.hasEventListener(\"update\", viewerPickSphereSizeHandler)){\n\t\t\t\t\t\t\tthis.viewer.addEventListener(\"update\", viewerPickSphereSizeHandler);\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\t\n\n\t\t\t\t\tlet info = this.elRoot.find('#profileSelectionProperties');\n\t\t\t\t\tlet html = '';\n\n\t\t\t\t\tfor (let attributeName of Object.keys(point)) {\n\n\t\t\t\t\t\tlet value = point[attributeName];\n\t\t\t\t\t\tlet attribute = closest.pointcloud.getAttribute(attributeName);\n\n\t\t\t\t\t\tlet transform = value => value;\n\t\t\t\t\t\tif(attribute && attribute.type.size > 4){\n\t\t\t\t\t\t\tlet range = attribute.initialRange;\n\t\t\t\t\t\t\tlet scale = 1 / (range[1] - range[0]);\n\t\t\t\t\t\t\tlet offset = range[0];\n\t\t\t\t\t\t\ttransform = value => value / scale + offset;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\n\n\t\t\t\t\t\t\n\n\t\t\t\t\t\tif (attributeName === 'position') {\n\t\t\t\t\t\t\tlet values = [...position].map(v => Utils.addCommas(v.toFixed(3)));\n\t\t\t\t\t\t\thtml += `\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t`;\n\t\t\t\t\t\t} else if (attributeName === 'rgba') {\n\t\t\t\t\t\t\thtml += `\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t`;\n\t\t\t\t\t\t} else if (attributeName === 'normal') {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t} else if (attributeName === 'mileage') {\n\t\t\t\t\t\t\thtml += `\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t`;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\thtml += `\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t`;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t\thtml += '
    x${values[0]}
    y${values[1]}
    z${values[2]}
    ${attributeName}${value.join(', ')}
    ${attributeName}${value.toFixed(3)}
    ${attributeName}${transform(value)}
    ';\n\t\t\t\t\tinfo.html(html);\n\n\t\t\t\t\tthis.selectedPoint = point;\n\t\t\t\t} else {\n\t\t\t\t\t// this.pickSphere.visible = false;\n\t\t\t\t\t// this.selectedPoint = null;\n\n\t\t\t\t\tthis.viewer.scene.scene.add(this.viewerPickSphere);\n\n\t\t\t\t\tlet index = this.viewer.scene.scene.children.indexOf(this.viewerPickSphere);\n\t\t\t\t\tif(index >= 0){\n\t\t\t\t\t\tthis.viewer.scene.scene.children.splice(index, 1);\n\t\t\t\t\t}\n\t\t\t\t\tthis.viewer.removeEventListener(\"update\", viewerPickSphereSizeHandler);\n\t\t\t\t\t\n\n\t\t\t\t}\n\t\t\t\tthis.render();\n\t\t\t}\n\n\t\t\tthis.mouse.copy(newMouse);\n\t\t});\n\n\t\tlet onWheel = e => {\n\t\t\tthis.autoFit = false;\n\n\t\t\tlet delta = 0;\n\t\t\tif (e.wheelDelta !== undefined) { // WebKit / Opera / Explorer 9\n\t\t\t\tdelta = e.wheelDelta;\n\t\t\t} else if (e.detail !== undefined) { // Firefox\n\t\t\t\tdelta = -e.detail;\n\t\t\t}\n\n\t\t\tlet ndelta = Math.sign(delta);\n\n\t\t\tlet cPos = [this.scaleX.invert(this.mouse.x), this.scaleY.invert(this.mouse.y)];\n\n\t\t\tif (ndelta > 0) {\n\t\t\t\t// + 10%\n\t\t\t\tthis.scale.multiplyScalar(1.1);\n\t\t\t} else {\n\t\t\t\t// - 10%\n\t\t\t\tthis.scale.multiplyScalar(100 / 110);\n\t\t\t}\n\n\t\t\tthis.updateScales();\n\t\t\tlet ncPos = [this.scaleX.invert(this.mouse.x), this.scaleY.invert(this.mouse.y)];\n\n\t\t\tthis.camera.position.x -= ncPos[0] - cPos[0];\n\t\t\tthis.camera.position.z -= ncPos[1] - cPos[1];\n\n\t\t\tthis.render();\n\t\t\tthis.updateScales();\n\t\t};\n\t\t$(this.renderArea)[0].addEventListener('mousewheel', onWheel, false);\n\t\t$(this.renderArea)[0].addEventListener('DOMMouseScroll', onWheel, false); // Firefox\n\n\t\t$('#closeProfileContainer').click(() => {\n\t\t\tthis.hide();\n\t\t});\n\n\t\tlet getProfilePoints = (truePosition) => {\n\t\t\tlet points = new Points();\n\t\t\t\n\t\t\tfor(let [pointcloud, entry] of this.pointclouds){\n\t\t\t\tfor(let pointSet of entry.points){\n\n\t\t\t\t\tlet originPos = pointSet.data.position;\n\t\t\t\t\tlet truePointPosition = new Float64Array(originPos);\n\t\t\t\t\tfor(let i = 0; i < pointSet.numPoints; i++){\n\n\t\t\t\t\t\tif (truePosition === true) {\n\t\t\t\t\t\t\ttruePointPosition[3 * i + 0] += pointcloud.position.x;\n\t\t\t\t\t\t\ttruePointPosition[3 * i + 1] += pointcloud.position.y;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\ttruePointPosition[3 * i + 2] += pointcloud.position.z;\n\t\t\t\t\t}\n\n\t\t\t\t\tpointSet.data.position = truePointPosition;\n\t\t\t\t\tpoints.add(pointSet);\n\t\t\t\t\tpointSet.data.position = originPos;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\treturn points;\n\t\t};\n\n\t\t$('#potree_download_dxf2D_icon').click(() => {\n\t\t\t\n\t\t\tconst points = getProfilePoints();\n\n\t\t\tconst string = DXFProfileExporter.toString(points, true);\n\n\t\t\tconst blob = new Blob([string], {type: \"text/string\"});\n\t\t\t$('#potree_download_profile_dxf2D_link').attr('href', URL.createObjectURL(blob));\n\t\t});\n\n\t\t$('#potree_download_dxf3D_icon').click(() => {\n\t\t\t\n\t\t\tconst points = getProfilePoints(true);\n\n\t\t\tconst string = DXFProfileExporter.toString(points);\n\n\t\t\tconst blob = new Blob([string], {type: \"text/string\"});\n\t\t\t$('#potree_download_profile_dxf3D_link').attr('href', URL.createObjectURL(blob));\n\t\t});\n\n\t\t$('#potree_download_csv_icon').click(() => {\n\t\t\t\n\t\t\tlet points = getProfilePoints(true);\n\n\t\t\tlet string = CSVExporter.toString(points);\n\n\t\t\tlet blob = new Blob([string], {type: \"text/string\"});\n\t\t\t$('#potree_download_profile_ortho_link').attr('href', URL.createObjectURL(blob));\n\t\t});\n\n\t\t$('#potree_download_las_icon').click(() => {\n\n\t\t\tlet points = getProfilePoints(true);\n\n\t\t\tlet buffer = LASExporter.toLAS(points);\n\n\t\t\tlet blob = new Blob([buffer], {type: \"application/octet-binary\"});\n\t\t\t$('#potree_download_profile_link').attr('href', URL.createObjectURL(blob));\n\t\t});\n\t}\n\n\tselectPoint (mileage, elevation, radius) {\n\t\tlet closest = {\n\t\t\tdistance: Infinity,\n\t\t\tpointcloud: null,\n\t\t\tpoints: null,\n\t\t\tindex: null\n\t\t};\n\n\t\tlet pointBox = new THREE.Box2(\n\t\t\tnew THREE.Vector2(mileage - radius, elevation - radius),\n\t\t\tnew THREE.Vector2(mileage + radius, elevation + radius));\n\n\t\tlet numTested = 0;\n\t\tlet numSkipped = 0;\n\t\tlet numTestedPoints = 0;\n\t\tlet numSkippedPoints = 0;\n\n\t\tfor (let [pointcloud, entry] of this.pointclouds) {\n\t\t\tfor(let points of entry.points){\n\n\t\t\t\tlet collisionBox = new THREE.Box2(\n\t\t\t\t\tnew THREE.Vector2(points.projectedBox.min.x, points.projectedBox.min.z),\n\t\t\t\t\tnew THREE.Vector2(points.projectedBox.max.x, points.projectedBox.max.z)\n\t\t\t\t);\n\n\t\t\t\tlet intersects = collisionBox.intersectsBox(pointBox);\n\n\t\t\t\tif(!intersects){\n\t\t\t\t\tnumSkipped++;\n\t\t\t\t\tnumSkippedPoints += points.numPoints;\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tnumTested++;\n\t\t\t\tnumTestedPoints += points.numPoints\n\n\t\t\t\tfor (let i = 0; i < points.numPoints; i++) {\n\n\t\t\t\t\tlet m = points.data.mileage[i] - mileage;\n\t\t\t\t\tlet e = points.data.position[3 * i + 2] - elevation + pointcloud.position.z;\n\t\t\t\t\tlet r = Math.sqrt(m * m + e * e);\n\n\t\t\t\t\tconst withinDistance = r < radius && r < closest.distance;\n\t\t\t\t\tlet unfilteredClass = true;\n\n\t\t\t\t\tif(points.data.classification){\n\t\t\t\t\t\tconst classification = pointcloud.material.classification;\n\n\t\t\t\t\t\tconst pointClassID = points.data.classification[i];\n\t\t\t\t\t\tconst pointClassValue = classification[pointClassID];\n\n\t\t\t\t\t\tif(pointClassValue && (!pointClassValue.visible || pointClassValue.color.w === 0)){\n\t\t\t\t\t\t\tunfilteredClass = false;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\n\t\t\t\t\tif (withinDistance && unfilteredClass) {\n\t\t\t\t\t\tclosest = {\n\t\t\t\t\t\t\tdistance: r,\n\t\t\t\t\t\t\tpointcloud: pointcloud,\n\t\t\t\t\t\t\tpoints: points,\n\t\t\t\t\t\t\tindex: i\n\t\t\t\t\t\t};\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\n\t\t//console.log(`nodes: ${numTested}, ${numSkipped} || points: ${numTestedPoints}, ${numSkippedPoints}`);\n\n\t\tif (closest.distance < Infinity) {\n\t\t\tlet points = closest.points;\n\n\t\t\tlet point = {};\n\n\t\t\tlet attributes = Object.keys(points.data);\n\t\t\tfor (let attribute of attributes) {\n\t\t\t\tlet attributeData = points.data[attribute];\n\t\t\t\tlet itemSize = attributeData.length / points.numPoints;\n\t\t\t\tlet value = attributeData.subarray(itemSize * closest.index, itemSize * closest.index + itemSize);\n\n\t\t\t\tif (value.length === 1) {\n\t\t\t\t\tpoint[attribute] = value[0];\n\t\t\t\t} else {\n\t\t\t\t\tpoint[attribute] = value;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tclosest.point = point;\n\n\t\t\treturn closest;\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tinitTHREE () {\n\t\tthis.renderer = new THREE.WebGLRenderer({alpha: true, premultipliedAlpha: false});\n\t\tthis.renderer.setClearColor(0x000000, 0);\n\t\tthis.renderer.setSize(10, 10);\n\t\tthis.renderer.autoClear = false;\n\t\tthis.renderArea.append($(this.renderer.domElement));\n\t\tthis.renderer.domElement.tabIndex = '2222';\n\t\t$(this.renderer.domElement).css('width', '100%');\n\t\t$(this.renderer.domElement).css('height', '100%');\n\n\n\t\t{\n\t\t\tlet gl = this.renderer.getContext();\n\n\t\t\tif(gl.createVertexArray == null){\n\t\t\t\tlet extVAO = gl.getExtension('OES_vertex_array_object');\n\n\t\t\t\tif(!extVAO){\n\t\t\t\t\tthrow new Error(\"OES_vertex_array_object extension not supported\");\n\t\t\t\t}\n\n\t\t\t\tgl.createVertexArray = extVAO.createVertexArrayOES.bind(extVAO);\n\t\t\t\tgl.bindVertexArray = extVAO.bindVertexArrayOES.bind(extVAO);\n\t\t\t}\n\t\t\t\n\t\t}\n\n\t\tthis.camera = new THREE.OrthographicCamera(-1000, 1000, 1000, -1000, -1000, 1000);\n\t\tthis.camera.up.set(0, 0, 1);\n\t\tthis.camera.rotation.order = \"ZXY\";\n\t\tthis.camera.rotation.x = Math.PI / 2.0;\n\t\n\n\t\tthis.scene = new THREE.Scene();\n\t\tthis.profileScene = new THREE.Scene();\n\n\t\tlet sg = new THREE.SphereGeometry(1, 16, 16);\n\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\tthis.pickSphere = new THREE.Mesh(sg, sm);\n\t\tthis.scene.add(this.pickSphere);\n\n\t\tthis.viewerPickSphere = new THREE.Mesh(sg, sm);\n\t}\n\n\tinitSVG () {\n\t\tlet width = this.renderArea[0].clientWidth;\n\t\tlet height = this.renderArea[0].clientHeight;\n\t\tlet marginLeft = this.renderArea[0].offsetLeft;\n\n\t\tthis.svg.selectAll('*').remove();\n\n\t\tthis.scaleX = d3.scale.linear()\n\t\t\t.domain([this.camera.left + this.camera.position.x, this.camera.right + this.camera.position.x])\n\t\t\t.range([0, width]);\n\t\tthis.scaleY = d3.scale.linear()\n\t\t\t.domain([this.camera.bottom + this.camera.position.z, this.camera.top + this.camera.position.z])\n\t\t\t.range([height, 0]);\n\n\t\tthis.xAxis = d3.svg.axis()\n\t\t\t.scale(this.scaleX)\n\t\t\t.orient('bottom')\n\t\t\t.innerTickSize(-height)\n\t\t\t.outerTickSize(1)\n\t\t\t.tickPadding(10)\n\t\t\t.ticks(width / 50);\n\n\t\tthis.yAxis = d3.svg.axis()\n\t\t\t.scale(this.scaleY)\n\t\t\t.orient('left')\n\t\t\t.innerTickSize(-width)\n\t\t\t.outerTickSize(1)\n\t\t\t.tickPadding(10)\n\t\t\t.ticks(height / 20);\n\n\t\tthis.elXAxis = this.svg.append('g')\n\t\t\t.attr('class', 'x axis')\n\t\t\t.attr('transform', `translate(${marginLeft}, ${height})`)\n\t\t\t.call(this.xAxis);\n\n\t\tthis.elYAxis = this.svg.append('g')\n\t\t\t.attr('class', 'y axis')\n\t\t\t.attr('transform', `translate(${marginLeft}, 0)`)\n\t\t\t.call(this.yAxis);\n\t}\n\n\taddPoints (pointcloud, points) {\n\n\t\tif(points.numPoints === 0){\n\t\t\treturn;\n\t\t}\n\n\t\tlet entry = this.pointclouds.get(pointcloud);\n\t\tif(!entry){\n\t\t\tentry = new ProfileFakeOctree(pointcloud);\n\t\t\tthis.pointclouds.set(pointcloud, entry);\n\t\t\tthis.profileScene.add(entry);\n\n\t\t\tlet materialChanged = () => {\n\t\t\t\tthis.render();\n\t\t\t};\n\n\t\t\tmaterialChanged();\n\n\t\t\tpointcloud.material.addEventListener('material_property_changed', materialChanged);\n\t\t\tthis.addEventListener(\"on_reset_once\", () => {\n\t\t\t\tpointcloud.material.removeEventListener('material_property_changed', materialChanged);\n\t\t\t});\n\t\t}\n\n\t\tentry.addPoints(points);\n\t\tthis.projectedBox.union(entry.projectedBox);\n\n\t\tif (this.autoFit && this.autoFitEnabled) { \n\t\t\tlet width = this.renderArea[0].clientWidth;\n\t\t\tlet height = this.renderArea[0].clientHeight;\n\n\t\t\tlet size = this.projectedBox.getSize(new THREE.Vector3());\n\n\t\t\tlet sx = width / size.x;\n\t\t\tlet sy = height / size.z;\n\t\t\tlet scale = Math.min(sx, sy);\n\n\t\t\tlet center = this.projectedBox.getCenter(new THREE.Vector3());\n\t\t\tthis.scale.set(scale, scale, 1);\n\t\t\tthis.camera.position.copy(center);\n\n\t\t\t//console.log(\"camera: \", this.camera.position.toArray().join(\", \"));\n\t\t}\n\n\t\t//console.log(entry);\n\n\t\tthis.render();\n\n\t\tlet numPoints = 0;\n\t\tfor (let [key, value] of this.pointclouds.entries()) {\n\t\t\tnumPoints += value.points.reduce( (a, i) => a + i.numPoints, 0);\n\t\t}\n\t\t$(`#profile_num_points`).html(Utils.addCommas(numPoints));\n\n\t}\n\n\treset () {\n\t\tthis.lastReset = new Date().getTime();\n\n\t\tthis.dispatchEvent({type: \"on_reset_once\"});\n\t\tthis.removeEventListeners(\"on_reset_once\");\n\n\t\tthis.autoFit = true;\n\t\tthis.projectedBox = new THREE.Box3();\n\n\t\tfor(let [key, entry] of this.pointclouds){\n\t\t\tentry.dispose();\n\t\t}\n\n\t\tthis.pointclouds.clear();\n\t\tthis.mouseIsDown = false;\n\t\tthis.mouse.set(0, 0);\n\n\t\tif(this.autoFitEnabled){\n\t\t\tthis.scale.set(1, 1, 1);\n\t\t}\n\t\tthis.pickSphere.visible = false;\n\n\t\tthis.elRoot.find('#profileSelectionProperties').hide();\n\n\t\tthis.render();\n\t}\n\n\tshow () {\n\t\tthis.elRoot.fadeIn();\n\t\tthis.enabled = true;\n\t}\n\n\thide () {\n\t\tthis.elRoot.fadeOut();\n\t\tthis.enabled = false;\n\t}\n\n\tupdateScales () {\n\n\t\tlet width = this.renderArea[0].clientWidth;\n\t\tlet height = this.renderArea[0].clientHeight;\n\n\t\tlet left = (-width / 2) / this.scale.x;\n\t\tlet right = (+width / 2) / this.scale.x;\n\t\tlet top = (+height / 2) / this.scale.y;\n\t\tlet bottom = (-height / 2) / this.scale.y;\n\n\t\tthis.camera.left = left;\n\t\tthis.camera.right = right;\n\t\tthis.camera.top = top;\n\t\tthis.camera.bottom = bottom;\n\t\tthis.camera.updateProjectionMatrix();\n\n\t\tthis.scaleX.domain([this.camera.left + this.camera.position.x, this.camera.right + this.camera.position.x])\n\t\t\t.range([0, width]);\n\t\tthis.scaleY.domain([this.camera.bottom + this.camera.position.z, this.camera.top + this.camera.position.z])\n\t\t\t.range([height, 0]);\n\n\t\tlet marginLeft = this.renderArea[0].offsetLeft;\n\n\t\tthis.xAxis.scale(this.scaleX)\n\t\t\t.orient('bottom')\n\t\t\t.innerTickSize(-height)\n\t\t\t.outerTickSize(1)\n\t\t\t.tickPadding(10)\n\t\t\t.ticks(width / 50);\n\t\tthis.yAxis.scale(this.scaleY)\n\t\t\t.orient('left')\n\t\t\t.innerTickSize(-width)\n\t\t\t.outerTickSize(1)\n\t\t\t.tickPadding(10)\n\t\t\t.ticks(height / 20);\n\n\n\t\tthis.elXAxis\n\t\t\t.attr('transform', `translate(${marginLeft}, ${height})`)\n\t\t\t.call(this.xAxis);\n\t\tthis.elYAxis\n\t\t\t.attr('transform', `translate(${marginLeft}, 0)`)\n\t\t\t.call(this.yAxis);\n\t}\n\n\trequestScaleUpdate(){\n\n\t\tlet threshold = 100;\n\t\tlet allowUpdate = ((this.lastReset === undefined) || (this.lastScaleUpdate === undefined)) \n\t\t\t|| ((new Date().getTime() - this.lastReset) > threshold && (new Date().getTime() - this.lastScaleUpdate) > threshold);\n\n\t\tif(allowUpdate){\n\n\t\t\tthis.updateScales();\n\n\t\t\tthis.lastScaleUpdate = new Date().getTime();\n\n\t\t\t\n\n\t\t\tthis.scaleUpdatePending = false;\n\t\t}else if(!this.scaleUpdatePending) {\n\t\t\tsetTimeout(this.requestScaleUpdate.bind(this), 100);\n\t\t\tthis.scaleUpdatePending = true;\n\t\t}\n\t\t\n\t}\n\n\trender () {\n\t\tlet width = this.renderArea[0].clientWidth;\n\t\tlet height = this.renderArea[0].clientHeight;\n\n\t\tlet {renderer, pRenderer, camera, profileScene, scene} = this;\n\t\tlet {scaleX, pickSphere} = this;\n\n\t\trenderer.setSize(width, height);\n\n\t\trenderer.setClearColor(0x000000, 0);\n\t\trenderer.clear(true, true, false);\n\n\t\tfor(let pointcloud of this.pointclouds.keys()){\n\t\t\tlet source = pointcloud.material;\n\t\t\tlet target = this.pointclouds.get(pointcloud).material;\n\t\t\t\n\t\t\tcopyMaterial(source, target);\n\t\t\ttarget.size = 2;\n\t\t}\n\t\t\n\t\tpRenderer.render(profileScene, camera, null);\n\n\t\tlet radius = Math.abs(scaleX.invert(0) - scaleX.invert(5));\n\n\t\tif (radius === 0) {\n\t\t\tpickSphere.visible = false;\n\t\t} else {\n\t\t\tpickSphere.scale.set(radius, radius, radius);\n\t\t\tpickSphere.visible = true;\n\t\t}\n\t\t\n\t\trenderer.render(scene, camera);\n\n\t\tthis.requestScaleUpdate();\n\t}\n};\n\nexport class ProfileWindowController {\n\tconstructor (viewer) {\n\t\tthis.viewer = viewer;\n\t\tthis.profileWindow = viewer.profileWindow;\n\t\tthis.profile = null;\n\t\tthis.numPoints = 0;\n\t\tthis.threshold = 60 * 1000;\n\t\tthis.rotateAmount = 10;\n\n\t\tthis.scheduledRecomputeTime = null;\n\n\t\tthis.enabled = true;\n\n\t\tthis.requests = [];\n\n\t\tthis._recompute = () => { this.recompute(); };\n\n\t\tthis.viewer.addEventListener(\"scene_changed\", e => {\n\t\t\te.oldScene.removeEventListener(\"pointcloud_added\", this._recompute);\n\t\t\te.scene.addEventListener(\"pointcloud_added\", this._recompute);\n\t\t});\n\t\tthis.viewer.scene.addEventListener(\"pointcloud_added\", this._recompute);\n\n\t\t$(\"#potree_profile_rotate_amount\").val(parseInt(this.rotateAmount));\n\t\t$(\"#potree_profile_rotate_amount\").on(\"input\", (e) => {\n\t\t\tconst str = $(\"#potree_profile_rotate_amount\").val();\n\n\t\t\tif(!isNaN(str)){\n\t\t\t\tconst value = parseFloat(str);\n\t\t\t\tthis.rotateAmount = value;\n\t\t\t\t$(\"#potree_profile_rotate_amount\").css(\"background-color\", \"\")\n\t\t\t}else{\n\t\t\t\t$(\"#potree_profile_rotate_amount\").css(\"background-color\", \"#ff9999\")\n\t\t\t}\n\n\t\t});\n\n\t\tconst rotate = (radians) => {\n\t\t\tconst profile = this.profile;\n\t\t\tconst points = profile.points;\n\t\t\tconst start = points[0];\n\t\t\tconst end = points[points.length - 1];\n\t\t\tconst center = start.clone().add(end).multiplyScalar(0.5);\n\n\t\t\tconst mMoveOrigin = new THREE.Matrix4().makeTranslation(-center.x, -center.y, -center.z);\n\t\t\tconst mRotate = new THREE.Matrix4().makeRotationZ(radians);\n\t\t\tconst mMoveBack = new THREE.Matrix4().makeTranslation(center.x, center.y, center.z);\n\t\t\t//const transform = mMoveOrigin.multiply(mRotate).multiply(mMoveBack);\n\t\t\tconst transform = mMoveBack.multiply(mRotate).multiply(mMoveOrigin);\n\n\t\t\tconst rotatedPoints = points.map( point => point.clone().applyMatrix4(transform) );\n\n\t\t\tthis.profileWindow.autoFitEnabled = false;\n\n\t\t\tfor(let i = 0; i < points.length; i++){\n\t\t\t\tprofile.setPosition(i, rotatedPoints[i]);\n\t\t\t}\n\t\t}\n\n\t\t$(\"#potree_profile_rotate_cw\").click( () => {\n\t\t\tconst radians = THREE.Math.degToRad(this.rotateAmount);\n\t\t\trotate(-radians);\n\t\t});\n\n\t\t$(\"#potree_profile_rotate_ccw\").click( () => {\n\t\t\tconst radians = THREE.Math.degToRad(this.rotateAmount);\n\t\t\trotate(radians);\n\t\t});\n\n\t\t$(\"#potree_profile_move_forward\").click( () => {\n\t\t\tconst profile = this.profile;\n\t\t\tconst points = profile.points;\n\t\t\tconst start = points[0];\n\t\t\tconst end = points[points.length - 1];\n\n\t\t\tconst dir = end.clone().sub(start).normalize();\n\t\t\tconst up = new THREE.Vector3(0, 0, 1);\n\t\t\tconst forward = up.cross(dir);\n\t\t\tconst move = forward.clone().multiplyScalar(profile.width / 2);\n\n\t\t\tthis.profileWindow.autoFitEnabled = false;\n\n\t\t\tfor(let i = 0; i < points.length; i++){\n\t\t\t\tprofile.setPosition(i, points[i].clone().add(move));\n\t\t\t}\n\t\t});\n\n\t\t$(\"#potree_profile_move_backward\").click( () => {\n\t\t\tconst profile = this.profile;\n\t\t\tconst points = profile.points;\n\t\t\tconst start = points[0];\n\t\t\tconst end = points[points.length - 1];\n\n\t\t\tconst dir = end.clone().sub(start).normalize();\n\t\t\tconst up = new THREE.Vector3(0, 0, 1);\n\t\t\tconst forward = up.cross(dir);\n\t\t\tconst move = forward.clone().multiplyScalar(-profile.width / 2);\n\n\t\t\tthis.profileWindow.autoFitEnabled = false;\n\n\t\t\tfor(let i = 0; i < points.length; i++){\n\t\t\t\tprofile.setPosition(i, points[i].clone().add(move));\n\t\t\t}\n\t\t});\n\t}\n\n\tsetProfile (profile) {\n\t\tif (this.profile !== null && this.profile !== profile) {\n\t\t\tthis.profile.removeEventListener('marker_moved', this._recompute);\n\t\t\tthis.profile.removeEventListener('marker_added', this._recompute);\n\t\t\tthis.profile.removeEventListener('marker_removed', this._recompute);\n\t\t\tthis.profile.removeEventListener('width_changed', this._recompute);\n\t\t}\n\n\t\tthis.profile = profile;\n\n\t\t{\n\t\t\tthis.profile.addEventListener('marker_moved', this._recompute);\n\t\t\tthis.profile.addEventListener('marker_added', this._recompute);\n\t\t\tthis.profile.addEventListener('marker_removed', this._recompute);\n\t\t\tthis.profile.addEventListener('width_changed', this._recompute);\n\t\t}\n\n\t\tthis.recompute();\n\t}\n\n\treset () {\n\t\tthis.profileWindow.reset();\n\n\t\tthis.numPoints = 0;\n\n\t\tif (this.profile) {\n\t\t\tfor (let request of this.requests) {\n\t\t\t\trequest.cancel();\n\t\t\t}\n\t\t}\n\t}\n\n\tprogressHandler (pointcloud, progress) {\n\t\tfor (let segment of progress.segments) {\n\t\t\tthis.profileWindow.addPoints(pointcloud, segment.points);\n\t\t\tthis.numPoints += segment.points.numPoints;\n\t\t}\n\t}\n\n\tcancel () {\n\t\tfor (let request of this.requests) {\n\t\t\trequest.cancel();\n\t\t\t// request.finishLevelThenCancel();\n\t\t}\n\n\t\tthis.requests = [];\n\t};\n\n\tfinishLevelThenCancel(){\n\t\tfor (let request of this.requests) {\n\t\t\trequest.finishLevelThenCancel();\n\t\t}\n\n\t\tthis.requests = [];\n\t}\n\n\trecompute () {\n\t\tif (!this.profile) {\n\t\t\treturn;\n\t\t}\n\n\t\tif (this.scheduledRecomputeTime !== null && this.scheduledRecomputeTime > new Date().getTime()) {\n\t\t\treturn;\n\t\t} else {\n\t\t\tthis.scheduledRecomputeTime = new Date().getTime() + 100;\n\t\t}\n\t\tthis.scheduledRecomputeTime = null;\n\n\t\tthis.reset();\n\n\t\tfor (let pointcloud of this.viewer.scene.pointclouds.filter(p => p.visible)) {\n\t\t\tlet request = pointcloud.getPointsInProfile(this.profile, null, {\n\t\t\t\t'onProgress': (event) => {\n\t\t\t\t\tif (!this.enabled) {\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tthis.progressHandler(pointcloud, event.points);\n\n\t\t\t\t\tif (this.numPoints > this.threshold) {\n\t\t\t\t\t\tthis.finishLevelThenCancel();\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t'onFinish': (event) => {\n\t\t\t\t\tif (!this.enabled) {\n\n\t\t\t\t\t}\n\t\t\t\t},\n\t\t\t\t'onCancel': () => {\n\t\t\t\t\tif (!this.enabled) {\n\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tthis.requests.push(request);\n\t\t}\n\t}\n};\n","/**\n *\n * @author sigeom sa / http://sigeom.ch\n * @author Ioda-Net Sàrl / https://www.ioda-net.ch/\n * @author Markus Schütz / http://potree.org\n *\n */\n\nimport {Measure} from \"../utils/Measure.js\";\n\nexport class GeoJSONExporter{\n\n\tstatic measurementToFeatures (measurement) {\n\t\tlet coords = measurement.points.map(e => e.position.toArray());\n\n\t\tlet features = [];\n\n\t\tif (coords.length === 1) {\n\t\t\tlet feature = {\n\t\t\t\ttype: 'Feature',\n\t\t\t\tgeometry: {\n\t\t\t\t\ttype: 'Point',\n\t\t\t\t\tcoordinates: coords[0]\n\t\t\t\t},\n\t\t\t\tproperties: {\n\t\t\t\t\tname: measurement.name\n\t\t\t\t}\n\t\t\t};\n\t\t\tfeatures.push(feature);\n\t\t} else if (coords.length > 1 && !measurement.closed) {\n\t\t\tlet object = {\n\t\t\t\t'type': 'Feature',\n\t\t\t\t'geometry': {\n\t\t\t\t\t'type': 'LineString',\n\t\t\t\t\t'coordinates': coords\n\t\t\t\t},\n\t\t\t\t'properties': {\n\t\t\t\t\tname: measurement.name\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tfeatures.push(object);\n\t\t} else if (coords.length > 1 && measurement.closed) {\n\t\t\tlet object = {\n\t\t\t\t'type': 'Feature',\n\t\t\t\t'geometry': {\n\t\t\t\t\t'type': 'Polygon',\n\t\t\t\t\t'coordinates': [[...coords, coords[0]]]\n\t\t\t\t},\n\t\t\t\t'properties': {\n\t\t\t\t\tname: measurement.name\n\t\t\t\t}\n\t\t\t};\n\t\t\tfeatures.push(object);\n\t\t}\n\n\t\tif (measurement.showDistances) {\n\t\t\tmeasurement.edgeLabels.forEach((label) => {\n\t\t\t\tlet labelPoint = {\n\t\t\t\t\ttype: 'Feature',\n\t\t\t\t\tgeometry: {\n\t\t\t\t\t\ttype: 'Point',\n\t\t\t\t\t\tcoordinates: label.position.toArray()\n\t\t\t\t\t},\n\t\t\t\t\tproperties: {\n\t\t\t\t\t\tdistance: label.text\n\t\t\t\t\t}\n\t\t\t\t};\n\t\t\t\tfeatures.push(labelPoint);\n\t\t\t});\n\t\t}\n\n\t\tif (measurement.showArea) {\n\t\t\tlet point = measurement.areaLabel.position;\n\t\t\tlet labelArea = {\n\t\t\t\ttype: 'Feature',\n\t\t\t\tgeometry: {\n\t\t\t\t\ttype: 'Point',\n\t\t\t\t\tcoordinates: point.toArray()\n\t\t\t\t},\n\t\t\t\tproperties: {\n\t\t\t\t\tarea: measurement.areaLabel.text\n\t\t\t\t}\n\t\t\t};\n\t\t\tfeatures.push(labelArea);\n\t\t}\n\n\t\treturn features;\n\t}\n\n\tstatic toString (measurements) {\n\t\tif (!(measurements instanceof Array)) {\n\t\t\tmeasurements = [measurements];\n\t\t}\n\n\t\tmeasurements = measurements.filter(m => m instanceof Measure);\n\n\t\tlet features = [];\n\t\tfor (let measure of measurements) {\n\t\t\tlet f = GeoJSONExporter.measurementToFeatures(measure);\n\n\t\t\tfeatures = features.concat(f);\n\t\t}\n\n\t\tlet geojson = {\n\t\t\t'type': 'FeatureCollection',\n\t\t\t'features': features\n\t\t};\n\n\t\treturn JSON.stringify(geojson, null, '\\t');\n\t}\n\n}\n","/**\n *\n * @author sigeom sa / http://sigeom.ch\n * @author Ioda-Net Sàrl / https://www.ioda-net.ch/\n * @author Markus Schuetz / http://potree.org\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Measure} from \"../utils/Measure.js\";\n\nexport class DXFExporter {\n\n\tstatic measurementPointSection (measurement) {\n\t\tlet position = measurement.points[0].position;\n\n\t\tif (!position) {\n\t\t\treturn '';\n\t\t}\n\n\t\tlet dxfSection = `0\nCIRCLE\n8\nlayer_point\n10\n${position.x}\n20\n${position.y}\n30\n${position.z}\n40\n1.0\n`;\n\n\t\treturn dxfSection;\n\t}\n\n\tstatic measurementPolylineSection (measurement) {\n\t\t// bit code for polygons/polylines:\n\t\t// https://www.autodesk.com/techpubs/autocad/acad2000/dxf/polyline_dxf_06.htm\n\t\tlet geomCode = 8;\n\t\tif (measurement.closed) {\n\t\t\tgeomCode += 1;\n\t\t}\n\n\t\tlet dxfSection = `0\nPOLYLINE\n8\nlayer_polyline\n62\n1\n66\n1\n10\n0.0\n20\n0.0\n30\n0.0\n70\n${geomCode}\n`;\n\n\t\tlet xMax = 0.0;\n\t\tlet yMax = 0.0;\n\t\tlet zMax = 0.0;\n\t\tfor (let point of measurement.points) {\n\t\t\tpoint = point.position;\n\t\t\txMax = Math.max(xMax, point.x);\n\t\t\tyMax = Math.max(yMax, point.y);\n\t\t\tzMax = Math.max(zMax, point.z);\n\n\t\t\tdxfSection += `0\nVERTEX\n8\n0\n10\n${point.x}\n20\n${point.y}\n30\n${point.z}\n70\n32\n`;\n\t\t}\n\t\tdxfSection += `0\nSEQEND\n`;\n\n\t\treturn dxfSection;\n\t}\n\n\tstatic measurementSection (measurement) {\n\t\t// if(measurement.points.length <= 1){\n\t\t//\treturn \"\";\n\t\t// }\n\n\t\tif (measurement.points.length === 0) {\n\t\t\treturn '';\n\t\t} else if (measurement.points.length === 1) {\n\t\t\treturn DXFExporter.measurementPointSection(measurement);\n\t\t} else if (measurement.points.length >= 2) {\n\t\t\treturn DXFExporter.measurementPolylineSection(measurement);\n\t\t}\n\t}\n\n\tstatic toString(measurements){\n\t\tif (!(measurements instanceof Array)) {\n\t\t\tmeasurements = [measurements];\n\t\t}\n\t\tmeasurements = measurements.filter(m => m instanceof Measure);\n\n\t\tlet points = measurements.filter(m => (m instanceof Measure))\n\t\t\t.map(m => m.points)\n\t\t\t.reduce((a, v) => a.concat(v))\n\t\t\t.map(p => p.position);\n\n\t\tlet min = new THREE.Vector3(Infinity, Infinity, Infinity);\n\t\tlet max = new THREE.Vector3(-Infinity, -Infinity, -Infinity);\n\t\tfor (let point of points) {\n\t\t\tmin.min(point);\n\t\t\tmax.max(point);\n\t\t}\n\n\t\tlet dxfHeader = `999\nDXF created from potree\n0\nSECTION\n2\nHEADER\n9\n$ACADVER\n1\nAC1006\n9\n$INSBASE\n10\n0.0\n20\n0.0\n30\n0.0\n9\n$EXTMIN\n10\n${min.x}\n20\n${min.y}\n30\n${min.z}\n9\n$EXTMAX\n10\n${max.x}\n20\n${max.y}\n30\n${max.z}\n0\nENDSEC\n`;\n\n\t\tlet dxfBody = `0\nSECTION\n2\nENTITIES\n`;\n\n\t\tfor (let measurement of measurements) {\n\t\t\tdxfBody += DXFExporter.measurementSection(measurement);\n\t\t}\n\n\t\tdxfBody += `0\nENDSEC\n`;\n\n\t\tlet dxf = dxfHeader + dxfBody + '0\\nEOF';\n\n\t\treturn dxf;\n\t}\n\n}\n","\n\nimport {Utils} from \"../../utils.js\";\n\nexport class MeasurePanel{\n\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tthis.viewer = viewer;\n\t\tthis.measurement = measurement;\n\t\tthis.propertiesPanel = propertiesPanel;\n\n\t\tthis._update = () => { this.update(); };\n\t}\n\n\tcreateCoordinatesTable(points){\n\t\tlet table = $(`\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t
    xyz
    \n\t\t`);\n\n\t\tlet copyIconPath = Potree.resourcePath + '/icons/copy.svg';\n\n\t\tfor (let point of points) {\n\t\t\tlet x = Utils.addCommas(point.x.toFixed(3));\n\t\t\tlet y = Utils.addCommas(point.y.toFixed(3));\n\t\t\tlet z = Utils.addCommas(point.z.toFixed(3));\n\n\t\t\tlet row = $(`\n\t\t\t\t\n\t\t\t\t\t${x}\n\t\t\t\t\t${y}\n\t\t\t\t\t${z}\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t`);\n\n\t\t\tthis.elCopy = row.find(\"img[name=copy]\");\n\t\t\tthis.elCopy.click( () => {\n\t\t\t\tlet msg = point.toArray().map(c => c.toFixed(3)).join(\", \");\n\t\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t\t});\n\n\t\t\ttable.append(row);\n\t\t}\n\n\t\treturn table;\n\t};\n\n\tcreateAttributesTable(){\n\t\tlet elTable = $('
    ');\n\n\t\tlet point = this.measurement.points[0];\n\t\t\n\t\tfor(let attributeName of Object.keys(point)){\n\t\t\tif(attributeName === \"position\"){\n\t\t\t\n\t\t\t}else if(attributeName === \"rgba\"){\n\t\t\t\tlet color = point.rgba;\n\t\t\t\tlet text = color.join(', ');\n\n\t\t\t\telTable.append($(`\n\t\t\t\t\t\n\t\t\t\t\t\trgb\n\t\t\t\t\t\t${text}\n\t\t\t\t\t\n\t\t\t\t`));\n\t\t\t}else{\n\t\t\t\tlet value = point[attributeName];\n\t\t\t\tlet text = value.join(', ');\n\n\t\t\t\telTable.append($(`\n\t\t\t\t\t\n\t\t\t\t\t\t${attributeName}\n\t\t\t\t\t\t${text}\n\t\t\t\t\t\n\t\t\t\t`));\n\t\t\t}\n\t\t}\n\n\t\treturn elTable;\n\t}\n\n\tupdate(){\n\n\t}\n};","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\nimport {Profile} from \"./../../utils/Profile.js\";\n\nexport class DistancePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t
    \n\n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\t\t\n\t\tthis.elMakeProfile = this.elContent.find(\"input[name=make_profile]\");\n\t\tthis.elMakeProfile.click( () => {\n\t\t\t//measurement.points;\n\t\t\tconst profile = new Profile();\n\n\t\t\tprofile.name = measurement.name;\n\t\t\tprofile.width = measurement.getTotalDistance() / 50;\n\n\t\t\tfor(const point of measurement.points){\n\t\t\t\tprofile.addMarker(point.position.clone());\n\t\t\t}\n\n\t\t\tthis.viewer.scene.addProfile(profile);\n\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tlet positions = this.measurement.points.map(p => p.position);\n\t\tlet distances = [];\n\t\tfor (let i = 0; i < positions.length - 1; i++) {\n\t\t\tlet d = positions[i].distanceTo(positions[i + 1]);\n\t\t\tdistances.push(d.toFixed(3));\n\t\t}\n\n\t\tlet totalDistance = this.measurement.getTotalDistance().toFixed(3);\n\t\tlet elDistanceTable = this.elContent.find(`#distances_table`);\n\t\telDistanceTable.empty();\n\n\t\tfor (let i = 0; i < distances.length; i++) {\n\t\t\tlet label = (i === 0) ? 'Distances: ' : '';\n\t\t\tlet distance = distances[i];\n\t\t\tlet elDistance = $(`\n\t\t\t\t\n\t\t\t\t\t${label}\n\t\t\t\t\t${distance}\n\t\t\t\t`);\n\t\t\telDistanceTable.append(elDistance);\n\t\t}\n\n\t\tlet elTotal = $(`\n\t\t\t\n\t\t\t\tTotal: ${totalDistance}\n\t\t\t`);\n\t\telDistanceTable.append(elTotal);\n\t}\n};\n","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class PointPanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tlet elAttributesContainer = this.elContent.find('.attributes_table_container');\n\t\telAttributesContainer.empty();\n\t\telAttributesContainer.append(this.createAttributesTable());\n\t}\n};","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class AreaPanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\tArea: \n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tlet elArea = this.elContent.find(`#measurement_area`);\n\t\telArea.html(this.measurement.getArea().toFixed(3));\n\t}\n};","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class AnglePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \\u03b1\\u03b2\\u03b3
    \n\n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tlet angles = [];\n\t\tfor(let i = 0; i < this.measurement.points.length; i++){\n\t\t\tangles.push(this.measurement.getAngle(i) * (180.0 / Math.PI));\n\t\t}\n\t\tangles = angles.map(a => a.toFixed(1) + '\\u00B0');\n\n\t\tlet elAlpha = this.elContent.find(`#angle_cell_alpha`);\n\t\tlet elBetta = this.elContent.find(`#angle_cell_betta`);\n\t\tlet elGamma = this.elContent.find(`#angle_cell_gamma`);\n\n\t\telAlpha.html(angles[0]);\n\t\telBetta.html(angles[1]);\n\t\telGamma.html(angles[2]);\n\t}\n};","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class CirclePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t
    \n\n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\tconst elInfos = this.elContent.find(`#infos_table`);\n\n\t\tif(this.measurement.points.length !== 3){\n\t\t\telInfos.empty();\n\t\t\t\n\t\t\treturn;\n\t\t}\n\n\t\tconst A = this.measurement.points[0].position;\n\t\tconst B = this.measurement.points[1].position;\n\t\tconst C = this.measurement.points[2].position;\n\n\t\tconst center = Potree.Utils.computeCircleCenter(A, B, C);\n\t\tconst radius = center.distanceTo(A);\n\t\tconst circumference = 2 * Math.PI * radius;\n\t\t\n\t\tconst format = (number) => {\n\t\t\treturn Potree.Utils.addCommas(number.toFixed(3));\n\t\t};\n\n\t\t\n\t\tconst txtCenter = `${format(center.x)} ${format(center.y)} ${format(center.z)}`;\n\t\tconst txtRadius = format(radius);\n\t\tconst txtCircumference = format(circumference);\n\n\t\tconst thStyle = `style=\"text-align: left\"`;\n\t\tconst tdStyle = `style=\"width: 100%; padding: 5px;\"`;\n\t\t\n\t\telInfos.html(`\n\t\t\t\n\t\t\t\tCenter: \n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t${txtCenter}\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\tRadius: \n\t\t\t\t${txtRadius}\n\t\t\t\n\t\t\t\n\t\t\t\tCircumference: \n\t\t\t\t${txtCircumference}\n\t\t\t\n\t\t`);\n\t}\n};\n","\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class HeightPanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\tHeight:
    \n\n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeMeasurement(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points.map(p => p.position)));\n\n\t\t{\n\t\t\tlet points = this.measurement.points;\n\n\t\t\tlet sorted = points.slice().sort((a, b) => a.position.z - b.position.z);\n\t\t\tlet lowPoint = sorted[0].position.clone();\n\t\t\tlet highPoint = sorted[sorted.length - 1].position.clone();\n\t\t\tlet min = lowPoint.z;\n\t\t\tlet max = highPoint.z;\n\t\t\tlet height = max - min;\n\t\t\theight = height.toFixed(3);\n\n\t\t\tthis.elHeightLabel = this.elContent.find(`#height_label`);\n\t\t\tthis.elHeightLabel.html(`Height: ${height}`);\n\t\t}\n\t}\n};","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../../utils.js\";\nimport {Volume, BoxVolume, SphereVolume} from \"../../utils/Volume.js\";\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class VolumePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet copyIconPath = Potree.resourcePath + '/icons/copy.svg';\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\n\t\tlet lblLengthText = new Map([\n\t\t\t[BoxVolume, \"length\"],\n\t\t\t[SphereVolume, \"rx\"],\n\t\t]).get(measurement.constructor);\n\n\t\tlet lblWidthText = new Map([\n\t\t\t[BoxVolume, \"width\"],\n\t\t\t[SphereVolume, \"ry\"],\n\t\t]).get(measurement.constructor);\n\n\t\tlet lblHeightText = new Map([\n\t\t\t[BoxVolume, \"height\"],\n\t\t\t[SphereVolume, \"rz\"],\n\t\t]).get(measurement.constructor);\n\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \\u03b1\\u03b2\\u03b3
    \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t
    \n\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    ${lblLengthText}${lblWidthText}${lblHeightText}
    \n\t\t\t\t\t\t\t\n\t\t\t\t\t\t
    \n\n\t\t\t\t
    \n\t\t\t\tVolume: \n\t\t\t\t\n\n\t\t\t\t\n\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t
  • \n\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t\t\t
  • \n\n\n\t\t\t\t\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
  • \n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\t{ // download\n\t\t\tthis.elDownloadButton = this.elContent.find(\"input[name=download_volume]\");\n\n\t\t\tif(this.propertiesPanel.viewer.server){\n\t\t\t\tthis.elDownloadButton.click(() => this.download());\n\t\t\t} else {\n\t\t\t\tthis.elDownloadButton.hide();\n\t\t\t}\n\t\t}\n\n\t\tthis.elCopyRotation = this.elContent.find(\"img[name=copyRotation]\");\n\t\tthis.elCopyRotation.click( () => {\n\t\t\tlet rotation = this.measurement.rotation.toArray().slice(0, 3);\n\t\t\tlet msg = rotation.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.elCopyScale = this.elContent.find(\"img[name=copyScale]\");\n\t\tthis.elCopyScale.click( () => {\n\t\t\tlet scale = this.measurement.scale.toArray();\n\t\t\tlet msg = scale.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeVolume(measurement);\n\t\t});\n\n\t\tthis.elContent.find(\"#volume_reset_orientation\").click(() => {\n\t\t\tmeasurement.rotation.set(0, 0, 0);\n\t\t});\n\n\t\tthis.elContent.find(\"#volume_make_uniform\").click(() => {\n\t\t\tlet mean = (measurement.scale.x + measurement.scale.y + measurement.scale.z) / 3;\n\t\t\tmeasurement.scale.set(mean, mean, mean);\n\t\t});\n\n\t\tthis.elCheckClip = this.elContent.find('#volume_clip');\n\t\tthis.elCheckClip.click(event => {\n\t\t\tthis.measurement.clip = event.target.checked;\n\t\t});\n\n\t\tthis.elCheckShow = this.elContent.find('#volume_show');\n\t\tthis.elCheckShow.click(event => {\n\t\t\tthis.measurement.visible = event.target.checked;\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"position_changed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"orientation_changed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"scale_changed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"clip_changed\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tasync download(){\n\n\t\tlet clipBox = this.measurement;\n\n\t\tlet regions = [];\n\t\t//for(let clipBox of boxes){\n\t\t{\n\t\t\tlet toClip = clipBox.matrixWorld;\n\n\t\t\tlet px = new THREE.Vector3(+0.5, 0, 0).applyMatrix4(toClip);\n\t\t\tlet nx = new THREE.Vector3(-0.5, 0, 0).applyMatrix4(toClip);\n\t\t\tlet py = new THREE.Vector3(0, +0.5, 0).applyMatrix4(toClip);\n\t\t\tlet ny = new THREE.Vector3(0, -0.5, 0).applyMatrix4(toClip);\n\t\t\tlet pz = new THREE.Vector3(0, 0, +0.5).applyMatrix4(toClip);\n\t\t\tlet nz = new THREE.Vector3(0, 0, -0.5).applyMatrix4(toClip);\n\n\t\t\tlet pxN = new THREE.Vector3().subVectors(nx, px).normalize();\n\t\t\tlet nxN = pxN.clone().multiplyScalar(-1);\n\t\t\tlet pyN = new THREE.Vector3().subVectors(ny, py).normalize();\n\t\t\tlet nyN = pyN.clone().multiplyScalar(-1);\n\t\t\tlet pzN = new THREE.Vector3().subVectors(nz, pz).normalize();\n\t\t\tlet nzN = pzN.clone().multiplyScalar(-1);\n\n\t\t\tlet planes = [\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(pxN, px),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(nxN, nx),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(pyN, py),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(nyN, ny),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(pzN, pz),\n\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(nzN, nz),\n\t\t\t];\n\n\t\t\tlet planeQueryParts = [];\n\t\t\tfor(let plane of planes){\n\t\t\t\tlet part = [plane.normal.toArray(), plane.constant].join(\",\");\n\t\t\t\tpart = `[${part}]`;\n\t\t\t\tplaneQueryParts.push(part);\n\t\t\t}\n\t\t\tlet region = \"[\" + planeQueryParts.join(\",\") + \"]\";\n\t\t\tregions.push(region);\n\t\t}\n\n\t\tlet regionsArg = regions.join(\",\");\n\n\t\tlet pointcloudArgs = [];\n\t\tfor(let pointcloud of this.viewer.scene.pointclouds){\n\t\t\tif(!pointcloud.visible){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet offset = pointcloud.pcoGeometry.offset.clone();\n\t\t\tlet negateOffset = new THREE.Matrix4().makeTranslation(...offset.multiplyScalar(-1).toArray());\n\t\t\tlet matrixWorld = pointcloud.matrixWorld;\n\n\t\t\tlet transform = new THREE.Matrix4().multiplyMatrices(matrixWorld, negateOffset);\n\n\t\t\tlet path = `${window.location.pathname}/../${pointcloud.pcoGeometry.url}`;\n\n\t\t\tlet arg = {\n\t\t\t\tpath: path,\n\t\t\t\ttransform: transform.elements,\n\t\t\t};\n\t\t\tlet argString = JSON.stringify(arg);\n\n\t\t\tpointcloudArgs.push(argString);\n\t\t}\n\t\tlet pointcloudsArg = pointcloudArgs.join(\",\");\n\n\t\tlet elMessage = this.elContent.find(\"div[name=download_message]\");\n\n\t\tlet error = (message) => {\n\t\t\telMessage.html(`
    ERROR: ${message}
    `);\n\t\t};\n\n\t\tlet info = (message) => {\n\t\t\telMessage.html(`${message}`);\n\t\t};\n\n\t\tlet handle = null;\n\t\t{ // START FILTER\n\t\t\tlet url = `${viewer.server}/create_regions_filter?pointclouds=[${pointcloudsArg}]®ions=[${regionsArg}]`;\n\t\t\t\n\t\t\t//console.log(url);\n\n\t\t\tinfo(\"estimating results ...\");\n\n\t\t\tlet response = await fetch(url);\n\t\t\tlet jsResponse = await response.json();\n\t\t\t//console.log(jsResponse);\n\n\t\t\tif(!jsResponse.handle){\n\t\t\t\terror(jsResponse.message);\n\t\t\t\treturn;\n\t\t\t}else{\n\t\t\t\thandle = jsResponse.handle;\n\t\t\t}\n\t\t}\n\n\t\t{ // WAIT, CHECK PROGRESS, HANDLE FINISH\n\t\t\tlet url = `${viewer.server}/check_regions_filter?handle=${handle}`;\n\n\t\t\tlet sleep = (function(duration){\n\t\t\t\treturn new Promise( (res, rej) => {\n\t\t\t\t\tsetTimeout(() => {\n\t\t\t\t\t\tres();\n\t\t\t\t\t}, duration);\n\t\t\t\t});\n\t\t\t});\n\n\t\t\tlet handleFiltering = (jsResponse) => {\n\t\t\t\tlet {progress, estimate} = jsResponse;\n\n\t\t\t\tlet progressFract = progress[\"processed points\"] / estimate.points;\n\t\t\t\tlet progressPercents = parseInt(progressFract * 100);\n\n\t\t\t\tinfo(`progress: ${progressPercents}%`);\n\t\t\t};\n\n\t\t\tlet handleFinish = (jsResponse) => {\n\t\t\t\tlet message = \"downloads ready:
    \";\n\t\t\t\tmessage += \"
      \";\n\n\t\t\t\tfor(let i = 0; i < jsResponse.pointclouds.length; i++){\n\t\t\t\t\tlet url = `${viewer.server}/download_regions_filter_result?handle=${handle}&index=${i}`;\n\n\t\t\t\t\tmessage += `
    • result_${i}.las
    • \\n`;\n\t\t\t\t}\n\n\t\t\t\tlet reportURL = `${viewer.server}/download_regions_filter_report?handle=${handle}`;\n\t\t\t\tmessage += `
    • report.json
    • \\n`;\n\t\t\t\tmessage += \"
    \";\n\n\t\t\t\tinfo(message);\n\t\t\t};\n\n\t\t\tlet handleUnexpected = (jsResponse) => {\n\t\t\t\tlet message = `Unexpected Response.
    status: ${jsResponse.status}
    message: ${jsResponse.message}`;\n\t\t\t\tinfo(message);\n\t\t\t};\n\n\t\t\tlet handleError = (jsResponse) => {\n\t\t\t\tlet message = `ERROR: ${jsResponse.message}`;\n\t\t\t\terror(message);\n\n\t\t\t\tthrow new Error(message);\n\t\t\t};\n\n\t\t\tlet start = Date.now();\n\n\t\t\twhile(true){\n\t\t\t\tlet response = await fetch(url);\n\t\t\t\tlet jsResponse = await response.json();\n\n\t\t\t\tif(jsResponse.status === \"ERROR\"){\n\t\t\t\t\thandleError(jsResponse);\n\t\t\t\t}else if(jsResponse.status === \"FILTERING\"){\n\t\t\t\t\thandleFiltering(jsResponse);\n\t\t\t\t}else if(jsResponse.status === \"FINISHED\"){\n\t\t\t\t\thandleFinish(jsResponse);\n\n\t\t\t\t\tbreak;\n\t\t\t\t}else{\n\t\t\t\t\thandleUnexpected(jsResponse);\n\t\t\t\t}\n\n\t\t\t\tlet durationS = (Date.now() - start) / 1000;\n\t\t\t\tlet sleepAmountMS = durationS < 10 ? 100 : 1000;\n\n\t\t\t\tawait sleep(sleepAmountMS);\n\t\t\t}\n\t\t}\n\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable([this.measurement.position]));\n\n\t\t{\n\t\t\tlet angles = this.measurement.rotation.toVector3();\n\t\t\tangles = angles.toArray();\n\t\t\t//angles = [angles.z, angles.x, angles.y];\n\t\t\tangles = angles.map(v => 180 * v / Math.PI);\n\t\t\tangles = angles.map(a => a.toFixed(1) + '\\u00B0');\n\n\t\t\tlet elAlpha = this.elContent.find(`#angle_cell_alpha`);\n\t\t\tlet elBetta = this.elContent.find(`#angle_cell_betta`);\n\t\t\tlet elGamma = this.elContent.find(`#angle_cell_gamma`);\n\n\t\t\telAlpha.html(angles[0]);\n\t\t\telBetta.html(angles[1]);\n\t\t\telGamma.html(angles[2]);\n\t\t}\n\n\t\t{\n\t\t\tlet dimensions = this.measurement.scale.toArray();\n\t\t\tdimensions = dimensions.map(v => Utils.addCommas(v.toFixed(2)));\n\n\t\t\tlet elLength = this.elContent.find(`#cell_length`);\n\t\t\tlet elWidth = this.elContent.find(`#cell_width`);\n\t\t\tlet elHeight = this.elContent.find(`#cell_height`);\n\n\t\t\telLength.html(dimensions[0]);\n\t\t\telWidth.html(dimensions[1]);\n\t\t\telHeight.html(dimensions[2]);\n\t\t}\n\n\t\t{\n\t\t\tlet elVolume = this.elContent.find(`#measurement_volume`);\n\t\t\tlet volume = this.measurement.getVolume();\n\t\t\telVolume.html(Utils.addCommas(volume.toFixed(2)));\n\t\t}\n\n\t\tthis.elCheckClip.prop(\"checked\", this.measurement.clip);\n\t\tthis.elCheckShow.prop(\"checked\", this.measurement.visible);\n\n\t}\n};","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {MeasurePanel} from \"./MeasurePanel.js\";\n\nexport class ProfilePanel extends MeasurePanel{\n\tconstructor(viewer, measurement, propertiesPanel){\n\t\tsuper(viewer, measurement, propertiesPanel);\n\n\t\tlet removeIconPath = Potree.resourcePath + '/icons/remove.svg';\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\n\t\t\t\t\tWidth: \n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t
    \n\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t\t\t
  • \n\n\t\t\t\t
    \n\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t\t
    \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tthis.elRemove = this.elContent.find(\"img[name=remove]\");\n\t\tthis.elRemove.click( () => {\n\t\t\tthis.viewer.scene.removeProfile(measurement);\n\t\t});\n\n\t\t{ // download\n\t\t\tthis.elDownloadButton = this.elContent.find(`input[name=download_profile]`);\n\n\t\t\tif(this.propertiesPanel.viewer.server){\n\t\t\t\tthis.elDownloadButton.click(() => this.download());\n\t\t\t} else {\n\t\t\t\tthis.elDownloadButton.hide();\n\t\t\t}\n\t\t}\n\n\t\t{ // width spinner\n\t\t\tlet elWidthSlider = this.elContent.find(`#sldProfileWidth`);\n\n\t\t\telWidthSlider.spinner({\n\t\t\t\tmin: 0, max: 10 * 1000 * 1000, step: 0.01,\n\t\t\t\tnumberFormat: 'n',\n\t\t\t\tstart: () => {},\n\t\t\t\tspin: (event, ui) => {\n\t\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\t\tmeasurement.setWidth(value);\n\t\t\t\t},\n\t\t\t\tchange: (event, ui) => {\n\t\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\t\tmeasurement.setWidth(value);\n\t\t\t\t},\n\t\t\t\tstop: (event, ui) => {\n\t\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\t\tmeasurement.setWidth(value);\n\t\t\t\t},\n\t\t\t\tincremental: (count) => {\n\t\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\t\tlet step = elWidthSlider.spinner('option', 'step');\n\n\t\t\t\t\tlet delta = value * 0.05;\n\t\t\t\t\tlet increments = Math.max(1, parseInt(delta / step));\n\n\t\t\t\t\treturn increments;\n\t\t\t\t}\n\t\t\t});\n\t\t\telWidthSlider.spinner('value', measurement.getWidth());\n\t\t\telWidthSlider.spinner('widget').css('width', '100%');\n\n\t\t\tlet widthListener = (event) => {\n\t\t\t\tlet value = elWidthSlider.spinner('value');\n\t\t\t\tif (value !== measurement.getWidth()) {\n\t\t\t\t\telWidthSlider.spinner('value', measurement.getWidth());\n\t\t\t\t}\n\t\t\t};\n\t\t\tthis.propertiesPanel.addVolatileListener(measurement, \"width_changed\", widthListener);\n\t\t}\n\n\t\tlet elShow2DProfile = this.elContent.find(`#show_2d_profile`);\n\t\telShow2DProfile.click(() => {\n\t\t\tthis.propertiesPanel.viewer.profileWindow.show();\n\t\t\tthis.propertiesPanel.viewer.profileWindowController.setProfile(measurement);\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_added\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_removed\", this._update);\n\t\tthis.propertiesPanel.addVolatileListener(measurement, \"marker_moved\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tlet elCoordiantesContainer = this.elContent.find('.coordinates_table_container');\n\t\telCoordiantesContainer.empty();\n\t\telCoordiantesContainer.append(this.createCoordinatesTable(this.measurement.points));\n\t}\n\n\tasync download(){\n\n\t\tlet profile = this.measurement;\n\n\t\tlet regions = [];\n\t\t{\n\t\t\tlet segments = profile.getSegments();\n\t\t\tlet width = profile.width;\n\t\t\t\n\t\t\tfor(let segment of segments){\n\t\t\t\tlet start = segment.start.clone().multiply(new THREE.Vector3(1, 1, 0));\n\t\t\t\tlet end = segment.end.clone().multiply(new THREE.Vector3(1, 1, 0));\n\t\t\t\tlet center = new THREE.Vector3().addVectors(start, end).multiplyScalar(0.5);\n\t\t\t\t\n\t\t\t\tlet startEndDir = new THREE.Vector3().subVectors(end, start).normalize();\n\t\t\t\tlet endStartDir = new THREE.Vector3().subVectors(start, end).normalize();\n\t\t\t\tlet upDir = new THREE.Vector3(0, 0, 1);\n\t\t\t\tlet rightDir = new THREE.Vector3().crossVectors(startEndDir, upDir);\n\t\t\t\tlet leftDir = new THREE.Vector3().crossVectors(endStartDir, upDir);\n\t\t\t\t\n\t\t\t\tconsole.log(leftDir);\n\t\t\t\t\n\t\t\t\tlet right = rightDir.clone().multiplyScalar(width * 0.5).add(center);\n\t\t\t\tlet left = leftDir.clone().multiplyScalar(width * 0.5).add(center);\n\t\t\t\t\n\t\t\t\tlet planes = [\n\t\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(startEndDir, start),\n\t\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(endStartDir, end),\n\t\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(leftDir, right),\n\t\t\t\t\tnew THREE.Plane().setFromNormalAndCoplanarPoint(rightDir, left),\n\t\t\t\t];\n\t\t\t\t\n\t\t\t\tlet planeQueryParts = [];\n\t\t\t\tfor(let plane of planes){\n\t\t\t\t\tlet part = [plane.normal.toArray(), plane.constant].join(\",\");\n\t\t\t\t\tpart = `[${part}]`;\n\t\t\t\t\tplaneQueryParts.push(part);\n\t\t\t\t}\n\t\t\t\tlet region = \"[\" + planeQueryParts.join(\",\") + \"]\";\n\t\t\t\tregions.push(region);\n\t\t\t}\n\t\t}\n\n\t\tlet regionsArg = regions.join(\",\");\n\n\t\tlet pointcloudArgs = [];\n\t\tfor(let pointcloud of this.viewer.scene.pointclouds){\n\t\t\tif(!pointcloud.visible){\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tlet offset = pointcloud.pcoGeometry.offset.clone();\n\t\t\tlet negateOffset = new THREE.Matrix4().makeTranslation(...offset.multiplyScalar(-1).toArray());\n\t\t\tlet matrixWorld = pointcloud.matrixWorld;\n\n\t\t\tlet transform = new THREE.Matrix4().multiplyMatrices(matrixWorld, negateOffset);\n\n\t\t\tlet path = `${window.location.pathname}/../${pointcloud.pcoGeometry.url}`;\n\n\t\t\tlet arg = {\n\t\t\t\tpath: path,\n\t\t\t\ttransform: transform.elements,\n\t\t\t};\n\t\t\tlet argString = JSON.stringify(arg);\n\n\t\t\tpointcloudArgs.push(argString);\n\t\t}\n\t\tlet pointcloudsArg = pointcloudArgs.join(\",\");\n\n\t\tlet elMessage = this.elContent.find(\"div[name=download_message]\");\n\n\t\tlet error = (message) => {\n\t\t\telMessage.html(`
    ERROR: ${message}
    `);\n\t\t};\n\n\t\tlet info = (message) => {\n\t\t\telMessage.html(`${message}`);\n\t\t};\n\n\t\tlet handle = null;\n\t\t{ // START FILTER\n\t\t\tlet url = `${viewer.server}/create_regions_filter?pointclouds=[${pointcloudsArg}]®ions=[${regionsArg}]`;\n\t\t\t\n\t\t\t//console.log(url);\n\n\t\t\tinfo(\"estimating results ...\");\n\n\t\t\tlet response = await fetch(url);\n\t\t\tlet jsResponse = await response.json();\n\t\t\t//console.log(jsResponse);\n\n\t\t\tif(!jsResponse.handle){\n\t\t\t\terror(jsResponse.message);\n\t\t\t\treturn;\n\t\t\t}else{\n\t\t\t\thandle = jsResponse.handle;\n\t\t\t}\n\t\t}\n\n\t\t{ // WAIT, CHECK PROGRESS, HANDLE FINISH\n\t\t\tlet url = `${viewer.server}/check_regions_filter?handle=${handle}`;\n\n\t\t\tlet sleep = (function(duration){\n\t\t\t\treturn new Promise( (res, rej) => {\n\t\t\t\t\tsetTimeout(() => {\n\t\t\t\t\t\tres();\n\t\t\t\t\t}, duration);\n\t\t\t\t});\n\t\t\t});\n\n\t\t\tlet handleFiltering = (jsResponse) => {\n\t\t\t\tlet {progress, estimate} = jsResponse;\n\n\t\t\t\tlet progressFract = progress[\"processed points\"] / estimate.points;\n\t\t\t\tlet progressPercents = parseInt(progressFract * 100);\n\n\t\t\t\tinfo(`progress: ${progressPercents}%`);\n\t\t\t};\n\n\t\t\tlet handleFinish = (jsResponse) => {\n\t\t\t\tlet message = \"downloads ready:
    \";\n\t\t\t\tmessage += \"
      \";\n\n\t\t\t\tfor(let i = 0; i < jsResponse.pointclouds.length; i++){\n\t\t\t\t\tlet url = `${viewer.server}/download_regions_filter_result?handle=${handle}&index=${i}`;\n\n\t\t\t\t\tmessage += `
    • result_${i}.las
    • \\n`;\n\t\t\t\t}\n\n\t\t\t\tlet reportURL = `${viewer.server}/download_regions_filter_report?handle=${handle}`;\n\t\t\t\tmessage += `
    • report.json
    • \\n`;\n\t\t\t\tmessage += \"
    \";\n\n\t\t\t\tinfo(message);\n\t\t\t};\n\n\t\t\tlet handleUnexpected = (jsResponse) => {\n\t\t\t\tlet message = `Unexpected Response.
    status: ${jsResponse.status}
    message: ${jsResponse.message}`;\n\t\t\t\tinfo(message);\n\t\t\t};\n\n\t\t\tlet handleError = (jsResponse) => {\n\t\t\t\tlet message = `ERROR: ${jsResponse.message}`;\n\t\t\t\terror(message);\n\n\t\t\t\tthrow new Error(message);\n\t\t\t};\n\n\t\t\tlet start = Date.now();\n\n\t\t\twhile(true){\n\t\t\t\tlet response = await fetch(url);\n\t\t\t\tlet jsResponse = await response.json();\n\n\t\t\t\tif(jsResponse.status === \"ERROR\"){\n\t\t\t\t\thandleError(jsResponse);\n\t\t\t\t}else if(jsResponse.status === \"FILTERING\"){\n\t\t\t\t\thandleFiltering(jsResponse);\n\t\t\t\t}else if(jsResponse.status === \"FINISHED\"){\n\t\t\t\t\thandleFinish(jsResponse);\n\n\t\t\t\t\tbreak;\n\t\t\t\t}else{\n\t\t\t\t\thandleUnexpected(jsResponse);\n\t\t\t\t}\n\n\t\t\t\tlet durationS = (Date.now() - start) / 1000;\n\t\t\t\tlet sleepAmountMS = durationS < 10 ? 100 : 1000;\n\n\t\t\t\tawait sleep(sleepAmountMS);\n\t\t\t}\n\t\t}\n\n\t}\n};","\nimport {Utils} from \"../../utils.js\";\n\nexport class CameraPanel{\n\tconstructor(viewer, propertiesPanel){\n\t\tthis.viewer = viewer;\n\t\tthis.propertiesPanel = propertiesPanel;\n\n\t\tthis._update = () => { this.update(); };\n\n\t\tlet copyIconPath = Potree.resourcePath + '/icons/copy.svg';\n\t\tthis.elContent = $(`\n\t\t
    \n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t
    position
    \n\t\t\t\t\t\t\n\t\t\t\t\t
    target
    \n\t\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t
    \n\t\t`);\n\n\t\tthis.elCopyPosition = this.elContent.find(\"img[name=copyPosition]\");\n\t\tthis.elCopyPosition.click( () => {\n\t\t\tlet pos = this.viewer.scene.getActiveCamera().position.toArray();\n\t\t\tlet msg = pos.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.elCopyTarget = this.elContent.find(\"img[name=copyTarget]\");\n\t\tthis.elCopyTarget.click( () => {\n\t\t\tlet pos = this.viewer.scene.view.getPivot().toArray();\n\t\t\tlet msg = pos.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.propertiesPanel.addVolatileListener(viewer, \"camera_changed\", this._update);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\t//console.log(\"updating camera panel\");\n\n\t\tlet camera = this.viewer.scene.getActiveCamera();\n\t\tlet view = this.viewer.scene.view;\n\n\t\tlet pos = camera.position.toArray().map(c => Utils.addCommas(c.toFixed(3)));\n\t\tthis.elContent.find(\"#camera_position_x\").html(pos[0]);\n\t\tthis.elContent.find(\"#camera_position_y\").html(pos[1]);\n\t\tthis.elContent.find(\"#camera_position_z\").html(pos[2]);\n\n\t\tlet target = view.getPivot().toArray().map(c => Utils.addCommas(c.toFixed(3)));\n\t\tthis.elContent.find(\"#camera_target_x\").html(target[0]);\n\t\tthis.elContent.find(\"#camera_target_y\").html(target[1]);\n\t\tthis.elContent.find(\"#camera_target_z\").html(target[2]);\n\t}\n};","\nimport {Utils} from \"../../utils.js\";\n\nexport class AnnotationPanel{\n\tconstructor(viewer, propertiesPanel, annotation){\n\t\tthis.viewer = viewer;\n\t\tthis.propertiesPanel = propertiesPanel;\n\t\tthis.annotation = annotation;\n\n\t\tthis._update = () => { this.update(); };\n\n\t\tlet copyIconPath = `${Potree.resourcePath}/icons/copy.svg`;\n\t\tthis.elContent = $(`\n\t\t
    \n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\n\n\t\t\t
    position
    \n\t\t\t\t\t\t\n\t\t\t\t\t
    \n\n\t\t\t
    \n\n\t\t\t\t
    Title
    \n\t\t\t\t
    \n\t\t\t\t\tAnnotation Title\n\t\t\t\t
    \n\n\t\t\t\t
    Description
    \n\t\t\t\t
    \n\t\t\t\t\tA longer description of this annotation. \n\t\t\t\t\t\tCan be multiple lines long. TODO: the user should be able\n\t\t\t\t\t\tto modify title and description. \n\t\t\t\t
    \n\n\t\t\t
    \n\n\t\t
    \n\t\t`);\n\n\t\tthis.elCopyPosition = this.elContent.find(\"img[name=copyPosition]\");\n\t\tthis.elCopyPosition.click( () => {\n\t\t\tlet pos = this.annotation.position.toArray();\n\t\t\tlet msg = pos.map(c => c.toFixed(3)).join(\", \");\n\t\t\tUtils.clipboardCopy(msg);\n\n\t\t\tthis.viewer.postMessage(\n\t\t\t\t\t`Copied value to clipboard:
    '${msg}'`,\n\t\t\t\t\t{duration: 3000});\n\t\t});\n\n\t\tthis.elTitle = this.elContent.find(\"#annotation_title\").html(annotation.title);\n\t\tthis.elDescription = this.elContent.find(\"#annotation_description\").html(annotation.description);\n\n\t\tthis.elTitle[0].addEventListener(\"input\", () => {\n\t\t\tconst title = this.elTitle.html();\n\t\t\tannotation.title = title;\n\n\t\t}, false);\n\n\t\tthis.elDescription[0].addEventListener(\"input\", () => {\n\t\t\tconst description = this.elDescription.html();\n\t\t\tannotation.description = description;\n\t\t}, false);\n\n\t\tthis.update();\n\t}\n\n\tupdate(){\n\t\tconst {annotation, elContent, elTitle, elDescription} = this;\n\n\t\tlet pos = annotation.position.toArray().map(c => Utils.addCommas(c.toFixed(3)));\n\t\telContent.find(\"#annotation_position_x\").html(pos[0]);\n\t\telContent.find(\"#annotation_position_y\").html(pos[1]);\n\t\telContent.find(\"#annotation_position_z\").html(pos[2]);\n\n\t\telTitle.html(annotation.title);\n\t\telDescription.html(annotation.description);\n\n\n\t}\n};","\nimport {Utils} from \"../../utils.js\";\n\nexport class CameraAnimationPanel{\n\tconstructor(viewer, propertiesPanel, animation){\n\t\tthis.viewer = viewer;\n\t\tthis.propertiesPanel = propertiesPanel;\n\t\tthis.animation = animation;\n\n\t\tthis.elContent = $(`\n\t\t\t
    \n\t\t\t\t\n\n\t\t\t\t\n\n\t\t\t\t\t\n\t\t\t\t\t\tDuration: \n\t\t\t\t\t\t\n\t\t\t\t\t\n\n\t\t\t\t\tTime:
    \n\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tconst elPlay = this.elContent.find(\"input[name=play]\");\n\t\telPlay.click( () => {\n\t\t\tanimation.play();\n\t\t});\n\n\t\tconst elSlider = this.elContent.find('#sldTime');\n\t\telSlider.slider({\n\t\t\tvalue: 0,\n\t\t\tmin: 0,\n\t\t\tmax: 1,\n\t\t\tstep: 0.001,\n\t\t\tslide: (event, ui) => { \n\t\t\t\tanimation.set(ui.value);\n\t\t\t}\n\t\t});\n\n\t\tlet elDuration = this.elContent.find(`input[name=spnDuration]`);\n\t\telDuration.spinner({\n\t\t\tmin: 0, max: 300, step: 0.01,\n\t\t\tnumberFormat: 'n',\n\t\t\tstart: () => {},\n\t\t\tspin: (event, ui) => {\n\t\t\t\tlet value = elDuration.spinner('value');\n\t\t\t\tanimation.setDuration(value);\n\t\t\t},\n\t\t\tchange: (event, ui) => {\n\t\t\t\tlet value = elDuration.spinner('value');\n\t\t\t\tanimation.setDuration(value);\n\t\t\t},\n\t\t\tstop: (event, ui) => {\n\t\t\t\tlet value = elDuration.spinner('value');\n\t\t\t\tanimation.setDuration(value);\n\t\t\t},\n\t\t\tincremental: (count) => {\n\t\t\t\tlet value = elDuration.spinner('value');\n\t\t\t\tlet step = elDuration.spinner('option', 'step');\n\n\t\t\t\tlet delta = value * 0.05;\n\t\t\t\tlet increments = Math.max(1, parseInt(delta / step));\n\n\t\t\t\treturn increments;\n\t\t\t}\n\t\t});\n\t\telDuration.spinner('value', animation.getDuration());\n\t\telDuration.spinner('widget').css('width', '100%');\n\n\t\tconst elKeyframes = this.elContent.find(\"#animation_keyframes\");\n\n\t\tconst updateKeyframes = () => {\n\t\t\telKeyframes.empty();\n\n\t\t\t//let index = 0;\n\n\t\t\t// \n\t\t\t// \t\t\t\t\n\t\t\t// \t\t\t\n\n\t\t\tconst addNewKeyframeItem = (index) => {\n\t\t\t\tlet elNewKeyframe = $(`\n\t\t\t\t\t
    \n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t\t\t`);\n\n\t\t\t\tconst elAdd = elNewKeyframe.find(\"input[name=add]\");\n\t\t\t\telAdd.click( () => {\n\t\t\t\t\tanimation.createControlPoint(index);\n\t\t\t\t});\n\n\t\t\t\telKeyframes.append(elNewKeyframe);\n\t\t\t};\n\n\t\t\tconst addKeyframeItem = (index) => {\n\t\t\t\tlet elKeyframe = $(`\n\t\t\t\t\t
    \n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\tkeyframe\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t
    \n\t\t\t\t`);\n\n\t\t\t\tconst elAssign = elKeyframe.find(\"img[name=assign]\");\n\t\t\t\tconst elMove = elKeyframe.find(\"img[name=move]\");\n\t\t\t\tconst elDelete = elKeyframe.find(\"img[name=delete]\");\n\n\t\t\t\telAssign.click( () => {\n\t\t\t\t\tconst cp = animation.controlPoints[index];\n\n\t\t\t\t\tcp.position.copy(viewer.scene.view.position);\n\t\t\t\t\tcp.target.copy(viewer.scene.view.getPivot());\n\t\t\t\t});\n\n\t\t\t\telMove.click( () => {\n\t\t\t\t\tconst cp = animation.controlPoints[index];\n\n\t\t\t\t\tviewer.scene.view.position.copy(cp.position);\n\t\t\t\t\tviewer.scene.view.lookAt(cp.target);\n\t\t\t\t});\n\n\t\t\t\telDelete.click( () => {\n\t\t\t\t\tconst cp = animation.controlPoints[index];\n\t\t\t\t\tanimation.removeControlPoint(cp);\n\t\t\t\t});\n\n\t\t\t\telKeyframes.append(elKeyframe);\n\t\t\t};\n\n\t\t\tlet index = 0;\n\n\t\t\taddNewKeyframeItem(index);\n\n\t\t\tfor(const cp of animation.controlPoints){\n\t\t\t\t\n\t\t\t\taddKeyframeItem(index);\n\t\t\t\tindex++;\n\t\t\t\taddNewKeyframeItem(index);\n\n\t\t\t}\n\t\t};\n\n\t\tupdateKeyframes();\n\n\t\tanimation.addEventListener(\"controlpoint_added\", updateKeyframes);\n\t\tanimation.addEventListener(\"controlpoint_removed\", updateKeyframes);\n\n\n\n\n\t\t// this._update = () => { this.update(); };\n\n\t\t// this.update();\n\t}\n\n\tupdate(){\n\t\t\n\t}\n};","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {Utils} from \"../../utils.js\";\nimport {PointCloudTree} from \"../../PointCloudTree.js\";\nimport {Annotation} from \"../../Annotation.js\";\nimport {Measure} from \"../../utils/Measure.js\";\nimport {Profile} from \"../../utils/Profile.js\";\nimport {Volume, BoxVolume, SphereVolume} from \"../../utils/Volume.js\";\nimport {CameraAnimation} from \"../../modules/CameraAnimation/CameraAnimation.js\";\nimport {PointSizeType, PointShape, ElevationGradientRepeat} from \"../../defines.js\";\nimport {Gradients} from \"../../materials/Gradients.js\";\n\nimport {MeasurePanel} from \"./MeasurePanel.js\";\nimport {DistancePanel} from \"./DistancePanel.js\";\nimport {PointPanel} from \"./PointPanel.js\";\nimport {AreaPanel} from \"./AreaPanel.js\";\nimport {AnglePanel} from \"./AnglePanel.js\";\nimport {CirclePanel} from \"./CirclePanel.js\";\nimport {HeightPanel} from \"./HeightPanel.js\";\nimport {VolumePanel} from \"./VolumePanel.js\";\nimport {ProfilePanel} from \"./ProfilePanel.js\";\nimport {CameraPanel} from \"./CameraPanel.js\";\nimport {AnnotationPanel} from \"./AnnotationPanel.js\";\nimport { CameraAnimationPanel } from \"./CameraAnimationPanel.js\";\n\nexport class PropertiesPanel{\n\n\tconstructor(container, viewer){\n\t\tthis.container = container;\n\t\tthis.viewer = viewer;\n\t\tthis.object = null;\n\t\tthis.cleanupTasks = [];\n\t\tthis.scene = null;\n\t}\n\n\tsetScene(scene){\n\t\tthis.scene = scene;\n\t}\n\n\tset(object){\n\t\tif(this.object === object){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.object = object;\n\t\t\n\t\tfor(let task of this.cleanupTasks){\n\t\t\ttask();\n\t\t}\n\t\tthis.cleanupTasks = [];\n\t\tthis.container.empty();\n\n\t\tif(object instanceof PointCloudTree){\n\t\t\tthis.setPointCloud(object);\n\t\t}else if(object instanceof Measure || object instanceof Profile || object instanceof Volume){\n\t\t\tthis.setMeasurement(object);\n\t\t}else if(object instanceof THREE.Camera){\n\t\t\tthis.setCamera(object);\n\t\t}else if(object instanceof Annotation){\n\t\t\tthis.setAnnotation(object);\n\t\t}else if(object instanceof CameraAnimation){\n\t\t\tthis.setCameraAnimation(object);\n\t\t}\n\t\t\n\t}\n\n\t//\n\t// Used for events that should be removed when the property object changes.\n\t// This is for listening to materials, scene, point clouds, etc.\n\t// not required for DOM listeners, since they are automatically cleared by removing the DOM subtree.\n\t//\n\taddVolatileListener(target, type, callback){\n\t\ttarget.addEventListener(type, callback);\n\t\tthis.cleanupTasks.push(() => {\n\t\t\ttarget.removeEventListener(type, callback);\n\t\t});\n\t}\n\n\tsetPointCloud(pointcloud){\n\n\t\tlet material = pointcloud.material;\n\n\t\tlet panel = $(`\n\t\t\t
    \n\t\t\t\t
      \n\n\t\t\t\t
    • \n\t\t\t\t
      \n\t\t\t\t
    • \n\t\t\t\t
    • \n\t\t\t\t
      \n\t\t\t\t
    • \n\n\t\t\t\t\n\t\t\t\t
    • \n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t
    • \n\n\t\t\t\t\n\t\t\t\t
    • \n\t\t\t\t\t
      \n\t\t\t\t\t\n\t\t\t\t
    • \n\n\t\t\t\t
    • \n\t\t\t\t\n\t\t\t\t
    • \n\t\t\t\t\n\t\t\t\t\n\t\t\t\t
    • :
    • \n\n\t\t\t\t
      \n\t\t\t\t\tAttribute\n\t\t\t\t
      \n\n\t\t\t\t
    • \n\t\t\t\t\t\n\t\t\t\t
    • \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tAttribute Weights\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • RGB:
      \t
    • \n\t\t\t\t\t
    • Intensity:
      \t
    • \n\t\t\t\t\t
    • Elevation:
      \t
    • \n\t\t\t\t\t
    • Classification:
      \t
    • \n\t\t\t\t\t
    • Return Number:
      \t
    • \n\t\t\t\t\t
    • Source ID:
      \t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tRGB\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • Gamma:
      \t
    • \n\t\t\t\t\t
    • Brightness:
      \t
    • \n\t\t\t\t\t
    • Contrast:
      \t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tExtra Attribute\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • :
    • \n\n\t\t\t\t\t
    • Gamma:
    • \n\t\t\t\t\t
    • Brightness:
    • \n\t\t\t\t\t
    • Contrast:
    • \n\t\t\t\t
      \n\t\t\t\t\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tMATCAP\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • \n\t\t\t\t\t\t
      \n\t\t\t\t\t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tColor\n\t\t\t\t\t
      \n\n\t\t\t\t\t\n\t\t\t\t
      \n\n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tElevation\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • :
      \t
    • \n\n\t\t\t\t\t
    • \n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t
    • \n\n\t\t\t\t\t
    • \n\t\t\t\t\t\tGradient Scheme:\n\t\t\t\t\t\t
      \n\t\t\t\t\t\t
      \n\t\t\t\t\t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tTransition\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • transition:
      \t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tIntensity\n\t\t\t\t\t
      \n\n\t\t\t\t\t
    • Range:
      \t
    • \n\t\t\t\t\t
    • Gamma:
      \t
    • \n\t\t\t\t\t
    • Brightness:
      \t
    • \n\t\t\t\t\t
    • Contrast:
      \t
    • \n\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tGPS Time\n\t\t\t\t\t
      \n\n\t\t\t\t
      \n\t\t\t\t\n\t\t\t\t
      \n\t\t\t\t\t
      \n\t\t\t\t\t\tIndices\n\t\t\t\t\t
      \n\t\t\t\t
      \n\n\n\t\t\t\t
    \n\t\t\t
    \n\t\t`);\n\n\t\tpanel.i18n();\n\t\tthis.container.append(panel);\n\n\t\t{ // POINT SIZE\n\t\t\tlet sldPointSize = panel.find(`#sldPointSize`);\n\t\t\tlet lblPointSize = panel.find(`#lblPointSize`);\n\n\t\t\tsldPointSize.slider({\n\t\t\t\tvalue: material.size,\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 3,\n\t\t\t\tstep: 0.01,\n\t\t\t\tslide: function (event, ui) { material.size = ui.value; }\n\t\t\t});\n\n\t\t\tlet update = (e) => {\n\t\t\t\tlblPointSize.html(material.size.toFixed(2));\n\t\t\t\tsldPointSize.slider({value: material.size});\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"point_size_changed\", update);\n\t\t\t\n\t\t\tupdate();\n\t\t}\n\n\t\t{ // MINIMUM POINT SIZE\n\t\t\tlet sldMinPointSize = panel.find(`#sldMinPointSize`);\n\t\t\tlet lblMinPointSize = panel.find(`#lblMinPointSize`);\n\n\t\t\tsldMinPointSize.slider({\n\t\t\t\tvalue: material.size,\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 3,\n\t\t\t\tstep: 0.01,\n\t\t\t\tslide: function (event, ui) { material.minSize = ui.value; }\n\t\t\t});\n\n\t\t\tlet update = (e) => {\n\t\t\t\tlblMinPointSize.html(material.minSize.toFixed(2));\n\t\t\t\tsldMinPointSize.slider({value: material.minSize});\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"point_size_changed\", update);\n\t\t\t\n\t\t\tupdate();\n\t\t}\n\n\t\t{ // POINT SIZING\n\t\t\tlet strSizeType = Object.keys(PointSizeType)[material.pointSizeType];\n\n\t\t\tlet opt = panel.find(`#optPointSizing`);\n\t\t\topt.selectmenu();\n\t\t\topt.val(strSizeType).selectmenu('refresh');\n\n\t\t\topt.selectmenu({\n\t\t\t\tchange: (event, ui) => {\n\t\t\t\t\tmaterial.pointSizeType = PointSizeType[ui.item.value];\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\n\t\t{ // SHAPE\n\t\t\tlet opt = panel.find(`#optShape`);\n\n\t\t\topt.selectmenu({\n\t\t\t\tchange: (event, ui) => {\n\t\t\t\t\tlet value = ui.item.value;\n\n\t\t\t\t\tmaterial.shape = PointShape[value];\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet update = () => {\n\t\t\t\tlet typename = Object.keys(PointShape)[material.shape];\n\n\t\t\t\topt.selectmenu().val(typename).selectmenu('refresh');\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"point_shape_changed\", update);\n\n\t\t\tupdate();\n\t\t}\n\n\t\t{ // BACKFACE CULLING\n\t\t\t\n\t\t\tlet opt = panel.find(`#set_backface_culling`);\n\t\t\topt.click(() => {\n\t\t\t\tmaterial.backfaceCulling = opt.prop(\"checked\");\n\t\t\t});\n\t\t\tlet update = () => {\n\t\t\t\tlet value = material.backfaceCulling;\n\t\t\t\topt.prop(\"checked\", value);\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"backface_changed\", update);\n\t\t\tupdate();\n\n\t\t\tlet blockBackface = $('#materials_backface_container');\n\t\t\tblockBackface.css('display', 'none');\n\n\t\t\tconst pointAttributes = pointcloud.pcoGeometry.pointAttributes;\n\t\t\tconst hasNormals = pointAttributes.hasNormals ? pointAttributes.hasNormals() : false;\n\t\t\tif(hasNormals) {\n\t\t\t\tblockBackface.css('display', 'block');\n\t\t\t}\n\t\t\t/*\n\t\t\topt.checkboxradio({\n\t\t\t\tclicked: (event, ui) => {\n\t\t\t\t\t// let value = ui.item.value;\n\t\t\t\t\tlet value = ui.item.checked;\n\t\t\t\t\tconsole.log(value);\n\t\t\t\t\tmaterial.backfaceCulling = value; // $('#set_freeze').prop(\"checked\");\n\t\t\t\t}\n\t\t\t});\n\t\t\t*/\n\t\t}\n\n\t\t{ // OPACITY\n\t\t\tlet sldOpacity = panel.find(`#sldOpacity`);\n\t\t\tlet lblOpacity = panel.find(`#lblOpacity`);\n\n\t\t\tsldOpacity.slider({\n\t\t\t\tvalue: material.opacity,\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 1,\n\t\t\t\tstep: 0.001,\n\t\t\t\tslide: function (event, ui) { \n\t\t\t\t\tmaterial.opacity = ui.value;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet update = (e) => {\n\t\t\t\tlblOpacity.html(material.opacity.toFixed(2));\n\t\t\t\tsldOpacity.slider({value: material.opacity});\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"opacity_changed\", update);\n\n\t\t\tupdate();\n\t\t}\n\n\t\t{\n\n\t\t\tconst attributes = pointcloud.pcoGeometry.pointAttributes.attributes;\n\n\t\t\tlet options = [];\n\n\t\t\toptions.push(...attributes.map(a => a.name));\n\n\t\t\tconst intensityIndex = options.indexOf(\"intensity\");\n\t\t\tif(intensityIndex >= 0){\n\t\t\t\toptions.splice(intensityIndex + 1, 0, \"intensity gradient\");\n\t\t\t}\n\n\t\t\toptions.push(\n\t\t\t\t\"elevation\",\n\t\t\t\t\"color\",\n\t\t\t\t'matcap',\n\t\t\t\t'indices',\n\t\t\t\t'level of detail',\n\t\t\t\t'composite'\n\t\t\t);\n\n\t\t\tconst blacklist = [\n\t\t\t\t\"POSITION_CARTESIAN\",\n\t\t\t\t\"position\",\n\t\t\t];\n\n\t\t\toptions = options.filter(o => !blacklist.includes(o));\n\n\t\t\tlet attributeSelection = panel.find('#optMaterial');\n\t\t\tfor(let option of options){\n\t\t\t\tlet elOption = $(``);\n\t\t\t\tattributeSelection.append(elOption);\n\t\t\t}\n\n\t\t\tlet updateMaterialPanel = (event, ui) => {\n\t\t\t\tlet selectedValue = attributeSelection.selectmenu().val();\n\t\t\t\tmaterial.activeAttributeName = selectedValue;\n\n\t\t\t\tlet attribute = pointcloud.getAttribute(selectedValue);\n\n\t\t\t\tif(selectedValue === \"intensity gradient\"){\n\t\t\t\t\tattribute = pointcloud.getAttribute(\"intensity\");\n\t\t\t\t}\n\n\t\t\t\tconst isIntensity = attribute ? [\"intensity\", \"intensity gradient\"].includes(attribute.name) : false;\n\n\t\t\t\tif(isIntensity){\n\t\t\t\t\tif(pointcloud.material.intensityRange[0] === Infinity){\n\t\t\t\t\t\tpointcloud.material.intensityRange = attribute.range;\n\t\t\t\t\t}\n\n\t\t\t\t\tconst [min, max] = attribute.range;\n\n\t\t\t\t\tpanel.find('#sldIntensityRange').slider({\n\t\t\t\t\t\trange: true,\n\t\t\t\t\t\tmin: min, max: max, step: 0.01,\n\t\t\t\t\t\tvalues: [min, max],\n\t\t\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\t\t\tlet min = ui.values[0];\n\t\t\t\t\t\t\tlet max = ui.values[1];\n\t\t\t\t\t\t\tmaterial.intensityRange = [min, max];\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t\t} else if(attribute){\n\t\t\t\t\tconst [min, max] = attribute.range;\n\n\t\t\t\t\tlet selectedRange = material.getRange(attribute.name);\n\n\t\t\t\t\tif(!selectedRange){\n\t\t\t\t\t\tselectedRange = [...attribute.range];\n\t\t\t\t\t}\n\n\t\t\t\t\tlet minMaxAreNumbers = typeof min === \"number\" && typeof max === \"number\";\n\n\t\t\t\t\tif(minMaxAreNumbers){\n\t\t\t\t\t\tpanel.find('#sldExtraRange').slider({\n\t\t\t\t\t\t\trange: true,\n\t\t\t\t\t\t\tmin: min, \n\t\t\t\t\t\t\tmax: max, \n\t\t\t\t\t\t\tstep: 0.01,\n\t\t\t\t\t\t\tvalues: selectedRange,\n\t\t\t\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\t\t\t\tlet [a, b] = ui.values;\n\n\t\t\t\t\t\t\t\tmaterial.setRange(attribute.name, [a, b]);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\tlet blockWeights = $('#materials\\\\.composite_weight_container');\n\t\t\t\tlet blockElevation = $('#materials\\\\.elevation_container');\n\t\t\t\tlet blockRGB = $('#materials\\\\.rgb_container');\n\t\t\t\tlet blockExtra = $('#materials\\\\.extra_container');\n\t\t\t\tlet blockColor = $('#materials\\\\.color_container');\n\t\t\t\tlet blockIntensity = $('#materials\\\\.intensity_container');\n\t\t\t\tlet blockIndex = $('#materials\\\\.index_container');\n\t\t\t\tlet blockTransition = $('#materials\\\\.transition_container');\n\t\t\t\tlet blockGps = $('#materials\\\\.gpstime_container');\n\t\t\t\tlet blockMatcap = $('#materials\\\\.matcap_container');\n\n\t\t\t\tblockIndex.css('display', 'none');\n\t\t\t\tblockIntensity.css('display', 'none');\n\t\t\t\tblockElevation.css('display', 'none');\n\t\t\t\tblockRGB.css('display', 'none');\n\t\t\t\tblockExtra.css('display', 'none');\n\t\t\t\tblockColor.css('display', 'none');\n\t\t\t\tblockWeights.css('display', 'none');\n\t\t\t\tblockTransition.css('display', 'none');\n\t\t\t\tblockMatcap.css('display', 'none');\n\t\t\t\tblockGps.css('display', 'none');\n\n\t\t\t\tif (selectedValue === 'composite') {\n\t\t\t\t\tblockWeights.css('display', 'block');\n\t\t\t\t\tblockElevation.css('display', 'block');\n\t\t\t\t\tblockRGB.css('display', 'block');\n\t\t\t\t\tblockIntensity.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'elevation') {\n\t\t\t\t\tblockElevation.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'RGB and Elevation') {\n\t\t\t\t\tblockRGB.css('display', 'block');\n\t\t\t\t\tblockElevation.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'rgba') {\n\t\t\t\t\tblockRGB.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'color') {\n\t\t\t\t\tblockColor.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'intensity') {\n\t\t\t\t\tblockIntensity.css('display', 'block');\n\t\t\t\t} else if (selectedValue === 'intensity gradient') {\n\t\t\t\t\tblockIntensity.css('display', 'block');\n\t\t\t\t} else if (selectedValue === \"indices\" ){\n\t\t\t\t\tblockIndex.css('display', 'block');\n\t\t\t\t} else if (selectedValue === \"matcap\" ){\n\t\t\t\t\tblockMatcap.css('display', 'block');\n\t\t\t\t} else if (selectedValue === \"classification\" ){\n\t\t\t\t\t// add classification color selctor?\n\t\t\t\t} else if (selectedValue === \"gps-time\" ){\n\t\t\t\t\tblockGps.css('display', 'block');\n\t\t\t\t} else if(selectedValue === \"number of returns\"){\n\t\t\t\t\t\n\t\t\t\t} else if(selectedValue === \"return number\"){\n\t\t\t\t\t\n\t\t\t\t} else if([\"source id\", \"point source id\"].includes(selectedValue)){\n\t\t\t\t\t\n\t\t\t\t} else{\n\t\t\t\t\tblockExtra.css('display', 'block');\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tattributeSelection.selectmenu({change: updateMaterialPanel});\n\n\t\t\tlet update = () => {\n\t\t\t\tattributeSelection.val(material.activeAttributeName).selectmenu('refresh');\n\t\t\t};\n\t\t\tthis.addVolatileListener(material, \"point_color_type_changed\", update);\n\t\t\tthis.addVolatileListener(material, \"active_attribute_changed\", update);\n\n\t\t\tupdate();\n\t\t\tupdateMaterialPanel();\n\t\t}\n\n\t\t{\n\t\t\tconst schemes = Object.keys(Potree.Gradients).map(name => ({name: name, values: Gradients[name]}));\n\n\t\t\tlet elSchemeContainer = panel.find(\"#elevation_gradient_scheme_selection\");\n\n\t\t\tfor(let scheme of schemes){\n\t\t\t\tlet elScheme = $(`\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t`);\n\n\t\t\t\tconst svg = Potree.Utils.createSvgGradient(scheme.values);\n\t\t\t\tsvg.setAttributeNS(null, \"class\", `button-icon`);\n\n\t\t\t\telScheme.append($(svg));\n\n\t\t\t\telScheme.click( () => {\n\t\t\t\t\tmaterial.gradient = Gradients[scheme.name];\n\t\t\t\t});\n\n\t\t\t\telSchemeContainer.append(elScheme);\n\t\t\t}\n\t\t}\n\n\t\t{\n\t\t\tlet matcaps = [\n\t\t\t\t{name: \"Normals\", icon: `${Potree.resourcePath}/icons/matcap/check_normal+y.jpg`}, \n\t\t\t\t{name: \"Basic 1\", icon: `${Potree.resourcePath}/icons/matcap/basic_1.jpg`}, \n\t\t\t\t{name: \"Basic 2\", icon: `${Potree.resourcePath}/icons/matcap/basic_2.jpg`}, \n\t\t\t\t{name: \"Basic Dark\", icon: `${Potree.resourcePath}/icons/matcap/basic_dark.jpg`}, \n\t\t\t\t{name: \"Basic Side\", icon: `${Potree.resourcePath}/icons/matcap/basic_side.jpg`}, \n\t\t\t\t{name: \"Ceramic Dark\", icon: `${Potree.resourcePath}/icons/matcap/ceramic_dark.jpg`}, \n\t\t\t\t{name: \"Ceramic Lightbulb\", icon: `${Potree.resourcePath}/icons/matcap/ceramic_lightbulb.jpg`}, \n\t\t\t\t{name: \"Clay Brown\", icon: `${Potree.resourcePath}/icons/matcap/clay_brown.jpg`}, \n\t\t\t\t{name: \"Clay Muddy\", icon: `${Potree.resourcePath}/icons/matcap/clay_muddy.jpg`}, \n\t\t\t\t{name: \"Clay Studio\", icon: `${Potree.resourcePath}/icons/matcap/clay_studio.jpg`}, \n\t\t\t\t{name: \"Resin\", icon: `${Potree.resourcePath}/icons/matcap/resin.jpg`}, \n\t\t\t\t{name: \"Skin\", icon: `${Potree.resourcePath}/icons/matcap/skin.jpg`}, \n\t\t\t\t{name: \"Jade\", icon: `${Potree.resourcePath}/icons/matcap/jade.jpg`}, \n\t\t\t\t{name: \"Metal_ Anisotropic\", icon: `${Potree.resourcePath}/icons/matcap/metal_anisotropic.jpg`}, \n\t\t\t\t{name: \"Metal Carpaint\", icon: `${Potree.resourcePath}/icons/matcap/metal_carpaint.jpg`}, \n\t\t\t\t{name: \"Metal Lead\", icon: `${Potree.resourcePath}/icons/matcap/metal_lead.jpg`}, \n\t\t\t\t{name: \"Metal Shiny\", icon: `${Potree.resourcePath}/icons/matcap/metal_shiny.jpg`}, \n\t\t\t\t{name: \"Pearl\", icon: `${Potree.resourcePath}/icons/matcap/pearl.jpg`}, \n\t\t\t\t{name: \"Toon\", icon: `${Potree.resourcePath}/icons/matcap/toon.jpg`},\n\t\t\t\t{name: \"Check Rim Light\", icon: `${Potree.resourcePath}/icons/matcap/check_rim_light.jpg`}, \n\t\t\t\t{name: \"Check Rim Dark\", icon: `${Potree.resourcePath}/icons/matcap/check_rim_dark.jpg`}, \n\t\t\t\t{name: \"Contours 1\", icon: `${Potree.resourcePath}/icons/matcap/contours_1.jpg`}, \n\t\t\t\t{name: \"Contours 2\", icon: `${Potree.resourcePath}/icons/matcap/contours_2.jpg`}, \n\t\t\t\t{name: \"Contours 3\", icon: `${Potree.resourcePath}/icons/matcap/contours_3.jpg`}, \n\t\t\t\t{name: \"Reflection Check Horizontal\", icon: `${Potree.resourcePath}/icons/matcap/reflection_check_horizontal.jpg`}, \n\t\t\t\t{name: \"Reflection Check Vertical\", icon: `${Potree.resourcePath}/icons/matcap/reflection_check_vertical.jpg`}, \n\t\t\t];\n\n\t\t\tlet elMatcapContainer = panel.find(\"#matcap_scheme_selection\");\n\n\t\t\tfor(let matcap of matcaps){\n\t\t\t\tlet elMatcap = $(`\n\t\t\t\t\t\t\n\t\t\t\t`);\n\n\t\t\t\telMatcap.click( () => {\n\t\t\t\t\tmaterial.matcap = matcap.icon.substring(matcap.icon.lastIndexOf('/'));\n\t\t\t\t});\n\n\t\t\t\telMatcapContainer.append(elMatcap);\n\t\t\t}\n\t\t}\n\n\t\t{\n\t\t\tpanel.find('#sldRGBGamma').slider({\n\t\t\t\tvalue: material.rgbGamma,\n\t\t\t\tmin: 0, max: 4, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.rgbGamma = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldRGBContrast').slider({\n\t\t\t\tvalue: material.rgbContrast,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.rgbContrast = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldRGBBrightness').slider({\n\t\t\t\tvalue: material.rgbBrightness,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.rgbBrightness = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldExtraGamma').slider({\n\t\t\t\tvalue: material.extraGamma,\n\t\t\t\tmin: 0, max: 4, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.extraGamma = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldExtraBrightness').slider({\n\t\t\t\tvalue: material.extraBrightness,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.extraBrightness = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldExtraContrast').slider({\n\t\t\t\tvalue: material.extraContrast,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.extraContrast = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldHeightRange').slider({\n\t\t\t\trange: true,\n\t\t\t\tmin: 0, max: 1000, step: 0.01,\n\t\t\t\tvalues: [0, 1000],\n\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\tmaterial.heightMin = ui.values[0];\n\t\t\t\t\tmaterial.heightMax = ui.values[1];\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tpanel.find('#sldIntensityGamma').slider({\n\t\t\t\tvalue: material.intensityGamma,\n\t\t\t\tmin: 0, max: 4, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.intensityGamma = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldIntensityContrast').slider({\n\t\t\t\tvalue: material.intensityContrast,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.intensityContrast = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldIntensityBrightness').slider({\n\t\t\t\tvalue: material.intensityBrightness,\n\t\t\t\tmin: -1, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.intensityBrightness = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightRGB').slider({\n\t\t\t\tvalue: material.weightRGB,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightRGB = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightIntensity').slider({\n\t\t\t\tvalue: material.weightIntensity,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightIntensity = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightElevation').slider({\n\t\t\t\tvalue: material.weightElevation,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightElevation = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightClassification').slider({\n\t\t\t\tvalue: material.weightClassification,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightClassification = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightReturnNumber').slider({\n\t\t\t\tvalue: material.weightReturnNumber,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightReturnNumber = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find('#sldWeightSourceID').slider({\n\t\t\t\tvalue: material.weightSourceID,\n\t\t\t\tmin: 0, max: 1, step: 0.01,\n\t\t\t\tslide: (event, ui) => {material.weightSourceID = ui.value}\n\t\t\t});\n\n\t\t\tpanel.find(`#materials\\\\.color\\\\.picker`).spectrum({\n\t\t\t\tflat: true,\n\t\t\t\tshowInput: true,\n\t\t\t\tpreferredFormat: 'rgb',\n\t\t\t\tcancelText: '',\n\t\t\t\tchooseText: 'Apply',\n\t\t\t\tcolor: `#${material.color.getHexString()}`,\n\t\t\t\tmove: color => {\n\t\t\t\t\tlet cRGB = color.toRgb();\n\t\t\t\t\tlet tc = new THREE.Color().setRGB(cRGB.r / 255, cRGB.g / 255, cRGB.b / 255);\n\t\t\t\t\tmaterial.color = tc;\n\t\t\t\t},\n\t\t\t\tchange: color => {\n\t\t\t\t\tlet cRGB = color.toRgb();\n\t\t\t\t\tlet tc = new THREE.Color().setRGB(cRGB.r / 255, cRGB.g / 255, cRGB.b / 255);\n\t\t\t\t\tmaterial.color = tc;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tthis.addVolatileListener(material, \"color_changed\", () => {\n\t\t\t\tpanel.find(`#materials\\\\.color\\\\.picker`)\n\t\t\t\t\t.spectrum('set', `#${material.color.getHexString()}`);\n\t\t\t});\n\n\t\t\tlet updateHeightRange = function () {\n\t\t\t\t\n\n\t\t\t\tlet aPosition = pointcloud.getAttribute(\"position\");\n\n\t\t\t\tlet bMin, bMax;\n\n\t\t\t\tif(aPosition){\n\t\t\t\t\t// for new format 2.0 and loader that contain precomputed min/max of attributes\n\t\t\t\t\tlet min = aPosition.range[0][2];\n\t\t\t\t\tlet max = aPosition.range[1][2];\n\t\t\t\t\tlet width = max - min;\n\n\t\t\t\t\tbMin = min - 0.2 * width;\n\t\t\t\t\tbMax = max + 0.2 * width;\n\t\t\t\t}else{\n\t\t\t\t\t// for format up until exlusive 2.0\n\t\t\t\t\tlet box = [pointcloud.pcoGeometry.tightBoundingBox, pointcloud.getBoundingBoxWorld()]\n\t\t\t\t\t\t.find(v => v !== undefined);\n\n\t\t\t\t\tpointcloud.updateMatrixWorld(true);\n\t\t\t\t\tbox = Utils.computeTransformedBoundingBox(box, pointcloud.matrixWorld);\n\n\t\t\t\t\tlet bWidth = box.max.z - box.min.z;\n\t\t\t\t\tbMin = box.min.z - 0.2 * bWidth;\n\t\t\t\t\tbMax = box.max.z + 0.2 * bWidth;\n\t\t\t\t}\n\n\t\t\t\tlet range = material.elevationRange;\n\n\t\t\t\tpanel.find('#lblHeightRange').html(`${range[0].toFixed(2)} to ${range[1].toFixed(2)}`);\n\t\t\t\tpanel.find('#sldHeightRange').slider({min: bMin, max: bMax, values: range});\n\t\t\t};\n\n\t\t\tlet updateExtraRange = function () {\n\n\t\t\t\tlet attributeName = material.activeAttributeName;\n\t\t\t\tlet attribute = pointcloud.getAttribute(attributeName);\n\n\t\t\t\tif(attribute == null){\n\t\t\t\t\treturn;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tlet range = material.getRange(attributeName);\n\n\t\t\t\tif(range == null){\n\t\t\t\t\trange = attribute.range;\n\t\t\t\t}\n\n\t\t\t\t// currently only supporting scalar ranges.\n\t\t\t\t// rgba, normals, positions, etc have vector ranges, however\n\t\t\t\tlet isValidRange = (typeof range[0] === \"number\") && (typeof range[1] === \"number\");\n\t\t\t\tif(!isValidRange){\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tif(range){\n\t\t\t\t\tlet msg = `${range[0].toFixed(2)} to ${range[1].toFixed(2)}`;\n\t\t\t\t\tpanel.find('#lblExtraRange').html(msg);\n\t\t\t\t}else{\n\t\t\t\t\tpanel.find(\"could not deduce range\");\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet updateIntensityRange = function () {\n\t\t\t\tlet range = material.intensityRange;\n\n\t\t\t\tpanel.find('#lblIntensityRange').html(`${parseInt(range[0])} to ${parseInt(range[1])}`);\n\t\t\t};\n\n\t\t\t{\n\t\t\t\tupdateHeightRange();\n\t\t\t\tpanel.find(`#sldHeightRange`).slider('option', 'min');\n\t\t\t\tpanel.find(`#sldHeightRange`).slider('option', 'max');\n\t\t\t}\n\n\t\t\t{\n\t\t\t\tlet elGradientRepeat = panel.find(\"#gradient_repeat_option\");\n\t\t\t\telGradientRepeat.selectgroup({title: \"Gradient\"});\n\n\t\t\t\telGradientRepeat.find(\"input\").click( (e) => {\n\t\t\t\t\tthis.viewer.setElevationGradientRepeat(ElevationGradientRepeat[e.target.value]);\n\t\t\t\t});\n\n\t\t\t\tlet current = Object.keys(ElevationGradientRepeat)\n\t\t\t\t\t.filter(key => ElevationGradientRepeat[key] === this.viewer.elevationGradientRepeat);\n\t\t\t\telGradientRepeat.find(`input[value=${current}]`).trigger(\"click\");\n\t\t\t}\n\n\t\t\tlet onIntensityChange = () => {\n\t\t\t\tlet gamma = material.intensityGamma;\n\t\t\t\tlet contrast = material.intensityContrast;\n\t\t\t\tlet brightness = material.intensityBrightness;\n\n\t\t\t\tupdateIntensityRange();\n\n\t\t\t\tpanel.find('#lblIntensityGamma').html(gamma.toFixed(2));\n\t\t\t\tpanel.find('#lblIntensityContrast').html(contrast.toFixed(2));\n\t\t\t\tpanel.find('#lblIntensityBrightness').html(brightness.toFixed(2));\n\n\t\t\t\tpanel.find('#sldIntensityGamma').slider({value: gamma});\n\t\t\t\tpanel.find('#sldIntensityContrast').slider({value: contrast});\n\t\t\t\tpanel.find('#sldIntensityBrightness').slider({value: brightness});\n\t\t\t};\n\n\t\t\tlet onRGBChange = () => {\n\t\t\t\tlet gamma = material.rgbGamma;\n\t\t\t\tlet contrast = material.rgbContrast;\n\t\t\t\tlet brightness = material.rgbBrightness;\n\n\t\t\t\tpanel.find('#lblRGBGamma').html(gamma.toFixed(2));\n\t\t\t\tpanel.find('#lblRGBContrast').html(contrast.toFixed(2));\n\t\t\t\tpanel.find('#lblRGBBrightness').html(brightness.toFixed(2));\n\n\t\t\t\tpanel.find('#sldRGBGamma').slider({value: gamma});\n\t\t\t\tpanel.find('#sldRGBContrast').slider({value: contrast});\n\t\t\t\tpanel.find('#sldRGBBrightness').slider({value: brightness});\n\t\t\t};\n\n\t\t\tthis.addVolatileListener(material, \"material_property_changed\", updateExtraRange);\n\t\t\tthis.addVolatileListener(material, \"material_property_changed\", updateHeightRange);\n\t\t\tthis.addVolatileListener(material, \"material_property_changed\", onIntensityChange);\n\t\t\tthis.addVolatileListener(material, \"material_property_changed\", onRGBChange);\n\n\t\t\tupdateExtraRange();\n\t\t\tupdateHeightRange();\n\t\t\tonIntensityChange();\n\t\t\tonRGBChange();\n\t\t}\n\n\t}\n\n\t\n\n\tsetMeasurement(object){\n\n\t\tlet TYPE = {\n\t\t\tDISTANCE: {panel: DistancePanel},\n\t\t\tAREA: {panel: AreaPanel},\n\t\t\tPOINT: {panel: PointPanel},\n\t\t\tANGLE: {panel: AnglePanel},\n\t\t\tHEIGHT: {panel: HeightPanel},\n\t\t\tPROFILE: {panel: ProfilePanel},\n\t\t\tVOLUME: {panel: VolumePanel},\n\t\t\tCIRCLE: {panel: CirclePanel},\n\t\t\tOTHER: {panel: PointPanel},\n\t\t};\n\n\t\tlet getType = (measurement) => {\n\t\t\tif (measurement instanceof Measure) {\n\t\t\t\tif (measurement.showDistances && !measurement.showArea && !measurement.showAngles) {\n\t\t\t\t\treturn TYPE.DISTANCE;\n\t\t\t\t} else if (measurement.showDistances && measurement.showArea && !measurement.showAngles) {\n\t\t\t\t\treturn TYPE.AREA;\n\t\t\t\t} else if (measurement.maxMarkers === 1) {\n\t\t\t\t\treturn TYPE.POINT;\n\t\t\t\t} else if (!measurement.showDistances && !measurement.showArea && measurement.showAngles) {\n\t\t\t\t\treturn TYPE.ANGLE;\n\t\t\t\t} else if (measurement.showHeight) {\n\t\t\t\t\treturn TYPE.HEIGHT;\n\t\t\t\t} else if (measurement.showCircle) {\n\t\t\t\t\treturn TYPE.CIRCLE;\n\t\t\t\t} else {\n\t\t\t\t\treturn TYPE.OTHER;\n\t\t\t\t}\n\t\t\t} else if (measurement instanceof Profile) {\n\t\t\t\treturn TYPE.PROFILE;\n\t\t\t} else if (measurement instanceof Volume) {\n\t\t\t\treturn TYPE.VOLUME;\n\t\t\t}\n\t\t};\n\n\t\t//this.container.html(\"measurement\");\n\n\t\tlet type = getType(object);\n\t\tlet Panel = type.panel;\n\n\t\tlet panel = new Panel(this.viewer, object, this);\n\t\tthis.container.append(panel.elContent);\n\t}\n\n\tsetCamera(camera){\n\t\tlet panel = new CameraPanel(this.viewer, this);\n\t\tthis.container.append(panel.elContent);\n\t}\n\n\tsetAnnotation(annotation){\n\t\tlet panel = new AnnotationPanel(this.viewer, this, annotation);\n\t\tthis.container.append(panel.elContent);\n\t}\n\n\tsetCameraAnimation(animation){\n\t\tlet panel = new CameraAnimationPanel(this.viewer, this, animation)\n\t\tthis.container.append(panel.elContent);\n\t}\n\n}\n","\r\nfunction addCommas(nStr){\r\n\tnStr += '';\r\n\tlet x = nStr.split('.');\r\n\tlet x1 = x[0];\r\n\tlet x2 = x.length > 1 ? '.' + x[1] : '';\r\n\tlet rgx = /(\\d+)(\\d{3})/;\r\n\twhile (rgx.test(x1)) {\r\n\t\tx1 = x1.replace(rgx, '$1' + ',' + '$2');\r\n\t}\r\n\treturn x1 + x2;\r\n};\r\n\r\nfunction format(value){\r\n\treturn addCommas(value.toFixed(3));\r\n};\r\n\r\nexport class HierarchicalSlider{\r\n\r\n\tconstructor(params = {}){\r\n\t\t\r\n\t\tthis.element = document.createElement(\"div\");\r\n\r\n\t\tthis.labels = [];\r\n\t\tthis.sliders = [];\r\n\t\tthis.range = params.range != null ? params.range : [0, 1];\r\n\t\tthis.slide = params.slide != null ? params.slide : null;\r\n\t\tthis.step = params.step != null ? params.step : 0.0001;\r\n\r\n\t\tlet levels = params.levels != null ? params.levels : 1;\r\n\r\n\t\tfor(let level = 0; level < levels; level++){\r\n\t\t\tthis.addLevel();\r\n\t\t}\r\n\r\n\t}\r\n\r\n\tsetRange(range){\r\n\t\tthis.range = [...range];\r\n\r\n\t\t{ // root slider\r\n\t\t\tlet slider = this.sliders[0];\r\n\r\n\t\t\t$(slider).slider({\r\n\t\t\t\tmin: range[0],\r\n\t\t\t\tmax: range[1],\r\n\t\t\t});\r\n\t\t}\r\n\r\n\t\tfor(let i = 1; i < this.sliders.length; i++){\r\n\t\t\tlet parentSlider = this.sliders[i - 1];\r\n\t\t\tlet slider = this.sliders[i];\r\n\r\n\t\t\tlet parentValues = $(parentSlider).slider(\"option\", \"values\");\r\n\t\t\tlet childRange = [...parentValues];\r\n\r\n\t\t\t$(slider).slider({\r\n\t\t\t\tmin: childRange[0],\r\n\t\t\t\tmax: childRange[1],\r\n\t\t\t});\r\n\t\t}\r\n\t\t\r\n\t\tthis.updateLabels();\r\n\t}\r\n\r\n\tsetValues(values){\r\n\t\tfor(let slider of this.sliders){\r\n\t\t\t$(slider).slider({\r\n\t\t\t\tvalues: [...values],\r\n\t\t\t});\r\n\t\t}\r\n\r\n\t\tthis.updateLabels();\r\n\t}\r\n\r\n\taddLevel(){\r\n\t\tconst elLevel = document.createElement(\"li\");\r\n\t\tconst elRange = document.createTextNode(\"Range: \");\r\n\t\tconst label = document.createElement(\"span\");\r\n\t\tconst slider = document.createElement(\"div\");\r\n\r\n\t\tlet level = this.sliders.length;\r\n\t\tlet [min, max] = [0, 0];\r\n\r\n\t\tif(this.sliders.length === 0){\r\n\t\t\t[min, max] = this.range;\r\n\t\t}else{\r\n\t\t\tlet parentSlider = this.sliders[this.sliders.length - 1];\r\n\t\t\t[min, max] = $(parentSlider).slider(\"option\", \"values\");\r\n\t\t}\r\n\t\t\r\n\t\t$(slider).slider({\r\n\t\t\trange: true, \r\n\t\t\tmin: min, \r\n\t\t\tmax: max,\r\n\t\t\tstep: this.step,\r\n\t\t\tvalues: [min, max],\r\n\t\t\tslide: (event, ui) => {\r\n\t\t\t\t\r\n\t\t\t\t// set all descendants to same range\r\n\t\t\t\tlet levels = this.sliders.length;\r\n\t\t\t\tfor(let i = level + 1; i < levels; i++){\r\n\t\t\t\t\tlet descendant = this.sliders[i];\r\n\r\n\t\t\t\t\t$(descendant).slider({\r\n\t\t\t\t\t\trange: true,\r\n\t\t\t\t\t\tmin: ui.values[0],\r\n\t\t\t\t\t\tmax: ui.values[1],\r\n\t\t\t\t\t\tvalues: [...ui.values],\r\n\t\t\t\t\t});\r\n\t\t\t\t}\r\n\r\n\t\t\t\tif(this.slide){\r\n\t\t\t\t\tlet values = [...ui.values];\r\n\r\n\t\t\t\t\tthis.slide({\r\n\t\t\t\t\t\ttarget: this, \r\n\t\t\t\t\t\trange: this.range,\r\n\t\t\t\t\t\tvalues: values,\r\n\t\t\t\t\t});\r\n\t\t\t\t}\r\n\r\n\t\t\t\tthis.updateLabels();\r\n\t\t\t},\r\n\t\t});\r\n\r\n\t\telLevel.append(elRange, label, slider);\r\n\r\n\t\tthis.sliders.push(slider);\r\n\t\tthis.labels.push(label);\r\n\t\tthis.element.append(elLevel);\r\n\r\n\t\tthis.updateLabels();\r\n\t}\r\n\r\n\tremoveLevel(){\r\n\r\n\t}\r\n\r\n\tupdateSliders(){\r\n\r\n\t}\r\n\r\n\tupdateLabels(){\r\n\r\n\t\tlet levels = this.sliders.length;\r\n\r\n\t\tfor(let i = 0; i < levels; i++){\r\n\r\n\t\t\tlet slider = this.sliders[i];\r\n\t\t\tlet label = this.labels[i];\r\n\r\n\t\t\tlet [min, max] = $(slider).slider(\"option\", \"values\");\r\n\t\t\tlet strMin = format(min);\r\n\t\t\tlet strMax = format(max);\r\n\t\t\tlet strLabel = `${strMin} to ${strMax}`;\r\n\r\n\t\t\tlabel.innerHTML = strLabel;\r\n\t\t}\r\n\r\n\t}\r\n\r\n\r\n}\r\n\r\n","\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\nimport {EventDispatcher} from \"../../EventDispatcher.js\";\n\n \nexport class OrientedImageControls extends EventDispatcher{\n\t\n\tconstructor(viewer){\n\t\tsuper();\n\t\t\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.originalCam = viewer.scene.getActiveCamera();\n\t\tthis.shearCam = viewer.scene.getActiveCamera().clone();\n\t\tthis.shearCam.rotation.set(this.originalCam.rotation.toArray());\n\t\tthis.shearCam.updateProjectionMatrix();\n\t\tthis.shearCam.updateProjectionMatrix = () => {\n\t\t\treturn this.shearCam.projectionMatrix;\n\t\t};\n\n\t\tthis.image = null;\n\n\t\tthis.fadeFactor = 20;\n\t\tthis.fovDelta = 0;\n\n\t\tthis.fovMin = 0.1;\n\t\tthis.fovMax = 120;\n\n\t\tthis.shear = [0, 0];\n\n\t\t// const style = ``;\n\t\tthis.elUp = $(``);\n\t\tthis.elRight = $(``);\n\t\tthis.elDown = $(``);\n\t\tthis.elLeft = $(``);\n\t\tthis.elExit = $(``);\n\n\t\tthis.elExit.click( () => {\n\t\t\tthis.release();\n\t\t});\n\n\t\tthis.elUp.click(() => {\n\t\t\tconst fovY = viewer.getFOV();\n\t\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\t\tthis.shear[1] += 0.1 * top;\n\t\t});\n\n\t\tthis.elRight.click(() => {\n\t\t\tconst fovY = viewer.getFOV();\n\t\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\t\tthis.shear[0] += 0.1 * top;\n\t\t});\n\n\t\tthis.elDown.click(() => {\n\t\t\tconst fovY = viewer.getFOV();\n\t\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\t\tthis.shear[1] -= 0.1 * top;\n\t\t});\n\n\t\tthis.elLeft.click(() => {\n\t\t\tconst fovY = viewer.getFOV();\n\t\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\t\tthis.shear[0] -= 0.1 * top;\n\t\t});\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tlet scroll = (e) => {\n\t\t\tthis.fovDelta += -e.delta * 1.0;\n\t\t};\n\n\t\tthis.addEventListener('mousewheel', scroll);\n\t\t//this.addEventListener(\"mousemove\", onMove);\n\t}\n\n\thasSomethingCaptured(){\n\t\treturn this.image !== null;\n\t}\n\n\tcapture(image){\n\t\tif(this.hasSomethingCaptured()){\n\t\t\treturn;\n\t\t}\n\n\t\tthis.image = image;\n\n\t\tthis.originalFOV = this.viewer.getFOV();\n\t\tthis.originalControls = this.viewer.getControls();\n\n\t\tthis.viewer.setControls(this);\n\t\tthis.viewer.scene.overrideCamera = this.shearCam;\n\n\t\tconst elCanvas = this.viewer.renderer.domElement;\n\t\tconst elRoot = $(elCanvas.parentElement);\n\n\t\tthis.shear = [0, 0];\n\n\n\t\telRoot.append(this.elUp);\n\t\telRoot.append(this.elRight);\n\t\telRoot.append(this.elDown);\n\t\telRoot.append(this.elLeft);\n\t\telRoot.append(this.elExit);\n\t}\n\n\trelease(){\n\t\tthis.image = null;\n\n\t\tthis.viewer.scene.overrideCamera = null;\n\n\t\tthis.elUp.detach();\n\t\tthis.elRight.detach();\n\t\tthis.elDown.detach();\n\t\tthis.elLeft.detach();\n\t\tthis.elExit.detach();\n\n\t\tthis.viewer.setFOV(this.originalFOV);\n\t\tthis.viewer.setControls(this.originalControls);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tupdate (delta) {\n\t\t// const view = this.scene.view;\n\n\t\t// let prevTotal = this.shearCam.projectionMatrix.elements.reduce( (a, i) => a + i, 0);\n\n\t\t//const progression = Math.min(1, this.fadeFactor * delta);\n\t\t//const attenuation = Math.max(0, 1 - this.fadeFactor * delta);\n\t\tconst progression = 1;\n\t\tconst attenuation = 0;\n\n\t\tconst oldFov = this.viewer.getFOV();\n\t\tlet fovProgression = progression * this.fovDelta;\n\t\tlet newFov = oldFov * ((1 + fovProgression / 10));\n\n\t\tnewFov = Math.max(this.fovMin, newFov);\n\t\tnewFov = Math.min(this.fovMax, newFov);\n\n\t\tlet diff = newFov / oldFov;\n\n\t\tconst mouse = this.viewer.inputHandler.mouse;\n\t\tconst canvasSize = this.viewer.renderer.getSize(new THREE.Vector2());\n\t\tconst uv = [\n\t\t\t(mouse.x / canvasSize.x),\n\t\t\t((canvasSize.y - mouse.y) / canvasSize.y)\n\t\t];\n\n\t\tconst fovY = newFov;\n\t\tconst aspect = canvasSize.x / canvasSize.y;\n\t\tconst top = Math.tan(THREE.Math.degToRad(fovY / 2));\n\t\tconst height = 2 * top;\n\t\tconst width = aspect * height;\n\n\t\tconst shearRangeX = [\n\t\t\tthis.shear[0] - 0.5 * width,\n\t\t\tthis.shear[0] + 0.5 * width,\n\t\t];\n\n\t\tconst shearRangeY = [\n\t\t\tthis.shear[1] - 0.5 * height,\n\t\t\tthis.shear[1] + 0.5 * height,\n\t\t];\n\n\t\tconst shx = (1 - uv[0]) * shearRangeX[0] + uv[0] * shearRangeX[1];\n\t\tconst shy = (1 - uv[1]) * shearRangeY[0] + uv[1] * shearRangeY[1];\n\n\t\tconst shu = (1 - diff);\n\n\t\tconst newShear = [\n\t\t\t(1 - shu) * this.shear[0] + shu * shx,\n\t\t\t(1 - shu) * this.shear[1] + shu * shy,\n\t\t];\n\t\t\n\t\tthis.shear = newShear;\n\t\tthis.viewer.setFOV(newFov);\n\t\t\n\t\tconst {originalCam, shearCam} = this;\n\n\t\toriginalCam.fov = newFov;\n\t\toriginalCam.updateMatrixWorld()\n\t\toriginalCam.updateProjectionMatrix();\n\t\tshearCam.copy(originalCam);\n\t\tshearCam.rotation.set(...originalCam.rotation.toArray());\n\n\t\tshearCam.updateMatrixWorld();\n\t\tshearCam.projectionMatrix.copy(originalCam.projectionMatrix);\n\n\t\tconst [sx, sy] = this.shear;\n\t\tconst mShear = new THREE.Matrix4().set(\n\t\t\t1, 0, sx, 0,\n\t\t\t0, 1, sy, 0,\n\t\t\t0, 0, 1, 0,\n\t\t\t0, 0, 0, 1,\n\t\t);\n\n\t\tconst proj = shearCam.projectionMatrix;\n\t\tproj.multiply(mShear);\n\t\tshearCam.projectionMatrixInverse.copy(proj).invert();\n\n\t\tlet total = shearCam.projectionMatrix.elements.reduce( (a, i) => a + i, 0);\n\n\t\tthis.fovDelta *= attenuation;\n\t}\n};\n","\r\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\r\nimport {OrientedImageControls} from \"./OrientedImageControls.js\";\r\nimport { EventDispatcher } from \"../../EventDispatcher.js\";\r\n\r\n// https://support.pix4d.com/hc/en-us/articles/205675256-How-are-yaw-pitch-roll-defined\r\n// https://support.pix4d.com/hc/en-us/articles/202558969-How-are-omega-phi-kappa-defined\r\n\r\nfunction createMaterial(){\r\n\r\n\tlet vertexShader = `\r\n\tuniform float uNear;\r\n\tvarying vec2 vUV;\r\n\tvarying vec4 vDebug;\r\n\t\r\n\tvoid main(){\r\n\t\tvDebug = vec4(0.0, 1.0, 0.0, 1.0);\r\n\t\tvec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);\r\n\t\t// make sure that this mesh is at least in front of the near plane\r\n\t\tmodelViewPosition.xyz += normalize(modelViewPosition.xyz) * uNear;\r\n\t\tgl_Position = projectionMatrix * modelViewPosition;\r\n\t\tvUV = uv;\r\n\t}\r\n\t`;\r\n\r\n\tlet fragmentShader = `\r\n\tuniform sampler2D tColor;\r\n\tuniform float uOpacity;\r\n\tvarying vec2 vUV;\r\n\tvarying vec4 vDebug;\r\n\tvoid main(){\r\n\t\tvec4 color = texture2D(tColor, vUV);\r\n\t\tgl_FragColor = color;\r\n\t\tgl_FragColor.a = uOpacity;\r\n\t}\r\n\t`;\r\n\tconst material = new THREE.ShaderMaterial( {\r\n\t\tuniforms: {\r\n\t\t\t// time: { value: 1.0 },\r\n\t\t\t// resolution: { value: new THREE.Vector2() }\r\n\t\t\ttColor: {value: new THREE.Texture() },\r\n\t\t\tuNear: {value: 0.0},\r\n\t\t\tuOpacity: {value: 1.0},\r\n\t\t},\r\n\t\tvertexShader: vertexShader,\r\n\t\tfragmentShader: fragmentShader,\r\n\t\tside: THREE.DoubleSide,\r\n\t} );\r\n\r\n\tmaterial.side = THREE.DoubleSide;\r\n\r\n\treturn material;\r\n}\r\n\r\nconst planeGeometry = new THREE.PlaneGeometry(1, 1);\r\nconst lineGeometry = new THREE.Geometry();\r\n\r\nlineGeometry.vertices.push(\r\n\tnew THREE.Vector3(-0.5, -0.5, 0),\r\n\tnew THREE.Vector3( 0.5, -0.5, 0),\r\n\tnew THREE.Vector3( 0.5, 0.5, 0),\r\n\tnew THREE.Vector3(-0.5, 0.5, 0),\r\n\tnew THREE.Vector3(-0.5, -0.5, 0),\r\n);\r\n\r\nexport class OrientedImage{\r\n\r\n\tconstructor(id){\r\n\r\n\t\tthis.id = id;\r\n\t\tthis.fov = 1.0;\r\n\t\tthis.position = new THREE.Vector3();\r\n\t\tthis.rotation = new THREE.Vector3();\r\n\t\tthis.width = 0;\r\n\t\tthis.height = 0;\r\n\t\tthis.fov = 1.0;\r\n\r\n\t\tconst material = createMaterial();\r\n\t\tconst lineMaterial = new THREE.LineBasicMaterial( { color: 0x00ff00 } );\r\n\t\tthis.mesh = new THREE.Mesh(planeGeometry, material);\r\n\t\tthis.line = new THREE.Line(lineGeometry, lineMaterial);\r\n\t\tthis.texture = null;\r\n\r\n\t\tthis.mesh.orientedImage = this;\r\n\t}\r\n\r\n\tset(position, rotation, dimension, fov){\r\n\r\n\t\tlet radians = rotation.map(THREE.Math.degToRad);\r\n\r\n\t\tthis.position.set(...position);\r\n\t\tthis.mesh.position.set(...position);\r\n\r\n\t\tthis.rotation.set(...radians);\r\n\t\tthis.mesh.rotation.set(...radians);\r\n\r\n\t\t[this.width, this.height] = dimension;\r\n\t\tthis.mesh.scale.set(this.width / this.height, 1, 1);\r\n\r\n\t\tthis.fov = fov;\r\n\r\n\t\tthis.updateTransform();\r\n\t}\r\n\r\n\tupdateTransform(){\r\n\t\tlet {mesh, line, fov} = this;\r\n\r\n\t\tmesh.updateMatrixWorld();\r\n\t\tconst dir = mesh.getWorldDirection();\r\n\t\tconst alpha = THREE.Math.degToRad(fov / 2);\r\n\t\tconst d = -0.5 / Math.tan(alpha);\r\n\t\tconst move = dir.clone().multiplyScalar(d);\r\n\t\tmesh.position.add(move);\r\n\r\n\t\tline.position.copy(mesh.position);\r\n\t\tline.scale.copy(mesh.scale);\r\n\t\tline.rotation.copy(mesh.rotation);\r\n\t}\r\n\r\n};\r\n\r\nexport class OrientedImages extends EventDispatcher{\r\n\r\n\tconstructor(){\r\n\t\tsuper();\r\n\r\n\t\tthis.node = null;\r\n\t\tthis.cameraParams = null;\r\n\t\tthis.imageParams = null;\r\n\t\tthis.images = null;\r\n\t\tthis._visible = true;\r\n\t}\r\n\r\n\tset visible(visible){\r\n\t\tif(this._visible === visible){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tfor(const image of this.images){\r\n\t\t\timage.mesh.visible = visible;\r\n\t\t\timage.line.visible = visible;\r\n\t\t}\r\n\r\n\t\tthis._visible = visible;\r\n\t\tthis.dispatchEvent({\r\n\t\t\ttype: \"visibility_changed\",\r\n\t\t\timages: this,\r\n\t\t});\r\n\t}\r\n\r\n\tget visible(){\r\n\t\treturn this._visible;\r\n\t}\r\n\r\n\r\n};\r\n\r\nexport class OrientedImageLoader{\r\n\r\n\tstatic async loadCameraParams(path){\r\n\t\tconst res = await fetch(path);\r\n\t\tconst text = await res.text();\r\n\r\n\t\tconst parser = new DOMParser();\r\n\t\tconst doc = parser.parseFromString(text, \"application/xml\");\r\n\r\n\t\tconst width = parseInt(doc.getElementsByTagName(\"width\")[0].textContent);\r\n\t\tconst height = parseInt(doc.getElementsByTagName(\"height\")[0].textContent);\r\n\t\tconst f = parseFloat(doc.getElementsByTagName(\"f\")[0].textContent);\r\n\r\n\t\tlet a = (height / 2) / f;\r\n\t\tlet fov = 2 * THREE.Math.radToDeg(Math.atan(a));\r\n\r\n\t\tconst params = {\r\n\t\t\tpath: path,\r\n\t\t\twidth: width,\r\n\t\t\theight: height,\r\n\t\t\tf: f,\r\n\t\t\tfov: fov,\r\n\t\t};\r\n\r\n\t\treturn params;\r\n\t}\r\n\r\n\tstatic async loadImageParams(path){\r\n\r\n\t\tconst response = await fetch(path);\r\n\t\tif(!response.ok){\r\n\t\t\tconsole.error(`failed to load ${path}`);\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tconst content = await response.text();\r\n\t\tconst lines = content.split(/\\r?\\n/);\r\n\t\tconst imageParams = [];\r\n\r\n\t\tfor(let i = 1; i < lines.length; i++){\r\n\t\t\tconst line = lines[i];\r\n\r\n\t\t\tif(line.startsWith(\"#\")){\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tconst tokens = line.split(/\\s+/);\r\n\r\n\t\t\tif(tokens.length < 6){\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tconst params = {\r\n\t\t\t\tid: tokens[0],\r\n\t\t\t\tx: Number.parseFloat(tokens[1]),\r\n\t\t\t\ty: Number.parseFloat(tokens[2]),\r\n\t\t\t\tz: Number.parseFloat(tokens[3]),\r\n\t\t\t\tomega: Number.parseFloat(tokens[4]),\r\n\t\t\t\tphi: Number.parseFloat(tokens[5]),\r\n\t\t\t\tkappa: Number.parseFloat(tokens[6]),\r\n\t\t\t};\r\n\r\n\t\t\t// const whitelist = [\"47518.jpg\"];\r\n\t\t\t// if(whitelist.includes(params.id)){\r\n\t\t\t// \timageParams.push(params);\r\n\t\t\t// }\r\n\t\t\timageParams.push(params);\r\n\t\t}\r\n\r\n\t\t// debug\r\n\t\t//return [imageParams[50]];\r\n\r\n\t\treturn imageParams;\r\n\t}\r\n\r\n\tstatic async load(cameraParamsPath, imageParamsPath, viewer){\r\n\r\n\t\tconst tStart = performance.now();\r\n\r\n\t\tconst [cameraParams, imageParams] = await Promise.all([\r\n\t\t\tOrientedImageLoader.loadCameraParams(cameraParamsPath),\r\n\t\t\tOrientedImageLoader.loadImageParams(imageParamsPath),\r\n\t\t]);\r\n\r\n\t\tconst orientedImageControls = new OrientedImageControls(viewer);\r\n\t\tconst raycaster = new THREE.Raycaster();\r\n\r\n\t\tconst tEnd = performance.now();\r\n\t\tconsole.log(tEnd - tStart);\r\n\r\n\t\t// const sp = new THREE.PlaneGeometry(1, 1);\r\n\t\t// const lg = new THREE.Geometry();\r\n\r\n\t\t// lg.vertices.push(\r\n\t\t// \tnew THREE.Vector3(-0.5, -0.5, 0),\r\n\t\t// \tnew THREE.Vector3( 0.5, -0.5, 0),\r\n\t\t// \tnew THREE.Vector3( 0.5, 0.5, 0),\r\n\t\t// \tnew THREE.Vector3(-0.5, 0.5, 0),\r\n\t\t// \tnew THREE.Vector3(-0.5, -0.5, 0),\r\n\t\t// );\r\n\r\n\t\tconst {width, height} = cameraParams;\r\n\t\tconst orientedImages = [];\r\n\t\tconst sceneNode = new THREE.Object3D();\r\n\t\tsceneNode.name = \"oriented_images\";\r\n\r\n\t\tfor(const params of imageParams){\r\n\r\n\t\t\t// const material = createMaterial();\r\n\t\t\t// const lm = new THREE.LineBasicMaterial( { color: 0x00ff00 } );\r\n\t\t\t// const mesh = new THREE.Mesh(sp, material);\r\n\r\n\t\t\tconst {x, y, z, omega, phi, kappa} = params;\r\n\t\t\t// const [rx, ry, rz] = [omega, phi, kappa]\r\n\t\t\t// \t.map(THREE.Math.degToRad);\r\n\t\t\t\r\n\t\t\t// mesh.position.set(x, y, z);\r\n\t\t\t// mesh.scale.set(width / height, 1, 1);\r\n\t\t\t// mesh.rotation.set(rx, ry, rz);\r\n\t\t\t// {\r\n\t\t\t// \tmesh.updateMatrixWorld();\r\n\t\t\t// \tconst dir = mesh.getWorldDirection();\r\n\t\t\t// \tconst alpha = THREE.Math.degToRad(cameraParams.fov / 2);\r\n\t\t\t// \tconst d = -0.5 / Math.tan(alpha);\r\n\t\t\t// \tconst move = dir.clone().multiplyScalar(d);\r\n\t\t\t// \tmesh.position.add(move);\r\n\t\t\t// }\r\n\t\t\t// sceneNode.add(mesh);\r\n\r\n\t\t\t// const line = new THREE.Line(lg, lm);\r\n\t\t\t// line.position.copy(mesh.position);\r\n\t\t\t// line.scale.copy(mesh.scale);\r\n\t\t\t// line.rotation.copy(mesh.rotation);\r\n\t\t\t// sceneNode.add(line);\r\n\r\n\t\t\tlet orientedImage = new OrientedImage(params.id);\r\n\t\t\t// orientedImage.setPosition(x, y, z);\r\n\t\t\t// orientedImage.setRotation(omega, phi, kappa);\r\n\t\t\t// orientedImage.setDimension(width, height);\r\n\t\t\tlet position = [x, y, z];\r\n\t\t\tlet rotation = [omega, phi, kappa];\r\n\t\t\tlet dimension = [width, height];\r\n\t\t\torientedImage.set(position, rotation, dimension, cameraParams.fov);\r\n\r\n\t\t\tsceneNode.add(orientedImage.mesh);\r\n\t\t\tsceneNode.add(orientedImage.line);\r\n\t\t\t\r\n\t\t\torientedImages.push(orientedImage);\r\n\t\t}\r\n\r\n\t\tlet hoveredElement = null;\r\n\t\tlet clipVolume = null;\r\n\r\n\t\tconst onMouseMove = (evt) => {\r\n\t\t\tconst tStart = performance.now();\r\n\t\t\tif(hoveredElement){\r\n\t\t\t\thoveredElement.line.material.color.setRGB(0, 1, 0);\r\n\t\t\t}\r\n\t\t\tevt.preventDefault();\r\n\r\n\t\t\t//var array = getMousePosition( container, evt.clientX, evt.clientY );\r\n\t\t\tconst rect = viewer.renderer.domElement.getBoundingClientRect();\r\n\t\t\tconst [x, y] = [evt.clientX, evt.clientY];\r\n\t\t\tconst array = [ \r\n\t\t\t\t( x - rect.left ) / rect.width, \r\n\t\t\t\t( y - rect.top ) / rect.height \r\n\t\t\t];\r\n\t\t\tconst onClickPosition = new THREE.Vector2(...array);\r\n\t\t\t//const intersects = getIntersects(onClickPosition, scene.children);\r\n\t\t\tconst camera = viewer.scene.getActiveCamera();\r\n\t\t\tconst mouse = new THREE.Vector3(\r\n\t\t\t\t+ ( onClickPosition.x * 2 ) - 1, \r\n\t\t\t\t- ( onClickPosition.y * 2 ) + 1 );\r\n\t\t\tconst objects = orientedImages.map(i => i.mesh);\r\n\t\t\traycaster.setFromCamera( mouse, camera );\r\n\t\t\tconst intersects = raycaster.intersectObjects( objects );\r\n\t\t\tlet selectionChanged = false;\r\n\r\n\t\t\tif ( intersects.length > 0){\r\n\t\t\t\t//console.log(intersects);\r\n\t\t\t\tconst intersection = intersects[0];\r\n\t\t\t\tconst orientedImage = intersection.object.orientedImage;\r\n\t\t\t\torientedImage.line.material.color.setRGB(1, 0, 0);\r\n\t\t\t\tselectionChanged = hoveredElement !== orientedImage;\r\n\t\t\t\thoveredElement = orientedImage;\r\n\t\t\t}else{\r\n\t\t\t\thoveredElement = null;\r\n\t\t\t}\r\n\r\n\t\t\tlet shouldRemoveClipVolume = clipVolume !== null && hoveredElement === null;\r\n\t\t\tlet shouldAddClipVolume = clipVolume === null && hoveredElement !== null;\r\n\r\n\t\t\tif(clipVolume !== null && (hoveredElement === null || selectionChanged)){\r\n\t\t\t\t// remove existing\r\n\t\t\t\tviewer.scene.removePolygonClipVolume(clipVolume);\r\n\t\t\t\tclipVolume = null;\r\n\t\t\t}\r\n\t\t\t\r\n\t\t\tif(shouldAddClipVolume || selectionChanged){\r\n\t\t\t\tconst img = hoveredElement;\r\n\t\t\t\tconst fov = cameraParams.fov;\r\n\t\t\t\tconst aspect = cameraParams.width / cameraParams.height;\r\n\t\t\t\tconst near = 1.0;\r\n\t\t\t\tconst far = 1000 * 1000;\r\n\t\t\t\tconst camera = new THREE.PerspectiveCamera(fov, aspect, near, far);\r\n\t\t\t\tcamera.rotation.order = viewer.scene.getActiveCamera().rotation.order;\r\n\t\t\t\tcamera.rotation.copy(img.mesh.rotation);\r\n\t\t\t\t{\r\n\t\t\t\t\tconst mesh = img.mesh;\r\n\t\t\t\t\tconst dir = mesh.getWorldDirection();\r\n\t\t\t\t\tconst pos = mesh.position;\r\n\t\t\t\t\tconst alpha = THREE.Math.degToRad(fov / 2);\r\n\t\t\t\t\tconst d = 0.5 / Math.tan(alpha);\r\n\t\t\t\t\tconst newCamPos = pos.clone().add(dir.clone().multiplyScalar(d));\r\n\t\t\t\t\tconst newCamDir = pos.clone().sub(newCamPos);\r\n\t\t\t\t\tconst newCamTarget = new THREE.Vector3().addVectors(\r\n\t\t\t\t\t\tnewCamPos,\r\n\t\t\t\t\t\tnewCamDir.clone().multiplyScalar(viewer.getMoveSpeed()));\r\n\t\t\t\t\tcamera.position.copy(newCamPos);\r\n\t\t\t\t}\r\n\t\t\t\tlet volume = new Potree.PolygonClipVolume(camera);\r\n\t\t\t\tlet m0 = new THREE.Mesh();\r\n\t\t\t\tlet m1 = new THREE.Mesh();\r\n\t\t\t\tlet m2 = new THREE.Mesh();\r\n\t\t\t\tlet m3 = new THREE.Mesh();\r\n\t\t\t\tm0.position.set(-1, -1, 0);\r\n\t\t\t\tm1.position.set( 1, -1, 0);\r\n\t\t\t\tm2.position.set( 1, 1, 0);\r\n\t\t\t\tm3.position.set(-1, 1, 0);\r\n\t\t\t\tvolume.markers.push(m0, m1, m2, m3);\r\n\t\t\t\tvolume.initialized = true;\r\n\t\t\t\t\r\n\t\t\t\tviewer.scene.addPolygonClipVolume(volume);\r\n\t\t\t\tclipVolume = volume;\r\n\t\t\t}\r\n\t\t\tconst tEnd = performance.now();\r\n\t\t\t//console.log(tEnd - tStart);\r\n\t\t};\r\n\r\n\t\tconst moveToImage = (image) => {\r\n\t\t\tconsole.log(\"move to image \" + image.id);\r\n\r\n\t\t\tconst mesh = image.mesh;\r\n\t\t\tconst newCamPos = image.position.clone();\r\n\t\t\tconst newCamTarget = mesh.position.clone();\r\n\r\n\t\t\tviewer.scene.view.setView(newCamPos, newCamTarget, 500, () => {\r\n\t\t\t\torientedImageControls.capture(image);\r\n\t\t\t});\r\n\r\n\t\t\tif(image.texture === null){\r\n\r\n\t\t\t\tconst target = image;\r\n\r\n\t\t\t\tconst tmpImagePath = `${Potree.resourcePath}/images/loading.jpg`;\r\n\t\t\t\tnew THREE.TextureLoader().load(tmpImagePath,\r\n\t\t\t\t\t(texture) => {\r\n\t\t\t\t\t\tif(target.texture === null){\r\n\t\t\t\t\t\t\ttarget.texture = texture;\r\n\t\t\t\t\t\t\ttarget.mesh.material.uniforms.tColor.value = texture;\r\n\t\t\t\t\t\t\tmesh.material.needsUpdate = true;\r\n\t\t\t\t\t\t}\r\n\t\t\t\t\t}\r\n\t\t\t\t);\r\n\r\n\t\t\t\tconst imagePath = `${imageParamsPath}/../${target.id}`;\r\n\t\t\t\tnew THREE.TextureLoader().load(imagePath,\r\n\t\t\t\t\t(texture) => {\r\n\t\t\t\t\t\ttarget.texture = texture;\r\n\t\t\t\t\t\ttarget.mesh.material.uniforms.tColor.value = texture;\r\n\t\t\t\t\t\tmesh.material.needsUpdate = true;\r\n\t\t\t\t\t}\r\n\t\t\t\t);\r\n\t\t\t\t\r\n\r\n\t\t\t}\r\n\t\t};\r\n\r\n\t\tconst onMouseClick = (evt) => {\r\n\r\n\t\t\tif(orientedImageControls.hasSomethingCaptured()){\r\n\t\t\t\treturn;\r\n\t\t\t}\r\n\r\n\t\t\tif(hoveredElement){\r\n\t\t\t\tmoveToImage(hoveredElement);\r\n\t\t\t}\r\n\t\t};\r\n\t\tviewer.renderer.domElement.addEventListener( 'mousemove', onMouseMove, false );\r\n\t\tviewer.renderer.domElement.addEventListener( 'mousedown', onMouseClick, false );\r\n\r\n\t\tviewer.addEventListener(\"update\", () => {\r\n\r\n\t\t\tfor(const image of orientedImages){\r\n\t\t\t\tconst world = image.mesh.matrixWorld;\r\n\t\t\t\tconst {width, height} = image;\r\n\t\t\t\tconst aspect = width / height;\r\n\r\n\t\t\t\tconst camera = viewer.scene.getActiveCamera();\r\n\r\n\t\t\t\tconst imgPos = image.mesh.getWorldPosition(new THREE.Vector3());\r\n\t\t\t\tconst camPos = camera.position;\r\n\t\t\t\tconst d = camPos.distanceTo(imgPos);\r\n\r\n\t\t\t\tconst minSize = 1; // in degrees of fov\r\n\t\t\t\tconst a = THREE.Math.degToRad(minSize);\r\n\t\t\t\tlet r = d * Math.tan(a);\r\n\t\t\t\tr = Math.max(r, 1);\r\n\r\n\r\n\t\t\t\timage.mesh.scale.set(r * aspect, r, 1);\r\n\t\t\t\timage.line.scale.set(r * aspect, r, 1);\r\n\r\n\t\t\t\timage.mesh.material.uniforms.uNear.value = camera.near;\r\n\r\n\t\t\t}\r\n\r\n\t\t});\r\n\r\n\t\tconst images = new OrientedImages();\r\n\t\timages.node = sceneNode;\r\n\t\timages.cameraParamsPath = cameraParamsPath;\r\n\t\timages.imageParamsPath = imageParamsPath;\r\n\t\timages.cameraParams = cameraParams;\r\n\t\timages.imageParams = imageParams;\r\n\t\timages.images = orientedImages;\r\n\r\n\t\tPotree.debug.moveToImage = moveToImage;\r\n\r\n\t\treturn images;\r\n\t}\r\n}\r\n\r\n","\r\nimport * as THREE from \"../../../libs/three.js/build/three.module.js\";\r\nimport { EventDispatcher } from \"../../EventDispatcher.js\";\r\nimport {TextSprite} from \"../../TextSprite.js\";\r\n\r\nlet sg = new THREE.SphereGeometry(1, 8, 8);\r\nlet sgHigh = new THREE.SphereGeometry(1, 128, 128);\r\n\r\nlet sm = new THREE.MeshBasicMaterial({side: THREE.BackSide});\r\nlet smHovered = new THREE.MeshBasicMaterial({side: THREE.BackSide, color: 0xff0000});\r\n\r\nlet raycaster = new THREE.Raycaster();\r\nlet currentlyHovered = null;\r\n\r\nlet previousView = {\r\n\tcontrols: null,\r\n\tposition: null,\r\n\ttarget: null,\r\n};\r\n\r\nclass Image360{\r\n\r\n\tconstructor(file, time, longitude, latitude, altitude, course, pitch, roll){\r\n\t\tthis.file = file;\r\n\t\tthis.time = time;\r\n\t\tthis.longitude = longitude;\r\n\t\tthis.latitude = latitude;\r\n\t\tthis.altitude = altitude;\r\n\t\tthis.course = course;\r\n\t\tthis.pitch = pitch;\r\n\t\tthis.roll = roll;\r\n\t\tthis.mesh = null;\r\n\t}\r\n};\r\n\r\nexport class Images360 extends EventDispatcher{\r\n\r\n\tconstructor(viewer){\r\n\t\tsuper();\r\n\r\n\t\tthis.viewer = viewer;\r\n\r\n\t\tthis.selectingEnabled = true;\r\n\r\n\t\tthis.images = [];\r\n\t\tthis.node = new THREE.Object3D();\r\n\r\n\t\tthis.sphere = new THREE.Mesh(sgHigh, sm);\r\n\t\tthis.sphere.visible = false;\r\n\t\tthis.sphere.scale.set(1000, 1000, 1000);\r\n\t\tthis.node.add(this.sphere);\r\n\t\tthis._visible = true;\r\n\t\t// this.node.add(label);\r\n\r\n\t\tthis.focusedImage = null;\r\n\r\n\t\tlet elUnfocus = document.createElement(\"input\");\r\n\t\telUnfocus.type = \"button\";\r\n\t\telUnfocus.value = \"unfocus\";\r\n\t\telUnfocus.style.position = \"absolute\";\r\n\t\telUnfocus.style.right = \"10px\";\r\n\t\telUnfocus.style.bottom = \"10px\";\r\n\t\telUnfocus.style.zIndex = \"10000\";\r\n\t\telUnfocus.style.fontSize = \"2em\";\r\n\t\telUnfocus.addEventListener(\"click\", () => this.unfocus());\r\n\t\tthis.elUnfocus = elUnfocus;\r\n\r\n\t\tthis.domRoot = viewer.renderer.domElement.parentElement;\r\n\t\tthis.domRoot.appendChild(elUnfocus);\r\n\t\tthis.elUnfocus.style.display = \"none\";\r\n\r\n\t\tviewer.addEventListener(\"update\", () => {\r\n\t\t\tthis.update(viewer);\r\n\t\t});\r\n\t\tviewer.inputHandler.addInputListener(this);\r\n\r\n\t\tthis.addEventListener(\"mousedown\", () => {\r\n\t\t\tif(currentlyHovered && currentlyHovered.image360){\r\n\t\t\t\tthis.focus(currentlyHovered.image360);\r\n\t\t\t}\r\n\t\t});\r\n\t\t\r\n\t};\r\n\r\n\tset visible(visible){\r\n\t\tif(this._visible === visible){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\r\n\t\tfor(const image of this.images){\r\n\t\t\timage.mesh.visible = visible && (this.focusedImage == null);\r\n\t\t}\r\n\r\n\t\tthis.sphere.visible = visible && (this.focusedImage != null);\r\n\t\tthis._visible = visible;\r\n\t\tthis.dispatchEvent({\r\n\t\t\ttype: \"visibility_changed\",\r\n\t\t\timages: this,\r\n\t\t});\r\n\t}\r\n\r\n\tget visible(){\r\n\t\treturn this._visible;\r\n\t}\r\n\r\n\tfocus(image360){\r\n\t\tif(this.focusedImage !== null){\r\n\t\t\tthis.unfocus();\r\n\t\t}\r\n\r\n\t\tpreviousView = {\r\n\t\t\tcontrols: this.viewer.controls,\r\n\t\t\tposition: this.viewer.scene.view.position.clone(),\r\n\t\t\ttarget: viewer.scene.view.getPivot(),\r\n\t\t};\r\n\r\n\t\tthis.viewer.setControls(this.viewer.orbitControls);\r\n\t\tthis.viewer.orbitControls.doubleClockZoomEnabled = false;\r\n\r\n\t\tfor(let image of this.images){\r\n\t\t\timage.mesh.visible = false;\r\n\t\t}\r\n\r\n\t\tthis.selectingEnabled = false;\r\n\r\n\t\tthis.sphere.visible = false;\r\n\r\n\t\tthis.load(image360).then( () => {\r\n\t\t\tthis.sphere.visible = true;\r\n\t\t\tthis.sphere.material.map = image360.texture;\r\n\t\t\tthis.sphere.material.needsUpdate = true;\r\n\t\t});\r\n\r\n\t\t{ // orientation\r\n\t\t\tlet {course, pitch, roll} = image360;\r\n\t\t\tthis.sphere.rotation.set(\r\n\t\t\t\tTHREE.Math.degToRad(+roll + 90),\r\n\t\t\t\tTHREE.Math.degToRad(-pitch),\r\n\t\t\t\tTHREE.Math.degToRad(-course + 90),\r\n\t\t\t\t\"ZYX\"\r\n\t\t\t);\r\n\t\t}\r\n\r\n\t\tthis.sphere.position.set(...image360.position);\r\n\r\n\t\tlet target = new THREE.Vector3(...image360.position);\r\n\t\tlet dir = target.clone().sub(viewer.scene.view.position).normalize();\r\n\t\tlet move = dir.multiplyScalar(0.000001);\r\n\t\tlet newCamPos = target.clone().sub(move);\r\n\r\n\t\tviewer.scene.view.setView(\r\n\t\t\tnewCamPos, \r\n\t\t\ttarget,\r\n\t\t\t500\r\n\t\t);\r\n\r\n\t\tthis.focusedImage = image360;\r\n\r\n\t\tthis.elUnfocus.style.display = \"\";\r\n\t}\r\n\r\n\tunfocus(){\r\n\t\tthis.selectingEnabled = true;\r\n\r\n\t\tfor(let image of this.images){\r\n\t\t\timage.mesh.visible = true;\r\n\t\t}\r\n\r\n\t\tlet image = this.focusedImage;\r\n\r\n\t\tif(image === null){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\r\n\t\tthis.sphere.material.map = null;\r\n\t\tthis.sphere.material.needsUpdate = true;\r\n\t\tthis.sphere.visible = false;\r\n\r\n\t\tlet pos = viewer.scene.view.position;\r\n\t\tlet target = viewer.scene.view.getPivot();\r\n\t\tlet dir = target.clone().sub(pos).normalize();\r\n\t\tlet move = dir.multiplyScalar(10);\r\n\t\tlet newCamPos = target.clone().sub(move);\r\n\r\n\t\tviewer.orbitControls.doubleClockZoomEnabled = true;\r\n\t\tviewer.setControls(previousView.controls);\r\n\r\n\t\tviewer.scene.view.setView(\r\n\t\t\tpreviousView.position, \r\n\t\t\tpreviousView.target,\r\n\t\t\t500\r\n\t\t);\r\n\r\n\r\n\t\tthis.focusedImage = null;\r\n\r\n\t\tthis.elUnfocus.style.display = \"none\";\r\n\t}\r\n\r\n\tload(image360){\r\n\r\n\t\treturn new Promise(resolve => {\r\n\t\t\tlet texture = new THREE.TextureLoader().load(image360.file, resolve);\r\n\t\t\ttexture.wrapS = THREE.RepeatWrapping;\r\n\t\t\ttexture.repeat.x = -1;\r\n\r\n\t\t\timage360.texture = texture;\r\n\t\t});\r\n\r\n\t}\r\n\r\n\thandleHovering(){\r\n\t\tlet mouse = viewer.inputHandler.mouse;\r\n\t\tlet camera = viewer.scene.getActiveCamera();\r\n\t\tlet domElement = viewer.renderer.domElement;\r\n\r\n\t\tlet ray = Potree.Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\r\n\r\n\t\t// let tStart = performance.now();\r\n\t\traycaster.ray.copy(ray);\r\n\t\tlet intersections = raycaster.intersectObjects(this.node.children);\r\n\r\n\t\tif(intersections.length === 0){\r\n\t\t\t// label.visible = false;\r\n\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tlet intersection = intersections[0];\r\n\t\tcurrentlyHovered = intersection.object;\r\n\t\tcurrentlyHovered.material = smHovered;\r\n\r\n\t\t//label.visible = true;\r\n\t\t//label.setText(currentlyHovered.image360.file);\r\n\t\t//currentlyHovered.getWorldPosition(label.position);\r\n\t}\r\n\r\n\tupdate(){\r\n\r\n\t\tlet {viewer} = this;\r\n\r\n\t\tif(currentlyHovered){\r\n\t\t\tcurrentlyHovered.material = sm;\r\n\t\t\tcurrentlyHovered = null;\r\n\t\t}\r\n\r\n\t\tif(this.selectingEnabled){\r\n\t\t\tthis.handleHovering();\r\n\t\t}\r\n\r\n\t}\r\n\r\n};\r\n\r\n\r\nexport class Images360Loader{\r\n\r\n\tstatic async load(url, viewer, params = {}){\r\n\r\n\t\tif(!params.transform){\r\n\t\t\tparams.transform = {\r\n\t\t\t\tforward: a => a,\r\n\t\t\t};\r\n\t\t}\r\n\t\t\r\n\t\tlet response = await fetch(`${url}/coordinates.txt`);\r\n\t\tlet text = await response.text();\r\n\r\n\t\tlet lines = text.split(/\\r?\\n/);\r\n\t\tlet coordinateLines = lines.slice(1);\r\n\r\n\t\tlet images360 = new Images360(viewer);\r\n\r\n\t\tfor(let line of coordinateLines){\r\n\r\n\t\t\tif(line.trim().length === 0){\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tlet tokens = line.split(/\\t/);\r\n\r\n\t\t\tlet [filename, time, long, lat, alt, course, pitch, roll] = tokens;\r\n\t\t\ttime = parseFloat(time);\r\n\t\t\tlong = parseFloat(long);\r\n\t\t\tlat = parseFloat(lat);\r\n\t\t\talt = parseFloat(alt);\r\n\t\t\tcourse = parseFloat(course);\r\n\t\t\tpitch = parseFloat(pitch);\r\n\t\t\troll = parseFloat(roll);\r\n\r\n\t\t\tfilename = filename.replace(/\"/g, \"\");\r\n\t\t\tlet file = `${url}/${filename}`;\r\n\r\n\t\t\tlet image360 = new Image360(file, time, long, lat, alt, course, pitch, roll);\r\n\r\n\t\t\tlet xy = params.transform.forward([long, lat]);\r\n\t\t\tlet position = [...xy, alt];\r\n\t\t\timage360.position = position;\r\n\r\n\t\t\timages360.images.push(image360);\r\n\t\t}\r\n\r\n\t\tImages360Loader.createSceneNodes(images360, params.transform);\r\n\r\n\t\treturn images360;\r\n\r\n\t}\r\n\r\n\tstatic createSceneNodes(images360, transform){\r\n\r\n\t\tfor(let image360 of images360.images){\r\n\t\t\tlet {longitude, latitude, altitude} = image360;\r\n\t\t\tlet xy = transform.forward([longitude, latitude]);\r\n\r\n\t\t\tlet mesh = new THREE.Mesh(sg, sm);\r\n\t\t\tmesh.position.set(...xy, altitude);\r\n\t\t\tmesh.scale.set(1, 1, 1);\r\n\t\t\tmesh.material.transparent = true;\r\n\t\t\tmesh.material.opacity = 0.75;\r\n\t\t\tmesh.image360 = image360;\r\n\r\n\t\t\t{ // orientation\r\n\t\t\t\tvar {course, pitch, roll} = image360;\r\n\t\t\t\tmesh.rotation.set(\r\n\t\t\t\t\tTHREE.Math.degToRad(+roll + 90),\r\n\t\t\t\t\tTHREE.Math.degToRad(-pitch),\r\n\t\t\t\t\tTHREE.Math.degToRad(-course + 90),\r\n\t\t\t\t\t\"ZYX\"\r\n\t\t\t\t);\r\n\t\t\t}\r\n\r\n\t\t\timages360.node.add(mesh);\r\n\r\n\t\t\timage360.mesh = mesh;\r\n\t\t}\r\n\t}\r\n\r\n\t\r\n\r\n};\r\n\r\n\r\n","// This is a generated file. 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unicode = {\n\tSpace_Separator: Space_Separator,\n\tID_Start: ID_Start,\n\tID_Continue: ID_Continue\n};\n\nvar util = {\n isSpaceSeparator (c) {\n return typeof c === 'string' && unicode.Space_Separator.test(c)\n },\n\n isIdStartChar (c) {\n return typeof c === 'string' && (\n (c >= 'a' && c <= 'z') ||\n (c >= 'A' && c <= 'Z') ||\n (c === '$') || (c === '_') ||\n unicode.ID_Start.test(c)\n )\n },\n\n isIdContinueChar (c) {\n return typeof c === 'string' && (\n (c >= 'a' && c <= 'z') ||\n (c >= 'A' && c <= 'Z') ||\n (c >= '0' && c <= '9') ||\n (c === '$') || (c === '_') ||\n (c === '\\u200C') || (c === '\\u200D') ||\n unicode.ID_Continue.test(c)\n )\n },\n\n isDigit (c) {\n return typeof c === 'string' && /[0-9]/.test(c)\n },\n\n isHexDigit (c) {\n return typeof c === 'string' && /[0-9A-Fa-f]/.test(c)\n },\n};\n\nlet source;\nlet parseState;\nlet stack;\nlet pos;\nlet line;\nlet column;\nlet token;\nlet key;\nlet root;\n\nvar parse = function parse (text, reviver) {\n source = String(text);\n parseState = 'start';\n stack = [];\n pos = 0;\n line = 1;\n column = 0;\n token = undefined;\n key = undefined;\n root = undefined;\n\n do {\n token = lex();\n\n // This code is unreachable.\n // if (!parseStates[parseState]) {\n // throw invalidParseState()\n // }\n\n parseStates[parseState]();\n } while (token.type !== 'eof')\n\n if (typeof reviver === 'function') {\n return internalize({'': root}, '', reviver)\n }\n\n return root\n};\n\nfunction internalize (holder, name, reviver) {\n const value = holder[name];\n if (value != null && typeof value === 'object') {\n for (const key in value) {\n const replacement = internalize(value, key, reviver);\n if (replacement === undefined) {\n delete value[key];\n } else {\n value[key] = replacement;\n }\n }\n }\n\n return reviver.call(holder, name, value)\n}\n\nlet lexState;\nlet buffer;\nlet doubleQuote;\nlet sign;\nlet c;\n\nfunction lex () {\n lexState = 'default';\n buffer = '';\n doubleQuote = false;\n sign = 1;\n\n for (;;) {\n c = peek();\n\n // This code is unreachable.\n // if (!lexStates[lexState]) {\n // throw invalidLexState(lexState)\n // }\n\n const token = lexStates[lexState]();\n if (token) {\n return token\n }\n }\n}\n\nfunction peek () {\n if (source[pos]) {\n return String.fromCodePoint(source.codePointAt(pos))\n }\n}\n\nfunction read () {\n const c = peek();\n\n if (c === '\\n') {\n line++;\n column = 0;\n } else if (c) {\n column += c.length;\n } else {\n column++;\n }\n\n if (c) {\n pos += c.length;\n }\n\n return c\n}\n\nconst lexStates = {\n default () {\n switch (c) {\n case '\\t':\n case '\\v':\n case '\\f':\n case ' ':\n case '\\u00A0':\n case '\\uFEFF':\n case '\\n':\n case '\\r':\n case '\\u2028':\n case '\\u2029':\n read();\n return\n\n case '/':\n read();\n lexState = 'comment';\n return\n\n case undefined:\n read();\n return newToken('eof')\n }\n\n if (util.isSpaceSeparator(c)) {\n read();\n return\n }\n\n // This code is unreachable.\n // if (!lexStates[parseState]) {\n // throw invalidLexState(parseState)\n // }\n\n return lexStates[parseState]()\n },\n\n comment () {\n switch (c) {\n case '*':\n read();\n lexState = 'multiLineComment';\n return\n\n case '/':\n read();\n lexState = 'singleLineComment';\n return\n }\n\n throw invalidChar(read())\n },\n\n multiLineComment () {\n switch (c) {\n case '*':\n read();\n lexState = 'multiLineCommentAsterisk';\n return\n\n case undefined:\n throw invalidChar(read())\n }\n\n read();\n },\n\n multiLineCommentAsterisk () {\n switch (c) {\n case '*':\n read();\n return\n\n case '/':\n read();\n lexState = 'default';\n return\n\n case undefined:\n throw invalidChar(read())\n }\n\n read();\n lexState = 'multiLineComment';\n },\n\n singleLineComment () {\n switch (c) {\n case '\\n':\n case '\\r':\n case '\\u2028':\n case '\\u2029':\n read();\n lexState = 'default';\n return\n\n case undefined:\n read();\n return newToken('eof')\n }\n\n read();\n },\n\n value () {\n switch (c) {\n case '{':\n case '[':\n return newToken('punctuator', read())\n\n case 'n':\n read();\n literal('ull');\n return newToken('null', null)\n\n case 't':\n read();\n literal('rue');\n return newToken('boolean', true)\n\n case 'f':\n read();\n literal('alse');\n return newToken('boolean', false)\n\n case '-':\n case '+':\n if (read() === '-') {\n sign = -1;\n }\n\n lexState = 'sign';\n return\n\n case '.':\n buffer = read();\n lexState = 'decimalPointLeading';\n return\n\n case '0':\n buffer = read();\n lexState = 'zero';\n return\n\n case '1':\n case '2':\n case '3':\n case '4':\n case '5':\n case '6':\n case '7':\n case '8':\n case '9':\n buffer = read();\n lexState = 'decimalInteger';\n return\n\n case 'I':\n read();\n literal('nfinity');\n return newToken('numeric', Infinity)\n\n case 'N':\n read();\n literal('aN');\n return newToken('numeric', NaN)\n\n case '\"':\n case \"'\":\n doubleQuote = (read() === '\"');\n buffer = '';\n lexState = 'string';\n return\n }\n\n throw invalidChar(read())\n },\n\n identifierNameStartEscape () {\n if (c !== 'u') {\n throw invalidChar(read())\n }\n\n read();\n const u = unicodeEscape();\n switch (u) {\n case '$':\n case '_':\n break\n\n default:\n if (!util.isIdStartChar(u)) {\n throw invalidIdentifier()\n }\n\n break\n }\n\n buffer += u;\n lexState = 'identifierName';\n },\n\n identifierName () {\n switch (c) {\n case '$':\n case '_':\n case '\\u200C':\n case '\\u200D':\n buffer += read();\n return\n\n case '\\\\':\n read();\n lexState = 'identifierNameEscape';\n return\n }\n\n if (util.isIdContinueChar(c)) {\n buffer += read();\n return\n }\n\n return newToken('identifier', buffer)\n },\n\n identifierNameEscape () {\n if (c !== 'u') {\n throw invalidChar(read())\n }\n\n read();\n const u = unicodeEscape();\n switch (u) {\n case '$':\n case '_':\n case '\\u200C':\n case '\\u200D':\n break\n\n default:\n if (!util.isIdContinueChar(u)) {\n throw invalidIdentifier()\n }\n\n break\n }\n\n buffer += u;\n lexState = 'identifierName';\n },\n\n sign () {\n switch (c) {\n case '.':\n buffer = read();\n lexState = 'decimalPointLeading';\n return\n\n case '0':\n buffer = read();\n lexState = 'zero';\n return\n\n case '1':\n case '2':\n case '3':\n case '4':\n case '5':\n case '6':\n case '7':\n case '8':\n case '9':\n buffer = read();\n lexState = 'decimalInteger';\n return\n\n case 'I':\n read();\n literal('nfinity');\n return newToken('numeric', sign * Infinity)\n\n case 'N':\n read();\n literal('aN');\n return newToken('numeric', NaN)\n }\n\n throw invalidChar(read())\n },\n\n zero () {\n switch (c) {\n case '.':\n buffer += read();\n lexState = 'decimalPoint';\n return\n\n case 'e':\n case 'E':\n buffer += read();\n lexState = 'decimalExponent';\n return\n\n case 'x':\n case 'X':\n buffer += read();\n lexState = 'hexadecimal';\n return\n }\n\n return newToken('numeric', sign * 0)\n },\n\n decimalInteger () {\n switch (c) {\n case '.':\n buffer += read();\n lexState = 'decimalPoint';\n return\n\n case 'e':\n case 'E':\n buffer += read();\n lexState = 'decimalExponent';\n return\n }\n\n if (util.isDigit(c)) {\n buffer += read();\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n decimalPointLeading () {\n if (util.isDigit(c)) {\n buffer += read();\n lexState = 'decimalFraction';\n return\n }\n\n throw invalidChar(read())\n },\n\n decimalPoint () {\n switch (c) {\n case 'e':\n case 'E':\n buffer += read();\n lexState = 'decimalExponent';\n return\n }\n\n if (util.isDigit(c)) {\n buffer += read();\n lexState = 'decimalFraction';\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n decimalFraction () {\n switch (c) {\n case 'e':\n case 'E':\n buffer += read();\n lexState = 'decimalExponent';\n return\n }\n\n if (util.isDigit(c)) {\n buffer += read();\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n decimalExponent () {\n switch (c) {\n case '+':\n case '-':\n buffer += read();\n lexState = 'decimalExponentSign';\n return\n }\n\n if (util.isDigit(c)) {\n buffer += read();\n lexState = 'decimalExponentInteger';\n return\n }\n\n throw invalidChar(read())\n },\n\n decimalExponentSign () {\n if (util.isDigit(c)) {\n buffer += read();\n lexState = 'decimalExponentInteger';\n return\n }\n\n throw invalidChar(read())\n },\n\n decimalExponentInteger () {\n if (util.isDigit(c)) {\n buffer += read();\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n hexadecimal () {\n if (util.isHexDigit(c)) {\n buffer += read();\n lexState = 'hexadecimalInteger';\n return\n }\n\n throw invalidChar(read())\n },\n\n hexadecimalInteger () {\n if (util.isHexDigit(c)) {\n buffer += read();\n return\n }\n\n return newToken('numeric', sign * Number(buffer))\n },\n\n string () {\n switch (c) {\n case '\\\\':\n read();\n buffer += escape();\n return\n\n case '\"':\n if (doubleQuote) {\n read();\n return newToken('string', buffer)\n }\n\n buffer += read();\n return\n\n case \"'\":\n if (!doubleQuote) {\n read();\n return newToken('string', buffer)\n }\n\n buffer += read();\n return\n\n case '\\n':\n case '\\r':\n throw invalidChar(read())\n\n case '\\u2028':\n case '\\u2029':\n separatorChar(c);\n break\n\n case undefined:\n throw invalidChar(read())\n }\n\n buffer += read();\n },\n\n start () {\n switch (c) {\n case '{':\n case '[':\n return newToken('punctuator', read())\n\n // This code is unreachable since the default lexState handles eof.\n // case undefined:\n // return newToken('eof')\n }\n\n lexState = 'value';\n },\n\n beforePropertyName () {\n switch (c) {\n case '$':\n case '_':\n buffer = read();\n lexState = 'identifierName';\n return\n\n case '\\\\':\n read();\n lexState = 'identifierNameStartEscape';\n return\n\n case '}':\n return newToken('punctuator', read())\n\n case '\"':\n case \"'\":\n doubleQuote = (read() === '\"');\n lexState = 'string';\n return\n }\n\n if (util.isIdStartChar(c)) {\n buffer += read();\n lexState = 'identifierName';\n return\n }\n\n throw invalidChar(read())\n },\n\n afterPropertyName () {\n if (c === ':') {\n return newToken('punctuator', read())\n }\n\n throw invalidChar(read())\n },\n\n beforePropertyValue () {\n lexState = 'value';\n },\n\n afterPropertyValue () {\n switch (c) {\n case ',':\n case '}':\n return newToken('punctuator', read())\n }\n\n throw invalidChar(read())\n },\n\n beforeArrayValue () {\n if (c === ']') {\n return newToken('punctuator', read())\n }\n\n lexState = 'value';\n },\n\n afterArrayValue () {\n switch (c) {\n case ',':\n case ']':\n return newToken('punctuator', read())\n }\n\n throw invalidChar(read())\n },\n\n end () {\n // This code is unreachable since it's handled by the default lexState.\n // if (c === undefined) {\n // read()\n // return newToken('eof')\n // }\n\n throw invalidChar(read())\n },\n};\n\nfunction newToken (type, value) {\n return {\n type,\n value,\n line,\n column,\n }\n}\n\nfunction literal (s) {\n for (const c of s) {\n const p = peek();\n\n if (p !== c) {\n throw invalidChar(read())\n }\n\n read();\n }\n}\n\nfunction escape () {\n const c = peek();\n switch (c) {\n case 'b':\n read();\n return '\\b'\n\n case 'f':\n read();\n return '\\f'\n\n case 'n':\n read();\n return '\\n'\n\n case 'r':\n read();\n return '\\r'\n\n case 't':\n read();\n return '\\t'\n\n case 'v':\n read();\n return '\\v'\n\n case '0':\n read();\n if (util.isDigit(peek())) {\n throw invalidChar(read())\n }\n\n return '\\0'\n\n case 'x':\n read();\n return hexEscape()\n\n case 'u':\n read();\n return unicodeEscape()\n\n case '\\n':\n case '\\u2028':\n case '\\u2029':\n read();\n return ''\n\n case '\\r':\n read();\n if (peek() === '\\n') {\n read();\n }\n\n return ''\n\n case '1':\n case '2':\n case '3':\n case '4':\n case '5':\n case '6':\n case '7':\n case '8':\n case '9':\n throw invalidChar(read())\n\n case undefined:\n throw invalidChar(read())\n }\n\n return read()\n}\n\nfunction hexEscape () {\n let buffer = '';\n let c = peek();\n\n if (!util.isHexDigit(c)) {\n throw invalidChar(read())\n }\n\n buffer += read();\n\n c = peek();\n if (!util.isHexDigit(c)) {\n throw invalidChar(read())\n }\n\n buffer += read();\n\n return String.fromCodePoint(parseInt(buffer, 16))\n}\n\nfunction unicodeEscape () {\n let buffer = '';\n let count = 4;\n\n while (count-- > 0) {\n const c = peek();\n if (!util.isHexDigit(c)) {\n throw invalidChar(read())\n }\n\n buffer += read();\n }\n\n return String.fromCodePoint(parseInt(buffer, 16))\n}\n\nconst parseStates = {\n start () {\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n push();\n },\n\n beforePropertyName () {\n switch (token.type) {\n case 'identifier':\n case 'string':\n key = token.value;\n parseState = 'afterPropertyName';\n return\n\n case 'punctuator':\n // This code is unreachable since it's handled by the lexState.\n // if (token.value !== '}') {\n // throw invalidToken()\n // }\n\n pop();\n return\n\n case 'eof':\n throw invalidEOF()\n }\n\n // This code is unreachable since it's handled by the lexState.\n // throw invalidToken()\n },\n\n afterPropertyName () {\n // This code is unreachable since it's handled by the lexState.\n // if (token.type !== 'punctuator' || token.value !== ':') {\n // throw invalidToken()\n // }\n\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n parseState = 'beforePropertyValue';\n },\n\n beforePropertyValue () {\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n push();\n },\n\n beforeArrayValue () {\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n if (token.type === 'punctuator' && token.value === ']') {\n pop();\n return\n }\n\n push();\n },\n\n afterPropertyValue () {\n // This code is unreachable since it's handled by the lexState.\n // if (token.type !== 'punctuator') {\n // throw invalidToken()\n // }\n\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n switch (token.value) {\n case ',':\n parseState = 'beforePropertyName';\n return\n\n case '}':\n pop();\n }\n\n // This code is unreachable since it's handled by the lexState.\n // throw invalidToken()\n },\n\n afterArrayValue () {\n // This code is unreachable since it's handled by the lexState.\n // if (token.type !== 'punctuator') {\n // throw invalidToken()\n // }\n\n if (token.type === 'eof') {\n throw invalidEOF()\n }\n\n switch (token.value) {\n case ',':\n parseState = 'beforeArrayValue';\n return\n\n case ']':\n pop();\n }\n\n // This code is unreachable since it's handled by the lexState.\n // throw invalidToken()\n },\n\n end () {\n // This code is unreachable since it's handled by the lexState.\n // if (token.type !== 'eof') {\n // throw invalidToken()\n // }\n },\n};\n\nfunction push () {\n let value;\n\n switch (token.type) {\n case 'punctuator':\n switch (token.value) {\n case '{':\n value = {};\n break\n\n case '[':\n value = [];\n break\n }\n\n break\n\n case 'null':\n case 'boolean':\n case 'numeric':\n case 'string':\n value = token.value;\n break\n\n // This code is unreachable.\n // default:\n // throw invalidToken()\n }\n\n if (root === undefined) {\n root = value;\n } else {\n const parent = stack[stack.length - 1];\n if (Array.isArray(parent)) {\n parent.push(value);\n } else {\n parent[key] = value;\n }\n }\n\n if (value !== null && typeof value === 'object') {\n stack.push(value);\n\n if (Array.isArray(value)) {\n parseState = 'beforeArrayValue';\n } else {\n parseState = 'beforePropertyName';\n }\n } else {\n const current = stack[stack.length - 1];\n if (current == null) {\n parseState = 'end';\n } else if (Array.isArray(current)) {\n parseState = 'afterArrayValue';\n } else {\n parseState = 'afterPropertyValue';\n }\n }\n}\n\nfunction pop () {\n stack.pop();\n\n const current = stack[stack.length - 1];\n if (current == null) {\n parseState = 'end';\n } else if (Array.isArray(current)) {\n parseState = 'afterArrayValue';\n } else {\n parseState = 'afterPropertyValue';\n }\n}\n\n// This code is unreachable.\n// function invalidParseState () {\n// return new Error(`JSON5: invalid parse state '${parseState}'`)\n// }\n\n// This code is unreachable.\n// function invalidLexState (state) {\n// return new Error(`JSON5: invalid lex state '${state}'`)\n// }\n\nfunction invalidChar (c) {\n if (c === undefined) {\n return syntaxError(`JSON5: invalid end of input at ${line}:${column}`)\n }\n\n return syntaxError(`JSON5: invalid character '${formatChar(c)}' at ${line}:${column}`)\n}\n\nfunction invalidEOF () {\n return syntaxError(`JSON5: invalid end of input at ${line}:${column}`)\n}\n\n// This code is unreachable.\n// function invalidToken () {\n// if (token.type === 'eof') {\n// return syntaxError(`JSON5: invalid end of input at ${line}:${column}`)\n// }\n\n// const c = String.fromCodePoint(token.value.codePointAt(0))\n// return syntaxError(`JSON5: invalid character '${formatChar(c)}' at ${line}:${column}`)\n// }\n\nfunction invalidIdentifier () {\n column -= 5;\n return syntaxError(`JSON5: invalid identifier character at ${line}:${column}`)\n}\n\nfunction separatorChar (c) {\n console.warn(`JSON5: '${formatChar(c)}' in strings is not valid ECMAScript; consider escaping`);\n}\n\nfunction formatChar (c) {\n const replacements = {\n \"'\": \"\\\\'\",\n '\"': '\\\\\"',\n '\\\\': '\\\\\\\\',\n '\\b': '\\\\b',\n '\\f': '\\\\f',\n '\\n': '\\\\n',\n '\\r': '\\\\r',\n '\\t': '\\\\t',\n '\\v': '\\\\v',\n '\\0': '\\\\0',\n '\\u2028': '\\\\u2028',\n '\\u2029': '\\\\u2029',\n };\n\n if (replacements[c]) {\n return replacements[c]\n }\n\n if (c < ' ') {\n const hexString = c.charCodeAt(0).toString(16);\n return '\\\\x' + ('00' + hexString).substring(hexString.length)\n }\n\n return c\n}\n\nfunction syntaxError (message) {\n const err = new SyntaxError(message);\n err.lineNumber = line;\n err.columnNumber = column;\n return err\n}\n\nvar stringify = function stringify (value, replacer, space) {\n const stack = [];\n let indent = '';\n let propertyList;\n let replacerFunc;\n let gap = '';\n let quote;\n\n if (\n replacer != null &&\n typeof replacer === 'object' &&\n !Array.isArray(replacer)\n ) {\n space = replacer.space;\n quote = replacer.quote;\n replacer = replacer.replacer;\n }\n\n if (typeof replacer === 'function') {\n replacerFunc = replacer;\n } else if (Array.isArray(replacer)) {\n propertyList = [];\n for (const v of replacer) {\n let item;\n\n if (typeof v === 'string') {\n item = v;\n } else if (\n typeof v === 'number' ||\n v instanceof String ||\n v instanceof Number\n ) {\n item = String(v);\n }\n\n if (item !== undefined && propertyList.indexOf(item) < 0) {\n propertyList.push(item);\n }\n }\n }\n\n if (space instanceof Number) {\n space = Number(space);\n } else if (space instanceof String) {\n space = String(space);\n }\n\n if (typeof space === 'number') {\n if (space > 0) {\n space = Math.min(10, Math.floor(space));\n gap = ' '.substr(0, space);\n }\n } else if (typeof space === 'string') {\n gap = space.substr(0, 10);\n }\n\n return serializeProperty('', {'': value})\n\n function serializeProperty (key, holder) {\n let value = holder[key];\n if (value != null) {\n if (typeof value.toJSON5 === 'function') {\n value = value.toJSON5(key);\n } else if (typeof value.toJSON === 'function') {\n value = value.toJSON(key);\n }\n }\n\n if (replacerFunc) {\n value = replacerFunc.call(holder, key, value);\n }\n\n if (value instanceof Number) {\n value = Number(value);\n } else if (value instanceof String) {\n value = String(value);\n } else if (value instanceof Boolean) {\n value = value.valueOf();\n }\n\n switch (value) {\n case null: return 'null'\n case true: return 'true'\n case false: return 'false'\n }\n\n if (typeof value === 'string') {\n return quoteString(value, false)\n }\n\n if (typeof value === 'number') {\n return String(value)\n }\n\n if (typeof value === 'object') {\n return Array.isArray(value) ? serializeArray(value) : serializeObject(value)\n }\n\n return undefined\n }\n\n function quoteString (value) {\n const quotes = {\n \"'\": 0.1,\n '\"': 0.2,\n };\n\n const replacements = {\n \"'\": \"\\\\'\",\n '\"': '\\\\\"',\n '\\\\': '\\\\\\\\',\n '\\b': '\\\\b',\n '\\f': '\\\\f',\n '\\n': '\\\\n',\n '\\r': '\\\\r',\n '\\t': '\\\\t',\n '\\v': '\\\\v',\n '\\0': '\\\\0',\n '\\u2028': '\\\\u2028',\n '\\u2029': '\\\\u2029',\n };\n\n let product = '';\n\n for (let i = 0; i < value.length; i++) {\n const c = value[i];\n switch (c) {\n case \"'\":\n case '\"':\n quotes[c]++;\n product += c;\n continue\n\n case '\\0':\n if (util.isDigit(value[i + 1])) {\n product += '\\\\x00';\n continue\n }\n }\n\n if (replacements[c]) {\n product += replacements[c];\n continue\n }\n\n if (c < ' ') {\n let hexString = c.charCodeAt(0).toString(16);\n product += '\\\\x' + ('00' + hexString).substring(hexString.length);\n continue\n }\n\n product += c;\n }\n\n const quoteChar = quote || Object.keys(quotes).reduce((a, b) => (quotes[a] < quotes[b]) ? a : b);\n\n product = product.replace(new RegExp(quoteChar, 'g'), replacements[quoteChar]);\n\n return quoteChar + product + quoteChar\n }\n\n function serializeObject (value) {\n if (stack.indexOf(value) >= 0) {\n throw TypeError('Converting circular structure to JSON5')\n }\n\n stack.push(value);\n\n let stepback = indent;\n indent = indent + gap;\n\n let keys = propertyList || Object.keys(value);\n let partial = [];\n for (const key of keys) {\n const propertyString = serializeProperty(key, value);\n if (propertyString !== undefined) {\n let member = serializeKey(key) + ':';\n if (gap !== '') {\n member += ' ';\n }\n member += propertyString;\n partial.push(member);\n }\n }\n\n let final;\n if (partial.length === 0) {\n final = '{}';\n } else {\n let properties;\n if (gap === '') {\n properties = partial.join(',');\n final = '{' + properties + '}';\n } else {\n let separator = ',\\n' + indent;\n properties = partial.join(separator);\n final = '{\\n' + indent + properties + ',\\n' + stepback + '}';\n }\n }\n\n stack.pop();\n indent = stepback;\n return final\n }\n\n function serializeKey (key) {\n if (key.length === 0) {\n return quoteString(key, true)\n }\n\n const firstChar = String.fromCodePoint(key.codePointAt(0));\n if (!util.isIdStartChar(firstChar)) {\n return quoteString(key, true)\n }\n\n for (let i = firstChar.length; i < key.length; i++) {\n if (!util.isIdContinueChar(String.fromCodePoint(key.codePointAt(i)))) {\n return quoteString(key, true)\n }\n }\n\n return key\n }\n\n function serializeArray (value) {\n if (stack.indexOf(value) >= 0) {\n throw TypeError('Converting circular structure to JSON5')\n }\n\n stack.push(value);\n\n let stepback = indent;\n indent = indent + gap;\n\n let partial = [];\n for (let i = 0; i < value.length; i++) {\n const propertyString = serializeProperty(String(i), value);\n partial.push((propertyString !== undefined) ? propertyString : 'null');\n }\n\n let final;\n if (partial.length === 0) {\n final = '[]';\n } else {\n if (gap === '') {\n let properties = partial.join(',');\n final = '[' + properties + ']';\n } else {\n let separator = ',\\n' + indent;\n let properties = partial.join(separator);\n final = '[\\n' + indent + properties + ',\\n' + stepback + ']';\n }\n }\n\n stack.pop();\n indent = stepback;\n return final\n }\n};\n\nconst JSON5 = {\n parse,\n stringify,\n};\n\nvar lib = JSON5;\n\nexport default lib;\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {GeoJSONExporter} from \"../exporter/GeoJSONExporter.js\"\nimport {DXFExporter} from \"../exporter/DXFExporter.js\"\nimport {Volume, SphereVolume} from \"../utils/Volume.js\"\nimport {PolygonClipVolume} from \"../utils/PolygonClipVolume.js\"\nimport {PropertiesPanel} from \"./PropertyPanels/PropertiesPanel.js\"\nimport {PointCloudTree} from \"../PointCloudTree.js\"\nimport {Profile} from \"../utils/Profile.js\"\nimport {Measure} from \"../utils/Measure.js\"\nimport {Annotation} from \"../Annotation.js\"\nimport {CameraMode, ClipTask, ClipMethod} from \"../defines.js\"\nimport {ScreenBoxSelectTool} from \"../utils/ScreenBoxSelectTool.js\"\nimport {Utils} from \"../utils.js\"\nimport {CameraAnimation} from \"../modules/CameraAnimation/CameraAnimation.js\"\nimport {HierarchicalSlider} from \"./HierarchicalSlider.js\"\nimport {OrientedImage} from \"../modules/OrientedImages/OrientedImages.js\";\nimport {Images360} from \"../modules/Images360/Images360.js\";\n\nimport JSON5 from \"../../libs/json5-2.1.3/json5.mjs\";\n\nexport class Sidebar{\n\n\tconstructor(viewer){\n\t\tthis.viewer = viewer;\n\n\t\tthis.measuringTool = viewer.measuringTool;\n\t\tthis.profileTool = viewer.profileTool;\n\t\tthis.volumeTool = viewer.volumeTool;\n\n\t\tthis.dom = $(\"#sidebar_root\");\n\t}\n\n\tcreateToolIcon(icon, title, callback){\n\t\tlet element = $(`\n\t\t\t\n\t\t`);\n\n\t\telement.click(callback);\n\n\t\treturn element;\n\t}\n\n\tinit(){\n\n\t\tthis.initAccordion();\n\t\tthis.initAppearance();\n\t\tthis.initToolbar();\n\t\tthis.initScene();\n\t\tthis.initNavigation();\n\t\tthis.initFilters();\n\t\tthis.initClippingTool();\n\t\tthis.initSettings();\n\t\t\n\t\t$('#potree_version_number').html(Potree.version.major + \".\" + Potree.version.minor + Potree.version.suffix);\n\t}\n\n\t\t\n\n\tinitToolbar(){\n\n\t\t// ANGLE\n\t\tlet elToolbar = $('#tools');\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/angle.png',\n\t\t\t'[title]tt.angle_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowAngles: true,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tclosed: true,\n\t\t\t\t\tmaxMarkers: 3,\n\t\t\t\t\tname: 'Angle'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// POINT\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/point.svg',\n\t\t\t'[title]tt.point_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowAngles: false,\n\t\t\t\t\tshowCoordinates: true,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tclosed: true,\n\t\t\t\t\tmaxMarkers: 1,\n\t\t\t\t\tname: 'Point'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// DISTANCE\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/distance.svg',\n\t\t\t'[title]tt.distance_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: true,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tclosed: false,\n\t\t\t\t\tname: 'Distance'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// HEIGHT\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/height.svg',\n\t\t\t'[title]tt.height_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowHeight: true,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tclosed: false,\n\t\t\t\t\tmaxMarkers: 2,\n\t\t\t\t\tname: 'Height'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// CIRCLE\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/circle.svg',\n\t\t\t'[title]tt.circle_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowHeight: false,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tshowCircle: true,\n\t\t\t\t\tshowEdges: false,\n\t\t\t\t\tclosed: false,\n\t\t\t\t\tmaxMarkers: 3,\n\t\t\t\t\tname: 'Circle'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// AZIMUTH\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/azimuth.svg',\n\t\t\t'Azimuth',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: false,\n\t\t\t\t\tshowHeight: false,\n\t\t\t\t\tshowArea: false,\n\t\t\t\t\tshowCircle: false,\n\t\t\t\t\tshowEdges: false,\n\t\t\t\t\tshowAzimuth: true,\n\t\t\t\t\tclosed: false,\n\t\t\t\t\tmaxMarkers: 2,\n\t\t\t\t\tname: 'Azimuth'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// AREA\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/area.svg',\n\t\t\t'[title]tt.area_measurement',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown();\n\t\t\t\tlet measurement = this.measuringTool.startInsertion({\n\t\t\t\t\tshowDistances: true,\n\t\t\t\t\tshowArea: true,\n\t\t\t\t\tclosed: true,\n\t\t\t\t\tname: 'Area'});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === measurement.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// VOLUME\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/volume.svg',\n\t\t\t'[title]tt.volume_measurement',\n\t\t\t() => {\n\t\t\t\tlet volume = this.volumeTool.startInsertion(); \n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === volume.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// SPHERE VOLUME\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/sphere_distances.svg',\n\t\t\t'[title]tt.volume_measurement',\n\t\t\t() => { \n\t\t\t\tlet volume = this.volumeTool.startInsertion({type: SphereVolume}); \n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === volume.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// PROFILE\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/profile.svg',\n\t\t\t'[title]tt.height_profile',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown(); ;\n\t\t\t\tlet profile = this.profileTool.startInsertion();\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === profile.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// ANNOTATION\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/annotation.svg',\n\t\t\t'[title]tt.annotation',\n\t\t\t() => {\n\t\t\t\t$('#menu_measurements').next().slideDown(); ;\n\t\t\t\tlet annotation = this.viewer.annotationTool.startInsertion();\n\n\t\t\t\tlet annotationsRoot = $(\"#jstree_scene\").jstree().get_json(\"annotations\");\n\t\t\t\tlet jsonNode = annotationsRoot.children.find(child => child.data.uuid === annotation.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// REMOVE ALL\n\t\telToolbar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/reset_tools.svg',\n\t\t\t'[title]tt.remove_all_measurement',\n\t\t\t() => {\n\t\t\t\tthis.viewer.scene.removeAllMeasurements();\n\t\t\t}\n\t\t));\n\n\n\t\t{ // SHOW / HIDE Measurements\n\t\t\tlet elShow = $(\"#measurement_options_show\");\n\t\t\telShow.selectgroup({title: \"Show/Hide labels\"});\n\n\t\t\telShow.find(\"input\").click( (e) => {\n\t\t\t\tconst show = e.target.value === \"SHOW\";\n\t\t\t\tthis.measuringTool.showLabels = show;\n\t\t\t});\n\n\t\t\tlet currentShow = this.measuringTool.showLabels ? \"SHOW\" : \"HIDE\";\n\t\t\telShow.find(`input[value=${currentShow}]`).trigger(\"click\");\n\t\t}\n\t}\n\n\tinitScene(){\n\n\t\tlet elScene = $(\"#menu_scene\");\n\t\tlet elObjects = elScene.next().find(\"#scene_objects\");\n\t\tlet elProperties = elScene.next().find(\"#scene_object_properties\");\n\t\t\n\n\t\t{\n\t\t\tlet elExport = elScene.next().find(\"#scene_export\");\n\n\t\t\tlet geoJSONIcon = `${Potree.resourcePath}/icons/file_geojson.svg`;\n\t\t\tlet dxfIcon = `${Potree.resourcePath}/icons/file_dxf.svg`;\n\t\t\tlet potreeIcon = `${Potree.resourcePath}/icons/file_potree.svg`;\n\n\t\t\telExport.append(`\n\t\t\t\tExport:
    \n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t`);\n\n\t\t\tlet elDownloadJSON = elExport.find(\"img[name=geojson_export_button]\").parent();\n\t\t\telDownloadJSON.click( (event) => {\n\t\t\t\tlet scene = this.viewer.scene;\n\t\t\t\tlet measurements = [...scene.measurements, ...scene.profiles, ...scene.volumes];\n\n\t\t\t\tif(measurements.length > 0){\n\t\t\t\t\tlet geoJson = GeoJSONExporter.toString(measurements);\n\n\t\t\t\t\tlet url = window.URL.createObjectURL(new Blob([geoJson], {type: 'data:application/octet-stream'}));\n\t\t\t\t\telDownloadJSON.attr('href', url);\n\t\t\t\t}else{\n\t\t\t\t\tthis.viewer.postError(\"no measurements to export\");\n\t\t\t\t\tevent.preventDefault();\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet elDownloadDXF = elExport.find(\"img[name=dxf_export_button]\").parent();\n\t\t\telDownloadDXF.click( (event) => {\n\t\t\t\tlet scene = this.viewer.scene;\n\t\t\t\tlet measurements = [...scene.measurements, ...scene.profiles, ...scene.volumes];\n\n\t\t\t\tif(measurements.length > 0){\n\t\t\t\t\tlet dxf = DXFExporter.toString(measurements);\n\n\t\t\t\t\tlet url = window.URL.createObjectURL(new Blob([dxf], {type: 'data:application/octet-stream'}));\n\t\t\t\t\telDownloadDXF.attr('href', url);\n\t\t\t\t}else{\n\t\t\t\t\tthis.viewer.postError(\"no measurements to export\");\n\t\t\t\t\tevent.preventDefault();\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet elDownloadPotree = elExport.find(\"img[name=potree_export_button]\").parent();\n\t\t\telDownloadPotree.click( (event) => {\n\n\t\t\t\tlet data = Potree.saveProject(this.viewer);\n\t\t\t\tlet dataString = JSON5.stringify(data, null, \"\\t\")\n\n\t\t\t\tlet url = window.URL.createObjectURL(new Blob([dataString], {type: 'data:application/octet-stream'}));\n\t\t\t\telDownloadPotree.attr('href', url);\n\t\t\t});\n\t\t}\n\n\t\tlet propertiesPanel = new PropertiesPanel(elProperties, this.viewer);\n\t\tpropertiesPanel.setScene(this.viewer.scene);\n\t\t\n\t\tlocalStorage.removeItem('jstree');\n\n\t\tlet tree = $(`
    `);\n\t\telObjects.append(tree);\n\n\t\ttree.jstree({\n\t\t\t'plugins': [\"checkbox\", \"state\"],\n\t\t\t'core': {\n\t\t\t\t\"dblclick_toggle\": false,\n\t\t\t\t\"state\": {\n\t\t\t\t\t\"checked\" : true\n\t\t\t\t},\n\t\t\t\t'check_callback': true,\n\t\t\t\t\"expand_selected_onload\": true\n\t\t\t},\n\t\t\t\"checkbox\" : {\n\t\t\t\t\"keep_selected_style\": true,\n\t\t\t\t\"three_state\": false,\n\t\t\t\t\"whole_node\": false,\n\t\t\t\t\"tie_selection\": false,\n\t\t\t},\n\t\t});\n\n\t\tlet createNode = (parent, text, icon, object) => {\n\t\t\tlet nodeID = tree.jstree('create_node', parent, { \n\t\t\t\t\t\"text\": text, \n\t\t\t\t\t\"icon\": icon,\n\t\t\t\t\t\"data\": object\n\t\t\t\t}, \n\t\t\t\t\"last\", false, false);\n\t\t\t\n\t\t\tif(object.visible){\n\t\t\t\ttree.jstree('check_node', nodeID);\n\t\t\t}else{\n\t\t\t\ttree.jstree('uncheck_node', nodeID);\n\t\t\t}\n\n\t\t\treturn nodeID;\n\t\t}\n\n\t\tlet pcID = tree.jstree('create_node', \"#\", { \"text\": \"Point Clouds\", \"id\": \"pointclouds\"}, \"last\", false, false);\n\t\tlet measurementID = tree.jstree('create_node', \"#\", { \"text\": \"Measurements\", \"id\": \"measurements\" }, \"last\", false, false);\n\t\tlet annotationsID = tree.jstree('create_node', \"#\", { \"text\": \"Annotations\", \"id\": \"annotations\" }, \"last\", false, false);\n\t\tlet otherID = tree.jstree('create_node', \"#\", { \"text\": \"Other\", \"id\": \"other\" }, \"last\", false, false);\n\t\tlet vectorsID = tree.jstree('create_node', \"#\", { \"text\": \"Vectors\", \"id\": \"vectors\" }, \"last\", false, false);\n\t\tlet imagesID = tree.jstree('create_node', \"#\", { \"text\": \" Images\", \"id\": \"images\" }, \"last\", false, false);\n\n\t\ttree.jstree(\"check_node\", pcID);\n\t\ttree.jstree(\"check_node\", measurementID);\n\t\ttree.jstree(\"check_node\", annotationsID);\n\t\ttree.jstree(\"check_node\", otherID);\n\t\ttree.jstree(\"check_node\", vectorsID);\n\t\ttree.jstree(\"check_node\", imagesID);\n\n\t\ttree.on('create_node.jstree', (e, data) => {\n\t\t\ttree.jstree(\"open_all\");\n\t\t});\n\n\t\ttree.on(\"select_node.jstree\", (e, data) => {\n\t\t\tlet object = data.node.data;\n\t\t\tpropertiesPanel.set(object);\n\n\t\t\tthis.viewer.inputHandler.deselectAll();\n\n\t\t\tif(object instanceof Volume){\n\t\t\t\tthis.viewer.inputHandler.toggleSelection(object);\n\t\t\t}\n\n\t\t\t$(this.viewer.renderer.domElement).focus();\n\t\t});\n\n\t\ttree.on(\"deselect_node.jstree\", (e, data) => {\n\t\t\tpropertiesPanel.set(null);\n\t\t});\n\n\t\ttree.on(\"delete_node.jstree\", (e, data) => {\n\t\t\tpropertiesPanel.set(null);\n\t\t});\n\n\t\ttree.on('dblclick','.jstree-anchor', (e) => {\n\n\t\t\tlet instance = $.jstree.reference(e.target);\n\t\t\tlet node = instance.get_node(e.target);\n\t\t\tlet object = node.data;\n\n\t\t\t// ignore double click on checkbox\n\t\t\tif(e.target.classList.contains(\"jstree-checkbox\")){\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif(object instanceof PointCloudTree){\n\t\t\t\tlet box = this.viewer.getBoundingBox([object]);\n\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\tnode.boundingBox = box;\n\t\t\t\tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t}else if(object instanceof Measure){\n\t\t\t\tlet points = object.points.map(p => p.position);\n\t\t\t\tlet box = new THREE.Box3().setFromPoints(points);\n\t\t\t\tif(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.boundingBox = box;\n\t\t\t\t\tthis.viewer.zoomTo(node, 2, 500);\n\t\t\t\t}\n\t\t\t}else if(object instanceof Profile){\n\t\t\t\tlet points = object.points;\n\t\t\t\tlet box = new THREE.Box3().setFromPoints(points);\n\t\t\t\tif(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.boundingBox = box;\n\t\t\t\t\tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t\t}\n\t\t\t}else if(object instanceof Volume){\n\t\t\t\t\n\t\t\t\tlet box = object.boundingBox.clone().applyMatrix4(object.matrixWorld);\n\n\t\t\t\tif(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.boundingBox = box;\n\t\t\t\t\tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t\t}\n\t\t\t}else if(object instanceof Annotation){\n\t\t\t\tobject.moveHere(this.viewer.scene.getActiveCamera());\n\t\t\t}else if(object instanceof PolygonClipVolume){\n\t\t\t\tlet dir = object.camera.getWorldDirection(new THREE.Vector3());\n\t\t\t\tlet target;\n\n\t\t\t\tif(object.camera instanceof THREE.OrthographicCamera){\n\t\t\t\t\tdir.multiplyScalar(object.camera.right)\n\t\t\t\t\ttarget = new THREE.Vector3().addVectors(object.camera.position, dir);\n\t\t\t\t\tthis.viewer.setCameraMode(CameraMode.ORTHOGRAPHIC);\n\t\t\t\t}else if(object.camera instanceof THREE.PerspectiveCamera){\n\t\t\t\t\tdir.multiplyScalar(this.viewer.scene.view.radius);\n\t\t\t\t\ttarget = new THREE.Vector3().addVectors(object.camera.position, dir);\n\t\t\t\t\tthis.viewer.setCameraMode(CameraMode.PERSPECTIVE);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tthis.viewer.scene.view.position.copy(object.camera.position);\n\t\t\t\tthis.viewer.scene.view.lookAt(target);\n\t\t\t}else if(object.type === \"SpotLight\"){\n\t\t\t\tlet distance = (object.distance > 0) ? object.distance / 4 : 5 * 1000;\n\t\t\t\tlet position = object.position;\n\t\t\t\tlet target = new THREE.Vector3().addVectors(\n\t\t\t\t\tposition, \n\t\t\t\t\tobject.getWorldDirection(new THREE.Vector3()).multiplyScalar(distance));\n\n\t\t\t\tthis.viewer.scene.view.position.copy(object.position);\n\t\t\t\tthis.viewer.scene.view.lookAt(target);\n\t\t\t}else if(object instanceof THREE.Object3D){\n\t\t\t\tlet box = new THREE.Box3().setFromObject(object);\n\n\t\t\t\tif(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.boundingBox = box;\n\t\t\t\t\tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t\t}\n\t\t\t}else if(object instanceof OrientedImage){\n\t\t\t\t// TODO zoom to images\n\n\t\t\t\t// let box = new THREE.Box3().setFromObject(object);\n\n\t\t\t\t// if(box.getSize(new THREE.Vector3()).length() > 0){\n\t\t\t\t// \tlet node = new THREE.Object3D();\n\t\t\t\t// \tnode.boundingBox = box;\n\t\t\t\t// \tthis.viewer.zoomTo(node, 1, 500);\n\t\t\t\t// }\n\t\t\t}else if(object instanceof Images360){\n\t\t\t\t// TODO\n\t\t\t}else if(object instanceof Geopackage){\n\t\t\t\t// TODO\n\t\t\t}\n\t\t});\n\n\t\ttree.on(\"uncheck_node.jstree\", (e, data) => {\n\t\t\tlet object = data.node.data;\n\n\t\t\tif(object){\n\t\t\t\tobject.visible = false;\n\t\t\t}\n\t\t});\n\n\t\ttree.on(\"check_node.jstree\", (e, data) => {\n\t\t\tlet object = data.node.data;\n\n\t\t\tif(object){\n\t\t\t\tobject.visible = true;\n\t\t\t}\n\t\t});\n\n\n\t\tlet onPointCloudAdded = (e) => {\n\t\t\tlet pointcloud = e.pointcloud;\n\t\t\tlet cloudIcon = `${Potree.resourcePath}/icons/cloud.svg`;\n\t\t\tlet node = createNode(pcID, pointcloud.name, cloudIcon, pointcloud);\n\n\t\t\tpointcloud.addEventListener(\"visibility_changed\", () => {\n\t\t\t\tif(pointcloud.visible){\n\t\t\t\t\ttree.jstree('check_node', node);\n\t\t\t\t}else{\n\t\t\t\t\ttree.jstree('uncheck_node', node);\n\t\t\t\t}\n\t\t\t});\n\t\t};\n\n\t\tlet onMeasurementAdded = (e) => {\n\t\t\tlet measurement = e.measurement;\n\t\t\tlet icon = Utils.getMeasurementIcon(measurement);\n\t\t\tcreateNode(measurementID, measurement.name, icon, measurement);\n\t\t};\n\n\t\tlet onVolumeAdded = (e) => {\n\t\t\tlet volume = e.volume;\n\t\t\tlet icon = Utils.getMeasurementIcon(volume);\n\t\t\tlet node = createNode(measurementID, volume.name, icon, volume);\n\n\t\t\tvolume.addEventListener(\"visibility_changed\", () => {\n\t\t\t\tif(volume.visible){\n\t\t\t\t\ttree.jstree('check_node', node);\n\t\t\t\t}else{\n\t\t\t\t\ttree.jstree('uncheck_node', node);\n\t\t\t\t}\n\t\t\t});\n\t\t};\n\n\t\tlet onProfileAdded = (e) => {\n\t\t\tlet profile = e.profile;\n\t\t\tlet icon = Utils.getMeasurementIcon(profile);\n\t\t\tcreateNode(measurementID, profile.name, icon, profile);\n\t\t};\n\n\t\tlet onAnnotationAdded = (e) => {\n\t\t\tlet annotation = e.annotation;\n\n\t\t\tlet annotationIcon = `${Potree.resourcePath}/icons/annotation.svg`;\n\t\t\tlet parentID = this.annotationMapping.get(annotation.parent);\n\t\t\tlet annotationID = createNode(parentID, annotation.title, annotationIcon, annotation);\n\t\t\tthis.annotationMapping.set(annotation, annotationID);\n\n\t\t\tannotation.addEventListener(\"annotation_changed\", (e) => {\n\t\t\t\tlet annotationsRoot = $(\"#jstree_scene\").jstree().get_json(\"annotations\");\n\t\t\t\tlet jsonNode = annotationsRoot.children.find(child => child.data.uuid === annotation.uuid);\n\t\t\t\t\n\t\t\t\t$.jstree.reference(jsonNode.id).rename_node(jsonNode.id, annotation.title);\n\t\t\t});\n\t\t};\n\n\t\tlet onCameraAnimationAdded = (e) => {\n\t\t\tconst animation = e.animation;\n\n\t\t\tconst animationIcon = `${Potree.resourcePath}/icons/camera_animation.svg`;\n\t\t\tcreateNode(otherID, \"animation\", animationIcon, animation);\n\t\t};\n\n\t\tlet onOrientedImagesAdded = (e) => {\n\t\t\tconst images = e.images;\n\n\t\t\tconst imagesIcon = `${Potree.resourcePath}/icons/picture.svg`;\n\t\t\tconst node = createNode(imagesID, \"images\", imagesIcon, images);\n\n\t\t\timages.addEventListener(\"visibility_changed\", () => {\n\t\t\t\tif(images.visible){\n\t\t\t\t\ttree.jstree('check_node', node);\n\t\t\t\t}else{\n\t\t\t\t\ttree.jstree('uncheck_node', node);\n\t\t\t\t}\n\t\t\t});\n\t\t};\n\n\t\tlet onImages360Added = (e) => {\n\t\t\tconst images = e.images;\n\n\t\t\tconst imagesIcon = `${Potree.resourcePath}/icons/picture.svg`;\n\t\t\tconst node = createNode(imagesID, \"360° images\", imagesIcon, images);\n\n\t\t\timages.addEventListener(\"visibility_changed\", () => {\n\t\t\t\tif(images.visible){\n\t\t\t\t\ttree.jstree('check_node', node);\n\t\t\t\t}else{\n\t\t\t\t\ttree.jstree('uncheck_node', node);\n\t\t\t\t}\n\t\t\t});\n\t\t};\n\n\t\tconst onGeopackageAdded = (e) => {\n\t\t\tconst geopackage = e.geopackage;\n\n\t\t\tconst geopackageIcon = `${Potree.resourcePath}/icons/triangle.svg`;\n\t\t\tconst tree = $(`#jstree_scene`);\n\t\t\tconst parentNode = \"vectors\";\n\n\t\t\tfor(const layer of geopackage.node.children){\n\t\t\t\tconst name = layer.name;\n\n\t\t\t\tlet shpPointsID = tree.jstree('create_node', parentNode, { \n\t\t\t\t\t\t\"text\": name, \n\t\t\t\t\t\t\"icon\": geopackageIcon,\n\t\t\t\t\t\t\"object\": layer,\n\t\t\t\t\t\t\"data\": layer,\n\t\t\t\t\t}, \n\t\t\t\t\t\"last\", false, false);\n\t\t\t\ttree.jstree(layer.visible ? \"check_node\" : \"uncheck_node\", shpPointsID);\n\t\t\t}\n\n\t\t};\n\n\t\tthis.viewer.scene.addEventListener(\"pointcloud_added\", onPointCloudAdded);\n\t\tthis.viewer.scene.addEventListener(\"measurement_added\", onMeasurementAdded);\n\t\tthis.viewer.scene.addEventListener(\"profile_added\", onProfileAdded);\n\t\tthis.viewer.scene.addEventListener(\"volume_added\", onVolumeAdded);\n\t\tthis.viewer.scene.addEventListener(\"camera_animation_added\", onCameraAnimationAdded);\n\t\tthis.viewer.scene.addEventListener(\"oriented_images_added\", onOrientedImagesAdded);\n\t\tthis.viewer.scene.addEventListener(\"360_images_added\", onImages360Added);\n\t\tthis.viewer.scene.addEventListener(\"geopackage_added\", onGeopackageAdded);\n\t\tthis.viewer.scene.addEventListener(\"polygon_clip_volume_added\", onVolumeAdded);\n\t\tthis.viewer.scene.annotations.addEventListener(\"annotation_added\", onAnnotationAdded);\n\n\t\tlet onMeasurementRemoved = (e) => {\n\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === e.measurement.uuid);\n\t\t\t\n\t\t\ttree.jstree(\"delete_node\", jsonNode.id);\n\t\t};\n\n\t\tlet onVolumeRemoved = (e) => {\n\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === e.volume.uuid);\n\t\t\t\n\t\t\ttree.jstree(\"delete_node\", jsonNode.id);\n\t\t};\n\n\t\tlet onPolygonClipVolumeRemoved = (e) => {\n\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === e.volume.uuid);\n\t\t\t\n\t\t\ttree.jstree(\"delete_node\", jsonNode.id);\n\t\t};\n\n\t\tlet onProfileRemoved = (e) => {\n\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === e.profile.uuid);\n\t\t\t\n\t\t\ttree.jstree(\"delete_node\", jsonNode.id);\n\t\t};\n\n\t\tthis.viewer.scene.addEventListener(\"measurement_removed\", onMeasurementRemoved);\n\t\tthis.viewer.scene.addEventListener(\"volume_removed\", onVolumeRemoved);\n\t\tthis.viewer.scene.addEventListener(\"polygon_clip_volume_removed\", onPolygonClipVolumeRemoved);\n\t\tthis.viewer.scene.addEventListener(\"profile_removed\", onProfileRemoved);\n\n\t\t{\n\t\t\tlet annotationIcon = `${Potree.resourcePath}/icons/annotation.svg`;\n\t\t\tthis.annotationMapping = new Map(); \n\t\t\tthis.annotationMapping.set(this.viewer.scene.annotations, annotationsID);\n\t\t\tthis.viewer.scene.annotations.traverseDescendants(annotation => {\n\t\t\t\tlet parentID = this.annotationMapping.get(annotation.parent);\n\t\t\t\tlet annotationID = createNode(parentID, annotation.title, annotationIcon, annotation);\n\t\t\t\tthis.annotationMapping.set(annotation, annotationID);\n\t\t\t});\n\t\t}\n\n\t\tconst scene = this.viewer.scene;\n\t\tfor(let pointcloud of scene.pointclouds){\n\t\t\tonPointCloudAdded({pointcloud: pointcloud});\n\t\t}\n\n\t\tfor(let measurement of scene.measurements){\n\t\t\tonMeasurementAdded({measurement: measurement});\n\t\t}\n\n\t\tfor(let volume of [...scene.volumes, ...scene.polygonClipVolumes]){\n\t\t\tonVolumeAdded({volume: volume});\n\t\t}\n\n\t\tfor(let animation of scene.cameraAnimations){\n\t\t\tonCameraAnimationAdded({animation: animation});\n\t\t}\n\n\t\tfor(let images of scene.orientedImages){\n\t\t\tonOrientedImagesAdded({images: images});\n\t\t}\n\n\t\tfor(let images of scene.images360){\n\t\t\tonImages360Added({images: images});\n\t\t}\n\n\t\tfor(const geopackage of scene.geopackages){\n\t\t\tonGeopackageAdded({geopackage: geopackage});\n\t\t}\n\n\t\tfor(let profile of scene.profiles){\n\t\t\tonProfileAdded({profile: profile});\n\t\t}\n\n\t\t{\n\t\t\tcreateNode(otherID, \"Camera\", null, new THREE.Camera());\n\t\t}\n\n\t\tthis.viewer.addEventListener(\"scene_changed\", (e) => {\n\t\t\tpropertiesPanel.setScene(e.scene);\n\n\t\t\te.oldScene.removeEventListener(\"pointcloud_added\", onPointCloudAdded);\n\t\t\te.oldScene.removeEventListener(\"measurement_added\", onMeasurementAdded);\n\t\t\te.oldScene.removeEventListener(\"profile_added\", onProfileAdded);\n\t\t\te.oldScene.removeEventListener(\"volume_added\", onVolumeAdded);\n\t\t\te.oldScene.removeEventListener(\"polygon_clip_volume_added\", onVolumeAdded);\n\t\t\te.oldScene.removeEventListener(\"measurement_removed\", onMeasurementRemoved);\n\n\t\t\te.scene.addEventListener(\"pointcloud_added\", onPointCloudAdded);\n\t\t\te.scene.addEventListener(\"measurement_added\", onMeasurementAdded);\n\t\t\te.scene.addEventListener(\"profile_added\", onProfileAdded);\n\t\t\te.scene.addEventListener(\"volume_added\", onVolumeAdded);\n\t\t\te.scene.addEventListener(\"polygon_clip_volume_added\", onVolumeAdded);\n\t\t\te.scene.addEventListener(\"measurement_removed\", onMeasurementRemoved);\n\t\t});\n\n\t}\n\n\tinitClippingTool(){\n\n\n\t\tthis.viewer.addEventListener(\"cliptask_changed\", (event) => {\n\t\t\tconsole.log(\"TODO\");\n\t\t});\n\n\t\tthis.viewer.addEventListener(\"clipmethod_changed\", (event) => {\n\t\t\tconsole.log(\"TODO\");\n\t\t});\n\n\t\t{\n\t\t\tlet elClipTask = $(\"#cliptask_options\");\n\t\t\telClipTask.selectgroup({title: \"Clip Task\"});\n\n\t\t\telClipTask.find(\"input\").click( (e) => {\n\t\t\t\tthis.viewer.setClipTask(ClipTask[e.target.value]);\n\t\t\t});\n\n\t\t\tlet currentClipTask = Object.keys(ClipTask)\n\t\t\t\t.filter(key => ClipTask[key] === this.viewer.clipTask);\n\t\t\telClipTask.find(`input[value=${currentClipTask}]`).trigger(\"click\");\n\t\t}\n\n\t\t{\n\t\t\tlet elClipMethod = $(\"#clipmethod_options\");\n\t\t\telClipMethod.selectgroup({title: \"Clip Method\"});\n\n\t\t\telClipMethod.find(\"input\").click( (e) => {\n\t\t\t\tthis.viewer.setClipMethod(ClipMethod[e.target.value]);\n\t\t\t});\n\n\t\t\tlet currentClipMethod = Object.keys(ClipMethod)\n\t\t\t\t.filter(key => ClipMethod[key] === this.viewer.clipMethod);\n\t\t\telClipMethod.find(`input[value=${currentClipMethod}]`).trigger(\"click\");\n\t\t}\n\n\t\tlet clippingToolBar = $(\"#clipping_tools\");\n\n\t\t// CLIP VOLUME\n\t\tclippingToolBar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/clip_volume.svg',\n\t\t\t'[title]tt.clip_volume',\n\t\t\t() => {\n\t\t\t\tlet item = this.volumeTool.startInsertion({clip: true}); \n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === item.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t// CLIP POLYGON\n\t\tclippingToolBar.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/clip-polygon.svg\",\n\t\t\t\"[title]tt.clip_polygon\",\n\t\t\t() => {\n\t\t\t\tlet item = this.viewer.clippingTool.startInsertion({type: \"polygon\"});\n\n\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === item.uuid);\n\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t}\n\t\t));\n\n\t\t{// SCREEN BOX SELECT\n\t\t\tlet boxSelectTool = new ScreenBoxSelectTool(this.viewer);\n\n\t\t\tclippingToolBar.append(this.createToolIcon(\n\t\t\t\tPotree.resourcePath + \"/icons/clip-screen.svg\",\n\t\t\t\t\"[title]tt.screen_clip_box\",\n\t\t\t\t() => {\n\t\t\t\t\tif(!(this.viewer.scene.getActiveCamera() instanceof THREE.OrthographicCamera)){\n\t\t\t\t\t\tthis.viewer.postMessage(`Switch to Orthographic Camera Mode before using the Screen-Box-Select tool.`, \n\t\t\t\t\t\t\t{duration: 2000});\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t\tlet item = boxSelectTool.startInsertion();\n\n\t\t\t\t\tlet measurementsRoot = $(\"#jstree_scene\").jstree().get_json(\"measurements\");\n\t\t\t\t\tlet jsonNode = measurementsRoot.children.find(child => child.data.uuid === item.uuid);\n\t\t\t\t\t$.jstree.reference(jsonNode.id).deselect_all();\n\t\t\t\t\t$.jstree.reference(jsonNode.id).select_node(jsonNode.id);\n\t\t\t\t}\n\t\t\t));\n\t\t}\n\n\t\t{ // REMOVE CLIPPING TOOLS\n\t\t\tclippingToolBar.append(this.createToolIcon(\n\t\t\t\tPotree.resourcePath + \"/icons/remove.svg\",\n\t\t\t\t\"[title]tt.remove_all_clipping_volumes\",\n\t\t\t\t() => {\n\n\t\t\t\t\tthis.viewer.scene.removeAllClipVolumes();\n\t\t\t\t}\n\t\t\t));\n\t\t}\n\n\t}\n\n\tinitFilters(){\n\t\tthis.initClassificationList();\n\t\tthis.initReturnFilters();\n\t\tthis.initGPSTimeFilters();\n\t\tthis.initPointSourceIDFilters();\n\n\t}\n\n\tinitReturnFilters(){\n\t\tlet elReturnFilterPanel = $('#return_filter_panel');\n\n\t\t{ // RETURN NUMBER\n\t\t\tlet sldReturnNumber = elReturnFilterPanel.find('#sldReturnNumber');\n\t\t\tlet lblReturnNumber = elReturnFilterPanel.find('#lblReturnNumber');\n\n\t\t\tsldReturnNumber.slider({\n\t\t\t\trange: true,\n\t\t\t\tmin: 0, max: 7, step: 1,\n\t\t\t\tvalues: [0, 7],\n\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\tthis.viewer.setFilterReturnNumberRange(ui.values[0], ui.values[1])\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet onReturnNumberChanged = (event) => {\n\t\t\t\tlet [from, to] = this.viewer.filterReturnNumberRange;\n\n\t\t\t\tlblReturnNumber[0].innerHTML = `${from} to ${to}`;\n\t\t\t\tsldReturnNumber.slider({values: [from, to]});\n\t\t\t};\n\n\t\t\tthis.viewer.addEventListener('filter_return_number_range_changed', onReturnNumberChanged);\n\n\t\t\tonReturnNumberChanged();\n\t\t}\n\n\t\t{ // NUMBER OF RETURNS\n\t\t\tlet sldNumberOfReturns = elReturnFilterPanel.find('#sldNumberOfReturns');\n\t\t\tlet lblNumberOfReturns = elReturnFilterPanel.find('#lblNumberOfReturns');\n\n\t\t\tsldNumberOfReturns.slider({\n\t\t\t\trange: true,\n\t\t\t\tmin: 0, max: 7, step: 1,\n\t\t\t\tvalues: [0, 7],\n\t\t\t\tslide: (event, ui) => {\n\t\t\t\t\tthis.viewer.setFilterNumberOfReturnsRange(ui.values[0], ui.values[1])\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet onNumberOfReturnsChanged = (event) => {\n\t\t\t\tlet [from, to] = this.viewer.filterNumberOfReturnsRange;\n\n\t\t\t\tlblNumberOfReturns[0].innerHTML = `${from} to ${to}`;\n\t\t\t\tsldNumberOfReturns.slider({values: [from, to]});\n\t\t\t};\n\n\t\t\tthis.viewer.addEventListener('filter_number_of_returns_range_changed', onNumberOfReturnsChanged);\n\n\t\t\tonNumberOfReturnsChanged();\n\t\t}\n\t}\n\n\tinitGPSTimeFilters(){\n\n\t\tlet elGPSTimeFilterPanel = $('#gpstime_filter_panel');\n\n\t\t{\n\t\t\tlet slider = new HierarchicalSlider({\n\t\t\t\tlevels: 4,\n\t\t\t\tslide: (event) => {\n\t\t\t\t\tthis.viewer.setFilterGPSTimeRange(...event.values);\n\t\t\t\t},\n\t\t\t});\n\n\t\t\tlet initialized = false;\n\n\t\t\tlet initialize = () => {\n\t\t\t\t\n\t\t\t\tlet elRangeContainer = $(\"#gpstime_multilevel_range_container\");\n\t\t\t\telRangeContainer[0].prepend(slider.element);\n\n\t\t\t\tlet extent = this.viewer.getGpsTimeExtent();\n\n\t\t\t\tslider.setRange(extent);\n\t\t\t\tslider.setValues(extent);\n\n\n\t\t\t\tinitialized = true;\n\t\t\t};\n\n\t\t\tthis.viewer.addEventListener(\"update\", (e) => {\n\t\t\t\tlet extent = this.viewer.getGpsTimeExtent();\n\t\t\t\tlet gpsTimeAvailable = extent[0] !== Infinity;\n\n\t\t\t\tif(!initialized && gpsTimeAvailable){\n\t\t\t\t\tinitialize();\n\t\t\t\t}\n\n\t\t\t\tslider.setRange(extent);\n\t\t\t});\n\t\t}\n\n\n\t\t{\n\t\t\t\n\t\t\tconst txtGpsTime = elGPSTimeFilterPanel.find(\"#txtGpsTime\");\n\t\t\tconst btnFindGpsTime = elGPSTimeFilterPanel.find(\"#btnFindGpsTime\");\n\n\t\t\tlet targetTime = null;\n\n\t\t\ttxtGpsTime.on(\"input\", (e) => {\n\t\t\t\tconst str = txtGpsTime.val();\n\n\t\t\t\tif(!isNaN(str)){\n\t\t\t\t\tconst value = parseFloat(str);\n\t\t\t\t\ttargetTime = value;\n\n\t\t\t\t\ttxtGpsTime.css(\"background-color\", \"\")\n\t\t\t\t}else{\n\t\t\t\t\ttargetTime = null;\n\n\t\t\t\t\ttxtGpsTime.css(\"background-color\", \"#ff9999\")\n\t\t\t\t}\n\n\t\t\t});\n\n\t\t\tbtnFindGpsTime.click( () => {\n\t\t\t\t\n\t\t\t\tif(targetTime !== null){\n\t\t\t\t\tviewer.moveToGpsTimeVicinity(targetTime);\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\n\t}\n\n\tinitPointSourceIDFilters() {\n\t\tlet elPointSourceIDFilterPanel = $('#pointsourceid_filter_panel');\n\n\t\t{\n\t\t\tlet slider = new HierarchicalSlider({\n\t\t\t\tlevels: 4,\n\t\t\t\trange: [0, 65535],\n\t\t\t\tprecision: 1,\n\t\t\t\tslide: (event) => {\n\t\t\t\t\tlet values = event.values;\n\t\t\t\t\tthis.viewer.setFilterPointSourceIDRange(values[0], values[1]);\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet initialized = false;\n\n\t\t\tlet initialize = () => {\n\t\t\t\telPointSourceIDFilterPanel[0].prepend(slider.element);\n\n\t\t\t\tinitialized = true;\n\t\t\t};\n\n\t\t\tthis.viewer.addEventListener(\"update\", (e) => {\n\t\t\t\tlet extent = this.viewer.filterPointSourceIDRange;\n\n\t\t\t\tif(!initialized){\n\t\t\t\t\tinitialize();\n\n\t\t\t\t\tslider.setValues(extent);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t});\n\t\t}\n\n\t\t// let lblPointSourceID = elPointSourceIDFilterPanel.find(\"#lblPointSourceID\");\n\t\t// let elPointSourceID = elPointSourceIDFilterPanel.find(\"#spnPointSourceID\");\n\n\t\t// let slider = new ZoomableSlider();\n\t\t// elPointSourceID[0].appendChild(slider.element);\n\t\t// slider.update();\n\n\t\t// slider.change( () => {\n\t\t// \tlet range = slider.chosenRange;\n\t\t// \tthis.viewer.setFilterPointSourceIDRange(range[0], range[1]);\n\t\t// });\n\n\t\t// let onPointSourceIDExtentChanged = (event) => {\n\t\t// \tlet range = this.viewer.filterPointSourceIDExtent;\n\t\t// \tslider.setVisibleRange(range);\n\t\t// };\n\n\t\t// let onPointSourceIDChanged = (event) => {\n\t\t// \tlet range = this.viewer.filterPointSourceIDRange;\n\n\t\t// \tlet precision = 1;\n\t\t// \tlet from = `${Utils.addCommas(range[0].toFixed(precision))}`;\n\t\t// \tlet to = `${Utils.addCommas(range[1].toFixed(precision))}`;\n\t\t// \tlblPointSourceID[0].innerHTML = `${from} to ${to}`;\n\n\t\t// \tslider.setRange(range);\n\t\t// };\n\n\t\t// this.viewer.addEventListener('filter_point_source_id_range_changed', onPointSourceIDChanged);\n\t\t// this.viewer.addEventListener('filter_point_source_id_extent_changed', onPointSourceIDExtentChanged);\n\n\t}\n\n\tinitClassificationList(){\n\t\tlet elClassificationList = $('#classificationList');\n\n\t\tlet addClassificationItem = (code, name) => {\n\t\t\tconst classification = this.viewer.classifications[code];\n\t\t\tconst inputID = 'chkClassification_' + code;\n\t\t\tconst colorPickerID = 'colorPickerClassification_' + code;\n\n\t\t\tconst checked = classification.visible ? \"checked\" : \"\";\n\n\t\t\tlet element = $(`\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t
  • \n\t\t\t`);\n\n\t\t\tconst elInput = element.find('input');\n\t\t\tconst elColorPicker = element.find(`#${colorPickerID}`);\n\n\t\t\telInput.click(event => {\n\t\t\t\tthis.viewer.setClassificationVisibility(code, event.target.checked);\n\t\t\t});\n\n\t\t\tlet defaultColor = classification.color.map(c => c * 255).join(\", \");\n\t\t\tdefaultColor = `rgb(${defaultColor})`;\n\n\n\t\t\telColorPicker.spectrum({\n\t\t\t\t// flat: true,\n\t\t\t\tcolor: defaultColor,\n\t\t\t\tshowInput: true,\n\t\t\t\tpreferredFormat: 'rgb',\n\t\t\t\tcancelText: '',\n\t\t\t\tchooseText: 'Apply',\n\t\t\t\tmove: color => {\n\t\t\t\t\tlet rgb = color.toRgb();\n\t\t\t\t\tconst c = [rgb.r / 255, rgb.g / 255, rgb.b / 255, 1];\n\t\t\t\t\tclassification.color = c;\n\t\t\t\t},\n\t\t\t\tchange: color => {\n\t\t\t\t\tlet rgb = color.toRgb();\n\t\t\t\t\tconst c = [rgb.r / 255, rgb.g / 255, rgb.b / 255, 1];\n\t\t\t\t\tclassification.color = c;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\telClassificationList.append(element);\n\t\t};\n\n\t\tconst addToggleAllButton = () => { // toggle all button\n\t\t\tconst element = $(`\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t
  • \n\t\t\t`);\n\n\t\t\tlet elInput = element.find('input');\n\n\t\t\telInput.click(event => {\n\t\t\t\tthis.viewer.toggleAllClassificationsVisibility();\n\t\t\t});\n\n\t\t\telClassificationList.append(element);\n\t\t}\n\n\t\tconst addInvertButton = () => { \n\t\t\tconst element = $(`\n\t\t\t\t
  • \n\t\t\t\t\t\n\t\t\t\t
  • \n\t\t\t`);\n\n\t\t\tlet elInput = element.find('input');\n\n\t\t\telInput.click( () => {\n\t\t\t\tconst classifications = this.viewer.classifications;\n\t\n\t\t\t\tfor(let key of Object.keys(classifications)){\n\t\t\t\t\tlet value = classifications[key];\n\t\t\t\t\tthis.viewer.setClassificationVisibility(key, !value.visible);\n\t\t\t\t}\n\t\t\t});\n\n\t\t\telClassificationList.append(element);\n\t\t};\n\n\t\tconst populate = () => {\n\t\t\taddToggleAllButton();\n\t\t\tfor (let classID in this.viewer.classifications) {\n\t\t\t\taddClassificationItem(classID, this.viewer.classifications[classID].name);\n\t\t\t}\n\t\t\taddInvertButton();\n\t\t};\n\n\t\tpopulate();\n\n\t\tthis.viewer.addEventListener(\"classifications_changed\", () => {\n\t\t\telClassificationList.empty();\n\t\t\tpopulate();\n\t\t});\n\n\t\tthis.viewer.addEventListener(\"classification_visibility_changed\", () => {\n\n\t\t\t{ // set checked state of classification buttons\n\t\t\t\tfor(const classID of Object.keys(this.viewer.classifications)){\n\t\t\t\t\tconst classValue = this.viewer.classifications[classID];\n\n\t\t\t\t\tlet elItem = elClassificationList.find(`#chkClassification_${classID}`);\n\t\t\t\t\telItem.prop(\"checked\", classValue.visible);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t{ // set checked state of toggle button based on state of all other buttons\n\t\t\t\tlet numVisible = 0;\n\t\t\t\tlet numItems = 0;\n\t\t\t\tfor(const key of Object.keys(this.viewer.classifications)){\n\t\t\t\t\tif(this.viewer.classifications[key].visible){\n\t\t\t\t\t\tnumVisible++;\n\t\t\t\t\t}\n\t\t\t\t\tnumItems++;\n\t\t\t\t}\n\t\t\t\tconst allVisible = numVisible === numItems;\n\n\t\t\t\tlet elToggle = elClassificationList.find(\"#toggleClassificationFilters\");\n\t\t\t\telToggle.prop(\"checked\", allVisible);\n\t\t\t}\n\t\t});\n\t}\n\n\tinitAccordion(){\n\t\t$('.accordion > h3').each(function(){\n\t\t\tlet header = $(this);\n\t\t\tlet content = $(this).next();\n\n\t\t\t//header.addClass('accordion-header ui-widget');\n\t\t\t//content.addClass('accordion-content ui-widget');\n\n\t\t\tcontent.hide();\n\n\t\t\theader.click(() => {\n\t\t\t\tcontent.slideToggle();\n\t\t\t});\n\t\t});\n\n\t\tlet languages = [\n\t\t\t[\"EN\", \"en\"],\n\t\t\t[\"FR\", \"fr\"],\n\t\t\t[\"DE\", \"de\"],\n\t\t\t[\"JP\", \"jp\"],\n\t\t\t[\"ES\", \"es\"],\n\t\t\t[\"SE\", \"se\"],\n\t\t\t[\"ZH\", \"zh\"],\n\t\t\t[\"IT\", \"it\"]\n\t\t];\n\n\t\tlet elLanguages = $('#potree_languages');\n\t\tfor(let i = 0; i < languages.length; i++){\n\t\t\tlet [key, value] = languages[i];\n\t\t\tlet element = $(`${key}`);\n\t\t\telement.click(() => this.viewer.setLanguage(value));\n\n\t\t\tif(i === 0){\n\t\t\t\telement.css(\"margin-left\", \"30px\");\n\t\t\t}\n\t\t\t\n\t\t\telLanguages.append(element);\n\n\t\t\tif(i < languages.length - 1){\n\t\t\t\telLanguages.append($(document.createTextNode(' - ')));\t\n\t\t\t}\n\t\t}\n\n\n\t\t// to close all, call\n\t\t// $(\".accordion > div\").hide()\n\n\t\t// to open the, for example, tool menu, call:\n\t\t// $(\"#menu_tools\").next().show()\n\t}\n\n\tinitAppearance(){\n\n\t\tconst sldPointBudget = this.dom.find('#sldPointBudget');\n\n\t\tsldPointBudget.slider({\n\t\t\tvalue: this.viewer.getPointBudget(),\n\t\t\tmin: 100 * 1000,\n\t\t\tmax: 10 * 1000 * 1000,\n\t\t\tstep: 1000,\n\t\t\tslide: (event, ui) => { this.viewer.setPointBudget(ui.value); }\n\t\t});\n\n\t\tthis.dom.find('#sldFOV').slider({\n\t\t\tvalue: this.viewer.getFOV(),\n\t\t\tmin: 20,\n\t\t\tmax: 100,\n\t\t\tstep: 1,\n\t\t\tslide: (event, ui) => { this.viewer.setFOV(ui.value); }\n\t\t});\n\n\t\t$('#sldEDLRadius').slider({\n\t\t\tvalue: this.viewer.getEDLRadius(),\n\t\t\tmin: 1,\n\t\t\tmax: 4,\n\t\t\tstep: 0.01,\n\t\t\tslide: (event, ui) => { this.viewer.setEDLRadius(ui.value); }\n\t\t});\n\n\t\t$('#sldEDLStrength').slider({\n\t\t\tvalue: this.viewer.getEDLStrength(),\n\t\t\tmin: 0,\n\t\t\tmax: 5,\n\t\t\tstep: 0.01,\n\t\t\tslide: (event, ui) => { this.viewer.setEDLStrength(ui.value); }\n\t\t});\n\n\t\t$('#sldEDLOpacity').slider({\n\t\t\tvalue: this.viewer.getEDLOpacity(),\n\t\t\tmin: 0,\n\t\t\tmax: 1,\n\t\t\tstep: 0.01,\n\t\t\tslide: (event, ui) => { this.viewer.setEDLOpacity(ui.value); }\n\t\t});\n\n\t\tthis.viewer.addEventListener('point_budget_changed', (event) => {\n\t\t\t$('#lblPointBudget')[0].innerHTML = Utils.addCommas(this.viewer.getPointBudget());\n\t\t\tsldPointBudget.slider({value: this.viewer.getPointBudget()});\n\t\t});\n\n\t\tthis.viewer.addEventListener('fov_changed', (event) => {\n\t\t\t$('#lblFOV')[0].innerHTML = parseInt(this.viewer.getFOV());\n\t\t\t$('#sldFOV').slider({value: this.viewer.getFOV()});\n\t\t});\n\n\t\tthis.viewer.addEventListener('use_edl_changed', (event) => {\n\t\t\t$('#chkEDLEnabled')[0].checked = this.viewer.getEDLEnabled();\n\t\t});\n\n\t\tthis.viewer.addEventListener('edl_radius_changed', (event) => {\n\t\t\t$('#lblEDLRadius')[0].innerHTML = this.viewer.getEDLRadius().toFixed(1);\n\t\t\t$('#sldEDLRadius').slider({value: this.viewer.getEDLRadius()});\n\t\t});\n\n\t\tthis.viewer.addEventListener('edl_strength_changed', (event) => {\n\t\t\t$('#lblEDLStrength')[0].innerHTML = this.viewer.getEDLStrength().toFixed(1);\n\t\t\t$('#sldEDLStrength').slider({value: this.viewer.getEDLStrength()});\n\t\t});\n\n\t\tthis.viewer.addEventListener('background_changed', (event) => {\n\t\t\t$(\"input[name=background][value='\" + this.viewer.getBackground() + \"']\").prop('checked', true);\n\t\t});\n\n\t\t$('#lblPointBudget')[0].innerHTML = Utils.addCommas(this.viewer.getPointBudget());\n\t\t$('#lblFOV')[0].innerHTML = parseInt(this.viewer.getFOV());\n\t\t$('#lblEDLRadius')[0].innerHTML = this.viewer.getEDLRadius().toFixed(1);\n\t\t$('#lblEDLStrength')[0].innerHTML = this.viewer.getEDLStrength().toFixed(1);\n\t\t$('#chkEDLEnabled')[0].checked = this.viewer.getEDLEnabled();\n\t\t\n\t\t{\n\t\t\tlet elBackground = $(`#background_options`);\n\t\t\telBackground.selectgroup();\n\n\t\t\telBackground.find(\"input\").click( (e) => {\n\t\t\t\tthis.viewer.setBackground(e.target.value);\n\t\t\t});\n\n\t\t\tlet currentBackground = this.viewer.getBackground();\n\t\t\t$(`input[name=background_options][value=${currentBackground}]`).trigger(\"click\");\n\t\t}\n\n\t\t$('#chkEDLEnabled').click( () => {\n\t\t\tthis.viewer.setEDLEnabled($('#chkEDLEnabled').prop(\"checked\"));\n\t\t});\n\t}\n\n\tinitNavigation(){\n\t\tlet elNavigation = $('#navigation');\n\t\tlet sldMoveSpeed = $('#sldMoveSpeed');\n\t\tlet lblMoveSpeed = $('#lblMoveSpeed');\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/earth_controls_1.png',\n\t\t\t'[title]tt.earth_control',\n\t\t\t() => { this.viewer.setControls(this.viewer.earthControls); }\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/fps_controls.svg',\n\t\t\t'[title]tt.flight_control',\n\t\t\t() => {\n\t\t\t\tthis.viewer.setControls(this.viewer.fpControls);\n\t\t\t\tthis.viewer.fpControls.lockElevation = false;\n\t\t\t}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/helicopter_controls.svg',\n\t\t\t'[title]tt.heli_control',\n\t\t\t() => { \n\t\t\t\tthis.viewer.setControls(this.viewer.fpControls);\n\t\t\t\tthis.viewer.fpControls.lockElevation = true;\n\t\t\t}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/orbit_controls.svg',\n\t\t\t'[title]tt.orbit_control',\n\t\t\t() => { this.viewer.setControls(this.viewer.orbitControls); }\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + '/icons/focus.svg',\n\t\t\t'[title]tt.focus_control',\n\t\t\t() => { this.viewer.fitToScreen(); }\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/navigation_cube.svg\",\n\t\t\t\"[title]tt.navigation_cube_control\",\n\t\t\t() => {this.viewer.toggleNavigationCube()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/images/compas.svg\",\n\t\t\t\"[title]tt.compass\",\n\t\t\t() => {\n\t\t\t\tconst visible = !this.viewer.compass.isVisible();\n\t\t\t\tthis.viewer.compass.setVisible(visible);\n\t\t\t}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/camera_animation.svg\",\n\t\t\t\"[title]tt.camera_animation\",\n\t\t\t() => {\n\t\t\t\tconst animation = CameraAnimation.defaultFromView(this.viewer);\n\n\t\t\t\tviewer.scene.addCameraAnimation(animation);\n\t\t\t}\n\t\t));\n\n\n\t\telNavigation.append(\"
    \");\n\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/left.svg\",\n\t\t\t\"[title]tt.left_view_control\",\n\t\t\t() => {this.viewer.setLeftView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/right.svg\",\n\t\t\t\"[title]tt.right_view_control\",\n\t\t\t() => {this.viewer.setRightView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/front.svg\",\n\t\t\t\"[title]tt.front_view_control\",\n\t\t\t() => {this.viewer.setFrontView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/back.svg\",\n\t\t\t\"[title]tt.back_view_control\",\n\t\t\t() => {this.viewer.setBackView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/top.svg\",\n\t\t\t\"[title]tt.top_view_control\",\n\t\t\t() => {this.viewer.setTopView()}\n\t\t));\n\n\t\telNavigation.append(this.createToolIcon(\n\t\t\tPotree.resourcePath + \"/icons/bottom.svg\",\n\t\t\t\"[title]tt.bottom_view_control\",\n\t\t\t() => {this.viewer.setBottomView()}\n\t\t));\n\n\n\n\n\n\t\tlet elCameraProjection = $(`\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t`);\n\t\telNavigation.append(elCameraProjection);\n\t\telCameraProjection.selectgroup({title: \"Camera Projection\"});\n\t\telCameraProjection.find(\"input\").click( (e) => {\n\t\t\tthis.viewer.setCameraMode(CameraMode[e.target.value]);\n\t\t});\n\t\tlet cameraMode = Object.keys(CameraMode)\n\t\t\t.filter(key => CameraMode[key] === this.viewer.scene.cameraMode);\n\t\telCameraProjection.find(`input[value=${cameraMode}]`).trigger(\"click\");\n\n\t\tlet speedRange = new THREE.Vector2(1, 10 * 1000);\n\n\t\tlet toLinearSpeed = (value) => {\n\t\t\treturn Math.pow(value, 4) * speedRange.y + speedRange.x;\n\t\t};\n\n\t\tlet toExpSpeed = (value) => {\n\t\t\treturn Math.pow((value - speedRange.x) / speedRange.y, 1 / 4);\n\t\t};\n\n\t\tsldMoveSpeed.slider({\n\t\t\tvalue: toExpSpeed(this.viewer.getMoveSpeed()),\n\t\t\tmin: 0,\n\t\t\tmax: 1,\n\t\t\tstep: 0.01,\n\t\t\tslide: (event, ui) => { this.viewer.setMoveSpeed(toLinearSpeed(ui.value)); }\n\t\t});\n\n\t\tthis.viewer.addEventListener('move_speed_changed', (event) => {\n\t\t\tlblMoveSpeed.html(this.viewer.getMoveSpeed().toFixed(1));\n\t\t\tsldMoveSpeed.slider({value: toExpSpeed(this.viewer.getMoveSpeed())});\n\t\t});\n\n\t\tlblMoveSpeed.html(this.viewer.getMoveSpeed().toFixed(1));\n\t}\n\n\n\tinitSettings(){\n\n\t\t{\n\t\t\t$('#sldMinNodeSize').slider({\n\t\t\t\tvalue: this.viewer.getMinNodeSize(),\n\t\t\t\tmin: 0,\n\t\t\t\tmax: 1000,\n\t\t\t\tstep: 0.01,\n\t\t\t\tslide: (event, ui) => { this.viewer.setMinNodeSize(ui.value); }\n\t\t\t});\n\n\t\t\tthis.viewer.addEventListener('minnodesize_changed', (event) => {\n\t\t\t\t$('#lblMinNodeSize').html(parseInt(this.viewer.getMinNodeSize()));\n\t\t\t\t$('#sldMinNodeSize').slider({value: this.viewer.getMinNodeSize()});\n\t\t\t});\n\t\t\t$('#lblMinNodeSize').html(parseInt(this.viewer.getMinNodeSize()));\n\t\t}\n\n\t\t{\n\t\t\tlet elSplatQuality = $(\"#splat_quality_options\");\n\t\t\telSplatQuality.selectgroup({title: \"Splat Quality\"});\n\n\t\t\telSplatQuality.find(\"input\").click( (e) => {\n\t\t\t\tif(e.target.value === \"standard\"){\n\t\t\t\t\tthis.viewer.useHQ = false;\n\t\t\t\t}else if(e.target.value === \"hq\"){\n\t\t\t\t\tthis.viewer.useHQ = true;\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tlet currentQuality = this.viewer.useHQ ? \"hq\" : \"standard\";\n\t\t\telSplatQuality.find(`input[value=${currentQuality}]`).trigger(\"click\");\n\t\t}\n\n\t\t$('#show_bounding_box').click(() => {\n\t\t\tthis.viewer.setShowBoundingBox($('#show_bounding_box').prop(\"checked\"));\n\t\t});\n\n\t\t$('#set_freeze').click(() => {\n\t\t\tthis.viewer.setFreeze($('#set_freeze').prop(\"checked\"));\n\t\t});\n\t}\n\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {Annotation} from \"../Annotation.js\";\nimport {Utils} from \"../utils.js\";\nimport {CameraMode} from \"../defines.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\nexport class AnnotationTool extends EventDispatcher{\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.sg = new THREE.SphereGeometry(0.1);\n\t\tthis.sm = new THREE.MeshNormalMaterial();\n\t\tthis.s = new THREE.Mesh(this.sg, this.sm);\n\t}\n\n\tstartInsertion (args = {}) {\n\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\tlet annotation = new Annotation({\n\t\t\tposition: [589748.270, 231444.540, 753.675],\n\t\t\ttitle: \"Annotation Title\",\n\t\t\tdescription: `Annotation Description`\n\t\t});\n\t\tthis.dispatchEvent({type: 'start_inserting_annotation', annotation: annotation});\n\n\t\tconst annotations = this.viewer.scene.annotations;\n\t\tannotations.add(annotation);\n\n\t\tlet callbacks = {\n\t\t\tcancel: null,\n\t\t\tfinish: null,\n\t\t};\n\n\t\tlet insertionCallback = (e) => {\n\t\t\tif (e.button === THREE.MOUSE.LEFT) {\n\t\t\t\tcallbacks.finish();\n\t\t\t} else if (e.button === THREE.MOUSE.RIGHT) {\n\t\t\t\tcallbacks.cancel();\n\t\t\t}\n\t\t};\n\n\t\tcallbacks.cancel = e => {\n\t\t\tannotations.remove(annotation);\n\n\t\t\tdomElement.removeEventListener('mouseup', insertionCallback, true);\n\t\t};\n\n\t\tcallbacks.finish = e => {\n\t\t\tdomElement.removeEventListener('mouseup', insertionCallback, true);\n\t\t};\n\n\t\tdomElement.addEventListener('mouseup', insertionCallback, true);\n\n\t\tlet drag = (e) => {\n\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\te.drag.end, \n\t\t\t\te.viewer.scene.getActiveCamera(), \n\t\t\t\te.viewer, \n\t\t\t\te.viewer.scene.pointclouds,\n\t\t\t\t{pickClipped: true});\n\n\t\t\tif (I) {\n\t\t\t\tthis.s.position.copy(I.location);\n\n\t\t\t\tannotation.position.copy(I.location);\n\t\t\t}\n\t\t};\n\n\t\tlet drop = (e) => {\n\t\t\tviewer.scene.scene.remove(this.s);\n\t\t\tthis.s.removeEventListener(\"drag\", drag);\n\t\t\tthis.s.removeEventListener(\"drop\", drop);\n\t\t};\n\n\t\tthis.s.addEventListener('drag', drag);\n\t\tthis.s.addEventListener('drop', drop);\n\n\t\tthis.viewer.scene.scene.add(this.s);\n\t\tthis.viewer.inputHandler.startDragging(this.s);\n\n\t\treturn annotation;\n\t}\n\t\n\tupdate(){\n\t\t// let camera = this.viewer.scene.getActiveCamera();\n\t\t// let domElement = this.renderer.domElement;\n\t\t// let measurements = this.viewer.scene.measurements;\n\n\t\t// const renderAreaSize = this.renderer.getSize(new THREE.Vector2());\n\t\t// let clientWidth = renderAreaSize.width;\n\t\t// let clientHeight = renderAreaSize.height;\n\n\t}\n\n\trender(){\n\t\t//this.viewer.renderer.render(this.scene, this.viewer.scene.getActiveCamera());\n\t}\n};\n","/**\n * @author mschuetz / http://mschuetz.at\n *\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {KeyCodes} from \"../KeyCodes.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\nexport class InputHandler extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\t\tthis.domElement = this.renderer.domElement;\n\t\tthis.enabled = true;\n\t\t\n\t\tthis.scene = null;\n\t\tthis.interactiveScenes = [];\n\t\tthis.interactiveObjects = new Set();\n\t\tthis.inputListeners = [];\n\t\tthis.blacklist = new Set();\n\n\t\tthis.drag = null;\n\t\tthis.mouse = new THREE.Vector2(0, 0);\n\n\t\tthis.selection = [];\n\n\t\tthis.hoveredElements = [];\n\t\tthis.pressedKeys = {};\n\n\t\tthis.wheelDelta = 0;\n\n\t\tthis.speed = 1;\n\n\t\tthis.logMessages = false;\n\n\t\tif (this.domElement.tabIndex === -1) {\n\t\t\tthis.domElement.tabIndex = 2222;\n\t\t}\n\n\t\tthis.domElement.addEventListener('contextmenu', (event) => { event.preventDefault(); }, false);\n\t\tthis.domElement.addEventListener('click', this.onMouseClick.bind(this), false);\n\t\tthis.domElement.addEventListener('mousedown', this.onMouseDown.bind(this), false);\n\t\tthis.domElement.addEventListener('mouseup', this.onMouseUp.bind(this), false);\n\t\tthis.domElement.addEventListener('mousemove', this.onMouseMove.bind(this), false);\n\t\tthis.domElement.addEventListener('mousewheel', this.onMouseWheel.bind(this), false);\n\t\tthis.domElement.addEventListener('DOMMouseScroll', this.onMouseWheel.bind(this), false); // Firefox\n\t\tthis.domElement.addEventListener('dblclick', this.onDoubleClick.bind(this));\n\t\tthis.domElement.addEventListener('keydown', this.onKeyDown.bind(this));\n\t\tthis.domElement.addEventListener('keyup', this.onKeyUp.bind(this));\n\t\tthis.domElement.addEventListener('touchstart', this.onTouchStart.bind(this));\n\t\tthis.domElement.addEventListener('touchend', this.onTouchEnd.bind(this));\n\t\tthis.domElement.addEventListener('touchmove', this.onTouchMove.bind(this));\n\t}\n\n\taddInputListener (listener) {\n\t\tthis.inputListeners.push(listener);\n\t}\n\n\tremoveInputListener (listener) {\n\t\tthis.inputListeners = this.inputListeners.filter(e => e !== listener);\n\t}\n\n\tgetSortedListeners(){\n\t\treturn this.inputListeners.sort( (a, b) => {\n\t\t\tlet ia = (a.importance !== undefined) ? a.importance : 0;\n\t\t\tlet ib = (b.importance !== undefined) ? b.importance : 0;\n\n\t\t\treturn ib - ia;\n\t\t});\n\t}\n\n\tonTouchStart (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onTouchStart');\n\n\t\te.preventDefault();\n\n\t\tif (e.touches.length === 1) {\n\t\t\tlet rect = this.domElement.getBoundingClientRect();\n\t\t\tlet x = e.touches[0].pageX - rect.left;\n\t\t\tlet y = e.touches[0].pageY - rect.top;\n\t\t\tthis.mouse.set(x, y);\n\n\t\t\tthis.startDragging(null);\n\t\t}\n\n\t\t\n\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\tinputListener.dispatchEvent({\n\t\t\t\ttype: e.type,\n\t\t\t\ttouches: e.touches,\n\t\t\t\tchangedTouches: e.changedTouches\n\t\t\t});\n\t\t}\n\t}\n\n\tonTouchEnd (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onTouchEnd');\n\n\t\te.preventDefault();\n\n\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\tinputListener.dispatchEvent({\n\t\t\t\ttype: 'drop',\n\t\t\t\tdrag: this.drag,\n\t\t\t\tviewer: this.viewer\n\t\t\t});\n\t\t}\n\n\t\tthis.drag = null;\n\n\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\tinputListener.dispatchEvent({\n\t\t\t\ttype: e.type,\n\t\t\t\ttouches: e.touches,\n\t\t\t\tchangedTouches: e.changedTouches\n\t\t\t});\n\t\t}\n\t}\n\n\tonTouchMove (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onTouchMove');\n\n\t\te.preventDefault();\n\n\t\tif (e.touches.length === 1) {\n\t\t\tlet rect = this.domElement.getBoundingClientRect();\n\t\t\tlet x = e.touches[0].pageX - rect.left;\n\t\t\tlet y = e.touches[0].pageY - rect.top;\n\t\t\tthis.mouse.set(x, y);\n\n\t\t\tif (this.drag) {\n\t\t\t\tthis.drag.mouse = 1;\n\n\t\t\t\tthis.drag.lastDrag.x = x - this.drag.end.x;\n\t\t\t\tthis.drag.lastDrag.y = y - this.drag.end.y;\n\n\t\t\t\tthis.drag.end.set(x, y);\n\n\t\t\t\tif (this.logMessages) console.log(this.constructor.name + ': drag: ');\n\t\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\t\ttype: 'drag',\n\t\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\t\tviewer: this.viewer\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\tinputListener.dispatchEvent({\n\t\t\t\ttype: e.type,\n\t\t\t\ttouches: e.touches,\n\t\t\t\tchangedTouches: e.changedTouches\n\t\t\t});\n\t\t}\n\n\t\t// DEBUG CODE\n\t\t// let debugTouches = [...e.touches, {\n\t\t//\tpageX: this.domElement.clientWidth / 2,\n\t\t//\tpageY: this.domElement.clientHeight / 2}];\n\t\t// for(let inputListener of this.getSortedListeners()){\n\t\t//\tinputListener.dispatchEvent({\n\t\t//\t\ttype: e.type,\n\t\t//\t\ttouches: debugTouches,\n\t\t//\t\tchangedTouches: e.changedTouches\n\t\t//\t});\n\t\t// }\n\t}\n\n\tonKeyDown (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onKeyDown');\n\n\t\t// DELETE\n\t\tif (e.keyCode === KeyCodes.DELETE && this.selection.length > 0) {\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'delete',\n\t\t\t\tselection: this.selection\n\t\t\t});\n\n\t\t\tthis.deselectAll();\n\t\t}\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'keydown',\n\t\t\tkeyCode: e.keyCode,\n\t\t\tevent: e\n\t\t});\n\n\t\t// for(let l of this.getSortedListeners()){\n\t\t//\tl.dispatchEvent({\n\t\t//\t\ttype: \"keydown\",\n\t\t//\t\tkeyCode: e.keyCode,\n\t\t//\t\tevent: e\n\t\t//\t});\n\t\t// }\n\n\t\tthis.pressedKeys[e.keyCode] = true;\n\n\t\t// e.preventDefault();\n\t}\n\n\tonKeyUp (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onKeyUp');\n\n\t\tdelete this.pressedKeys[e.keyCode];\n\n\t\te.preventDefault();\n\t}\n\n\tonDoubleClick (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onDoubleClick');\n\n\t\tlet consumed = false;\n\t\tfor (let hovered of this.hoveredElements) {\n\t\t\tif (hovered._listeners && hovered._listeners['dblclick']) {\n\t\t\t\thovered.object.dispatchEvent({\n\t\t\t\t\ttype: 'dblclick',\n\t\t\t\t\tmouse: this.mouse,\n\t\t\t\t\tobject: hovered.object\n\t\t\t\t});\n\t\t\t\tconsumed = true;\n\t\t\t\tbreak;\n\t\t\t}\n\t\t}\n\n\t\tif (!consumed) {\n\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\ttype: 'dblclick',\n\t\t\t\t\tmouse: this.mouse,\n\t\t\t\t\tobject: null\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\te.preventDefault();\n\t}\n\n\tonMouseClick (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onMouseClick');\n\n\t\te.preventDefault();\n\t}\n\n\tonMouseDown (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onMouseDown');\n\n\t\te.preventDefault();\n\n\t\tlet consumed = false;\n\t\tlet consume = () => { return consumed = true; };\n\t\tif (this.hoveredElements.length === 0) {\n\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\ttype: 'mousedown',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tmouse: this.mouse\n\t\t\t\t});\n\t\t\t}\n\t\t}else{\n\t\t\tfor(let hovered of this.hoveredElements){\n\t\t\t\tlet object = hovered.object;\n\t\t\t\tobject.dispatchEvent({\n\t\t\t\t\ttype: 'mousedown',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tconsume: consume\n\t\t\t\t});\n\n\t\t\t\tif(consumed){\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tif (!this.drag) {\n\t\t\tlet target = this.hoveredElements\n\t\t\t\t.find(el => (\n\t\t\t\t\tel.object._listeners &&\n\t\t\t\t\tel.object._listeners['drag'] &&\n\t\t\t\t\tel.object._listeners['drag'].length > 0));\n\n\t\t\tif (target) {\n\t\t\t\tthis.startDragging(target.object, {location: target.point});\n\t\t\t} else {\n\t\t\t\tthis.startDragging(null);\n\t\t\t}\n\t\t}\n\n\t\tif (this.scene) {\n\t\t\tthis.viewStart = this.scene.view.clone();\n\t\t}\n\t}\n\n\tonMouseUp (e) {\n\t\tif (this.logMessages) console.log(this.constructor.name + ': onMouseUp');\n\n\t\te.preventDefault();\n\n\t\tlet noMovement = this.getNormalizedDrag().length() === 0;\n\n\t\t\n\t\tlet consumed = false;\n\t\tlet consume = () => { return consumed = true; };\n\t\tif (this.hoveredElements.length === 0) {\n\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\ttype: 'mouseup',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tmouse: this.mouse,\n\t\t\t\t\tconsume: consume\n\t\t\t\t});\n\n\t\t\t\tif(consumed){\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}else{\n\t\t\tlet hovered = this.hoveredElements\n\t\t\t\t.map(e => e.object)\n\t\t\t\t.find(e => (e._listeners && e._listeners['mouseup']));\n\t\t\tif(hovered){\n\t\t\t\thovered.dispatchEvent({\n\t\t\t\t\ttype: 'mouseup',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tconsume: consume\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\n\t\tif (this.drag) {\n\t\t\tif (this.drag.object) {\n\t\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: drop ${this.drag.object.name}`);\n\t\t\t\tthis.drag.object.dispatchEvent({\n\t\t\t\t\ttype: 'drop',\n\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\tviewer: this.viewer\n\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\t\ttype: 'drop',\n\t\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\t\tviewer: this.viewer\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// check for a click\n\t\t\tlet clicked = this.hoveredElements.map(h => h.object).find(v => v === this.drag.object) !== undefined;\n\t\t\tif(clicked){\n\t\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: click ${this.drag.object.name}`);\n\t\t\t\tthis.drag.object.dispatchEvent({\n\t\t\t\t\ttype: 'click',\n\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\tconsume: consume,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tthis.drag = null;\n\t\t}\n\n\t\tif(!consumed){\n\t\t\tif (e.button === THREE.MOUSE.LEFT) {\n\t\t\t\tif (noMovement) {\n\t\t\t\t\tlet selectable = this.hoveredElements\n\t\t\t\t\t\t.find(el => el.object._listeners && el.object._listeners['select']);\n\n\t\t\t\t\tif (selectable) {\n\t\t\t\t\t\tselectable = selectable.object;\n\n\t\t\t\t\t\tif (this.isSelected(selectable)) {\n\t\t\t\t\t\t\tthis.selection\n\t\t\t\t\t\t\t\t.filter(e => e !== selectable)\n\t\t\t\t\t\t\t\t.forEach(e => this.toggleSelection(e));\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tthis.deselectAll();\n\t\t\t\t\t\t\tthis.toggleSelection(selectable);\n\t\t\t\t\t\t}\n\t\t\t\t\t} else {\n\t\t\t\t\t\tthis.deselectAll();\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if ((e.button === THREE.MOUSE.RIGHT) && noMovement) {\n\t\t\t\tthis.deselectAll();\n\t\t\t}\n\t\t}\n\t}\n\n\tonMouseMove (e) {\n\t\te.preventDefault();\n\n\t\tlet rect = this.domElement.getBoundingClientRect();\n\t\tlet x = e.clientX - rect.left;\n\t\tlet y = e.clientY - rect.top;\n\t\tthis.mouse.set(x, y);\n\n\t\tlet hoveredElements = this.getHoveredElements();\n\t\tif(hoveredElements.length > 0){\n\t\t\tlet names = hoveredElements.map(h => h.object.name).join(\", \");\n\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: onMouseMove; hovered: '${names}'`);\n\t\t}\n\n\t\tif (this.drag) {\n\t\t\tthis.drag.mouse = e.buttons;\n\n\t\t\tthis.drag.lastDrag.x = x - this.drag.end.x;\n\t\t\tthis.drag.lastDrag.y = y - this.drag.end.y;\n\n\t\t\tthis.drag.end.set(x, y);\n\n\t\t\tif (this.drag.object) {\n\t\t\t\tif (this.logMessages) console.log(this.constructor.name + ': drag: ' + this.drag.object.name);\n\t\t\t\tthis.drag.object.dispatchEvent({\n\t\t\t\t\ttype: 'drag',\n\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\tviewer: this.viewer\n\t\t\t\t});\n\t\t\t} else {\n\t\t\t\tif (this.logMessages) console.log(this.constructor.name + ': drag: ');\n\n\t\t\t\tlet dragConsumed = false;\n\t\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\t\ttype: 'drag',\n\t\t\t\t\t\tdrag: this.drag,\n\t\t\t\t\t\tviewer: this.viewer,\n\t\t\t\t\t\tconsume: () => {dragConsumed = true;}\n\t\t\t\t\t});\n\n\t\t\t\t\tif(dragConsumed){\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}else{\n\t\t\tlet curr = hoveredElements.map(a => a.object).find(a => true);\n\t\t\tlet prev = this.hoveredElements.map(a => a.object).find(a => true);\n\n\t\t\tif(curr !== prev){\n\t\t\t\tif(curr){\n\t\t\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: mouseover: ${curr.name}`);\n\t\t\t\t\tcurr.dispatchEvent({\n\t\t\t\t\t\ttype: 'mouseover',\n\t\t\t\t\t\tobject: curr,\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\tif(prev){\n\t\t\t\t\tif (this.logMessages) console.log(`${this.constructor.name}: mouseleave: ${prev.name}`);\n\t\t\t\t\tprev.dispatchEvent({\n\t\t\t\t\t\ttype: 'mouseleave',\n\t\t\t\t\t\tobject: prev,\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(hoveredElements.length > 0){\n\t\t\t\tlet object = hoveredElements\n\t\t\t\t\t.map(e => e.object)\n\t\t\t\t\t.find(e => (e._listeners && e._listeners['mousemove']));\n\t\t\t\t\n\t\t\t\tif(object){\n\t\t\t\t\tobject.dispatchEvent({\n\t\t\t\t\t\ttype: 'mousemove',\n\t\t\t\t\t\tobject: object\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t}\n\n\t\t}\n\t\t\n\t\t// for (let inputListener of this.getSortedListeners()) {\n\t\t// \tinputListener.dispatchEvent({\n\t\t// \t\ttype: 'mousemove',\n\t\t// \t\tobject: null\n\t\t// \t});\n\t\t// }\n\t\t\n\n\t\tthis.hoveredElements = hoveredElements;\n\t}\n\t\n\tonMouseWheel(e){\n\t\tif(!this.enabled) return;\n\n\t\tif(this.logMessages) console.log(this.constructor.name + \": onMouseWheel\");\n\t\t\n\t\te.preventDefault();\n\n\t\tlet delta = 0;\n\t\tif (e.wheelDelta !== undefined) { // WebKit / Opera / Explorer 9\n\t\t\tdelta = e.wheelDelta;\n\t\t} else if (e.detail !== undefined) { // Firefox\n\t\t\tdelta = -e.detail;\n\t\t}\n\n\t\tlet ndelta = Math.sign(delta);\n\n\t\t// this.wheelDelta += Math.sign(delta);\n\n\t\tif (this.hoveredElement) {\n\t\t\tthis.hoveredElement.object.dispatchEvent({\n\t\t\t\ttype: 'mousewheel',\n\t\t\t\tdelta: ndelta,\n\t\t\t\tobject: this.hoveredElement.object\n\t\t\t});\n\t\t} else {\n\t\t\tfor (let inputListener of this.getSortedListeners()) {\n\t\t\t\tinputListener.dispatchEvent({\n\t\t\t\t\ttype: 'mousewheel',\n\t\t\t\t\tdelta: ndelta,\n\t\t\t\t\tobject: null\n\t\t\t\t});\n\t\t\t}\n\t\t}\n\t}\n\n\tstartDragging (object, args = null) {\n\n\t\tlet name = object ? object.name : \"no name\";\n\t\tif (this.logMessages) console.log(`${this.constructor.name}: startDragging: '${name}'`);\n\n\t\tthis.drag = {\n\t\t\tstart: this.mouse.clone(),\n\t\t\tend: this.mouse.clone(),\n\t\t\tlastDrag: new THREE.Vector2(0, 0),\n\t\t\tstartView: this.scene.view.clone(),\n\t\t\tobject: object\n\t\t};\n\n\t\tif (args) {\n\t\t\tfor (let key of Object.keys(args)) {\n\t\t\t\tthis.drag[key] = args[key];\n\t\t\t}\n\t\t}\n\t}\n\n\tgetMousePointCloudIntersection (mouse) {\n\t\treturn Utils.getMousePointCloudIntersection(\n\t\t\tthis.mouse, \n\t\t\tthis.scene.getActiveCamera(), \n\t\t\tthis.viewer, \n\t\t\tthis.scene.pointclouds);\n\t}\n\n\ttoggleSelection (object) {\n\t\tlet oldSelection = this.selection;\n\n\t\tlet index = this.selection.indexOf(object);\n\n\t\tif (index === -1) {\n\t\t\tthis.selection.push(object);\n\t\t\tobject.dispatchEvent({\n\t\t\t\ttype: 'select'\n\t\t\t});\n\t\t} else {\n\t\t\tthis.selection.splice(index, 1);\n\t\t\tobject.dispatchEvent({\n\t\t\t\ttype: 'deselect'\n\t\t\t});\n\t\t}\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'selection_changed',\n\t\t\toldSelection: oldSelection,\n\t\t\tselection: this.selection\n\t\t});\n\t}\n\n\tdeselect(object){\n\n\t\tlet oldSelection = this.selection;\n\n\t\tlet index = this.selection.indexOf(object);\n\n\t\tif(index >= 0){\n\t\t\tthis.selection.splice(index, 1);\n\t\t\tobject.dispatchEvent({\n\t\t\t\ttype: 'deselect'\n\t\t\t});\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'selection_changed',\n\t\t\t\toldSelection: oldSelection,\n\t\t\t\tselection: this.selection\n\t\t\t});\n\t\t}\n\t}\n\n\tdeselectAll () {\n\t\tfor (let object of this.selection) {\n\t\t\tobject.dispatchEvent({\n\t\t\t\ttype: 'deselect'\n\t\t\t});\n\t\t}\n\n\t\tlet oldSelection = this.selection;\n\n\t\tif (this.selection.length > 0) {\n\t\t\tthis.selection = [];\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: 'selection_changed',\n\t\t\t\toldSelection: oldSelection,\n\t\t\t\tselection: this.selection\n\t\t\t});\n\t\t}\n\t}\n\n\tisSelected (object) {\n\t\tlet index = this.selection.indexOf(object);\n\n\t\treturn index !== -1;\n\t}\n\n\tregisterInteractiveObject(object){\n\t\tthis.interactiveObjects.add(object);\n\t}\n\n\tremoveInteractiveObject(object){\n\t\tthis.interactiveObjects.delete(object);\n\t}\n\n\tregisterInteractiveScene (scene) {\n\t\tlet index = this.interactiveScenes.indexOf(scene);\n\t\tif (index === -1) {\n\t\t\tthis.interactiveScenes.push(scene);\n\t\t}\n\t}\n\n\tunregisterInteractiveScene (scene) {\n\t\tlet index = this.interactiveScenes.indexOf(scene);\n\t\tif (index > -1) {\n\t\t\tthis.interactiveScenes.splice(index, 1);\n\t\t}\n\t}\n\n\tgetHoveredElement () {\n\t\tlet hoveredElements = this.getHoveredElements();\n\t\tif (hoveredElements.length > 0) {\n\t\t\treturn hoveredElements[0];\n\t\t} else {\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tgetHoveredElements () {\n\t\tlet scenes = this.interactiveScenes.concat(this.scene.scene);\n\n\t\tlet interactableListeners = ['mouseup', 'mousemove', 'mouseover', 'mouseleave', 'drag', 'drop', 'click', 'select', 'deselect'];\n\t\tlet interactables = [];\n\t\tfor (let scene of scenes) {\n\t\t\tscene.traverseVisible(node => {\n\t\t\t\tif (node._listeners && node.visible && !this.blacklist.has(node)) {\n\t\t\t\t\tlet hasInteractableListener = interactableListeners.filter((e) => {\n\t\t\t\t\t\treturn node._listeners[e] !== undefined;\n\t\t\t\t\t}).length > 0;\n\n\t\t\t\t\tif (hasInteractableListener) {\n\t\t\t\t\t\tinteractables.push(node);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t\t\n\t\tlet camera = this.scene.getActiveCamera();\n\t\tlet ray = Utils.mouseToRay(this.mouse, camera, this.domElement.clientWidth, this.domElement.clientHeight);\n\t\t\n\t\tlet raycaster = new THREE.Raycaster();\n\t\traycaster.ray.set(ray.origin, ray.direction);\n\t\traycaster.params.Line.threshold = 0.2;\n\n\t\tlet intersections = raycaster.intersectObjects(interactables.filter(o => o.visible), false);\n\n\t\treturn intersections;\n\t}\n\n\tsetScene (scene) {\n\t\tthis.deselectAll();\n\n\t\tthis.scene = scene;\n\t}\n\n\tupdate (delta) {\n\n\t}\n\n\tgetNormalizedDrag () {\n\t\tif (!this.drag) {\n\t\t\treturn new THREE.Vector2(0, 0);\n\t\t}\n\n\t\tlet diff = new THREE.Vector2().subVectors(this.drag.end, this.drag.start);\n\n\t\tdiff.x = diff.x / this.domElement.clientWidth;\n\t\tdiff.y = diff.y / this.domElement.clientHeight;\n\n\t\treturn diff;\n\t}\n\n\tgetNormalizedLastDrag () {\n\t\tif (!this.drag) {\n\t\t\treturn new THREE.Vector2(0, 0);\n\t\t}\n\n\t\tlet lastDrag = this.drag.lastDrag.clone();\n\n\t\tlastDrag.x = lastDrag.x / this.domElement.clientWidth;\n\t\tlastDrag.y = lastDrag.y / this.domElement.clientHeight;\n\n\t\treturn lastDrag;\n\t}\n}\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nexport class NavigationCube extends THREE.Object3D {\n\n\tconstructor(viewer){\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\n\t\tlet createPlaneMaterial = (img) => {\n\t\t\tlet material = new THREE.MeshBasicMaterial( {\n\t\t\t\tdepthTest: true, \n\t\t\t\tdepthWrite: true,\n\t\t\t\tside: THREE.DoubleSide\n\t\t\t});\n\t\t\tnew THREE.TextureLoader().load(\n\t\t\t\texports.resourcePath + '/textures/navigation/' + img,\n\t\t\t\tfunction(texture) {\n\t\t\t\t\ttexture.anisotropy = viewer.renderer.capabilities.getMaxAnisotropy();\n\t\t\t\t\tmaterial.map = texture;\n\t\t\t\t\tmaterial.needsUpdate = true;\n\t\t\t\t});\n\t\t\treturn material;\n\t\t};\n\n\t\tlet planeGeometry = new THREE.PlaneGeometry(1, 1);\n\n\t\tthis.front = new THREE.Mesh(planeGeometry, createPlaneMaterial('F.png'));\n\t\tthis.front.position.y = -0.5;\n\t\tthis.front.rotation.x = Math.PI / 2.0;\n\t\tthis.front.updateMatrixWorld();\n\t\tthis.front.name = \"F\";\n\t\tthis.add(this.front);\n\n\t\tthis.back = new THREE.Mesh(planeGeometry, createPlaneMaterial('B.png'));\n\t\tthis.back.position.y = 0.5;\n\t\tthis.back.rotation.x = Math.PI / 2.0;\n\t\tthis.back.updateMatrixWorld();\n\t\tthis.back.name = \"B\";\n\t\tthis.add(this.back);\n\n\t\tthis.left = new THREE.Mesh(planeGeometry, createPlaneMaterial('L.png'));\n\t\tthis.left.position.x = -0.5;\n\t\tthis.left.rotation.y = Math.PI / 2.0;\n\t\tthis.left.updateMatrixWorld();\n\t\tthis.left.name = \"L\";\n\t\tthis.add(this.left);\n\n\t\tthis.right = new THREE.Mesh(planeGeometry, createPlaneMaterial('R.png'));\n\t\tthis.right.position.x = 0.5;\n\t\tthis.right.rotation.y = Math.PI / 2.0;\n\t\tthis.right.updateMatrixWorld();\n\t\tthis.right.name = \"R\";\n\t\tthis.add(this.right);\n\n\t\tthis.bottom = new THREE.Mesh(planeGeometry, createPlaneMaterial('D.png'));\n\t\tthis.bottom.position.z = -0.5;\n\t\tthis.bottom.updateMatrixWorld();\n\t\tthis.bottom.name = \"D\";\n\t\tthis.add(this.bottom);\n\n\t\tthis.top = new THREE.Mesh(planeGeometry, createPlaneMaterial('U.png'));\n\t\tthis.top.position.z = 0.5;\n\t\tthis.top.updateMatrixWorld();\n\t\tthis.top.name = \"U\";\n\t\tthis.add(this.top);\n\n\t\tthis.width = 150; // in px\n\n\t\tthis.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, -1, 1);\n\t\tthis.camera.position.copy(new THREE.Vector3(0, 0, 0));\n\t\tthis.camera.lookAt(new THREE.Vector3(0, 1, 0));\n\t\tthis.camera.updateMatrixWorld();\n\t\tthis.camera.rotation.order = \"ZXY\";\n\n\t\tlet onMouseDown = (event) => {\n\t\t\tif (!this.visible) {\n\t\t\t\treturn;\n\t\t\t}\n\t\t\t\n\t\t\tthis.pickedFace = null;\n\t\t\tlet mouse = new THREE.Vector2();\n\t\t\tmouse.x = event.clientX - (window.innerWidth - this.width);\n\t\t\tmouse.y = event.clientY;\n\n\t\t\tif(mouse.x < 0 || mouse.y > this.width) return;\n\n\t\t\tmouse.x = (mouse.x / this.width) * 2 - 1;\n\t\t\tmouse.y = -(mouse.y / this.width) * 2 + 1;\n\n\t\t\tlet raycaster = new THREE.Raycaster();\n\t\t\traycaster.setFromCamera(mouse, this.camera);\n\t\t\traycaster.ray.origin.sub(this.camera.getWorldDirection(new THREE.Vector3()));\n\n\t\t\tlet intersects = raycaster.intersectObjects(this.children);\n\n\t\t\tlet minDistance = 1000;\n\t\t\tfor (let i = 0; i < intersects.length; i++) {\n\t\t\t\tif(intersects[i].distance < minDistance) {\n\t\t\t\t\tthis.pickedFace = intersects[i].object.name;\n\t\t\t\t\tminDistance = intersects[i].distance;\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t\tif(this.pickedFace) {\n\t\t\t\tthis.viewer.setView(this.pickedFace);\n\t\t\t}\n\t\t};\n\n\t\tthis.viewer.renderer.domElement.addEventListener('mousedown', onMouseDown, false);\n\t}\n\n\tupdate(rotation) {\n\t\tthis.camera.rotation.copy(rotation);\n\t\tthis.camera.updateMatrixWorld();\n\t}\n\n}\n","/**\n * @author mschuetz / http://mschuetz.at\n *\n * adapted from THREE.OrbitControls by\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 *\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {MOUSE} from \"../defines.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\n \nexport class OrbitControls extends EventDispatcher{\n\t\n\tconstructor(viewer){\n\t\tsuper();\n\t\t\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tthis.rotationSpeed = 5;\n\n\t\tthis.fadeFactor = 20;\n\t\tthis.yawDelta = 0;\n\t\tthis.pitchDelta = 0;\n\t\tthis.panDelta = new THREE.Vector2(0, 0);\n\t\tthis.radiusDelta = 0;\n\n\t\tthis.doubleClockZoomEnabled = true;\n\n\t\tthis.tweens = [];\n\n\t\tlet drag = (e) => {\n\t\t\tif (e.drag.object !== null) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (e.drag.startHandled === undefined) {\n\t\t\t\te.drag.startHandled = true;\n\n\t\t\t\tthis.dispatchEvent({type: 'start'});\n\t\t\t}\n\n\t\t\tlet ndrag = {\n\t\t\t\tx: e.drag.lastDrag.x / this.renderer.domElement.clientWidth,\n\t\t\t\ty: e.drag.lastDrag.y / this.renderer.domElement.clientHeight\n\t\t\t};\n\n\t\t\tif (e.drag.mouse === MOUSE.LEFT) {\n\t\t\t\tthis.yawDelta += ndrag.x * this.rotationSpeed;\n\t\t\t\tthis.pitchDelta += ndrag.y * this.rotationSpeed;\n\n\t\t\t\tthis.stopTweens();\n\t\t\t} else if (e.drag.mouse === MOUSE.RIGHT) {\n\t\t\t\tthis.panDelta.x += ndrag.x;\n\t\t\t\tthis.panDelta.y += ndrag.y;\n\n\t\t\t\tthis.stopTweens();\n\t\t\t}\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tthis.dispatchEvent({type: 'end'});\n\t\t};\n\n\t\tlet scroll = (e) => {\n\t\t\tlet resolvedRadius = this.scene.view.radius + this.radiusDelta;\n\n\t\t\tthis.radiusDelta += -e.delta * resolvedRadius * 0.1;\n\n\t\t\tthis.stopTweens();\n\t\t};\n\n\t\tlet dblclick = (e) => {\n\t\t\tif(this.doubleClockZoomEnabled){\n\t\t\t\tthis.zoomToLocation(e.mouse);\n\t\t\t}\n\t\t};\n\n\t\tlet previousTouch = null;\n\t\tlet touchStart = e => {\n\t\t\tpreviousTouch = e;\n\t\t};\n\n\t\tlet touchEnd = e => {\n\t\t\tpreviousTouch = e;\n\t\t};\n\n\t\tlet touchMove = e => {\n\t\t\tif (e.touches.length === 2 && previousTouch.touches.length === 2){\n\t\t\t\tlet prev = previousTouch;\n\t\t\t\tlet curr = e;\n\n\t\t\t\tlet prevDX = prev.touches[0].pageX - prev.touches[1].pageX;\n\t\t\t\tlet prevDY = prev.touches[0].pageY - prev.touches[1].pageY;\n\t\t\t\tlet prevDist = Math.sqrt(prevDX * prevDX + prevDY * prevDY);\n\n\t\t\t\tlet currDX = curr.touches[0].pageX - curr.touches[1].pageX;\n\t\t\t\tlet currDY = curr.touches[0].pageY - curr.touches[1].pageY;\n\t\t\t\tlet currDist = Math.sqrt(currDX * currDX + currDY * currDY);\n\n\t\t\t\tlet delta = currDist / prevDist;\n\t\t\t\tlet resolvedRadius = this.scene.view.radius + this.radiusDelta;\n\t\t\t\tlet newRadius = resolvedRadius / delta;\n\t\t\t\tthis.radiusDelta = newRadius - resolvedRadius;\n\n\t\t\t\tthis.stopTweens();\n\t\t\t}else if(e.touches.length === 3 && previousTouch.touches.length === 3){\n\t\t\t\tlet prev = previousTouch;\n\t\t\t\tlet curr = e;\n\n\t\t\t\tlet prevMeanX = (prev.touches[0].pageX + prev.touches[1].pageX + prev.touches[2].pageX) / 3;\n\t\t\t\tlet prevMeanY = (prev.touches[0].pageY + prev.touches[1].pageY + prev.touches[2].pageY) / 3;\n\n\t\t\t\tlet currMeanX = (curr.touches[0].pageX + curr.touches[1].pageX + curr.touches[2].pageX) / 3;\n\t\t\t\tlet currMeanY = (curr.touches[0].pageY + curr.touches[1].pageY + curr.touches[2].pageY) / 3;\n\n\t\t\t\tlet delta = {\n\t\t\t\t\tx: (currMeanX - prevMeanX) / this.renderer.domElement.clientWidth,\n\t\t\t\t\ty: (currMeanY - prevMeanY) / this.renderer.domElement.clientHeight\n\t\t\t\t};\n\n\t\t\t\tthis.panDelta.x += delta.x;\n\t\t\t\tthis.panDelta.y += delta.y;\n\n\t\t\t\tthis.stopTweens();\n\t\t\t}\n\n\t\t\tpreviousTouch = e;\n\t\t};\n\n\t\tthis.addEventListener('touchstart', touchStart);\n\t\tthis.addEventListener('touchend', touchEnd);\n\t\tthis.addEventListener('touchmove', touchMove);\n\t\tthis.addEventListener('drag', drag);\n\t\tthis.addEventListener('drop', drop);\n\t\tthis.addEventListener('mousewheel', scroll);\n\t\tthis.addEventListener('dblclick', dblclick);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tstop(){\n\t\tthis.yawDelta = 0;\n\t\tthis.pitchDelta = 0;\n\t\tthis.radiusDelta = 0;\n\t\tthis.panDelta.set(0, 0);\n\t}\n\t\n\tzoomToLocation(mouse){\n\t\tlet camera = this.scene.getActiveCamera();\n\t\t\n\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\tmouse,\n\t\t\tcamera,\n\t\t\tthis.viewer,\n\t\t\tthis.scene.pointclouds,\n\t\t\t{pickClipped: true});\n\n\t\tif (I === null) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet targetRadius = 0;\n\t\t{\n\t\t\tlet minimumJumpDistance = 0.2;\n\n\t\t\tlet domElement = this.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\n\t\t\tlet nodes = I.pointcloud.nodesOnRay(I.pointcloud.visibleNodes, ray);\n\t\t\tlet lastNode = nodes[nodes.length - 1];\n\t\t\tlet radius = lastNode.getBoundingSphere(new THREE.Sphere()).radius;\n\t\t\ttargetRadius = Math.min(this.scene.view.radius, radius);\n\t\t\ttargetRadius = Math.max(minimumJumpDistance, targetRadius);\n\t\t}\n\n\t\tlet d = this.scene.view.direction.multiplyScalar(-1);\n\t\tlet cameraTargetPosition = new THREE.Vector3().addVectors(I.location, d.multiplyScalar(targetRadius));\n\t\t// TODO Unused: let controlsTargetPosition = I.location;\n\n\t\tlet animationDuration = 600;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate\n\t\t\tlet value = {x: 0};\n\t\t\tlet tween = new TWEEN.Tween(value).to({x: 1}, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\tthis.tweens.push(tween);\n\n\t\t\tlet startPos = this.scene.view.position.clone();\n\t\t\tlet targetPos = cameraTargetPosition.clone();\n\t\t\tlet startRadius = this.scene.view.radius;\n\t\t\tlet targetRadius = cameraTargetPosition.distanceTo(I.location);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tlet t = value.x;\n\t\t\t\tthis.scene.view.position.x = (1 - t) * startPos.x + t * targetPos.x;\n\t\t\t\tthis.scene.view.position.y = (1 - t) * startPos.y + t * targetPos.y;\n\t\t\t\tthis.scene.view.position.z = (1 - t) * startPos.z + t * targetPos.z;\n\n\t\t\t\tthis.scene.view.radius = (1 - t) * startRadius + t * targetRadius;\n\t\t\t\tthis.viewer.setMoveSpeed(this.scene.view.radius);\n\t\t\t});\n\n\t\t\ttween.onComplete(() => {\n\t\t\t\tthis.tweens = this.tweens.filter(e => e !== tween);\n\t\t\t});\n\n\t\t\ttween.start();\n\t\t}\n\t}\n\n\tstopTweens () {\n\t\tthis.tweens.forEach(e => e.stop());\n\t\tthis.tweens = [];\n\t}\n\n\tupdate (delta) {\n\t\tlet view = this.scene.view;\n\n\t\t{ // apply rotation\n\t\t\tlet progression = Math.min(1, this.fadeFactor * delta);\n\n\t\t\tlet yaw = view.yaw;\n\t\t\tlet pitch = view.pitch;\n\t\t\tlet pivot = view.getPivot();\n\n\t\t\tyaw -= progression * this.yawDelta;\n\t\t\tpitch -= progression * this.pitchDelta;\n\n\t\t\tview.yaw = yaw;\n\t\t\tview.pitch = pitch;\n\n\t\t\tlet V = this.scene.view.direction.multiplyScalar(-view.radius);\n\t\t\tlet position = new THREE.Vector3().addVectors(pivot, V);\n\n\t\t\tview.position.copy(position);\n\t\t}\n\n\t\t{ // apply pan\n\t\t\tlet progression = Math.min(1, this.fadeFactor * delta);\n\t\t\tlet panDistance = progression * view.radius * 3;\n\n\t\t\tlet px = -this.panDelta.x * panDistance;\n\t\t\tlet py = this.panDelta.y * panDistance;\n\n\t\t\tview.pan(px, py);\n\t\t}\n\n\t\t{ // apply zoom\n\t\t\tlet progression = Math.min(1, this.fadeFactor * delta);\n\n\t\t\t// let radius = view.radius + progression * this.radiusDelta * view.radius * 0.1;\n\t\t\tlet radius = view.radius + progression * this.radiusDelta;\n\n\t\t\tlet V = view.direction.multiplyScalar(-radius);\n\t\t\tlet position = new THREE.Vector3().addVectors(view.getPivot(), V);\n\t\t\tview.radius = radius;\n\n\t\t\tview.position.copy(position);\n\t\t}\n\n\t\t{\n\t\t\tlet speed = view.radius;\n\t\t\tthis.viewer.setMoveSpeed(speed);\n\t\t}\n\n\t\t{ // decelerate over time\n\t\t\tlet progression = Math.min(1, this.fadeFactor * delta);\n\t\t\tlet attenuation = Math.max(0, 1 - this.fadeFactor * delta);\n\n\t\t\tthis.yawDelta *= attenuation;\n\t\t\tthis.pitchDelta *= attenuation;\n\t\t\tthis.panDelta.multiplyScalar(attenuation);\n\t\t\t// this.radiusDelta *= attenuation;\n\t\t\tthis.radiusDelta -= progression * this.radiusDelta;\n\t\t}\n\t}\n};\n","/**\n * @author mschuetz / http://mschuetz.at\n *\n * adapted from THREE.OrbitControls by\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 *\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {MOUSE} from \"../defines.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\n\nexport class FirstPersonControls extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tthis.rotationSpeed = 200;\n\t\tthis.moveSpeed = 10;\n\t\tthis.lockElevation = false;\n\n\t\tthis.keys = {\n\t\t\tFORWARD: ['W'.charCodeAt(0), 38],\n\t\t\tBACKWARD: ['S'.charCodeAt(0), 40],\n\t\t\tLEFT: ['A'.charCodeAt(0), 37],\n\t\t\tRIGHT: ['D'.charCodeAt(0), 39],\n\t\t\tUP: ['R'.charCodeAt(0), 33],\n\t\t\tDOWN: ['F'.charCodeAt(0), 34]\n\t\t};\n\n\t\tthis.fadeFactor = 50;\n\t\tthis.yawDelta = 0;\n\t\tthis.pitchDelta = 0;\n\t\tthis.translationDelta = new THREE.Vector3(0, 0, 0);\n\t\tthis.translationWorldDelta = new THREE.Vector3(0, 0, 0);\n\n\t\tthis.tweens = [];\n\n\t\tlet drag = (e) => {\n\t\t\tif (e.drag.object !== null) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (e.drag.startHandled === undefined) {\n\t\t\t\te.drag.startHandled = true;\n\n\t\t\t\tthis.dispatchEvent({type: 'start'});\n\t\t\t}\n\n\t\t\tlet moveSpeed = this.viewer.getMoveSpeed();\n\n\t\t\tlet ndrag = {\n\t\t\t\tx: e.drag.lastDrag.x / this.renderer.domElement.clientWidth,\n\t\t\t\ty: e.drag.lastDrag.y / this.renderer.domElement.clientHeight\n\t\t\t};\n\n\t\t\tif (e.drag.mouse === MOUSE.LEFT) {\n\t\t\t\tthis.yawDelta += ndrag.x * this.rotationSpeed;\n\t\t\t\tthis.pitchDelta += ndrag.y * this.rotationSpeed;\n\t\t\t} else if (e.drag.mouse === MOUSE.RIGHT) {\n\t\t\t\tthis.translationDelta.x -= ndrag.x * moveSpeed * 100;\n\t\t\t\tthis.translationDelta.z += ndrag.y * moveSpeed * 100;\n\t\t\t}\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tthis.dispatchEvent({type: 'end'});\n\t\t};\n\n\t\tlet scroll = (e) => {\n\t\t\tlet speed = this.viewer.getMoveSpeed();\n\n\t\t\tif (e.delta < 0) {\n\t\t\t\tspeed = speed * 0.9;\n\t\t\t} else if (e.delta > 0) {\n\t\t\t\tspeed = speed / 0.9;\n\t\t\t}\n\n\t\t\tspeed = Math.max(speed, 0.1);\n\n\t\t\tthis.viewer.setMoveSpeed(speed);\n\t\t};\n\n\t\tlet dblclick = (e) => {\n\t\t\tthis.zoomToLocation(e.mouse);\n\t\t};\n\n\t\tthis.addEventListener('drag', drag);\n\t\tthis.addEventListener('drop', drop);\n\t\tthis.addEventListener('mousewheel', scroll);\n\t\tthis.addEventListener('dblclick', dblclick);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tstop(){\n\t\tthis.yawDelta = 0;\n\t\tthis.pitchDelta = 0;\n\t\tthis.translationDelta.set(0, 0, 0);\n\t}\n\t\n\tzoomToLocation(mouse){\n\t\tlet camera = this.scene.getActiveCamera();\n\t\t\n\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\tmouse,\n\t\t\tcamera,\n\t\t\tthis.viewer,\n\t\t\tthis.scene.pointclouds);\n\n\t\tif (I === null) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet targetRadius = 0;\n\t\t{\n\t\t\tlet minimumJumpDistance = 0.2;\n\n\t\t\tlet domElement = this.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\n\t\t\tlet nodes = I.pointcloud.nodesOnRay(I.pointcloud.visibleNodes, ray);\n\t\t\tlet lastNode = nodes[nodes.length - 1];\n\t\t\tlet radius = lastNode.getBoundingSphere(new THREE.Sphere()).radius;\n\t\t\ttargetRadius = Math.min(this.scene.view.radius, radius);\n\t\t\ttargetRadius = Math.max(minimumJumpDistance, targetRadius);\n\t\t}\n\n\t\tlet d = this.scene.view.direction.multiplyScalar(-1);\n\t\tlet cameraTargetPosition = new THREE.Vector3().addVectors(I.location, d.multiplyScalar(targetRadius));\n\t\t// TODO Unused: let controlsTargetPosition = I.location;\n\n\t\tlet animationDuration = 600;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate\n\t\t\tlet value = {x: 0};\n\t\t\tlet tween = new TWEEN.Tween(value).to({x: 1}, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\tthis.tweens.push(tween);\n\n\t\t\tlet startPos = this.scene.view.position.clone();\n\t\t\tlet targetPos = cameraTargetPosition.clone();\n\t\t\tlet startRadius = this.scene.view.radius;\n\t\t\tlet targetRadius = cameraTargetPosition.distanceTo(I.location);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tlet t = value.x;\n\t\t\t\tthis.scene.view.position.x = (1 - t) * startPos.x + t * targetPos.x;\n\t\t\t\tthis.scene.view.position.y = (1 - t) * startPos.y + t * targetPos.y;\n\t\t\t\tthis.scene.view.position.z = (1 - t) * startPos.z + t * targetPos.z;\n\n\t\t\t\tthis.scene.view.radius = (1 - t) * startRadius + t * targetRadius;\n\t\t\t\tthis.viewer.setMoveSpeed(this.scene.view.radius / 2.5);\n\t\t\t});\n\n\t\t\ttween.onComplete(() => {\n\t\t\t\tthis.tweens = this.tweens.filter(e => e !== tween);\n\t\t\t});\n\n\t\t\ttween.start();\n\t\t}\n\t}\n\n\tupdate (delta) {\n\t\tlet view = this.scene.view;\n\n\t\t{ // cancel move animations on user input\n\t\t\tlet changes = [ this.yawDelta,\n\t\t\t\tthis.pitchDelta,\n\t\t\t\tthis.translationDelta.length(),\n\t\t\t\tthis.translationWorldDelta.length() ];\n\t\t\tlet changeHappens = changes.some(e => Math.abs(e) > 0.001);\n\t\t\tif (changeHappens && this.tweens.length > 0) {\n\t\t\t\tthis.tweens.forEach(e => e.stop());\n\t\t\t\tthis.tweens = [];\n\t\t\t}\n\t\t}\n\n\t\t{ // accelerate while input is given\n\t\t\tlet ih = this.viewer.inputHandler;\n\n\t\t\tlet moveForward = this.keys.FORWARD.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveBackward = this.keys.BACKWARD.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveLeft = this.keys.LEFT.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveRight = this.keys.RIGHT.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveUp = this.keys.UP.some(e => ih.pressedKeys[e]);\n\t\t\tlet moveDown = this.keys.DOWN.some(e => ih.pressedKeys[e]);\n\n\t\t\tif(this.lockElevation){\n\t\t\t\tlet dir = view.direction;\n\t\t\t\tdir.z = 0;\n\t\t\t\tdir.normalize();\n\n\t\t\t\tif (moveForward && moveBackward) {\n\t\t\t\t\tthis.translationWorldDelta.set(0, 0, 0);\n\t\t\t\t} else if (moveForward) {\n\t\t\t\t\tthis.translationWorldDelta.copy(dir.multiplyScalar(this.viewer.getMoveSpeed()));\n\t\t\t\t} else if (moveBackward) {\n\t\t\t\t\tthis.translationWorldDelta.copy(dir.multiplyScalar(-this.viewer.getMoveSpeed()));\n\t\t\t\t}\n\t\t\t}else{\n\t\t\t\tif (moveForward && moveBackward) {\n\t\t\t\t\tthis.translationDelta.y = 0;\n\t\t\t\t} else if (moveForward) {\n\t\t\t\t\tthis.translationDelta.y = this.viewer.getMoveSpeed();\n\t\t\t\t} else if (moveBackward) {\n\t\t\t\t\tthis.translationDelta.y = -this.viewer.getMoveSpeed();\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (moveLeft && moveRight) {\n\t\t\t\tthis.translationDelta.x = 0;\n\t\t\t} else if (moveLeft) {\n\t\t\t\tthis.translationDelta.x = -this.viewer.getMoveSpeed();\n\t\t\t} else if (moveRight) {\n\t\t\t\tthis.translationDelta.x = this.viewer.getMoveSpeed();\n\t\t\t}\n\n\t\t\tif (moveUp && moveDown) {\n\t\t\t\tthis.translationWorldDelta.z = 0;\n\t\t\t} else if (moveUp) {\n\t\t\t\tthis.translationWorldDelta.z = this.viewer.getMoveSpeed();\n\t\t\t} else if (moveDown) {\n\t\t\t\tthis.translationWorldDelta.z = -this.viewer.getMoveSpeed();\n\t\t\t}\n\t\t}\n\n\t\t{ // apply rotation\n\t\t\tlet yaw = view.yaw;\n\t\t\tlet pitch = view.pitch;\n\n\t\t\tyaw -= this.yawDelta * delta;\n\t\t\tpitch -= this.pitchDelta * delta;\n\n\t\t\tview.yaw = yaw;\n\t\t\tview.pitch = pitch;\n\t\t}\n\n\t\t{ // apply translation\n\t\t\tview.translate(\n\t\t\t\tthis.translationDelta.x * delta,\n\t\t\t\tthis.translationDelta.y * delta,\n\t\t\t\tthis.translationDelta.z * delta\n\t\t\t);\n\n\t\t\tview.translateWorld(\n\t\t\t\tthis.translationWorldDelta.x * delta,\n\t\t\t\tthis.translationWorldDelta.y * delta,\n\t\t\t\tthis.translationWorldDelta.z * delta\n\t\t\t);\n\t\t}\n\n\t\t{ // set view target according to speed\n\t\t\tview.radius = 3 * this.viewer.getMoveSpeed();\n\t\t}\n\n\t\t{ // decelerate over time\n\t\t\tlet attenuation = Math.max(0, 1 - this.fadeFactor * delta);\n\t\t\tthis.yawDelta *= attenuation;\n\t\t\tthis.pitchDelta *= attenuation;\n\t\t\tthis.translationDelta.multiplyScalar(attenuation);\n\t\t\tthis.translationWorldDelta.multiplyScalar(attenuation);\n\t\t}\n\t}\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {MOUSE} from \"../defines.js\";\nimport {Utils} from \"../utils.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\nexport class EarthControls extends EventDispatcher {\n\tconstructor (viewer) {\n\t\tsuper(viewer);\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tthis.rotationSpeed = 10;\n\n\t\tthis.fadeFactor = 20;\n\t\tthis.wheelDelta = 0;\n\t\tthis.zoomDelta = new THREE.Vector3();\n\t\tthis.camStart = null;\n\n\t\tthis.tweens = [];\n\n\t\t{\n\t\t\tlet sg = new THREE.SphereGeometry(1, 16, 16);\n\t\t\tlet sm = new THREE.MeshNormalMaterial();\n\t\t\tthis.pivotIndicator = new THREE.Mesh(sg, sm);\n\t\t\tthis.pivotIndicator.visible = false;\n\t\t\tthis.sceneControls.add(this.pivotIndicator);\n\t\t}\n\n\t\tlet drag = (e) => {\n\t\t\tif (e.drag.object !== null) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (!this.pivot) {\n\t\t\t\treturn;\n\t\t\t}\n\n\t\t\tif (e.drag.startHandled === undefined) {\n\t\t\t\te.drag.startHandled = true;\n\n\t\t\t\tthis.dispatchEvent({type: 'start'});\n\t\t\t}\n\n\t\t\tlet camStart = this.camStart;\n\t\t\tlet camera = this.scene.getActiveCamera();\n\t\t\tlet view = this.viewer.scene.view;\n\n\t\t\t// let camera = this.viewer.scene.camera;\n\t\t\tlet mouse = e.drag.end;\n\t\t\tlet domElement = this.viewer.renderer.domElement;\n\n\t\t\tif (e.drag.mouse === MOUSE.LEFT) {\n\n\t\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\t\t\t\tlet plane = new THREE.Plane().setFromNormalAndCoplanarPoint(\n\t\t\t\t\tnew THREE.Vector3(0, 0, 1),\n\t\t\t\t\tthis.pivot);\n\n\t\t\t\tlet distanceToPlane = ray.distanceToPlane(plane);\n\n\t\t\t\tif (distanceToPlane > 0) {\n\t\t\t\t\tlet I = new THREE.Vector3().addVectors(\n\t\t\t\t\t\tcamStart.position,\n\t\t\t\t\t\tray.direction.clone().multiplyScalar(distanceToPlane));\n\n\t\t\t\t\tlet movedBy = new THREE.Vector3().subVectors(\n\t\t\t\t\t\tI, this.pivot);\n\n\t\t\t\t\tlet newCamPos = camStart.position.clone().sub(movedBy);\n\n\t\t\t\t\tview.position.copy(newCamPos);\n\n\t\t\t\t\t{\n\t\t\t\t\t\tlet distance = newCamPos.distanceTo(this.pivot);\n\t\t\t\t\t\tview.radius = distance;\n\t\t\t\t\t\tlet speed = view.radius / 2.5;\n\t\t\t\t\t\tthis.viewer.setMoveSpeed(speed);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t} else if (e.drag.mouse === MOUSE.RIGHT) {\n\t\t\t\tlet ndrag = {\n\t\t\t\t\tx: e.drag.lastDrag.x / this.renderer.domElement.clientWidth,\n\t\t\t\t\ty: e.drag.lastDrag.y / this.renderer.domElement.clientHeight\n\t\t\t\t};\n\n\t\t\t\tlet yawDelta = -ndrag.x * this.rotationSpeed * 0.5;\n\t\t\t\tlet pitchDelta = -ndrag.y * this.rotationSpeed * 0.2;\n\n\t\t\t\tlet originalPitch = view.pitch;\n\t\t\t\tlet tmpView = view.clone();\n\t\t\t\ttmpView.pitch = tmpView.pitch + pitchDelta;\n\t\t\t\tpitchDelta = tmpView.pitch - originalPitch;\n\n\t\t\t\tlet pivotToCam = new THREE.Vector3().subVectors(view.position, this.pivot);\n\t\t\t\tlet pivotToCamTarget = new THREE.Vector3().subVectors(view.getPivot(), this.pivot);\n\t\t\t\tlet side = view.getSide();\n\n\t\t\t\tpivotToCam.applyAxisAngle(side, pitchDelta);\n\t\t\t\tpivotToCamTarget.applyAxisAngle(side, pitchDelta);\n\n\t\t\t\tpivotToCam.applyAxisAngle(new THREE.Vector3(0, 0, 1), yawDelta);\n\t\t\t\tpivotToCamTarget.applyAxisAngle(new THREE.Vector3(0, 0, 1), yawDelta);\n\n\t\t\t\tlet newCam = new THREE.Vector3().addVectors(this.pivot, pivotToCam);\n\t\t\t\t// TODO: Unused: let newCamTarget = new THREE.Vector3().addVectors(this.pivot, pivotToCamTarget);\n\n\t\t\t\tview.position.copy(newCam);\n\t\t\t\tview.yaw += yawDelta;\n\t\t\t\tview.pitch += pitchDelta;\n\t\t\t}\n\t\t};\n\n\t\tlet onMouseDown = e => {\n\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\te.mouse, \n\t\t\t\tthis.scene.getActiveCamera(), \n\t\t\t\tthis.viewer, \n\t\t\t\tthis.scene.pointclouds, \n\t\t\t\t{pickClipped: false});\n\n\t\t\tif (I) {\n\t\t\t\tthis.pivot = I.location;\n\t\t\t\tthis.camStart = this.scene.getActiveCamera().clone();\n\t\t\t\tthis.pivotIndicator.visible = true;\n\t\t\t\tthis.pivotIndicator.position.copy(I.location);\n\t\t\t}\n\t\t};\n\n\t\tlet drop = e => {\n\t\t\tthis.dispatchEvent({type: 'end'});\n\t\t};\n\n\t\tlet onMouseUp = e => {\n\t\t\tthis.camStart = null;\n\t\t\tthis.pivot = null;\n\t\t\tthis.pivotIndicator.visible = false;\n\t\t};\n\n\t\tlet scroll = (e) => {\n\t\t\tthis.wheelDelta += e.delta;\n\t\t};\n\n\t\tlet dblclick = (e) => {\n\t\t\tthis.zoomToLocation(e.mouse);\n\t\t};\n\n\t\tthis.addEventListener('drag', drag);\n\t\tthis.addEventListener('drop', drop);\n\t\tthis.addEventListener('mousewheel', scroll);\n\t\tthis.addEventListener('mousedown', onMouseDown);\n\t\tthis.addEventListener('mouseup', onMouseUp);\n\t\tthis.addEventListener('dblclick', dblclick);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tstop(){\n\t\tthis.wheelDelta = 0;\n\t\tthis.zoomDelta.set(0, 0, 0);\n\t}\n\t\n\tzoomToLocation(mouse){\n\t\tlet camera = this.scene.getActiveCamera();\n\t\t\n\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\tmouse,\n\t\t\tcamera,\n\t\t\tthis.viewer,\n\t\t\tthis.scene.pointclouds);\n\n\t\tif (I === null) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet targetRadius = 0;\n\t\t{\n\t\t\tlet minimumJumpDistance = 0.2;\n\n\t\t\tlet domElement = this.renderer.domElement;\n\t\t\tlet ray = Utils.mouseToRay(mouse, camera, domElement.clientWidth, domElement.clientHeight);\n\n\t\t\tlet nodes = I.pointcloud.nodesOnRay(I.pointcloud.visibleNodes, ray);\n\t\t\tlet lastNode = nodes[nodes.length - 1];\n\t\t\tlet radius = lastNode.getBoundingSphere(new THREE.Sphere()).radius;\n\t\t\ttargetRadius = Math.min(this.scene.view.radius, radius);\n\t\t\ttargetRadius = Math.max(minimumJumpDistance, targetRadius);\n\t\t}\n\n\t\tlet d = this.scene.view.direction.multiplyScalar(-1);\n\t\tlet cameraTargetPosition = new THREE.Vector3().addVectors(I.location, d.multiplyScalar(targetRadius));\n\t\t// TODO Unused: let controlsTargetPosition = I.location;\n\n\t\tlet animationDuration = 600;\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate\n\t\t\tlet value = {x: 0};\n\t\t\tlet tween = new TWEEN.Tween(value).to({x: 1}, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\tthis.tweens.push(tween);\n\n\t\t\tlet startPos = this.scene.view.position.clone();\n\t\t\tlet targetPos = cameraTargetPosition.clone();\n\t\t\tlet startRadius = this.scene.view.radius;\n\t\t\tlet targetRadius = cameraTargetPosition.distanceTo(I.location);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tlet t = value.x;\n\t\t\t\tthis.scene.view.position.x = (1 - t) * startPos.x + t * targetPos.x;\n\t\t\t\tthis.scene.view.position.y = (1 - t) * startPos.y + t * targetPos.y;\n\t\t\t\tthis.scene.view.position.z = (1 - t) * startPos.z + t * targetPos.z;\n\n\t\t\t\tthis.scene.view.radius = (1 - t) * startRadius + t * targetRadius;\n\t\t\t\tthis.viewer.setMoveSpeed(this.scene.view.radius / 2.5);\n\t\t\t});\n\n\t\t\ttween.onComplete(() => {\n\t\t\t\tthis.tweens = this.tweens.filter(e => e !== tween);\n\t\t\t});\n\n\t\t\ttween.start();\n\t\t}\n\t}\n\n\tupdate (delta) {\n\t\tlet view = this.scene.view;\n\t\tlet fade = Math.pow(0.5, this.fadeFactor * delta);\n\t\tlet progression = 1 - fade;\n\t\tlet camera = this.scene.getActiveCamera();\n\t\t\n\t\t// compute zoom\n\t\tif (this.wheelDelta !== 0) {\n\t\t\tlet I = Utils.getMousePointCloudIntersection(\n\t\t\t\tthis.viewer.inputHandler.mouse, \n\t\t\t\tthis.scene.getActiveCamera(), \n\t\t\t\tthis.viewer, \n\t\t\t\tthis.scene.pointclouds);\n\n\t\t\tif (I) {\n\t\t\t\tlet resolvedPos = new THREE.Vector3().addVectors(view.position, this.zoomDelta);\n\t\t\t\tlet distance = I.location.distanceTo(resolvedPos);\n\t\t\t\tlet jumpDistance = distance * 0.2 * this.wheelDelta;\n\t\t\t\tlet targetDir = new THREE.Vector3().subVectors(I.location, view.position);\n\t\t\t\ttargetDir.normalize();\n\n\t\t\t\tresolvedPos.add(targetDir.multiplyScalar(jumpDistance));\n\t\t\t\tthis.zoomDelta.subVectors(resolvedPos, view.position);\n\n\t\t\t\t{\n\t\t\t\t\tlet distance = resolvedPos.distanceTo(I.location);\n\t\t\t\t\tview.radius = distance;\n\t\t\t\t\tlet speed = view.radius / 2.5;\n\t\t\t\t\tthis.viewer.setMoveSpeed(speed);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\t// apply zoom\n\t\tif (this.zoomDelta.length() !== 0) {\n\t\t\tlet p = this.zoomDelta.clone().multiplyScalar(progression);\n\n\t\t\tlet newPos = new THREE.Vector3().addVectors(view.position, p);\n\t\t\tview.position.copy(newPos);\n\t\t}\n\n\t\tif (this.pivotIndicator.visible) {\n\t\t\tlet distance = this.pivotIndicator.position.distanceTo(view.position);\n\t\t\tlet pixelwidth = this.renderer.domElement.clientwidth;\n\t\t\tlet pixelHeight = this.renderer.domElement.clientHeight;\n\t\t\tlet pr = Utils.projectedRadius(1, camera, distance, pixelwidth, pixelHeight);\n\t\t\tlet scale = (10 / pr);\n\t\t\tthis.pivotIndicator.scale.set(scale, scale, scale);\n\t\t}\n\n\t\t// decelerate over time\n\t\t{\n\t\t\tthis.zoomDelta.multiplyScalar(fade);\n\t\t\tthis.wheelDelta = 0;\n\t\t}\n\t}\n};\n","/**\n * @author chrisl / Geodan\n *\n * adapted from Potree.FirstPersonControls by\n *\n * @author mschuetz / http://mschuetz.at\n *\n * and THREE.DeviceOrientationControls by\n *\n * @author richt / http://richt.me\n * @author WestLangley / http://github.com/WestLangley\n *\n *\n *\n */\n\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {EventDispatcher} from \"../EventDispatcher.js\";\n\nexport class DeviceOrientationControls extends EventDispatcher{\n\tconstructor(viewer){\n\t\tsuper();\n\n\t\tthis.viewer = viewer;\n\t\tthis.renderer = viewer.renderer;\n\n\t\tthis.scene = null;\n\t\tthis.sceneControls = new THREE.Scene();\n\n\t\tthis.screenOrientation = window.orientation || 0;\n\n\t\tlet deviceOrientationChange = e => {\n\t\t\tthis.deviceOrientation = e;\n\t\t};\n\n\t\tlet screenOrientationChange = e => {\n\t\t\tthis.screenOrientation = window.orientation || 0;\n\t\t};\n\n\t\tif ('ondeviceorientationabsolute' in window) {\n\t\t\twindow.addEventListener('deviceorientationabsolute', deviceOrientationChange);\n\t\t} else if ('ondeviceorientation' in window) {\n\t\t\twindow.addEventListener('deviceorientation', deviceOrientationChange);\n\t\t} else {\n\t\t\tconsole.warn(\"No device orientation found.\");\n\t\t}\n\t\t// window.addEventListener('deviceorientation', deviceOrientationChange);\n\t\twindow.addEventListener('orientationchange', screenOrientationChange);\n\t}\n\n\tsetScene (scene) {\n\t\tthis.scene = scene;\n\t}\n\n\tupdate (delta) {\n\t\tlet computeQuaternion = function (alpha, beta, gamma, orient) {\n\t\t\tlet quaternion = new THREE.Quaternion();\n\n\t\t\tlet zee = new THREE.Vector3(0, 0, 1);\n\t\t\tlet euler = new THREE.Euler();\n\t\t\tlet q0 = new THREE.Quaternion();\n\n\t\t\teuler.set(beta, gamma, alpha, 'ZXY');\n\t\t\tquaternion.setFromEuler(euler);\n\t\t\tquaternion.multiply(q0.setFromAxisAngle(zee, -orient));\n\n\t\t\treturn quaternion;\n\t\t};\n\n\t\tif (typeof this.deviceOrientation !== 'undefined') {\n\t\t\tlet alpha = this.deviceOrientation.alpha ? THREE.Math.degToRad(this.deviceOrientation.alpha) : 0;\n\t\t\tlet beta = this.deviceOrientation.beta ? THREE.Math.degToRad(this.deviceOrientation.beta) : 0;\n\t\t\tlet gamma = this.deviceOrientation.gamma ? THREE.Math.degToRad(this.deviceOrientation.gamma) : 0;\n\t\t\tlet orient = this.screenOrientation ? THREE.Math.degToRad(this.screenOrientation) : 0;\n\n\t\t\tlet quaternion = computeQuaternion(alpha, beta, gamma, orient);\n\t\t\tviewer.scene.cameraP.quaternion.set(quaternion.x, quaternion.y, quaternion.z, quaternion.w);\n\t\t}\n\t}\n};\n","import {\n\tAnimationClip,\n\tBone,\n\tBox3,\n\tBufferAttribute,\n\tBufferGeometry,\n\tCanvasTexture,\n\tClampToEdgeWrapping,\n\tColor,\n\tDirectionalLight,\n\tDoubleSide,\n\tFileLoader,\n\tFrontSide,\n\tGroup,\n\tImageBitmapLoader,\n\tInterleavedBuffer,\n\tInterleavedBufferAttribute,\n\tInterpolant,\n\tInterpolateDiscrete,\n\tInterpolateLinear,\n\tLine,\n\tLineBasicMaterial,\n\tLineLoop,\n\tLineSegments,\n\tLinearFilter,\n\tLinearMipmapLinearFilter,\n\tLinearMipmapNearestFilter,\n\tLoader,\n\tLoaderUtils,\n\tMaterial,\n\tMathUtils,\n\tMatrix4,\n\tMesh,\n\tMeshBasicMaterial,\n\tMeshPhysicalMaterial,\n\tMeshStandardMaterial,\n\tMirroredRepeatWrapping,\n\tNearestFilter,\n\tNearestMipmapLinearFilter,\n\tNearestMipmapNearestFilter,\n\tNumberKeyframeTrack,\n\tObject3D,\n\tOrthographicCamera,\n\tPerspectiveCamera,\n\tPointLight,\n\tPoints,\n\tPointsMaterial,\n\tPropertyBinding,\n\tQuaternionKeyframeTrack,\n\tRGBFormat,\n\tRepeatWrapping,\n\tSkeleton,\n\tSkinnedMesh,\n\tSphere,\n\tSpotLight,\n\tTangentSpaceNormalMap,\n\tTextureLoader,\n\tTriangleFanDrawMode,\n\tTriangleStripDrawMode,\n\tVector2,\n\tVector3,\n\tVectorKeyframeTrack,\n\tsRGBEncoding\n} from '../build/three.module.js';\n\nvar GLTFLoader = ( function () {\n\n\tfunction GLTFLoader( manager ) {\n\n\t\tLoader.call( this, manager );\n\n\t\tthis.dracoLoader = null;\n\t\tthis.ddsLoader = null;\n\t\tthis.ktx2Loader = null;\n\t\tthis.meshoptDecoder = null;\n\n\t\tthis.pluginCallbacks = [];\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsClearcoatExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureBasisUExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFTextureWebPExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMaterialsTransmissionExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFLightsExtension( parser );\n\n\t\t} );\n\n\t\tthis.register( function ( parser ) {\n\n\t\t\treturn new GLTFMeshoptCompression( parser );\n\n\t\t} );\n\n\t}\n\n\tGLTFLoader.prototype = Object.assign( Object.create( Loader.prototype ), {\n\n\t\tconstructor: GLTFLoader,\n\n\t\tload: function ( url, onLoad, onProgress, onError ) {\n\n\t\t\tvar scope = this;\n\n\t\t\tvar resourcePath;\n\n\t\t\tif ( this.resourcePath !== '' ) {\n\n\t\t\t\tresourcePath = this.resourcePath;\n\n\t\t\t} else if ( this.path !== '' ) {\n\n\t\t\t\tresourcePath = this.path;\n\n\t\t\t} else {\n\n\t\t\t\tresourcePath = LoaderUtils.extractUrlBase( url );\n\n\t\t\t}\n\n\t\t\t// Tells the LoadingManager to track an extra item, which resolves after\n\t\t\t// the model is fully loaded. This means the count of items loaded will\n\t\t\t// be incorrect, but ensures manager.onLoad() does not fire early.\n\t\t\tthis.manager.itemStart( url );\n\n\t\t\tvar _onError = function ( e ) {\n\n\t\t\t\tif ( onError ) {\n\n\t\t\t\t\tonError( e );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tconsole.error( e );\n\n\t\t\t\t}\n\n\t\t\t\tscope.manager.itemError( url );\n\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t};\n\n\t\t\tvar loader = new FileLoader( this.manager );\n\n\t\t\tloader.setPath( this.path );\n\t\t\tloader.setResponseType( 'arraybuffer' );\n\t\t\tloader.setRequestHeader( this.requestHeader );\n\t\t\tloader.setWithCredentials( this.withCredentials );\n\n\t\t\tloader.load( url, function ( data ) {\n\n\t\t\t\ttry {\n\n\t\t\t\t\tscope.parse( data, resourcePath, function ( gltf ) {\n\n\t\t\t\t\t\tonLoad( gltf );\n\n\t\t\t\t\t\tscope.manager.itemEnd( url );\n\n\t\t\t\t\t}, _onError );\n\n\t\t\t\t} catch ( e ) {\n\n\t\t\t\t\t_onError( e );\n\n\t\t\t\t}\n\n\t\t\t}, onProgress, _onError );\n\n\t\t},\n\n\t\tsetDRACOLoader: function ( dracoLoader ) {\n\n\t\t\tthis.dracoLoader = dracoLoader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetDDSLoader: function ( ddsLoader ) {\n\n\t\t\tthis.ddsLoader = ddsLoader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetKTX2Loader: function ( ktx2Loader ) {\n\n\t\t\tthis.ktx2Loader = ktx2Loader;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tsetMeshoptDecoder: function ( meshoptDecoder ) {\n\n\t\t\tthis.meshoptDecoder = meshoptDecoder;\n\t\t\treturn this;\n\n\t\t},\n\n\t\tregister: function ( callback ) {\n\n\t\t\tif ( this.pluginCallbacks.indexOf( callback ) === - 1 ) {\n\n\t\t\t\tthis.pluginCallbacks.push( callback );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t},\n\n\t\tunregister: function ( callback ) {\n\n\t\t\tif ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) {\n\n\t\t\t\tthis.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 );\n\n\t\t\t}\n\n\t\t\treturn this;\n\n\t\t},\n\n\t\tparse: function ( data, path, onLoad, onError ) {\n\n\t\t\tvar content;\n\t\t\tvar extensions = {};\n\t\t\tvar plugins = {};\n\n\t\t\tif ( typeof data === 'string' ) {\n\n\t\t\t\tcontent = data;\n\n\t\t\t} else {\n\n\t\t\t\tvar magic = LoaderUtils.decodeText( new Uint8Array( data, 0, 4 ) );\n\n\t\t\t\tif ( magic === BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\t\t\ttry {\n\n\t\t\t\t\t\textensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data );\n\n\t\t\t\t\t} catch ( error ) {\n\n\t\t\t\t\t\tif ( onError ) onError( error );\n\t\t\t\t\t\treturn;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tcontent = extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content;\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcontent = LoaderUtils.decodeText( new Uint8Array( data ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar json = JSON.parse( content );\n\n\t\t\tif ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) {\n\n\t\t\t\tif ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) );\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t\tvar parser = new GLTFParser( json, {\n\n\t\t\t\tpath: path || this.resourcePath || '',\n\t\t\t\tcrossOrigin: this.crossOrigin,\n\t\t\t\tmanager: this.manager,\n\t\t\t\tktx2Loader: this.ktx2Loader,\n\t\t\t\tmeshoptDecoder: this.meshoptDecoder\n\n\t\t\t} );\n\n\t\t\tparser.fileLoader.setRequestHeader( this.requestHeader );\n\n\t\t\tfor ( var i = 0; i < this.pluginCallbacks.length; i ++ ) {\n\n\t\t\t\tvar plugin = this.pluginCallbacks[ i ]( parser );\n\t\t\t\tplugins[ plugin.name ] = plugin;\n\n\t\t\t\t// Workaround to avoid determining as unknown extension\n\t\t\t\t// in addUnknownExtensionsToUserData().\n\t\t\t\t// Remove this workaround if we move all the existing\n\t\t\t\t// extension handlers to plugin system\n\t\t\t\textensions[ plugin.name ] = true;\n\n\t\t\t}\n\n\t\t\tif ( json.extensionsUsed ) {\n\n\t\t\t\tfor ( var i = 0; i < json.extensionsUsed.length; ++ i ) {\n\n\t\t\t\t\tvar extensionName = json.extensionsUsed[ i ];\n\t\t\t\t\tvar extensionsRequired = json.extensionsRequired || [];\n\n\t\t\t\t\tswitch ( extensionName ) {\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_UNLIT:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsUnlitExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMaterialsPbrSpecularGlossinessExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_DRACO_MESH_COMPRESSION:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.MSFT_TEXTURE_DDS:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureDDSExtension( this.ddsLoader );\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_TEXTURE_TRANSFORM:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFTextureTransformExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tcase EXTENSIONS.KHR_MESH_QUANTIZATION:\n\t\t\t\t\t\t\textensions[ extensionName ] = new GLTFMeshQuantizationExtension();\n\t\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t\tdefault:\n\n\t\t\t\t\t\t\tif ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Unknown extension \"' + extensionName + '\".' );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tparser.setExtensions( extensions );\n\t\t\tparser.setPlugins( plugins );\n\t\t\tparser.parse( onLoad, onError );\n\n\t\t}\n\n\t} );\n\n\t/* GLTFREGISTRY */\n\n\tfunction GLTFRegistry() {\n\n\t\tvar objects = {};\n\n\t\treturn\t{\n\n\t\t\tget: function ( key ) {\n\n\t\t\t\treturn objects[ key ];\n\n\t\t\t},\n\n\t\t\tadd: function ( key, object ) {\n\n\t\t\t\tobjects[ key ] = object;\n\n\t\t\t},\n\n\t\t\tremove: function ( key ) {\n\n\t\t\t\tdelete objects[ key ];\n\n\t\t\t},\n\n\t\t\tremoveAll: function () {\n\n\t\t\t\tobjects = {};\n\n\t\t\t}\n\n\t\t};\n\n\t}\n\n\t/*********************************/\n\t/********** EXTENSIONS ***********/\n\t/*********************************/\n\n\tvar EXTENSIONS = {\n\t\tKHR_BINARY_GLTF: 'KHR_binary_glTF',\n\t\tKHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression',\n\t\tKHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual',\n\t\tKHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat',\n\t\tKHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness',\n\t\tKHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission',\n\t\tKHR_MATERIALS_UNLIT: 'KHR_materials_unlit',\n\t\tKHR_TEXTURE_BASISU: 'KHR_texture_basisu',\n\t\tKHR_TEXTURE_TRANSFORM: 'KHR_texture_transform',\n\t\tKHR_MESH_QUANTIZATION: 'KHR_mesh_quantization',\n\t\tEXT_TEXTURE_WEBP: 'EXT_texture_webp',\n\t\tEXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression',\n\t\tMSFT_TEXTURE_DDS: 'MSFT_texture_dds'\n\t};\n\n\t/**\n\t * DDS Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/MSFT_texture_dds\n\t *\n\t */\n\tfunction GLTFTextureDDSExtension( ddsLoader ) {\n\n\t\tif ( ! ddsLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Attempting to load .dds texture without importing DDSLoader' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.MSFT_TEXTURE_DDS;\n\t\tthis.ddsLoader = ddsLoader;\n\n\t}\n\n\t/**\n\t * Punctual Lights Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual\n\t */\n\tfunction GLTFLightsExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL;\n\n\t\t// Object3D instance caches\n\t\tthis.cache = { refs: {}, uses: {} };\n\n\t}\n\n\tGLTFLightsExtension.prototype._markDefs = function () {\n\n\t\tvar parser = this.parser;\n\t\tvar nodeDefs = this.parser.json.nodes || [];\n\n\t\tfor ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tvar nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.extensions\n\t\t\t\t&& nodeDef.extensions[ this.name ]\n\t\t\t\t&& nodeDef.extensions[ this.name ].light !== undefined ) {\n\n\t\t\t\tparser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\tGLTFLightsExtension.prototype._loadLight = function ( lightIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar cacheKey = 'light:' + lightIndex;\n\t\tvar dependency = parser.cache.get( cacheKey );\n\n\t\tif ( dependency ) return dependency;\n\n\t\tvar json = parser.json;\n\t\tvar extensions = ( json.extensions && json.extensions[ this.name ] ) || {};\n\t\tvar lightDefs = extensions.lights || [];\n\t\tvar lightDef = lightDefs[ lightIndex ];\n\t\tvar lightNode;\n\n\t\tvar color = new Color( 0xffffff );\n\n\t\tif ( lightDef.color !== undefined ) color.fromArray( lightDef.color );\n\n\t\tvar range = lightDef.range !== undefined ? lightDef.range : 0;\n\n\t\tswitch ( lightDef.type ) {\n\n\t\t\tcase 'directional':\n\t\t\t\tlightNode = new DirectionalLight( color );\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tcase 'point':\n\t\t\t\tlightNode = new PointLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\tbreak;\n\n\t\t\tcase 'spot':\n\t\t\t\tlightNode = new SpotLight( color );\n\t\t\t\tlightNode.distance = range;\n\t\t\t\t// Handle spotlight properties.\n\t\t\t\tlightDef.spot = lightDef.spot || {};\n\t\t\t\tlightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0;\n\t\t\t\tlightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0;\n\t\t\t\tlightNode.angle = lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle;\n\t\t\t\tlightNode.target.position.set( 0, 0, - 1 );\n\t\t\t\tlightNode.add( lightNode.target );\n\t\t\t\tbreak;\n\n\t\t\tdefault:\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type );\n\n\t\t}\n\n\t\t// Some lights (e.g. spot) default to a position other than the origin. Reset the position\n\t\t// here, because node-level parsing will only override position if explicitly specified.\n\t\tlightNode.position.set( 0, 0, 0 );\n\n\t\tlightNode.decay = 2;\n\n\t\tif ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity;\n\n\t\tlightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) );\n\n\t\tdependency = Promise.resolve( lightNode );\n\n\t\tparser.cache.add( cacheKey, dependency );\n\n\t\treturn dependency;\n\n\t};\n\n\tGLTFLightsExtension.prototype.createNodeAttachment = function ( nodeIndex ) {\n\n\t\tvar self = this;\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\t\tvar nodeDef = json.nodes[ nodeIndex ];\n\t\tvar lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {};\n\t\tvar lightIndex = lightDef.light;\n\n\t\tif ( lightIndex === undefined ) return null;\n\n\t\treturn this._loadLight( lightIndex ).then( function ( light ) {\n\n\t\t\treturn parser._getNodeRef( self.cache, lightIndex, light );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Unlit Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit\n\t */\n\tfunction GLTFMaterialsUnlitExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_UNLIT;\n\n\t}\n\n\tGLTFMaterialsUnlitExtension.prototype.getMaterialType = function () {\n\n\t\treturn MeshBasicMaterial;\n\n\t};\n\n\tGLTFMaterialsUnlitExtension.prototype.extendParams = function ( materialParams, materialDef, parser ) {\n\n\t\tvar pending = [];\n\n\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\tmaterialParams.opacity = 1.0;\n\n\t\tvar metallicRoughness = materialDef.pbrMetallicRoughness;\n\n\t\tif ( metallicRoughness ) {\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tvar array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Clearcoat Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat\n\t */\n\tfunction GLTFMaterialsClearcoatExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT;\n\n\t}\n\n\tGLTFMaterialsClearcoatExtension.prototype.getMaterialType = function ( materialIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t};\n\n\tGLTFMaterialsClearcoatExtension.prototype.extendMaterialParams = function ( materialIndex, materialParams ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tvar extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.clearcoatFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoat = extension.clearcoatFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessFactor !== undefined ) {\n\n\t\t\tmaterialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor;\n\n\t\t}\n\n\t\tif ( extension.clearcoatRoughnessTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) );\n\n\t\t}\n\n\t\tif ( extension.clearcoatNormalTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) );\n\n\t\t\tif ( extension.clearcoatNormalTexture.scale !== undefined ) {\n\n\t\t\t\tvar scale = extension.clearcoatNormalTexture.scale;\n\n\t\t\t\tmaterialParams.clearcoatNormalScale = new Vector2( scale, scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Transmission Materials Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission\n\t * Draft: https://github.com/KhronosGroup/glTF/pull/1698\n\t */\n\tfunction GLTFMaterialsTransmissionExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION;\n\n\t}\n\n\tGLTFMaterialsTransmissionExtension.prototype.getMaterialType = function ( materialIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null;\n\n\t\treturn MeshPhysicalMaterial;\n\n\t};\n\n\tGLTFMaterialsTransmissionExtension.prototype.extendMaterialParams = function ( materialIndex, materialParams ) {\n\n\t\tvar parser = this.parser;\n\t\tvar materialDef = parser.json.materials[ materialIndex ];\n\n\t\tif ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) {\n\n\t\t\treturn Promise.resolve();\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tvar extension = materialDef.extensions[ this.name ];\n\n\t\tif ( extension.transmissionFactor !== undefined ) {\n\n\t\t\tmaterialParams.transmission = extension.transmissionFactor;\n\n\t\t}\n\n\t\tif ( extension.transmissionTexture !== undefined ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * BasisU Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu\n\t */\n\tfunction GLTFTextureBasisUExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_BASISU;\n\n\t}\n\n\tGLTFTextureBasisUExtension.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar extension = textureDef.extensions[ this.name ];\n\t\tvar source = json.images[ extension.source ];\n\t\tvar loader = parser.options.ktx2Loader;\n\n\t\tif ( ! loader ) {\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' );\n\n\t\t\t} else {\n\n\t\t\t\t// Assumes that the extension is optional and that a fallback texture is present\n\t\t\t\treturn null;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.loadTextureImage( textureIndex, source, loader );\n\n\t};\n\n\t/**\n\t * WebP Texture Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp\n\t */\n\tfunction GLTFTextureWebPExtension( parser ) {\n\n\t\tthis.parser = parser;\n\t\tthis.name = EXTENSIONS.EXT_TEXTURE_WEBP;\n\t\tthis.isSupported = null;\n\n\t}\n\n\tGLTFTextureWebPExtension.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar name = this.name;\n\t\tvar parser = this.parser;\n\t\tvar json = parser.json;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tif ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t\tvar extension = textureDef.extensions[ name ];\n\t\tvar source = json.images[ extension.source ];\n\t\tvar loader = source.uri ? parser.options.manager.getHandler( source.uri ) : parser.textureLoader;\n\n\t\treturn this.detectSupport().then( function ( isSupported ) {\n\n\t\t\tif ( isSupported ) return parser.loadTextureImage( textureIndex, source, loader );\n\n\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) {\n\n\t\t\t\tthrow new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' );\n\n\t\t\t}\n\n\t\t\t// Fall back to PNG or JPEG.\n\t\t\treturn parser.loadTexture( textureIndex );\n\n\t\t} );\n\n\t};\n\n\tGLTFTextureWebPExtension.prototype.detectSupport = function () {\n\n\t\tif ( ! this.isSupported ) {\n\n\t\t\tthis.isSupported = new Promise( function ( resolve ) {\n\n\t\t\t\tvar image = new Image();\n\n\t\t\t\t// Lossy test image. Support for lossy images doesn't guarantee support for all\n\t\t\t\t// WebP images, unfortunately.\n\t\t\t\timage.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA';\n\n\t\t\t\timage.onload = image.onerror = function () {\n\n\t\t\t\t\tresolve( image.height === 1 );\n\n\t\t\t\t};\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn this.isSupported;\n\n\t};\n\n\t/**\n\t* meshopt BufferView Compression Extension\n\t*\n\t* Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression\n\t*/\n\tfunction GLTFMeshoptCompression( parser ) {\n\n\t\tthis.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION;\n\t\tthis.parser = parser;\n\n\t}\n\n\tGLTFMeshoptCompression.prototype.loadBufferView = function ( index ) {\n\n\t\tvar json = this.parser.json;\n\t\tvar bufferView = json.bufferViews[ index ];\n\n\t\tif ( bufferView.extensions && bufferView.extensions[ this.name ] ) {\n\n\t\t\tvar extensionDef = bufferView.extensions[ this.name ];\n\n\t\t\tvar buffer = this.parser.getDependency( 'buffer', extensionDef.buffer );\n\t\t\tvar decoder = this.parser.options.meshoptDecoder;\n\n\t\t\tif ( ! decoder || ! decoder.supported ) {\n\n\t\t\t\tif ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Assumes that the extension is optional and that fallback buffer data is present\n\t\t\t\t\treturn null;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn Promise.all( [ buffer, decoder.ready ] ).then( function ( res ) {\n\n\t\t\t\tvar byteOffset = extensionDef.byteOffset || 0;\n\t\t\t\tvar byteLength = extensionDef.byteLength || 0;\n\n\t\t\t\tvar count = extensionDef.count;\n\t\t\t\tvar stride = extensionDef.byteStride;\n\n\t\t\t\tvar result = new ArrayBuffer( count * stride );\n\t\t\t\tvar source = new Uint8Array( res[ 0 ], byteOffset, byteLength );\n\n\t\t\t\tdecoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter );\n\t\t\t\treturn result;\n\n\t\t\t} );\n\n\t\t} else {\n\n\t\t\treturn null;\n\n\t\t}\n\n\t};\n\n\t/* BINARY EXTENSION */\n\tvar BINARY_EXTENSION_HEADER_MAGIC = 'glTF';\n\tvar BINARY_EXTENSION_HEADER_LENGTH = 12;\n\tvar BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 };\n\n\tfunction GLTFBinaryExtension( data ) {\n\n\t\tthis.name = EXTENSIONS.KHR_BINARY_GLTF;\n\t\tthis.content = null;\n\t\tthis.body = null;\n\n\t\tvar headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH );\n\n\t\tthis.header = {\n\t\t\tmagic: LoaderUtils.decodeText( new Uint8Array( data.slice( 0, 4 ) ) ),\n\t\t\tversion: headerView.getUint32( 4, true ),\n\t\t\tlength: headerView.getUint32( 8, true )\n\t\t};\n\n\t\tif ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' );\n\n\t\t} else if ( this.header.version < 2.0 ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: Legacy binary file detected.' );\n\n\t\t}\n\n\t\tvar chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH );\n\t\tvar chunkIndex = 0;\n\n\t\twhile ( chunkIndex < chunkView.byteLength ) {\n\n\t\t\tvar chunkLength = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tvar chunkType = chunkView.getUint32( chunkIndex, true );\n\t\t\tchunkIndex += 4;\n\n\t\t\tif ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) {\n\n\t\t\t\tvar contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength );\n\t\t\t\tthis.content = LoaderUtils.decodeText( contentArray );\n\n\t\t\t} else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) {\n\n\t\t\t\tvar byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex;\n\t\t\t\tthis.body = data.slice( byteOffset, byteOffset + chunkLength );\n\n\t\t\t}\n\n\t\t\t// Clients must ignore chunks with unknown types.\n\n\t\t\tchunkIndex += chunkLength;\n\n\t\t}\n\n\t\tif ( this.content === null ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: JSON content not found.' );\n\n\t\t}\n\n\t}\n\n\t/**\n\t * DRACO Mesh Compression Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression\n\t */\n\tfunction GLTFDracoMeshCompressionExtension( json, dracoLoader ) {\n\n\t\tif ( ! dracoLoader ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' );\n\n\t\t}\n\n\t\tthis.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION;\n\t\tthis.json = json;\n\t\tthis.dracoLoader = dracoLoader;\n\t\tthis.dracoLoader.preload();\n\n\t}\n\n\tGLTFDracoMeshCompressionExtension.prototype.decodePrimitive = function ( primitive, parser ) {\n\n\t\tvar json = this.json;\n\t\tvar dracoLoader = this.dracoLoader;\n\t\tvar bufferViewIndex = primitive.extensions[ this.name ].bufferView;\n\t\tvar gltfAttributeMap = primitive.extensions[ this.name ].attributes;\n\t\tvar threeAttributeMap = {};\n\t\tvar attributeNormalizedMap = {};\n\t\tvar attributeTypeMap = {};\n\n\t\tfor ( var attributeName in gltfAttributeMap ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tthreeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ];\n\n\t\t}\n\n\t\tfor ( attributeName in primitive.attributes ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase();\n\n\t\t\tif ( gltfAttributeMap[ attributeName ] !== undefined ) {\n\n\t\t\t\tvar accessorDef = json.accessors[ primitive.attributes[ attributeName ] ];\n\t\t\t\tvar componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t\tattributeTypeMap[ threeAttributeName ] = componentType;\n\t\t\t\tattributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true;\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) {\n\n\t\t\treturn new Promise( function ( resolve ) {\n\n\t\t\t\tdracoLoader.decodeDracoFile( bufferView, function ( geometry ) {\n\n\t\t\t\t\tfor ( var attributeName in geometry.attributes ) {\n\n\t\t\t\t\t\tvar attribute = geometry.attributes[ attributeName ];\n\t\t\t\t\t\tvar normalized = attributeNormalizedMap[ attributeName ];\n\n\t\t\t\t\t\tif ( normalized !== undefined ) attribute.normalized = normalized;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tresolve( geometry );\n\n\t\t\t\t}, threeAttributeMap, attributeTypeMap );\n\n\t\t\t} );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Texture Transform Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform\n\t */\n\tfunction GLTFTextureTransformExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM;\n\n\t}\n\n\tGLTFTextureTransformExtension.prototype.extendTexture = function ( texture, transform ) {\n\n\t\ttexture = texture.clone();\n\n\t\tif ( transform.offset !== undefined ) {\n\n\t\t\ttexture.offset.fromArray( transform.offset );\n\n\t\t}\n\n\t\tif ( transform.rotation !== undefined ) {\n\n\t\t\ttexture.rotation = transform.rotation;\n\n\t\t}\n\n\t\tif ( transform.scale !== undefined ) {\n\n\t\t\ttexture.repeat.fromArray( transform.scale );\n\n\t\t}\n\n\t\tif ( transform.texCoord !== undefined ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV sets in \"' + this.name + '\" extension not yet supported.' );\n\n\t\t}\n\n\t\ttexture.needsUpdate = true;\n\n\t\treturn texture;\n\n\t};\n\n\t/**\n\t * Specular-Glossiness Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_pbrSpecularGlossiness\n\t */\n\n\t/**\n\t * A sub class of StandardMaterial with some of the functionality\n\t * changed via the `onBeforeCompile` callback\n\t * @pailhead\n\t */\n\n\tfunction GLTFMeshStandardSGMaterial( params ) {\n\n\t\tMeshStandardMaterial.call( this );\n\n\t\tthis.isGLTFSpecularGlossinessMaterial = true;\n\n\t\t//various chunks that need replacing\n\t\tvar specularMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tuniform sampler2D specularMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar glossinessMapParsFragmentChunk = [\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tuniform sampler2D glossinessMap;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar specularMapFragmentChunk = [\n\t\t\t'vec3 specularFactor = specular;',\n\t\t\t'#ifdef USE_SPECULARMAP',\n\t\t\t'\tvec4 texelSpecular = texture2D( specularMap, vUv );',\n\t\t\t'\ttexelSpecular = sRGBToLinear( texelSpecular );',\n\t\t\t'\t// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tspecularFactor *= texelSpecular.rgb;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar glossinessMapFragmentChunk = [\n\t\t\t'float glossinessFactor = glossiness;',\n\t\t\t'#ifdef USE_GLOSSINESSMAP',\n\t\t\t'\tvec4 texelGlossiness = texture2D( glossinessMap, vUv );',\n\t\t\t'\t// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture',\n\t\t\t'\tglossinessFactor *= texelGlossiness.a;',\n\t\t\t'#endif'\n\t\t].join( '\\n' );\n\n\t\tvar lightPhysicalFragmentChunk = [\n\t\t\t'PhysicalMaterial material;',\n\t\t\t'material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );',\n\t\t\t'vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );',\n\t\t\t'float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );',\n\t\t\t'material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.',\n\t\t\t'material.specularRoughness += geometryRoughness;',\n\t\t\t'material.specularRoughness = min( material.specularRoughness, 1.0 );',\n\t\t\t'material.specularColor = specularFactor;',\n\t\t].join( '\\n' );\n\n\t\tvar uniforms = {\n\t\t\tspecular: { value: new Color().setHex( 0xffffff ) },\n\t\t\tglossiness: { value: 1 },\n\t\t\tspecularMap: { value: null },\n\t\t\tglossinessMap: { value: null }\n\t\t};\n\n\t\tthis._extraUniforms = uniforms;\n\n\t\tthis.onBeforeCompile = function ( shader ) {\n\n\t\t\tfor ( var uniformName in uniforms ) {\n\n\t\t\t\tshader.uniforms[ uniformName ] = uniforms[ uniformName ];\n\n\t\t\t}\n\n\t\t\tshader.fragmentShader = shader.fragmentShader\n\t\t\t\t.replace( 'uniform float roughness;', 'uniform vec3 specular;' )\n\t\t\t\t.replace( 'uniform float metalness;', 'uniform float glossiness;' )\n\t\t\t\t.replace( '#include ', specularMapParsFragmentChunk )\n\t\t\t\t.replace( '#include ', glossinessMapParsFragmentChunk )\n\t\t\t\t.replace( '#include ', specularMapFragmentChunk )\n\t\t\t\t.replace( '#include ', glossinessMapFragmentChunk )\n\t\t\t\t.replace( '#include ', lightPhysicalFragmentChunk );\n\n\t\t};\n\n\t\tObject.defineProperties( this, {\n\n\t\t\tspecular: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.specular.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.specular.value = v;\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tspecularMap: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.specularMap.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.specularMap.value = v;\n\n\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\tthis.defines.USE_SPECULARMAP = ''; // USE_UV is set by the renderer for specular maps\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdelete this.defines.USE_SPECULARMAP;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tglossiness: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.glossiness.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.glossiness.value = v;\n\n\t\t\t\t}\n\t\t\t},\n\n\t\t\tglossinessMap: {\n\t\t\t\tget: function () {\n\n\t\t\t\t\treturn uniforms.glossinessMap.value;\n\n\t\t\t\t},\n\t\t\t\tset: function ( v ) {\n\n\t\t\t\t\tuniforms.glossinessMap.value = v;\n\n\t\t\t\t\tif ( v ) {\n\n\t\t\t\t\t\tthis.defines.USE_GLOSSINESSMAP = '';\n\t\t\t\t\t\tthis.defines.USE_UV = '';\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tdelete this.defines.USE_GLOSSINESSMAP;\n\t\t\t\t\t\tdelete this.defines.USE_UV;\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\t\t\t}\n\n\t\t} );\n\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\n\t\tthis.setValues( params );\n\n\t}\n\n\tGLTFMeshStandardSGMaterial.prototype = Object.create( MeshStandardMaterial.prototype );\n\tGLTFMeshStandardSGMaterial.prototype.constructor = GLTFMeshStandardSGMaterial;\n\n\tGLTFMeshStandardSGMaterial.prototype.copy = function ( source ) {\n\n\t\tMeshStandardMaterial.prototype.copy.call( this, source );\n\t\tthis.specularMap = source.specularMap;\n\t\tthis.specular.copy( source.specular );\n\t\tthis.glossinessMap = source.glossinessMap;\n\t\tthis.glossiness = source.glossiness;\n\t\tdelete this.metalness;\n\t\tdelete this.roughness;\n\t\tdelete this.metalnessMap;\n\t\tdelete this.roughnessMap;\n\t\treturn this;\n\n\t};\n\n\tfunction GLTFMaterialsPbrSpecularGlossinessExtension() {\n\n\t\treturn {\n\n\t\t\tname: EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS,\n\n\t\t\tspecularGlossinessParams: [\n\t\t\t\t'color',\n\t\t\t\t'map',\n\t\t\t\t'lightMap',\n\t\t\t\t'lightMapIntensity',\n\t\t\t\t'aoMap',\n\t\t\t\t'aoMapIntensity',\n\t\t\t\t'emissive',\n\t\t\t\t'emissiveIntensity',\n\t\t\t\t'emissiveMap',\n\t\t\t\t'bumpMap',\n\t\t\t\t'bumpScale',\n\t\t\t\t'normalMap',\n\t\t\t\t'normalMapType',\n\t\t\t\t'displacementMap',\n\t\t\t\t'displacementScale',\n\t\t\t\t'displacementBias',\n\t\t\t\t'specularMap',\n\t\t\t\t'specular',\n\t\t\t\t'glossinessMap',\n\t\t\t\t'glossiness',\n\t\t\t\t'alphaMap',\n\t\t\t\t'envMap',\n\t\t\t\t'envMapIntensity',\n\t\t\t\t'refractionRatio',\n\t\t\t],\n\n\t\t\tgetMaterialType: function () {\n\n\t\t\t\treturn GLTFMeshStandardSGMaterial;\n\n\t\t\t},\n\n\t\t\textendParams: function ( materialParams, materialDef, parser ) {\n\n\t\t\t\tvar pbrSpecularGlossiness = materialDef.extensions[ this.name ];\n\n\t\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\t\tvar pending = [];\n\n\t\t\t\tif ( Array.isArray( pbrSpecularGlossiness.diffuseFactor ) ) {\n\n\t\t\t\t\tvar array = pbrSpecularGlossiness.diffuseFactor;\n\n\t\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t\t}\n\n\t\t\t\tif ( pbrSpecularGlossiness.diffuseTexture !== undefined ) {\n\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', pbrSpecularGlossiness.diffuseTexture ) );\n\n\t\t\t\t}\n\n\t\t\t\tmaterialParams.emissive = new Color( 0.0, 0.0, 0.0 );\n\t\t\t\tmaterialParams.glossiness = pbrSpecularGlossiness.glossinessFactor !== undefined ? pbrSpecularGlossiness.glossinessFactor : 1.0;\n\t\t\t\tmaterialParams.specular = new Color( 1.0, 1.0, 1.0 );\n\n\t\t\t\tif ( Array.isArray( pbrSpecularGlossiness.specularFactor ) ) {\n\n\t\t\t\t\tmaterialParams.specular.fromArray( pbrSpecularGlossiness.specularFactor );\n\n\t\t\t\t}\n\n\t\t\t\tif ( pbrSpecularGlossiness.specularGlossinessTexture !== undefined ) {\n\n\t\t\t\t\tvar specGlossMapDef = pbrSpecularGlossiness.specularGlossinessTexture;\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'glossinessMap', specGlossMapDef ) );\n\t\t\t\t\tpending.push( parser.assignTexture( materialParams, 'specularMap', specGlossMapDef ) );\n\n\t\t\t\t}\n\n\t\t\t\treturn Promise.all( pending );\n\n\t\t\t},\n\n\t\t\tcreateMaterial: function ( materialParams ) {\n\n\t\t\t\tvar material = new GLTFMeshStandardSGMaterial( materialParams );\n\t\t\t\tmaterial.fog = true;\n\n\t\t\t\tmaterial.color = materialParams.color;\n\n\t\t\t\tmaterial.map = materialParams.map === undefined ? null : materialParams.map;\n\n\t\t\t\tmaterial.lightMap = null;\n\t\t\t\tmaterial.lightMapIntensity = 1.0;\n\n\t\t\t\tmaterial.aoMap = materialParams.aoMap === undefined ? null : materialParams.aoMap;\n\t\t\t\tmaterial.aoMapIntensity = 1.0;\n\n\t\t\t\tmaterial.emissive = materialParams.emissive;\n\t\t\t\tmaterial.emissiveIntensity = 1.0;\n\t\t\t\tmaterial.emissiveMap = materialParams.emissiveMap === undefined ? null : materialParams.emissiveMap;\n\n\t\t\t\tmaterial.bumpMap = materialParams.bumpMap === undefined ? null : materialParams.bumpMap;\n\t\t\t\tmaterial.bumpScale = 1;\n\n\t\t\t\tmaterial.normalMap = materialParams.normalMap === undefined ? null : materialParams.normalMap;\n\t\t\t\tmaterial.normalMapType = TangentSpaceNormalMap;\n\n\t\t\t\tif ( materialParams.normalScale ) material.normalScale = materialParams.normalScale;\n\n\t\t\t\tmaterial.displacementMap = null;\n\t\t\t\tmaterial.displacementScale = 1;\n\t\t\t\tmaterial.displacementBias = 0;\n\n\t\t\t\tmaterial.specularMap = materialParams.specularMap === undefined ? null : materialParams.specularMap;\n\t\t\t\tmaterial.specular = materialParams.specular;\n\n\t\t\t\tmaterial.glossinessMap = materialParams.glossinessMap === undefined ? null : materialParams.glossinessMap;\n\t\t\t\tmaterial.glossiness = materialParams.glossiness;\n\n\t\t\t\tmaterial.alphaMap = null;\n\n\t\t\t\tmaterial.envMap = materialParams.envMap === undefined ? null : materialParams.envMap;\n\t\t\t\tmaterial.envMapIntensity = 1.0;\n\n\t\t\t\tmaterial.refractionRatio = 0.98;\n\n\t\t\t\treturn material;\n\n\t\t\t},\n\n\t\t};\n\n\t}\n\n\t/**\n\t * Mesh Quantization Extension\n\t *\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization\n\t */\n\tfunction GLTFMeshQuantizationExtension() {\n\n\t\tthis.name = EXTENSIONS.KHR_MESH_QUANTIZATION;\n\n\t}\n\n\t/*********************************/\n\t/********** INTERPOLATION ********/\n\t/*********************************/\n\n\t// Spline Interpolation\n\t// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation\n\tfunction GLTFCubicSplineInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {\n\n\t\tInterpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );\n\n\t}\n\n\tGLTFCubicSplineInterpolant.prototype = Object.create( Interpolant.prototype );\n\tGLTFCubicSplineInterpolant.prototype.constructor = GLTFCubicSplineInterpolant;\n\n\tGLTFCubicSplineInterpolant.prototype.copySampleValue_ = function ( index ) {\n\n\t\t// Copies a sample value to the result buffer. See description of glTF\n\t\t// CUBICSPLINE values layout in interpolate_() function below.\n\n\t\tvar result = this.resultBuffer,\n\t\t\tvalues = this.sampleValues,\n\t\t\tvalueSize = this.valueSize,\n\t\t\toffset = index * valueSize * 3 + valueSize;\n\n\t\tfor ( var i = 0; i !== valueSize; i ++ ) {\n\n\t\t\tresult[ i ] = values[ offset + i ];\n\n\t\t}\n\n\t\treturn result;\n\n\t};\n\n\tGLTFCubicSplineInterpolant.prototype.beforeStart_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\n\tGLTFCubicSplineInterpolant.prototype.afterEnd_ = GLTFCubicSplineInterpolant.prototype.copySampleValue_;\n\n\tGLTFCubicSplineInterpolant.prototype.interpolate_ = function ( i1, t0, t, t1 ) {\n\n\t\tvar result = this.resultBuffer;\n\t\tvar values = this.sampleValues;\n\t\tvar stride = this.valueSize;\n\n\t\tvar stride2 = stride * 2;\n\t\tvar stride3 = stride * 3;\n\n\t\tvar td = t1 - t0;\n\n\t\tvar p = ( t - t0 ) / td;\n\t\tvar pp = p * p;\n\t\tvar ppp = pp * p;\n\n\t\tvar offset1 = i1 * stride3;\n\t\tvar offset0 = offset1 - stride3;\n\n\t\tvar s2 = - 2 * ppp + 3 * pp;\n\t\tvar s3 = ppp - pp;\n\t\tvar s0 = 1 - s2;\n\t\tvar s1 = s3 - pp + p;\n\n\t\t// Layout of keyframe output values for CUBICSPLINE animations:\n\t\t// [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ]\n\t\tfor ( var i = 0; i !== stride; i ++ ) {\n\n\t\t\tvar p0 = values[ offset0 + i + stride ]; // splineVertex_k\n\t\t\tvar m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k)\n\t\t\tvar p1 = values[ offset1 + i + stride ]; // splineVertex_k+1\n\t\t\tvar m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k)\n\n\t\t\tresult[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1;\n\n\t\t}\n\n\t\treturn result;\n\n\t};\n\n\t/*********************************/\n\t/********** INTERNALS ************/\n\t/*********************************/\n\n\t/* CONSTANTS */\n\n\tvar WEBGL_CONSTANTS = {\n\t\tFLOAT: 5126,\n\t\t//FLOAT_MAT2: 35674,\n\t\tFLOAT_MAT3: 35675,\n\t\tFLOAT_MAT4: 35676,\n\t\tFLOAT_VEC2: 35664,\n\t\tFLOAT_VEC3: 35665,\n\t\tFLOAT_VEC4: 35666,\n\t\tLINEAR: 9729,\n\t\tREPEAT: 10497,\n\t\tSAMPLER_2D: 35678,\n\t\tPOINTS: 0,\n\t\tLINES: 1,\n\t\tLINE_LOOP: 2,\n\t\tLINE_STRIP: 3,\n\t\tTRIANGLES: 4,\n\t\tTRIANGLE_STRIP: 5,\n\t\tTRIANGLE_FAN: 6,\n\t\tUNSIGNED_BYTE: 5121,\n\t\tUNSIGNED_SHORT: 5123\n\t};\n\n\tvar WEBGL_COMPONENT_TYPES = {\n\t\t5120: Int8Array,\n\t\t5121: Uint8Array,\n\t\t5122: Int16Array,\n\t\t5123: Uint16Array,\n\t\t5125: Uint32Array,\n\t\t5126: Float32Array\n\t};\n\n\tvar WEBGL_FILTERS = {\n\t\t9728: NearestFilter,\n\t\t9729: LinearFilter,\n\t\t9984: NearestMipmapNearestFilter,\n\t\t9985: LinearMipmapNearestFilter,\n\t\t9986: NearestMipmapLinearFilter,\n\t\t9987: LinearMipmapLinearFilter\n\t};\n\n\tvar WEBGL_WRAPPINGS = {\n\t\t33071: ClampToEdgeWrapping,\n\t\t33648: MirroredRepeatWrapping,\n\t\t10497: RepeatWrapping\n\t};\n\n\tvar WEBGL_TYPE_SIZES = {\n\t\t'SCALAR': 1,\n\t\t'VEC2': 2,\n\t\t'VEC3': 3,\n\t\t'VEC4': 4,\n\t\t'MAT2': 4,\n\t\t'MAT3': 9,\n\t\t'MAT4': 16\n\t};\n\n\tvar ATTRIBUTES = {\n\t\tPOSITION: 'position',\n\t\tNORMAL: 'normal',\n\t\tTANGENT: 'tangent',\n\t\tTEXCOORD_0: 'uv',\n\t\tTEXCOORD_1: 'uv2',\n\t\tCOLOR_0: 'color',\n\t\tWEIGHTS_0: 'skinWeight',\n\t\tJOINTS_0: 'skinIndex',\n\t};\n\n\tvar PATH_PROPERTIES = {\n\t\tscale: 'scale',\n\t\ttranslation: 'position',\n\t\trotation: 'quaternion',\n\t\tweights: 'morphTargetInfluences'\n\t};\n\n\tvar INTERPOLATION = {\n\t\tCUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n\t\t // keyframe track will be initialized with a default interpolation type, then modified.\n\t\tLINEAR: InterpolateLinear,\n\t\tSTEP: InterpolateDiscrete\n\t};\n\n\tvar ALPHA_MODES = {\n\t\tOPAQUE: 'OPAQUE',\n\t\tMASK: 'MASK',\n\t\tBLEND: 'BLEND'\n\t};\n\n\t/* UTILITY FUNCTIONS */\n\n\tfunction resolveURL( url, path ) {\n\n\t\t// Invalid URL\n\t\tif ( typeof url !== 'string' || url === '' ) return '';\n\n\t\t// Host Relative URL\n\t\tif ( /^https?:\\/\\//i.test( path ) && /^\\//.test( url ) ) {\n\n\t\t\tpath = path.replace( /(^https?:\\/\\/[^\\/]+).*/i, '$1' );\n\n\t\t}\n\n\t\t// Absolute URL http://,https://,//\n\t\tif ( /^(https?:)?\\/\\//i.test( url ) ) return url;\n\n\t\t// Data URI\n\t\tif ( /^data:.*,.*$/i.test( url ) ) return url;\n\n\t\t// Blob URL\n\t\tif ( /^blob:.*$/i.test( url ) ) return url;\n\n\t\t// Relative URL\n\t\treturn path + url;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material\n\t */\n\tfunction createDefaultMaterial( cache ) {\n\n\t\tif ( cache[ 'DefaultMaterial' ] === undefined ) {\n\n\t\t\tcache[ 'DefaultMaterial' ] = new MeshStandardMaterial( {\n\t\t\t\tcolor: 0xFFFFFF,\n\t\t\t\temissive: 0x000000,\n\t\t\t\tmetalness: 1,\n\t\t\t\troughness: 1,\n\t\t\t\ttransparent: false,\n\t\t\t\tdepthTest: true,\n\t\t\t\tside: FrontSide\n\t\t\t} );\n\n\t\t}\n\n\t\treturn cache[ 'DefaultMaterial' ];\n\n\t}\n\n\tfunction addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) {\n\n\t\t// Add unknown glTF extensions to an object's userData.\n\n\t\tfor ( var name in objectDef.extensions ) {\n\n\t\t\tif ( knownExtensions[ name ] === undefined ) {\n\n\t\t\t\tobject.userData.gltfExtensions = object.userData.gltfExtensions || {};\n\t\t\t\tobject.userData.gltfExtensions[ name ] = objectDef.extensions[ name ];\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * @param {Object3D|Material|BufferGeometry} object\n\t * @param {GLTF.definition} gltfDef\n\t */\n\tfunction assignExtrasToUserData( object, gltfDef ) {\n\n\t\tif ( gltfDef.extras !== undefined ) {\n\n\t\t\tif ( typeof gltfDef.extras === 'object' ) {\n\n\t\t\t\tObject.assign( object.userData, gltfDef.extras );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets\n\t *\n\t * @param {BufferGeometry} geometry\n\t * @param {Array} targets\n\t * @param {GLTFParser} parser\n\t * @return {Promise}\n\t */\n\tfunction addMorphTargets( geometry, targets, parser ) {\n\n\t\tvar hasMorphPosition = false;\n\t\tvar hasMorphNormal = false;\n\n\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tvar target = targets[ i ];\n\n\t\t\tif ( target.POSITION !== undefined ) hasMorphPosition = true;\n\t\t\tif ( target.NORMAL !== undefined ) hasMorphNormal = true;\n\n\t\t\tif ( hasMorphPosition && hasMorphNormal ) break;\n\n\t\t}\n\n\t\tif ( ! hasMorphPosition && ! hasMorphNormal ) return Promise.resolve( geometry );\n\n\t\tvar pendingPositionAccessors = [];\n\t\tvar pendingNormalAccessors = [];\n\n\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\tvar target = targets[ i ];\n\n\t\t\tif ( hasMorphPosition ) {\n\n\t\t\t\tvar pendingAccessor = target.POSITION !== undefined\n\t\t\t\t\t? parser.getDependency( 'accessor', target.POSITION )\n\t\t\t\t\t: geometry.attributes.position;\n\n\t\t\t\tpendingPositionAccessors.push( pendingAccessor );\n\n\t\t\t}\n\n\t\t\tif ( hasMorphNormal ) {\n\n\t\t\t\tvar pendingAccessor = target.NORMAL !== undefined\n\t\t\t\t\t? parser.getDependency( 'accessor', target.NORMAL )\n\t\t\t\t\t: geometry.attributes.normal;\n\n\t\t\t\tpendingNormalAccessors.push( pendingAccessor );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( [\n\t\t\tPromise.all( pendingPositionAccessors ),\n\t\t\tPromise.all( pendingNormalAccessors )\n\t\t] ).then( function ( accessors ) {\n\n\t\t\tvar morphPositions = accessors[ 0 ];\n\t\t\tvar morphNormals = accessors[ 1 ];\n\n\t\t\tif ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions;\n\t\t\tif ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals;\n\t\t\tgeometry.morphTargetsRelative = true;\n\n\t\t\treturn geometry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * @param {Mesh} mesh\n\t * @param {GLTF.Mesh} meshDef\n\t */\n\tfunction updateMorphTargets( mesh, meshDef ) {\n\n\t\tmesh.updateMorphTargets();\n\n\t\tif ( meshDef.weights !== undefined ) {\n\n\t\t\tfor ( var i = 0, il = meshDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\tmesh.morphTargetInfluences[ i ] = meshDef.weights[ i ];\n\n\t\t\t}\n\n\t\t}\n\n\t\t// .extras has user-defined data, so check that .extras.targetNames is an array.\n\t\tif ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) {\n\n\t\t\tvar targetNames = meshDef.extras.targetNames;\n\n\t\t\tif ( mesh.morphTargetInfluences.length === targetNames.length ) {\n\n\t\t\t\tmesh.morphTargetDictionary = {};\n\n\t\t\t\tfor ( var i = 0, il = targetNames.length; i < il; i ++ ) {\n\n\t\t\t\t\tmesh.morphTargetDictionary[ targetNames[ i ] ] = i;\n\n\t\t\t\t}\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' );\n\n\t\t\t}\n\n\t\t}\n\n\t}\n\n\tfunction createPrimitiveKey( primitiveDef ) {\n\n\t\tvar dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ];\n\t\tvar geometryKey;\n\n\t\tif ( dracoExtension ) {\n\n\t\t\tgeometryKey = 'draco:' + dracoExtension.bufferView\n\t\t\t\t+ ':' + dracoExtension.indices\n\t\t\t\t+ ':' + createAttributesKey( dracoExtension.attributes );\n\n\t\t} else {\n\n\t\t\tgeometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode;\n\n\t\t}\n\n\t\treturn geometryKey;\n\n\t}\n\n\tfunction createAttributesKey( attributes ) {\n\n\t\tvar attributesKey = '';\n\n\t\tvar keys = Object.keys( attributes ).sort();\n\n\t\tfor ( var i = 0, il = keys.length; i < il; i ++ ) {\n\n\t\t\tattributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';';\n\n\t\t}\n\n\t\treturn attributesKey;\n\n\t}\n\n\t/* GLTF PARSER */\n\n\tfunction GLTFParser( json, options ) {\n\n\t\tthis.json = json || {};\n\t\tthis.extensions = {};\n\t\tthis.plugins = {};\n\t\tthis.options = options || {};\n\n\t\t// loader object cache\n\t\tthis.cache = new GLTFRegistry();\n\n\t\t// associations between Three.js objects and glTF elements\n\t\tthis.associations = new Map();\n\n\t\t// BufferGeometry caching\n\t\tthis.primitiveCache = {};\n\n\t\t// Object3D instance caches\n\t\tthis.meshCache = { refs: {}, uses: {} };\n\t\tthis.cameraCache = { refs: {}, uses: {} };\n\t\tthis.lightCache = { refs: {}, uses: {} };\n\n\t\t// Track node names, to ensure no duplicates\n\t\tthis.nodeNamesUsed = {};\n\n\t\t// Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the\n\t\t// expensive work of uploading a texture to the GPU off the main thread.\n\t\tif ( typeof createImageBitmap !== 'undefined' && /Firefox/.test( navigator.userAgent ) === false ) {\n\n\t\t\tthis.textureLoader = new ImageBitmapLoader( this.options.manager );\n\n\t\t} else {\n\n\t\t\tthis.textureLoader = new TextureLoader( this.options.manager );\n\n\t\t}\n\n\t\tthis.textureLoader.setCrossOrigin( this.options.crossOrigin );\n\n\t\tthis.fileLoader = new FileLoader( this.options.manager );\n\t\tthis.fileLoader.setResponseType( 'arraybuffer' );\n\n\t\tif ( this.options.crossOrigin === 'use-credentials' ) {\n\n\t\t\tthis.fileLoader.setWithCredentials( true );\n\n\t\t}\n\n\t}\n\n\tGLTFParser.prototype.setExtensions = function ( extensions ) {\n\n\t\tthis.extensions = extensions;\n\n\t};\n\n\tGLTFParser.prototype.setPlugins = function ( plugins ) {\n\n\t\tthis.plugins = plugins;\n\n\t};\n\n\tGLTFParser.prototype.parse = function ( onLoad, onError ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\n\t\t// Clear the loader cache\n\t\tthis.cache.removeAll();\n\n\t\t// Mark the special nodes/meshes in json for efficient parse\n\t\tthis._invokeAll( function ( ext ) {\n\n\t\t\treturn ext._markDefs && ext._markDefs();\n\n\t\t} );\n\n\t\tPromise.all( [\n\n\t\t\tthis.getDependencies( 'scene' ),\n\t\t\tthis.getDependencies( 'animation' ),\n\t\t\tthis.getDependencies( 'camera' ),\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tvar result = {\n\t\t\t\tscene: dependencies[ 0 ][ json.scene || 0 ],\n\t\t\t\tscenes: dependencies[ 0 ],\n\t\t\t\tanimations: dependencies[ 1 ],\n\t\t\t\tcameras: dependencies[ 2 ],\n\t\t\t\tasset: json.asset,\n\t\t\t\tparser: parser,\n\t\t\t\tuserData: {}\n\t\t\t};\n\n\t\t\taddUnknownExtensionsToUserData( extensions, result, json );\n\n\t\t\tassignExtrasToUserData( result, json );\n\n\t\t\tonLoad( result );\n\n\t\t} ).catch( onError );\n\n\t};\n\n\t/**\n\t * Marks the special nodes/meshes in json for efficient parse.\n\t */\n\tGLTFParser.prototype._markDefs = function () {\n\n\t\tvar nodeDefs = this.json.nodes || [];\n\t\tvar skinDefs = this.json.skins || [];\n\t\tvar meshDefs = this.json.meshes || [];\n\n\t\t// Nothing in the node definition indicates whether it is a Bone or an\n\t\t// Object3D. Use the skins' joint references to mark bones.\n\t\tfor ( var skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) {\n\n\t\t\tvar joints = skinDefs[ skinIndex ].joints;\n\n\t\t\tfor ( var i = 0, il = joints.length; i < il; i ++ ) {\n\n\t\t\t\tnodeDefs[ joints[ i ] ].isBone = true;\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Iterate over all nodes, marking references to shared resources,\n\t\t// as well as skeleton joints.\n\t\tfor ( var nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) {\n\n\t\t\tvar nodeDef = nodeDefs[ nodeIndex ];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.meshCache, nodeDef.mesh );\n\n\t\t\t\t// Nothing in the mesh definition indicates whether it is\n\t\t\t\t// a SkinnedMesh or Mesh. Use the node's mesh reference\n\t\t\t\t// to mark SkinnedMesh if node has skin.\n\t\t\t\tif ( nodeDef.skin !== undefined ) {\n\n\t\t\t\t\tmeshDefs[ nodeDef.mesh ].isSkinnedMesh = true;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tthis._addNodeRef( this.cameraCache, nodeDef.camera );\n\n\t\t\t}\n\n\t\t}\n\n\t};\n\n\t/**\n\t * Counts references to shared node / Object3D resources. These resources\n\t * can be reused, or \"instantiated\", at multiple nodes in the scene\n\t * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n\t * be marked. Non-scenegraph resources (like Materials, Geometries, and\n\t * Textures) can be reused directly and are not marked here.\n\t *\n\t * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n\t */\n\tGLTFParser.prototype._addNodeRef = function ( cache, index ) {\n\n\t\tif ( index === undefined ) return;\n\n\t\tif ( cache.refs[ index ] === undefined ) {\n\n\t\t\tcache.refs[ index ] = cache.uses[ index ] = 0;\n\n\t\t}\n\n\t\tcache.refs[ index ] ++;\n\n\t};\n\n\t/** Returns a reference to a shared resource, cloning it if necessary. */\n\tGLTFParser.prototype._getNodeRef = function ( cache, index, object ) {\n\n\t\tif ( cache.refs[ index ] <= 1 ) return object;\n\n\t\tvar ref = object.clone();\n\n\t\tref.name += '_instance_' + ( cache.uses[ index ] ++ );\n\n\t\treturn ref;\n\n\t};\n\n\tGLTFParser.prototype._invokeOne = function ( func ) {\n\n\t\tvar extensions = Object.values( this.plugins );\n\t\textensions.push( this );\n\n\t\tfor ( var i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tvar result = func( extensions[ i ] );\n\n\t\t\tif ( result ) return result;\n\n\t\t}\n\n\t};\n\n\tGLTFParser.prototype._invokeAll = function ( func ) {\n\n\t\tvar extensions = Object.values( this.plugins );\n\t\textensions.unshift( this );\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0; i < extensions.length; i ++ ) {\n\n\t\t\tvar result = func( extensions[ i ] );\n\n\t\t\tif ( result ) pending.push( result );\n\n\t\t}\n\n\t\treturn pending;\n\n\t};\n\n\t/**\n\t * Requests the specified dependency asynchronously, with caching.\n\t * @param {string} type\n\t * @param {number} index\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.getDependency = function ( type, index ) {\n\n\t\tvar cacheKey = type + ':' + index;\n\t\tvar dependency = this.cache.get( cacheKey );\n\n\t\tif ( ! dependency ) {\n\n\t\t\tswitch ( type ) {\n\n\t\t\t\tcase 'scene':\n\t\t\t\t\tdependency = this.loadScene( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'node':\n\t\t\t\t\tdependency = this.loadNode( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'mesh':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMesh && ext.loadMesh( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'accessor':\n\t\t\t\t\tdependency = this.loadAccessor( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'bufferView':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadBufferView && ext.loadBufferView( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'buffer':\n\t\t\t\t\tdependency = this.loadBuffer( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'material':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadMaterial && ext.loadMaterial( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'texture':\n\t\t\t\t\tdependency = this._invokeOne( function ( ext ) {\n\n\t\t\t\t\t\treturn ext.loadTexture && ext.loadTexture( index );\n\n\t\t\t\t\t} );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'skin':\n\t\t\t\t\tdependency = this.loadSkin( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'animation':\n\t\t\t\t\tdependency = this.loadAnimation( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tcase 'camera':\n\t\t\t\t\tdependency = this.loadCamera( index );\n\t\t\t\t\tbreak;\n\n\t\t\t\tdefault:\n\t\t\t\t\tthrow new Error( 'Unknown type: ' + type );\n\n\t\t\t}\n\n\t\t\tthis.cache.add( cacheKey, dependency );\n\n\t\t}\n\n\t\treturn dependency;\n\n\t};\n\n\t/**\n\t * Requests all dependencies of the specified type asynchronously, with caching.\n\t * @param {string} type\n\t * @return {Promise>}\n\t */\n\tGLTFParser.prototype.getDependencies = function ( type ) {\n\n\t\tvar dependencies = this.cache.get( type );\n\n\t\tif ( ! dependencies ) {\n\n\t\t\tvar parser = this;\n\t\t\tvar defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || [];\n\n\t\t\tdependencies = Promise.all( defs.map( function ( def, index ) {\n\n\t\t\t\treturn parser.getDependency( type, index );\n\n\t\t\t} ) );\n\n\t\t\tthis.cache.add( type, dependencies );\n\n\t\t}\n\n\t\treturn dependencies;\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadBuffer = function ( bufferIndex ) {\n\n\t\tvar bufferDef = this.json.buffers[ bufferIndex ];\n\t\tvar loader = this.fileLoader;\n\n\t\tif ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) {\n\n\t\t\tthrow new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' );\n\n\t\t}\n\n\t\t// If present, GLB container is required to be the first buffer.\n\t\tif ( bufferDef.uri === undefined && bufferIndex === 0 ) {\n\n\t\t\treturn Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body );\n\n\t\t}\n\n\t\tvar options = this.options;\n\n\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\tloader.load( resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () {\n\n\t\t\t\treject( new Error( 'THREE.GLTFLoader: Failed to load buffer \"' + bufferDef.uri + '\".' ) );\n\n\t\t\t} );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n\t * @param {number} bufferViewIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadBufferView = function ( bufferViewIndex ) {\n\n\t\tvar bufferViewDef = this.json.bufferViews[ bufferViewIndex ];\n\n\t\treturn this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) {\n\n\t\t\tvar byteLength = bufferViewDef.byteLength || 0;\n\t\t\tvar byteOffset = bufferViewDef.byteOffset || 0;\n\t\t\treturn buffer.slice( byteOffset, byteOffset + byteLength );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n\t * @param {number} accessorIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadAccessor = function ( accessorIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\n\t\tvar accessorDef = this.json.accessors[ accessorIndex ];\n\n\t\tif ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) {\n\n\t\t\t// Ignore empty accessors, which may be used to declare runtime\n\t\t\t// information about attributes coming from another source (e.g. Draco\n\t\t\t// compression extension).\n\t\t\treturn Promise.resolve( null );\n\n\t\t}\n\n\t\tvar pendingBufferViews = [];\n\n\t\tif ( accessorDef.bufferView !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) );\n\n\t\t} else {\n\n\t\t\tpendingBufferViews.push( null );\n\n\t\t}\n\n\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) );\n\t\t\tpendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) );\n\n\t\t}\n\n\t\treturn Promise.all( pendingBufferViews ).then( function ( bufferViews ) {\n\n\t\t\tvar bufferView = bufferViews[ 0 ];\n\n\t\t\tvar itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ];\n\t\t\tvar TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ];\n\n\t\t\t// For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12.\n\t\t\tvar elementBytes = TypedArray.BYTES_PER_ELEMENT;\n\t\t\tvar itemBytes = elementBytes * itemSize;\n\t\t\tvar byteOffset = accessorDef.byteOffset || 0;\n\t\t\tvar byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined;\n\t\t\tvar normalized = accessorDef.normalized === true;\n\t\t\tvar array, bufferAttribute;\n\n\t\t\t// The buffer is not interleaved if the stride is the item size in bytes.\n\t\t\tif ( byteStride && byteStride !== itemBytes ) {\n\n\t\t\t\t// Each \"slice\" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer\n\t\t\t\t// This makes sure that IBA.count reflects accessor.count properly\n\t\t\t\tvar ibSlice = Math.floor( byteOffset / byteStride );\n\t\t\t\tvar ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count;\n\t\t\t\tvar ib = parser.cache.get( ibCacheKey );\n\n\t\t\t\tif ( ! ib ) {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes );\n\n\t\t\t\t\t// Integer parameters to IB/IBA are in array elements, not bytes.\n\t\t\t\t\tib = new InterleavedBuffer( array, byteStride / elementBytes );\n\n\t\t\t\t\tparser.cache.add( ibCacheKey, ib );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized );\n\n\t\t\t} else {\n\n\t\t\t\tif ( bufferView === null ) {\n\n\t\t\t\t\tarray = new TypedArray( accessorDef.count * itemSize );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tarray = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize );\n\n\t\t\t\t}\n\n\t\t\t\tbufferAttribute = new BufferAttribute( array, itemSize, normalized );\n\n\t\t\t}\n\n\t\t\t// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors\n\t\t\tif ( accessorDef.sparse !== undefined ) {\n\n\t\t\t\tvar itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR;\n\t\t\t\tvar TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ];\n\n\t\t\t\tvar byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0;\n\t\t\t\tvar byteOffsetValues = accessorDef.sparse.values.byteOffset || 0;\n\n\t\t\t\tvar sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices );\n\t\t\t\tvar sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize );\n\n\t\t\t\tif ( bufferView !== null ) {\n\n\t\t\t\t\t// Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes.\n\t\t\t\t\tbufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized );\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var i = 0, il = sparseIndices.length; i < il; i ++ ) {\n\n\t\t\t\t\tvar index = sparseIndices[ i ];\n\n\t\t\t\t\tbufferAttribute.setX( index, sparseValues[ i * itemSize ] );\n\t\t\t\t\tif ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] );\n\t\t\t\t\tif ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] );\n\t\t\t\t\tif ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] );\n\t\t\t\t\tif ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\treturn bufferAttribute;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n\t * @param {number} textureIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadTexture = function ( textureIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar options = this.options;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tvar textureExtensions = textureDef.extensions || {};\n\n\t\tvar source;\n\n\t\tif ( textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ] ) {\n\n\t\t\tsource = json.images[ textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].source ];\n\n\t\t} else {\n\n\t\t\tsource = json.images[ textureDef.source ];\n\n\t\t}\n\n\t\tvar loader;\n\n\t\tif ( source.uri ) {\n\n\t\t\tloader = options.manager.getHandler( source.uri );\n\n\t\t}\n\n\t\tif ( ! loader ) {\n\n\t\t\tloader = textureExtensions[ EXTENSIONS.MSFT_TEXTURE_DDS ]\n\t\t\t\t? parser.extensions[ EXTENSIONS.MSFT_TEXTURE_DDS ].ddsLoader\n\t\t\t\t: this.textureLoader;\n\n\t\t}\n\n\t\treturn this.loadTextureImage( textureIndex, source, loader );\n\n\t};\n\n\tGLTFParser.prototype.loadTextureImage = function ( textureIndex, source, loader ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar options = this.options;\n\n\t\tvar textureDef = json.textures[ textureIndex ];\n\n\t\tvar URL = self.URL || self.webkitURL;\n\n\t\tvar sourceURI = source.uri;\n\t\tvar isObjectURL = false;\n\t\tvar hasAlpha = true;\n\n\t\tif ( source.mimeType === 'image/jpeg' ) hasAlpha = false;\n\n\t\tif ( source.bufferView !== undefined ) {\n\n\t\t\t// Load binary image data from bufferView, if provided.\n\n\t\t\tsourceURI = parser.getDependency( 'bufferView', source.bufferView ).then( function ( bufferView ) {\n\n\t\t\t\tif ( source.mimeType === 'image/png' ) {\n\n\t\t\t\t\t// Inspect the PNG 'IHDR' chunk to determine whether the image could have an\n\t\t\t\t\t// alpha channel. This check is conservative — the image could have an alpha\n\t\t\t\t\t// channel with all values == 1, and the indexed type (colorType == 3) only\n\t\t\t\t\t// sometimes contains alpha.\n\t\t\t\t\t//\n\t\t\t\t\t// https://en.wikipedia.org/wiki/Portable_Network_Graphics#File_header\n\t\t\t\t\tvar colorType = new DataView( bufferView, 25, 1 ).getUint8( 0, false );\n\t\t\t\t\thasAlpha = colorType === 6 || colorType === 4 || colorType === 3;\n\n\t\t\t\t}\n\n\t\t\t\tisObjectURL = true;\n\t\t\t\tvar blob = new Blob( [ bufferView ], { type: source.mimeType } );\n\t\t\t\tsourceURI = URL.createObjectURL( blob );\n\t\t\t\treturn sourceURI;\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn Promise.resolve( sourceURI ).then( function ( sourceURI ) {\n\n\t\t\treturn new Promise( function ( resolve, reject ) {\n\n\t\t\t\tvar onLoad = resolve;\n\n\t\t\t\tif ( loader.isImageBitmapLoader === true ) {\n\n\t\t\t\t\tonLoad = function ( imageBitmap ) {\n\n\t\t\t\t\t\tresolve( new CanvasTexture( imageBitmap ) );\n\n\t\t\t\t\t};\n\n\t\t\t\t}\n\n\t\t\t\tloader.load( resolveURL( sourceURI, options.path ), onLoad, undefined, reject );\n\n\t\t\t} );\n\n\t\t} ).then( function ( texture ) {\n\n\t\t\t// Clean up resources and configure Texture.\n\n\t\t\tif ( isObjectURL === true ) {\n\n\t\t\t\tURL.revokeObjectURL( sourceURI );\n\n\t\t\t}\n\n\t\t\ttexture.flipY = false;\n\n\t\t\tif ( textureDef.name ) texture.name = textureDef.name;\n\n\t\t\t// When there is definitely no alpha channel in the texture, set RGBFormat to save space.\n\t\t\tif ( ! hasAlpha ) texture.format = RGBFormat;\n\n\t\t\tvar samplers = json.samplers || {};\n\t\t\tvar sampler = samplers[ textureDef.sampler ] || {};\n\n\t\t\ttexture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter;\n\t\t\ttexture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter;\n\t\t\ttexture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping;\n\t\t\ttexture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping;\n\n\t\t\tparser.associations.set( texture, {\n\t\t\t\ttype: 'textures',\n\t\t\t\tindex: textureIndex\n\t\t\t} );\n\n\t\t\treturn texture;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Asynchronously assigns a texture to the given material parameters.\n\t * @param {Object} materialParams\n\t * @param {string} mapName\n\t * @param {Object} mapDef\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.assignTexture = function ( materialParams, mapName, mapDef ) {\n\n\t\tvar parser = this;\n\n\t\treturn this.getDependency( 'texture', mapDef.index ).then( function ( texture ) {\n\n\t\t\t// Materials sample aoMap from UV set 1 and other maps from UV set 0 - this can't be configured\n\t\t\t// However, we will copy UV set 0 to UV set 1 on demand for aoMap\n\t\t\tif ( mapDef.texCoord !== undefined && mapDef.texCoord != 0 && ! ( mapName === 'aoMap' && mapDef.texCoord == 1 ) ) {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Custom UV set ' + mapDef.texCoord + ' for texture ' + mapName + ' not yet supported.' );\n\n\t\t\t}\n\n\t\t\tif ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) {\n\n\t\t\t\tvar transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined;\n\n\t\t\t\tif ( transform ) {\n\n\t\t\t\t\tvar gltfReference = parser.associations.get( texture );\n\t\t\t\t\ttexture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform );\n\t\t\t\t\tparser.associations.set( texture, gltfReference );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tmaterialParams[ mapName ] = texture;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Assigns final material to a Mesh, Line, or Points instance. The instance\n\t * already has a material (generated from the glTF material options alone)\n\t * but reuse of the same glTF material may require multiple threejs materials\n\t * to accomodate different primitive types, defines, etc. New materials will\n\t * be created if necessary, and reused from a cache.\n\t * @param {Object3D} mesh Mesh, Line, or Points instance.\n\t */\n\tGLTFParser.prototype.assignFinalMaterial = function ( mesh ) {\n\n\t\tvar geometry = mesh.geometry;\n\t\tvar material = mesh.material;\n\n\t\tvar useVertexTangents = geometry.attributes.tangent !== undefined;\n\t\tvar useVertexColors = geometry.attributes.color !== undefined;\n\t\tvar useFlatShading = geometry.attributes.normal === undefined;\n\t\tvar useSkinning = mesh.isSkinnedMesh === true;\n\t\tvar useMorphTargets = Object.keys( geometry.morphAttributes ).length > 0;\n\t\tvar useMorphNormals = useMorphTargets && geometry.morphAttributes.normal !== undefined;\n\n\t\tif ( mesh.isPoints ) {\n\n\t\t\tvar cacheKey = 'PointsMaterial:' + material.uuid;\n\n\t\t\tvar pointsMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! pointsMaterial ) {\n\n\t\t\t\tpointsMaterial = new PointsMaterial();\n\t\t\t\tMaterial.prototype.copy.call( pointsMaterial, material );\n\t\t\t\tpointsMaterial.color.copy( material.color );\n\t\t\t\tpointsMaterial.map = material.map;\n\t\t\t\tpointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px\n\n\t\t\t\tthis.cache.add( cacheKey, pointsMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = pointsMaterial;\n\n\t\t} else if ( mesh.isLine ) {\n\n\t\t\tvar cacheKey = 'LineBasicMaterial:' + material.uuid;\n\n\t\t\tvar lineMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! lineMaterial ) {\n\n\t\t\t\tlineMaterial = new LineBasicMaterial();\n\t\t\t\tMaterial.prototype.copy.call( lineMaterial, material );\n\t\t\t\tlineMaterial.color.copy( material.color );\n\n\t\t\t\tthis.cache.add( cacheKey, lineMaterial );\n\n\t\t\t}\n\n\t\t\tmaterial = lineMaterial;\n\n\t\t}\n\n\t\t// Clone the material if it will be modified\n\t\tif ( useVertexTangents || useVertexColors || useFlatShading || useSkinning || useMorphTargets ) {\n\n\t\t\tvar cacheKey = 'ClonedMaterial:' + material.uuid + ':';\n\n\t\t\tif ( material.isGLTFSpecularGlossinessMaterial ) cacheKey += 'specular-glossiness:';\n\t\t\tif ( useSkinning ) cacheKey += 'skinning:';\n\t\t\tif ( useVertexTangents ) cacheKey += 'vertex-tangents:';\n\t\t\tif ( useVertexColors ) cacheKey += 'vertex-colors:';\n\t\t\tif ( useFlatShading ) cacheKey += 'flat-shading:';\n\t\t\tif ( useMorphTargets ) cacheKey += 'morph-targets:';\n\t\t\tif ( useMorphNormals ) cacheKey += 'morph-normals:';\n\n\t\t\tvar cachedMaterial = this.cache.get( cacheKey );\n\n\t\t\tif ( ! cachedMaterial ) {\n\n\t\t\t\tcachedMaterial = material.clone();\n\n\t\t\t\tif ( useSkinning ) cachedMaterial.skinning = true;\n\t\t\t\tif ( useVertexTangents ) cachedMaterial.vertexTangents = true;\n\t\t\t\tif ( useVertexColors ) cachedMaterial.vertexColors = true;\n\t\t\t\tif ( useFlatShading ) cachedMaterial.flatShading = true;\n\t\t\t\tif ( useMorphTargets ) cachedMaterial.morphTargets = true;\n\t\t\t\tif ( useMorphNormals ) cachedMaterial.morphNormals = true;\n\n\t\t\t\tthis.cache.add( cacheKey, cachedMaterial );\n\n\t\t\t\tthis.associations.set( cachedMaterial, this.associations.get( material ) );\n\n\t\t\t}\n\n\t\t\tmaterial = cachedMaterial;\n\n\t\t}\n\n\t\t// workarounds for mesh and geometry\n\n\t\tif ( material.aoMap && geometry.attributes.uv2 === undefined && geometry.attributes.uv !== undefined ) {\n\n\t\t\tgeometry.setAttribute( 'uv2', geometry.attributes.uv );\n\n\t\t}\n\n\t\t// https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995\n\t\tif ( material.normalScale && ! useVertexTangents ) {\n\n\t\t\tmaterial.normalScale.y = - material.normalScale.y;\n\n\t\t}\n\n\t\tif ( material.clearcoatNormalScale && ! useVertexTangents ) {\n\n\t\t\tmaterial.clearcoatNormalScale.y = - material.clearcoatNormalScale.y;\n\n\t\t}\n\n\t\tmesh.material = material;\n\n\t};\n\n\tGLTFParser.prototype.getMaterialType = function ( /* materialIndex */ ) {\n\n\t\treturn MeshStandardMaterial;\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n\t * @param {number} materialIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadMaterial = function ( materialIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\t\tvar materialDef = json.materials[ materialIndex ];\n\n\t\tvar materialType;\n\t\tvar materialParams = {};\n\t\tvar materialExtensions = materialDef.extensions || {};\n\n\t\tvar pending = [];\n\n\t\tif ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ] ) {\n\n\t\t\tvar sgExtension = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ];\n\t\t\tmaterialType = sgExtension.getMaterialType();\n\t\t\tpending.push( sgExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) {\n\n\t\t\tvar kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ];\n\t\t\tmaterialType = kmuExtension.getMaterialType();\n\t\t\tpending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) );\n\n\t\t} else {\n\n\t\t\t// Specification:\n\t\t\t// https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material\n\n\t\t\tvar metallicRoughness = materialDef.pbrMetallicRoughness || {};\n\n\t\t\tmaterialParams.color = new Color( 1.0, 1.0, 1.0 );\n\t\t\tmaterialParams.opacity = 1.0;\n\n\t\t\tif ( Array.isArray( metallicRoughness.baseColorFactor ) ) {\n\n\t\t\t\tvar array = metallicRoughness.baseColorFactor;\n\n\t\t\t\tmaterialParams.color.fromArray( array );\n\t\t\t\tmaterialParams.opacity = array[ 3 ];\n\n\t\t\t}\n\n\t\t\tif ( metallicRoughness.baseColorTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0;\n\t\t\tmaterialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0;\n\n\t\t\tif ( metallicRoughness.metallicRoughnessTexture !== undefined ) {\n\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\t\t\t\tpending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) );\n\n\t\t\t}\n\n\t\t\tmaterialType = this._invokeOne( function ( ext ) {\n\n\t\t\t\treturn ext.getMaterialType && ext.getMaterialType( materialIndex );\n\n\t\t\t} );\n\n\t\t\tpending.push( Promise.all( this._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams );\n\n\t\t\t} ) ) );\n\n\t\t}\n\n\t\tif ( materialDef.doubleSided === true ) {\n\n\t\t\tmaterialParams.side = DoubleSide;\n\n\t\t}\n\n\t\tvar alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE;\n\n\t\tif ( alphaMode === ALPHA_MODES.BLEND ) {\n\n\t\t\tmaterialParams.transparent = true;\n\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/17706\n\t\t\tmaterialParams.depthWrite = false;\n\n\t\t} else {\n\n\t\t\tmaterialParams.transparent = false;\n\n\t\t\tif ( alphaMode === ALPHA_MODES.MASK ) {\n\n\t\t\t\tmaterialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) );\n\n\t\t\tmaterialParams.normalScale = new Vector2( 1, 1 );\n\n\t\t\tif ( materialDef.normalTexture.scale !== undefined ) {\n\n\t\t\t\tmaterialParams.normalScale.set( materialDef.normalTexture.scale, materialDef.normalTexture.scale );\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) );\n\n\t\t\tif ( materialDef.occlusionTexture.strength !== undefined ) {\n\n\t\t\t\tmaterialParams.aoMapIntensity = materialDef.occlusionTexture.strength;\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tmaterialParams.emissive = new Color().fromArray( materialDef.emissiveFactor );\n\n\t\t}\n\n\t\tif ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) {\n\n\t\t\tpending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture ) );\n\n\t\t}\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\tvar material;\n\n\t\t\tif ( materialType === GLTFMeshStandardSGMaterial ) {\n\n\t\t\t\tmaterial = extensions[ EXTENSIONS.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS ].createMaterial( materialParams );\n\n\t\t\t} else {\n\n\t\t\t\tmaterial = new materialType( materialParams );\n\n\t\t\t}\n\n\t\t\tif ( materialDef.name ) material.name = materialDef.name;\n\n\t\t\t// baseColorTexture, emissiveTexture, and specularGlossinessTexture use sRGB encoding.\n\t\t\tif ( material.map ) material.map.encoding = sRGBEncoding;\n\t\t\tif ( material.emissiveMap ) material.emissiveMap.encoding = sRGBEncoding;\n\n\t\t\tassignExtrasToUserData( material, materialDef );\n\n\t\t\tparser.associations.set( material, { type: 'materials', index: materialIndex } );\n\n\t\t\tif ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef );\n\n\t\t\treturn material;\n\n\t\t} );\n\n\t};\n\n\t/** When Object3D instances are targeted by animation, they need unique names. */\n\tGLTFParser.prototype.createUniqueName = function ( originalName ) {\n\n\t\tvar sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' );\n\n\t\tvar name = sanitizedName;\n\n\t\tfor ( var i = 1; this.nodeNamesUsed[ name ]; ++ i ) {\n\n\t\t\tname = sanitizedName + '_' + i;\n\n\t\t}\n\n\t\tthis.nodeNamesUsed[ name ] = true;\n\n\t\treturn name;\n\n\t};\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {GLTF.Primitive} primitiveDef\n\t * @param {GLTFParser} parser\n\t */\n\tfunction computeBounds( geometry, primitiveDef, parser ) {\n\n\t\tvar attributes = primitiveDef.attributes;\n\n\t\tvar box = new Box3();\n\n\t\tif ( attributes.POSITION !== undefined ) {\n\n\t\t\tvar accessor = parser.json.accessors[ attributes.POSITION ];\n\n\t\t\tvar min = accessor.min;\n\t\t\tvar max = accessor.max;\n\n\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\tbox.set(\n\t\t\t\t\tnew Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ),\n\t\t\t\t\tnew Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\treturn;\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\treturn;\n\n\t\t}\n\n\t\tvar targets = primitiveDef.targets;\n\n\t\tif ( targets !== undefined ) {\n\n\t\t\tvar maxDisplacement = new Vector3();\n\t\t\tvar vector = new Vector3();\n\n\t\t\tfor ( var i = 0, il = targets.length; i < il; i ++ ) {\n\n\t\t\t\tvar target = targets[ i ];\n\n\t\t\t\tif ( target.POSITION !== undefined ) {\n\n\t\t\t\t\tvar accessor = parser.json.accessors[ target.POSITION ];\n\t\t\t\t\tvar min = accessor.min;\n\t\t\t\t\tvar max = accessor.max;\n\n\t\t\t\t\t// glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement.\n\n\t\t\t\t\tif ( min !== undefined && max !== undefined ) {\n\n\t\t\t\t\t\t// we need to get max of absolute components because target weight is [-1,1]\n\t\t\t\t\t\tvector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) );\n\t\t\t\t\t\tvector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) );\n\t\t\t\t\t\tvector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) );\n\n\t\t\t\t\t\t// Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative\n\t\t\t\t\t\t// to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets\n\t\t\t\t\t\t// are used to implement key-frame animations and as such only two are active at a time - this results in very large\n\t\t\t\t\t\t// boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size.\n\t\t\t\t\t\tmaxDisplacement.max( vector );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets.\n\t\t\tbox.expandByVector( maxDisplacement );\n\n\t\t}\n\n\t\tgeometry.boundingBox = box;\n\n\t\tvar sphere = new Sphere();\n\n\t\tbox.getCenter( sphere.center );\n\t\tsphere.radius = box.min.distanceTo( box.max ) / 2;\n\n\t\tgeometry.boundingSphere = sphere;\n\n\t}\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {GLTF.Primitive} primitiveDef\n\t * @param {GLTFParser} parser\n\t * @return {Promise}\n\t */\n\tfunction addPrimitiveAttributes( geometry, primitiveDef, parser ) {\n\n\t\tvar attributes = primitiveDef.attributes;\n\n\t\tvar pending = [];\n\n\t\tfunction assignAttributeAccessor( accessorIndex, attributeName ) {\n\n\t\t\treturn parser.getDependency( 'accessor', accessorIndex )\n\t\t\t\t.then( function ( accessor ) {\n\n\t\t\t\t\tgeometry.setAttribute( attributeName, accessor );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tfor ( var gltfAttributeName in attributes ) {\n\n\t\t\tvar threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase();\n\n\t\t\t// Skip attributes already provided by e.g. Draco extension.\n\t\t\tif ( threeAttributeName in geometry.attributes ) continue;\n\n\t\t\tpending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) );\n\n\t\t}\n\n\t\tif ( primitiveDef.indices !== undefined && ! geometry.index ) {\n\n\t\t\tvar accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) {\n\n\t\t\t\tgeometry.setIndex( accessor );\n\n\t\t\t} );\n\n\t\t\tpending.push( accessor );\n\n\t\t}\n\n\t\tassignExtrasToUserData( geometry, primitiveDef );\n\n\t\tcomputeBounds( geometry, primitiveDef, parser );\n\n\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\treturn primitiveDef.targets !== undefined\n\t\t\t\t? addMorphTargets( geometry, primitiveDef.targets, parser )\n\t\t\t\t: geometry;\n\n\t\t} );\n\n\t}\n\n\t/**\n\t * @param {BufferGeometry} geometry\n\t * @param {Number} drawMode\n\t * @return {BufferGeometry}\n\t */\n\tfunction toTrianglesDrawMode( geometry, drawMode ) {\n\n\t\tvar index = geometry.getIndex();\n\n\t\t// generate index if not present\n\n\t\tif ( index === null ) {\n\n\t\t\tvar indices = [];\n\n\t\t\tvar position = geometry.getAttribute( 'position' );\n\n\t\t\tif ( position !== undefined ) {\n\n\t\t\t\tfor ( var i = 0; i < position.count; i ++ ) {\n\n\t\t\t\t\tindices.push( i );\n\n\t\t\t\t}\n\n\t\t\t\tgeometry.setIndex( indices );\n\t\t\t\tindex = geometry.getIndex();\n\n\t\t\t} else {\n\n\t\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );\n\t\t\t\treturn geometry;\n\n\t\t\t}\n\n\t\t}\n\n\t\t//\n\n\t\tvar numberOfTriangles = index.count - 2;\n\t\tvar newIndices = [];\n\n\t\tif ( drawMode === TriangleFanDrawMode ) {\n\n\t\t\t// gl.TRIANGLE_FAN\n\n\t\t\tfor ( var i = 1; i <= numberOfTriangles; i ++ ) {\n\n\t\t\t\tnewIndices.push( index.getX( 0 ) );\n\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\n\t\t\t}\n\n\t\t} else {\n\n\t\t\t// gl.TRIANGLE_STRIP\n\n\t\t\tfor ( var i = 0; i < numberOfTriangles; i ++ ) {\n\n\t\t\t\tif ( i % 2 === 0 ) {\n\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\n\n\t\t\t\t} else {\n\n\t\t\t\t\tnewIndices.push( index.getX( i + 2 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i + 1 ) );\n\t\t\t\t\tnewIndices.push( index.getX( i ) );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t}\n\n\t\tif ( ( newIndices.length / 3 ) !== numberOfTriangles ) {\n\n\t\t\tconsole.error( 'THREE.GLTFLoader.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );\n\n\t\t}\n\n\t\t// build final geometry\n\n\t\tvar newGeometry = geometry.clone();\n\t\tnewGeometry.setIndex( newIndices );\n\n\t\treturn newGeometry;\n\n\t}\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n\t *\n\t * Creates BufferGeometries from primitives.\n\t *\n\t * @param {Array} primitives\n\t * @return {Promise>}\n\t */\n\tGLTFParser.prototype.loadGeometries = function ( primitives ) {\n\n\t\tvar parser = this;\n\t\tvar extensions = this.extensions;\n\t\tvar cache = this.primitiveCache;\n\n\t\tfunction createDracoPrimitive( primitive ) {\n\n\t\t\treturn extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]\n\t\t\t\t.decodePrimitive( primitive, parser )\n\t\t\t\t.then( function ( geometry ) {\n\n\t\t\t\t\treturn addPrimitiveAttributes( geometry, primitive, parser );\n\n\t\t\t\t} );\n\n\t\t}\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tvar primitive = primitives[ i ];\n\t\t\tvar cacheKey = createPrimitiveKey( primitive );\n\n\t\t\t// See if we've already created this geometry\n\t\t\tvar cached = cache[ cacheKey ];\n\n\t\t\tif ( cached ) {\n\n\t\t\t\t// Use the cached geometry if it exists\n\t\t\t\tpending.push( cached.promise );\n\n\t\t\t} else {\n\n\t\t\t\tvar geometryPromise;\n\n\t\t\t\tif ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) {\n\n\t\t\t\t\t// Use DRACO geometry if available\n\t\t\t\t\tgeometryPromise = createDracoPrimitive( primitive );\n\n\t\t\t\t} else {\n\n\t\t\t\t\t// Otherwise create a new geometry\n\t\t\t\t\tgeometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser );\n\n\t\t\t\t}\n\n\t\t\t\t// Cache this geometry\n\t\t\t\tcache[ cacheKey ] = { primitive: primitive, promise: geometryPromise };\n\n\t\t\t\tpending.push( geometryPromise );\n\n\t\t\t}\n\n\t\t}\n\n\t\treturn Promise.all( pending );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n\t * @param {number} meshIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadMesh = function ( meshIndex ) {\n\n\t\tvar parser = this;\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\n\t\tvar meshDef = json.meshes[ meshIndex ];\n\t\tvar primitives = meshDef.primitives;\n\n\t\tvar pending = [];\n\n\t\tfor ( var i = 0, il = primitives.length; i < il; i ++ ) {\n\n\t\t\tvar material = primitives[ i ].material === undefined\n\t\t\t\t? createDefaultMaterial( this.cache )\n\t\t\t\t: this.getDependency( 'material', primitives[ i ].material );\n\n\t\t\tpending.push( material );\n\n\t\t}\n\n\t\tpending.push( parser.loadGeometries( primitives ) );\n\n\t\treturn Promise.all( pending ).then( function ( results ) {\n\n\t\t\tvar materials = results.slice( 0, results.length - 1 );\n\t\t\tvar geometries = results[ results.length - 1 ];\n\n\t\t\tvar meshes = [];\n\n\t\t\tfor ( var i = 0, il = geometries.length; i < il; i ++ ) {\n\n\t\t\t\tvar geometry = geometries[ i ];\n\t\t\t\tvar primitive = primitives[ i ];\n\n\t\t\t\t// 1. create Mesh\n\n\t\t\t\tvar mesh;\n\n\t\t\t\tvar material = materials[ i ];\n\n\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES ||\n\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ||\n\t\t\t\t\tprimitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ||\n\t\t\t\t\tprimitive.mode === undefined ) {\n\n\t\t\t\t\t// .isSkinnedMesh isn't in glTF spec. See ._markDefs()\n\t\t\t\t\tmesh = meshDef.isSkinnedMesh === true\n\t\t\t\t\t\t? new SkinnedMesh( geometry, material )\n\t\t\t\t\t\t: new Mesh( geometry, material );\n\n\t\t\t\t\tif ( mesh.isSkinnedMesh === true && ! mesh.geometry.attributes.skinWeight.normalized ) {\n\n\t\t\t\t\t\t// we normalize floating point skin weight array to fix malformed assets (see #15319)\n\t\t\t\t\t\t// it's important to skip this for non-float32 data since normalizeSkinWeights assumes non-normalized inputs\n\t\t\t\t\t\tmesh.normalizeSkinWeights();\n\n\t\t\t\t\t}\n\n\t\t\t\t\tif ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode );\n\n\t\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) {\n\n\t\t\t\t\t\tmesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode );\n\n\t\t\t\t\t}\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) {\n\n\t\t\t\t\tmesh = new LineSegments( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) {\n\n\t\t\t\t\tmesh = new Line( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) {\n\n\t\t\t\t\tmesh = new LineLoop( geometry, material );\n\n\t\t\t\t} else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) {\n\n\t\t\t\t\tmesh = new Points( geometry, material );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode );\n\n\t\t\t\t}\n\n\t\t\t\tif ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) {\n\n\t\t\t\t\tupdateMorphTargets( mesh, meshDef );\n\n\t\t\t\t}\n\n\t\t\t\tmesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) );\n\n\t\t\t\tassignExtrasToUserData( mesh, meshDef );\n\n\t\t\t\tif ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive );\n\n\t\t\t\tparser.assignFinalMaterial( mesh );\n\n\t\t\t\tmeshes.push( mesh );\n\n\t\t\t}\n\n\t\t\tif ( meshes.length === 1 ) {\n\n\t\t\t\treturn meshes[ 0 ];\n\n\t\t\t}\n\n\t\t\tvar group = new Group();\n\n\t\t\tfor ( var i = 0, il = meshes.length; i < il; i ++ ) {\n\n\t\t\t\tgroup.add( meshes[ i ] );\n\n\t\t\t}\n\n\t\t\treturn group;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n\t * @param {number} cameraIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadCamera = function ( cameraIndex ) {\n\n\t\tvar camera;\n\t\tvar cameraDef = this.json.cameras[ cameraIndex ];\n\t\tvar params = cameraDef[ cameraDef.type ];\n\n\t\tif ( ! params ) {\n\n\t\t\tconsole.warn( 'THREE.GLTFLoader: Missing camera parameters.' );\n\t\t\treturn;\n\n\t\t}\n\n\t\tif ( cameraDef.type === 'perspective' ) {\n\n\t\t\tcamera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 );\n\n\t\t} else if ( cameraDef.type === 'orthographic' ) {\n\n\t\t\tcamera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar );\n\n\t\t}\n\n\t\tif ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name );\n\n\t\tassignExtrasToUserData( camera, cameraDef );\n\n\t\treturn Promise.resolve( camera );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n\t * @param {number} skinIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadSkin = function ( skinIndex ) {\n\n\t\tvar skinDef = this.json.skins[ skinIndex ];\n\n\t\tvar skinEntry = { joints: skinDef.joints };\n\n\t\tif ( skinDef.inverseBindMatrices === undefined ) {\n\n\t\t\treturn Promise.resolve( skinEntry );\n\n\t\t}\n\n\t\treturn this.getDependency( 'accessor', skinDef.inverseBindMatrices ).then( function ( accessor ) {\n\n\t\t\tskinEntry.inverseBindMatrices = accessor;\n\n\t\t\treturn skinEntry;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n\t * @param {number} animationIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadAnimation = function ( animationIndex ) {\n\n\t\tvar json = this.json;\n\n\t\tvar animationDef = json.animations[ animationIndex ];\n\n\t\tvar pendingNodes = [];\n\t\tvar pendingInputAccessors = [];\n\t\tvar pendingOutputAccessors = [];\n\t\tvar pendingSamplers = [];\n\t\tvar pendingTargets = [];\n\n\t\tfor ( var i = 0, il = animationDef.channels.length; i < il; i ++ ) {\n\n\t\t\tvar channel = animationDef.channels[ i ];\n\t\t\tvar sampler = animationDef.samplers[ channel.sampler ];\n\t\t\tvar target = channel.target;\n\t\t\tvar name = target.node !== undefined ? target.node : target.id; // NOTE: target.id is deprecated.\n\t\t\tvar input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input;\n\t\t\tvar output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output;\n\n\t\t\tpendingNodes.push( this.getDependency( 'node', name ) );\n\t\t\tpendingInputAccessors.push( this.getDependency( 'accessor', input ) );\n\t\t\tpendingOutputAccessors.push( this.getDependency( 'accessor', output ) );\n\t\t\tpendingSamplers.push( sampler );\n\t\t\tpendingTargets.push( target );\n\n\t\t}\n\n\t\treturn Promise.all( [\n\n\t\t\tPromise.all( pendingNodes ),\n\t\t\tPromise.all( pendingInputAccessors ),\n\t\t\tPromise.all( pendingOutputAccessors ),\n\t\t\tPromise.all( pendingSamplers ),\n\t\t\tPromise.all( pendingTargets )\n\n\t\t] ).then( function ( dependencies ) {\n\n\t\t\tvar nodes = dependencies[ 0 ];\n\t\t\tvar inputAccessors = dependencies[ 1 ];\n\t\t\tvar outputAccessors = dependencies[ 2 ];\n\t\t\tvar samplers = dependencies[ 3 ];\n\t\t\tvar targets = dependencies[ 4 ];\n\n\t\t\tvar tracks = [];\n\n\t\t\tfor ( var i = 0, il = nodes.length; i < il; i ++ ) {\n\n\t\t\t\tvar node = nodes[ i ];\n\t\t\t\tvar inputAccessor = inputAccessors[ i ];\n\t\t\t\tvar outputAccessor = outputAccessors[ i ];\n\t\t\t\tvar sampler = samplers[ i ];\n\t\t\t\tvar target = targets[ i ];\n\n\t\t\t\tif ( node === undefined ) continue;\n\n\t\t\t\tnode.updateMatrix();\n\t\t\t\tnode.matrixAutoUpdate = true;\n\n\t\t\t\tvar TypedKeyframeTrack;\n\n\t\t\t\tswitch ( PATH_PROPERTIES[ target.path ] ) {\n\n\t\t\t\t\tcase PATH_PROPERTIES.weights:\n\n\t\t\t\t\t\tTypedKeyframeTrack = NumberKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.rotation:\n\n\t\t\t\t\t\tTypedKeyframeTrack = QuaternionKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\tcase PATH_PROPERTIES.position:\n\t\t\t\t\tcase PATH_PROPERTIES.scale:\n\t\t\t\t\tdefault:\n\n\t\t\t\t\t\tTypedKeyframeTrack = VectorKeyframeTrack;\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t}\n\n\t\t\t\tvar targetName = node.name ? node.name : node.uuid;\n\n\t\t\t\tvar interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear;\n\n\t\t\t\tvar targetNames = [];\n\n\t\t\t\tif ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) {\n\n\t\t\t\t\t// Node may be a Group (glTF mesh with several primitives) or a Mesh.\n\t\t\t\t\tnode.traverse( function ( object ) {\n\n\t\t\t\t\t\tif ( object.isMesh === true && object.morphTargetInfluences ) {\n\n\t\t\t\t\t\t\ttargetNames.push( object.name ? object.name : object.uuid );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t} );\n\n\t\t\t\t} else {\n\n\t\t\t\t\ttargetNames.push( targetName );\n\n\t\t\t\t}\n\n\t\t\t\tvar outputArray = outputAccessor.array;\n\n\t\t\t\tif ( outputAccessor.normalized ) {\n\n\t\t\t\t\tvar scale;\n\n\t\t\t\t\tif ( outputArray.constructor === Int8Array ) {\n\n\t\t\t\t\t\tscale = 1 / 127;\n\n\t\t\t\t\t} else if ( outputArray.constructor === Uint8Array ) {\n\n\t\t\t\t\t\tscale = 1 / 255;\n\n\t\t\t\t\t} else if ( outputArray.constructor == Int16Array ) {\n\n\t\t\t\t\t\tscale = 1 / 32767;\n\n\t\t\t\t\t} else if ( outputArray.constructor === Uint16Array ) {\n\n\t\t\t\t\t\tscale = 1 / 65535;\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tthrow new Error( 'THREE.GLTFLoader: Unsupported output accessor component type.' );\n\n\t\t\t\t\t}\n\n\t\t\t\t\tvar scaled = new Float32Array( outputArray.length );\n\n\t\t\t\t\tfor ( var j = 0, jl = outputArray.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\tscaled[ j ] = outputArray[ j ] * scale;\n\n\t\t\t\t\t}\n\n\t\t\t\t\toutputArray = scaled;\n\n\t\t\t\t}\n\n\t\t\t\tfor ( var j = 0, jl = targetNames.length; j < jl; j ++ ) {\n\n\t\t\t\t\tvar track = new TypedKeyframeTrack(\n\t\t\t\t\t\ttargetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ],\n\t\t\t\t\t\tinputAccessor.array,\n\t\t\t\t\t\toutputArray,\n\t\t\t\t\t\tinterpolation\n\t\t\t\t\t);\n\n\t\t\t\t\t// Override interpolation with custom factory method.\n\t\t\t\t\tif ( sampler.interpolation === 'CUBICSPLINE' ) {\n\n\t\t\t\t\t\ttrack.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) {\n\n\t\t\t\t\t\t\t// A CUBICSPLINE keyframe in glTF has three output values for each input value,\n\t\t\t\t\t\t\t// representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize()\n\t\t\t\t\t\t\t// must be divided by three to get the interpolant's sampleSize argument.\n\n\t\t\t\t\t\t\treturn new GLTFCubicSplineInterpolant( this.times, this.values, this.getValueSize() / 3, result );\n\n\t\t\t\t\t\t};\n\n\t\t\t\t\t\t// Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants.\n\t\t\t\t\t\ttrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true;\n\n\t\t\t\t\t}\n\n\t\t\t\t\ttracks.push( track );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tvar name = animationDef.name ? animationDef.name : 'animation_' + animationIndex;\n\n\t\t\treturn new AnimationClip( name, undefined, tracks );\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n\t * @param {number} nodeIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadNode = function ( nodeIndex ) {\n\n\t\tvar json = this.json;\n\t\tvar extensions = this.extensions;\n\t\tvar parser = this;\n\n\t\tvar nodeDef = json.nodes[ nodeIndex ];\n\n\t\t// reserve node's name before its dependencies, so the root has the intended name.\n\t\tvar nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : '';\n\n\t\treturn ( function () {\n\n\t\t\tvar pending = [];\n\n\t\t\tif ( nodeDef.mesh !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) {\n\n\t\t\t\t\tvar node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh );\n\n\t\t\t\t\t// if weights are provided on the node, override weights on the mesh.\n\t\t\t\t\tif ( nodeDef.weights !== undefined ) {\n\n\t\t\t\t\t\tnode.traverse( function ( o ) {\n\n\t\t\t\t\t\t\tif ( ! o.isMesh ) return;\n\n\t\t\t\t\t\t\tfor ( var i = 0, il = nodeDef.weights.length; i < il; i ++ ) {\n\n\t\t\t\t\t\t\t\to.morphTargetInfluences[ i ] = nodeDef.weights[ i ];\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn node;\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.camera !== undefined ) {\n\n\t\t\t\tpending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) {\n\n\t\t\t\t\treturn parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera );\n\n\t\t\t\t} ) );\n\n\t\t\t}\n\n\t\t\tparser._invokeAll( function ( ext ) {\n\n\t\t\t\treturn ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex );\n\n\t\t\t} ).forEach( function ( promise ) {\n\n\t\t\t\tpending.push( promise );\n\n\t\t\t} );\n\n\t\t\treturn Promise.all( pending );\n\n\t\t}() ).then( function ( objects ) {\n\n\t\t\tvar node;\n\n\t\t\t// .isBone isn't in glTF spec. See ._markDefs\n\t\t\tif ( nodeDef.isBone === true ) {\n\n\t\t\t\tnode = new Bone();\n\n\t\t\t} else if ( objects.length > 1 ) {\n\n\t\t\t\tnode = new Group();\n\n\t\t\t} else if ( objects.length === 1 ) {\n\n\t\t\t\tnode = objects[ 0 ];\n\n\t\t\t} else {\n\n\t\t\t\tnode = new Object3D();\n\n\t\t\t}\n\n\t\t\tif ( node !== objects[ 0 ] ) {\n\n\t\t\t\tfor ( var i = 0, il = objects.length; i < il; i ++ ) {\n\n\t\t\t\t\tnode.add( objects[ i ] );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tif ( nodeDef.name ) {\n\n\t\t\t\tnode.userData.name = nodeDef.name;\n\t\t\t\tnode.name = nodeName;\n\n\t\t\t}\n\n\t\t\tassignExtrasToUserData( node, nodeDef );\n\n\t\t\tif ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef );\n\n\t\t\tif ( nodeDef.matrix !== undefined ) {\n\n\t\t\t\tvar matrix = new Matrix4();\n\t\t\t\tmatrix.fromArray( nodeDef.matrix );\n\t\t\t\tnode.applyMatrix4( matrix );\n\n\t\t\t} else {\n\n\t\t\t\tif ( nodeDef.translation !== undefined ) {\n\n\t\t\t\t\tnode.position.fromArray( nodeDef.translation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.rotation !== undefined ) {\n\n\t\t\t\t\tnode.quaternion.fromArray( nodeDef.rotation );\n\n\t\t\t\t}\n\n\t\t\t\tif ( nodeDef.scale !== undefined ) {\n\n\t\t\t\t\tnode.scale.fromArray( nodeDef.scale );\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\tparser.associations.set( node, { type: 'nodes', index: nodeIndex } );\n\n\t\t\treturn node;\n\n\t\t} );\n\n\t};\n\n\t/**\n\t * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n\t * @param {number} sceneIndex\n\t * @return {Promise}\n\t */\n\tGLTFParser.prototype.loadScene = function () {\n\n\t\t// scene node hierachy builder\n\n\t\tfunction buildNodeHierachy( nodeId, parentObject, json, parser ) {\n\n\t\t\tvar nodeDef = json.nodes[ nodeId ];\n\n\t\t\treturn parser.getDependency( 'node', nodeId ).then( function ( node ) {\n\n\t\t\t\tif ( nodeDef.skin === undefined ) return node;\n\n\t\t\t\t// build skeleton here as well\n\n\t\t\t\tvar skinEntry;\n\n\t\t\t\treturn parser.getDependency( 'skin', nodeDef.skin ).then( function ( skin ) {\n\n\t\t\t\t\tskinEntry = skin;\n\n\t\t\t\t\tvar pendingJoints = [];\n\n\t\t\t\t\tfor ( var i = 0, il = skinEntry.joints.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tpendingJoints.push( parser.getDependency( 'node', skinEntry.joints[ i ] ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t\treturn Promise.all( pendingJoints );\n\n\t\t\t\t} ).then( function ( jointNodes ) {\n\n\t\t\t\t\tnode.traverse( function ( mesh ) {\n\n\t\t\t\t\t\tif ( ! mesh.isMesh ) return;\n\n\t\t\t\t\t\tvar bones = [];\n\t\t\t\t\t\tvar boneInverses = [];\n\n\t\t\t\t\t\tfor ( var j = 0, jl = jointNodes.length; j < jl; j ++ ) {\n\n\t\t\t\t\t\t\tvar jointNode = jointNodes[ j ];\n\n\t\t\t\t\t\t\tif ( jointNode ) {\n\n\t\t\t\t\t\t\t\tbones.push( jointNode );\n\n\t\t\t\t\t\t\t\tvar mat = new Matrix4();\n\n\t\t\t\t\t\t\t\tif ( skinEntry.inverseBindMatrices !== undefined ) {\n\n\t\t\t\t\t\t\t\t\tmat.fromArray( skinEntry.inverseBindMatrices.array, j * 16 );\n\n\t\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\t\tboneInverses.push( mat );\n\n\t\t\t\t\t\t\t} else {\n\n\t\t\t\t\t\t\t\tconsole.warn( 'THREE.GLTFLoader: Joint \"%s\" could not be found.', skinEntry.joints[ j ] );\n\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tmesh.bind( new Skeleton( bones, boneInverses ), mesh.matrixWorld );\n\n\t\t\t\t\t} );\n\n\t\t\t\t\treturn node;\n\n\t\t\t\t} );\n\n\t\t\t} ).then( function ( node ) {\n\n\t\t\t\t// build node hierachy\n\n\t\t\t\tparentObject.add( node );\n\n\t\t\t\tvar pending = [];\n\n\t\t\t\tif ( nodeDef.children ) {\n\n\t\t\t\t\tvar children = nodeDef.children;\n\n\t\t\t\t\tfor ( var i = 0, il = children.length; i < il; i ++ ) {\n\n\t\t\t\t\t\tvar child = children[ i ];\n\t\t\t\t\t\tpending.push( buildNodeHierachy( child, node, json, parser ) );\n\n\t\t\t\t\t}\n\n\t\t\t\t}\n\n\t\t\t\treturn Promise.all( pending );\n\n\t\t\t} );\n\n\t\t}\n\n\t\treturn function loadScene( sceneIndex ) {\n\n\t\t\tvar json = this.json;\n\t\t\tvar extensions = this.extensions;\n\t\t\tvar sceneDef = this.json.scenes[ sceneIndex ];\n\t\t\tvar parser = this;\n\n\t\t\t// Loader returns Group, not Scene.\n\t\t\t// See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172\n\t\t\tvar scene = new Group();\n\t\t\tif ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name );\n\n\t\t\tassignExtrasToUserData( scene, sceneDef );\n\n\t\t\tif ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef );\n\n\t\t\tvar nodeIds = sceneDef.nodes || [];\n\n\t\t\tvar pending = [];\n\n\t\t\tfor ( var i = 0, il = nodeIds.length; i < il; i ++ ) {\n\n\t\t\t\tpending.push( buildNodeHierachy( nodeIds[ i ], scene, json, parser ) );\n\n\t\t\t}\n\n\t\t\treturn Promise.all( pending ).then( function () {\n\n\t\t\t\treturn scene;\n\n\t\t\t} );\n\n\t\t};\n\n\t}();\n\n\treturn GLTFLoader;\n\n} )();\n\nexport { GLTFLoader };\n","/**\n * @webxr-input-profiles/motion-controllers 1.0.0 https://github.com/immersive-web/webxr-input-profiles\n */\n\nconst Constants = {\n Handedness: Object.freeze({\n NONE: 'none',\n LEFT: 'left',\n RIGHT: 'right'\n }),\n\n ComponentState: Object.freeze({\n DEFAULT: 'default',\n TOUCHED: 'touched',\n PRESSED: 'pressed'\n }),\n\n ComponentProperty: Object.freeze({\n BUTTON: 'button',\n X_AXIS: 'xAxis',\n Y_AXIS: 'yAxis',\n STATE: 'state'\n }),\n\n ComponentType: Object.freeze({\n TRIGGER: 'trigger',\n SQUEEZE: 'squeeze',\n TOUCHPAD: 'touchpad',\n THUMBSTICK: 'thumbstick',\n BUTTON: 'button'\n }),\n\n ButtonTouchThreshold: 0.05,\n\n AxisTouchThreshold: 0.1,\n\n VisualResponseProperty: Object.freeze({\n TRANSFORM: 'transform',\n VISIBILITY: 'visibility'\n })\n};\n\n/**\n * @description Static helper function to fetch a JSON file and turn it into a JS object\n * @param {string} path - Path to JSON file to be fetched\n */\nasync function fetchJsonFile(path) {\n const response = await fetch(path);\n if (!response.ok) {\n throw new Error(response.statusText);\n } else {\n return response.json();\n }\n}\n\nasync function fetchProfilesList(basePath) {\n if (!basePath) {\n throw new Error('No basePath supplied');\n }\n\n const profileListFileName = 'profilesList.json';\n const profilesList = await fetchJsonFile(`${basePath}/${profileListFileName}`);\n return profilesList;\n}\n\nasync function fetchProfile(xrInputSource, basePath, defaultProfile = null, getAssetPath = true) {\n if (!xrInputSource) {\n throw new Error('No xrInputSource supplied');\n }\n\n if (!basePath) {\n throw new Error('No basePath supplied');\n }\n\n // Get the list of profiles\n const supportedProfilesList = await fetchProfilesList(basePath);\n\n // Find the relative path to the first requested profile that is recognized\n let match;\n xrInputSource.profiles.some((profileId) => {\n const supportedProfile = supportedProfilesList[profileId];\n if (supportedProfile) {\n match = {\n profileId,\n profilePath: `${basePath}/${supportedProfile.path}`,\n deprecated: !!supportedProfile.deprecated\n };\n }\n return !!match;\n });\n\n if (!match) {\n if (!defaultProfile) {\n throw new Error('No matching profile name found');\n }\n\n const supportedProfile = supportedProfilesList[defaultProfile];\n if (!supportedProfile) {\n throw new Error(`No matching profile name found and default profile \"${defaultProfile}\" missing.`);\n }\n\n match = {\n profileId: defaultProfile,\n profilePath: `${basePath}/${supportedProfile.path}`,\n deprecated: !!supportedProfile.deprecated\n };\n }\n\n const profile = await fetchJsonFile(match.profilePath);\n\n let assetPath;\n if (getAssetPath) {\n let layout;\n if (xrInputSource.handedness === 'any') {\n layout = profile.layouts[Object.keys(profile.layouts)[0]];\n } else {\n layout = profile.layouts[xrInputSource.handedness];\n }\n if (!layout) {\n throw new Error(\n `No matching handedness, ${xrInputSource.handedness}, in profile ${match.profileId}`\n );\n }\n\n if (layout.assetPath) {\n assetPath = match.profilePath.replace('profile.json', layout.assetPath);\n }\n }\n\n return { profile, assetPath };\n}\n\n/** @constant {Object} */\nconst defaultComponentValues = {\n xAxis: 0,\n yAxis: 0,\n button: 0,\n state: Constants.ComponentState.DEFAULT\n};\n\n/**\n * @description Converts an X, Y coordinate from the range -1 to 1 (as reported by the Gamepad\n * API) to the range 0 to 1 (for interpolation). Also caps the X, Y values to be bounded within\n * a circle. This ensures that thumbsticks are not animated outside the bounds of their physical\n * range of motion and touchpads do not report touch locations off their physical bounds.\n * @param {number} x The original x coordinate in the range -1 to 1\n * @param {number} y The original y coordinate in the range -1 to 1\n */\nfunction normalizeAxes(x = 0, y = 0) {\n let xAxis = x;\n let yAxis = y;\n\n // Determine if the point is outside the bounds of the circle\n // and, if so, place it on the edge of the circle\n const hypotenuse = Math.sqrt((x * x) + (y * y));\n if (hypotenuse > 1) {\n const theta = Math.atan2(y, x);\n xAxis = Math.cos(theta);\n yAxis = Math.sin(theta);\n }\n\n // Scale and move the circle so values are in the interpolation range. The circle's origin moves\n // from (0, 0) to (0.5, 0.5). The circle's radius scales from 1 to be 0.5.\n const result = {\n normalizedXAxis: (xAxis * 0.5) + 0.5,\n normalizedYAxis: (yAxis * 0.5) + 0.5\n };\n return result;\n}\n\n/**\n * Contains the description of how the 3D model should visually respond to a specific user input.\n * This is accomplished by initializing the object with the name of a node in the 3D model and\n * property that need to be modified in response to user input, the name of the nodes representing\n * the allowable range of motion, and the name of the input which triggers the change. In response\n * to the named input changing, this object computes the appropriate weighting to use for\n * interpolating between the range of motion nodes.\n */\nclass VisualResponse {\n constructor(visualResponseDescription) {\n this.componentProperty = visualResponseDescription.componentProperty;\n this.states = visualResponseDescription.states;\n this.valueNodeName = visualResponseDescription.valueNodeName;\n this.valueNodeProperty = visualResponseDescription.valueNodeProperty;\n\n if (this.valueNodeProperty === Constants.VisualResponseProperty.TRANSFORM) {\n this.minNodeName = visualResponseDescription.minNodeName;\n this.maxNodeName = visualResponseDescription.maxNodeName;\n }\n\n // Initializes the response's current value based on default data\n this.value = 0;\n this.updateFromComponent(defaultComponentValues);\n }\n\n /**\n * Computes the visual response's interpolation weight based on component state\n * @param {Object} componentValues - The component from which to update\n * @param {number} xAxis - The reported X axis value of the component\n * @param {number} yAxis - The reported Y axis value of the component\n * @param {number} button - The reported value of the component's button\n * @param {string} state - The component's active state\n */\n updateFromComponent({\n xAxis, yAxis, button, state\n }) {\n const { normalizedXAxis, normalizedYAxis } = normalizeAxes(xAxis, yAxis);\n switch (this.componentProperty) {\n case Constants.ComponentProperty.X_AXIS:\n this.value = (this.states.includes(state)) ? normalizedXAxis : 0.5;\n break;\n case Constants.ComponentProperty.Y_AXIS:\n this.value = (this.states.includes(state)) ? normalizedYAxis : 0.5;\n break;\n case Constants.ComponentProperty.BUTTON:\n this.value = (this.states.includes(state)) ? button : 0;\n break;\n case Constants.ComponentProperty.STATE:\n if (this.valueNodeProperty === Constants.VisualResponseProperty.VISIBILITY) {\n this.value = (this.states.includes(state));\n } else {\n this.value = this.states.includes(state) ? 1.0 : 0.0;\n }\n break;\n default:\n throw new Error(`Unexpected visualResponse componentProperty ${this.componentProperty}`);\n }\n }\n}\n\nclass Component {\n /**\n * @param {Object} componentId - Id of the component\n * @param {Object} componentDescription - Description of the component to be created\n */\n constructor(componentId, componentDescription) {\n if (!componentId\n || !componentDescription\n || !componentDescription.visualResponses\n || !componentDescription.gamepadIndices\n || Object.keys(componentDescription.gamepadIndices).length === 0) {\n throw new Error('Invalid arguments supplied');\n }\n\n this.id = componentId;\n this.type = componentDescription.type;\n this.rootNodeName = componentDescription.rootNodeName;\n this.touchPointNodeName = componentDescription.touchPointNodeName;\n\n // Build all the visual responses for this component\n this.visualResponses = {};\n Object.keys(componentDescription.visualResponses).forEach((responseName) => {\n const visualResponse = new VisualResponse(componentDescription.visualResponses[responseName]);\n this.visualResponses[responseName] = visualResponse;\n });\n\n // Set default values\n this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices);\n\n this.values = {\n state: Constants.ComponentState.DEFAULT,\n button: (this.gamepadIndices.button !== undefined) ? 0 : undefined,\n xAxis: (this.gamepadIndices.xAxis !== undefined) ? 0 : undefined,\n yAxis: (this.gamepadIndices.yAxis !== undefined) ? 0 : undefined\n };\n }\n\n get data() {\n const data = { id: this.id, ...this.values };\n return data;\n }\n\n /**\n * @description Poll for updated data based on current gamepad state\n * @param {Object} gamepad - The gamepad object from which the component data should be polled\n */\n updateFromGamepad(gamepad) {\n // Set the state to default before processing other data sources\n this.values.state = Constants.ComponentState.DEFAULT;\n\n // Get and normalize button\n if (this.gamepadIndices.button !== undefined\n && gamepad.buttons.length > this.gamepadIndices.button) {\n const gamepadButton = gamepad.buttons[this.gamepadIndices.button];\n this.values.button = gamepadButton.value;\n this.values.button = (this.values.button < 0) ? 0 : this.values.button;\n this.values.button = (this.values.button > 1) ? 1 : this.values.button;\n\n // Set the state based on the button\n if (gamepadButton.pressed || this.values.button === 1) {\n this.values.state = Constants.ComponentState.PRESSED;\n } else if (gamepadButton.touched || this.values.button > Constants.ButtonTouchThreshold) {\n this.values.state = Constants.ComponentState.TOUCHED;\n }\n }\n\n // Get and normalize x axis value\n if (this.gamepadIndices.xAxis !== undefined\n && gamepad.axes.length > this.gamepadIndices.xAxis) {\n this.values.xAxis = gamepad.axes[this.gamepadIndices.xAxis];\n this.values.xAxis = (this.values.xAxis < -1) ? -1 : this.values.xAxis;\n this.values.xAxis = (this.values.xAxis > 1) ? 1 : this.values.xAxis;\n\n // If the state is still default, check if the xAxis makes it touched\n if (this.values.state === Constants.ComponentState.DEFAULT\n && Math.abs(this.values.xAxis) > Constants.AxisTouchThreshold) {\n this.values.state = Constants.ComponentState.TOUCHED;\n }\n }\n\n // Get and normalize Y axis value\n if (this.gamepadIndices.yAxis !== undefined\n && gamepad.axes.length > this.gamepadIndices.yAxis) {\n this.values.yAxis = gamepad.axes[this.gamepadIndices.yAxis];\n this.values.yAxis = (this.values.yAxis < -1) ? -1 : this.values.yAxis;\n this.values.yAxis = (this.values.yAxis > 1) ? 1 : this.values.yAxis;\n\n // If the state is still default, check if the yAxis makes it touched\n if (this.values.state === Constants.ComponentState.DEFAULT\n && Math.abs(this.values.yAxis) > Constants.AxisTouchThreshold) {\n this.values.state = Constants.ComponentState.TOUCHED;\n }\n }\n\n // Update the visual response weights based on the current component data\n Object.values(this.visualResponses).forEach((visualResponse) => {\n visualResponse.updateFromComponent(this.values);\n });\n }\n}\n\n/**\n * @description Builds a motion controller with components and visual responses based on the\n * supplied profile description. Data is polled from the xrInputSource's gamepad.\n * @author Nell Waliczek / https://github.com/NellWaliczek\n*/\nclass MotionController {\n /**\n * @param {Object} xrInputSource - The XRInputSource to build the MotionController around\n * @param {Object} profile - The best matched profile description for the supplied xrInputSource\n * @param {Object} assetUrl\n */\n constructor(xrInputSource, profile, assetUrl) {\n if (!xrInputSource) {\n throw new Error('No xrInputSource supplied');\n }\n\n if (!profile) {\n throw new Error('No profile supplied');\n }\n\n this.xrInputSource = xrInputSource;\n this.assetUrl = assetUrl;\n this.id = profile.profileId;\n\n // Build child components as described in the profile description\n this.layoutDescription = profile.layouts[xrInputSource.handedness];\n this.components = {};\n Object.keys(this.layoutDescription.components).forEach((componentId) => {\n const componentDescription = this.layoutDescription.components[componentId];\n this.components[componentId] = new Component(componentId, componentDescription);\n });\n\n // Initialize components based on current gamepad state\n this.updateFromGamepad();\n }\n\n get gripSpace() {\n return this.xrInputSource.gripSpace;\n }\n\n get targetRaySpace() {\n return this.xrInputSource.targetRaySpace;\n }\n\n /**\n * @description Returns a subset of component data for simplified debugging\n */\n get data() {\n const data = [];\n Object.values(this.components).forEach((component) => {\n data.push(component.data);\n });\n return data;\n }\n\n /**\n * @description Poll for updated data based on current gamepad state\n */\n updateFromGamepad() {\n Object.values(this.components).forEach((component) => {\n component.updateFromGamepad(this.xrInputSource.gamepad);\n });\n }\n}\n\nexport { Constants, MotionController, fetchProfile, fetchProfilesList };\n","import {\n\tMesh,\n\tMeshBasicMaterial,\n\tObject3D,\n\tQuaternion,\n\tSphereBufferGeometry,\n} from '../build/three.module.js';\n\nimport { GLTFLoader } from '../loaders/GLTFLoader.js';\n\nimport {\n\tConstants as MotionControllerConstants,\n\tfetchProfile,\n\tMotionController\n} from '../libs/motion-controllers.module.js';\n\nconst DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';\nconst DEFAULT_PROFILE = 'generic-trigger';\n\nfunction XRControllerModel( ) {\n\n\tObject3D.call( this );\n\n\tthis.motionController = null;\n\tthis.envMap = null;\n\n}\n\nXRControllerModel.prototype = Object.assign( Object.create( Object3D.prototype ), {\n\n\tconstructor: XRControllerModel,\n\n\tsetEnvironmentMap: function ( envMap ) {\n\n\t\tif ( this.envMap == envMap ) {\n\n\t\t\treturn this;\n\n\t\t}\n\n\t\tthis.envMap = envMap;\n\t\tthis.traverse( ( child ) => {\n\n\t\t\tif ( child.isMesh ) {\n\n\t\t\t\tchild.material.envMap = this.envMap;\n\t\t\t\tchild.material.needsUpdate = true;\n\n\t\t\t}\n\n\t\t} );\n\n\t\treturn this;\n\n\t},\n\n\t/**\n\t * Polls data from the XRInputSource and updates the model's components to match\n\t * the real world data\n\t */\n\tupdateMatrixWorld: function ( force ) {\n\n\t\tObject3D.prototype.updateMatrixWorld.call( this, force );\n\n\t\tif ( ! this.motionController ) return;\n\n\t\t// Cause the MotionController to poll the Gamepad for data\n\t\tthis.motionController.updateFromGamepad();\n\n\t\t// Update the 3D model to reflect the button, thumbstick, and touchpad state\n\t\tObject.values( this.motionController.components ).forEach( ( component ) => {\n\n\t\t\t// Update node data based on the visual responses' current states\n\t\t\tObject.values( component.visualResponses ).forEach( ( visualResponse ) => {\n\n\t\t\t\tconst { valueNode, minNode, maxNode, value, valueNodeProperty } = visualResponse;\n\n\t\t\t\t// Skip if the visual response node is not found. No error is needed,\n\t\t\t\t// because it will have been reported at load time.\n\t\t\t\tif ( ! valueNode ) return;\n\n\t\t\t\t// Calculate the new properties based on the weight supplied\n\t\t\t\tif ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.VISIBILITY ) {\n\n\t\t\t\t\tvalueNode.visible = value;\n\n\t\t\t\t} else if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {\n\n\t\t\t\t\tQuaternion.slerp(\n\t\t\t\t\t\tminNode.quaternion,\n\t\t\t\t\t\tmaxNode.quaternion,\n\t\t\t\t\t\tvalueNode.quaternion,\n\t\t\t\t\t\tvalue\n\t\t\t\t\t);\n\n\t\t\t\t\tvalueNode.position.lerpVectors(\n\t\t\t\t\t\tminNode.position,\n\t\t\t\t\t\tmaxNode.position,\n\t\t\t\t\t\tvalue\n\t\t\t\t\t);\n\n\t\t\t\t}\n\n\t\t\t} );\n\n\t\t} );\n\n\t}\n\n} );\n\n/**\n * Walks the model's tree to find the nodes needed to animate the components and\n * saves them to the motionContoller components for use in the frame loop. When\n * touchpads are found, attaches a touch dot to them.\n */\nfunction findNodes( motionController, scene ) {\n\n\t// Loop through the components and find the nodes needed for each components' visual responses\n\tObject.values( motionController.components ).forEach( ( component ) => {\n\n\t\tconst { type, touchPointNodeName, visualResponses } = component;\n\n\t\tif ( type === MotionControllerConstants.ComponentType.TOUCHPAD ) {\n\n\t\t\tcomponent.touchPointNode = scene.getObjectByName( touchPointNodeName );\n\t\t\tif ( component.touchPointNode ) {\n\n\t\t\t\t// Attach a touch dot to the touchpad.\n\t\t\t\tconst sphereGeometry = new SphereBufferGeometry( 0.001 );\n\t\t\t\tconst material = new MeshBasicMaterial( { color: 0x0000FF } );\n\t\t\t\tconst sphere = new Mesh( sphereGeometry, material );\n\t\t\t\tcomponent.touchPointNode.add( sphere );\n\n\t\t\t} else {\n\n\t\t\t\tconsole.warn( `Could not find touch dot, ${component.touchPointNodeName}, in touchpad component ${component.id}` );\n\n\t\t\t}\n\n\t\t}\n\n\t\t// Loop through all the visual responses to be applied to this component\n\t\tObject.values( visualResponses ).forEach( ( visualResponse ) => {\n\n\t\t\tconst { valueNodeName, minNodeName, maxNodeName, valueNodeProperty } = visualResponse;\n\n\t\t\t// If animating a transform, find the two nodes to be interpolated between.\n\t\t\tif ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {\n\n\t\t\t\tvisualResponse.minNode = scene.getObjectByName( minNodeName );\n\t\t\t\tvisualResponse.maxNode = scene.getObjectByName( maxNodeName );\n\n\t\t\t\t// If the extents cannot be found, skip this animation\n\t\t\t\tif ( ! visualResponse.minNode ) {\n\n\t\t\t\t\tconsole.warn( `Could not find ${minNodeName} in the model` );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t\tif ( ! visualResponse.maxNode ) {\n\n\t\t\t\t\tconsole.warn( `Could not find ${maxNodeName} in the model` );\n\t\t\t\t\treturn;\n\n\t\t\t\t}\n\n\t\t\t}\n\n\t\t\t// If the target node cannot be found, skip this animation\n\t\t\tvisualResponse.valueNode = scene.getObjectByName( valueNodeName );\n\t\t\tif ( ! visualResponse.valueNode ) {\n\n\t\t\t\tconsole.warn( `Could not find ${valueNodeName} in the model` );\n\n\t\t\t}\n\n\t\t} );\n\n\t} );\n\n}\n\nfunction addAssetSceneToControllerModel( controllerModel, scene ) {\n\n\t// Find the nodes needed for animation and cache them on the motionController.\n\tfindNodes( controllerModel.motionController, scene );\n\n\t// Apply any environment map that the mesh already has set.\n\tif ( controllerModel.envMap ) {\n\n\t\tscene.traverse( ( child ) => {\n\n\t\t\tif ( child.isMesh ) {\n\n\t\t\t\tchild.material.envMap = controllerModel.envMap;\n\t\t\t\tchild.material.needsUpdate = true;\n\n\t\t\t}\n\n\t\t} );\n\n\t}\n\n\t// Add the glTF scene to the controllerModel.\n\tcontrollerModel.add( scene );\n\n}\n\nvar XRControllerModelFactory = ( function () {\n\n\tfunction XRControllerModelFactory( gltfLoader = null ) {\n\n\t\tthis.gltfLoader = gltfLoader;\n\t\tthis.path = DEFAULT_PROFILES_PATH;\n\t\tthis._assetCache = {};\n\n\t\t// If a GLTFLoader wasn't supplied to the constructor create a new one.\n\t\tif ( ! this.gltfLoader ) {\n\n\t\t\tthis.gltfLoader = new GLTFLoader();\n\n\t\t}\n\n\t}\n\n\tXRControllerModelFactory.prototype = {\n\n\t\tconstructor: XRControllerModelFactory,\n\n\t\tcreateControllerModel: function ( controller ) {\n\n\t\t\tconst controllerModel = new XRControllerModel();\n\t\t\tlet scene = null;\n\n\t\t\tcontroller.addEventListener( 'connected', ( event ) => {\n\n\t\t\t\tconst xrInputSource = event.data;\n\n\t\t\t\tif ( xrInputSource.targetRayMode !== 'tracked-pointer' || ! xrInputSource.gamepad ) return;\n\n\t\t\t\tfetchProfile( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => {\n\n\t\t\t\t\tcontrollerModel.motionController = new MotionController(\n\t\t\t\t\t\txrInputSource,\n\t\t\t\t\t\tprofile,\n\t\t\t\t\t\tassetPath\n\t\t\t\t\t);\n\n\t\t\t\t\tconst cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ];\n\t\t\t\t\tif ( cachedAsset ) {\n\n\t\t\t\t\t\tscene = cachedAsset.scene.clone();\n\n\t\t\t\t\t\taddAssetSceneToControllerModel( controllerModel, scene );\n\n\t\t\t\t\t} else {\n\n\t\t\t\t\t\tif ( ! this.gltfLoader ) {\n\n\t\t\t\t\t\t\tthrow new Error( 'GLTFLoader not set.' );\n\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tthis.gltfLoader.setPath( '' );\n\t\t\t\t\t\tthis.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => {\n\n\t\t\t\t\t\t\tthis._assetCache[ controllerModel.motionController.assetUrl ] = asset;\n\n\t\t\t\t\t\t\tscene = asset.scene.clone();\n\n\t\t\t\t\t\t\taddAssetSceneToControllerModel( controllerModel, scene );\n\n\t\t\t\t\t\t},\n\t\t\t\t\t\tnull,\n\t\t\t\t\t\t() => {\n\n\t\t\t\t\t\t\tthrow new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` );\n\n\t\t\t\t\t\t} );\n\n\t\t\t\t\t}\n\n\t\t\t\t} ).catch( ( err ) => {\n\n\t\t\t\t\tconsole.warn( err );\n\n\t\t\t\t} );\n\n\t\t\t} );\n\n\t\t\tcontroller.addEventListener( 'disconnected', () => {\n\n\t\t\t\tcontrollerModel.motionController = null;\n\t\t\t\tcontrollerModel.remove( scene );\n\t\t\t\tscene = null;\n\n\t\t\t} );\n\n\t\t\treturn controllerModel;\n\n\t\t}\n\n\t};\n\n\treturn XRControllerModelFactory;\n\n} )();\n\nexport { XRControllerModelFactory };\n","\r\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\r\nimport {EventDispatcher} from \"../EventDispatcher.js\";\r\nimport { XRControllerModelFactory } from '../../libs/three.js/webxr/XRControllerModelFactory.js';\r\nimport {Line2} from \"../../libs/three.js/lines/Line2.js\";\r\nimport {LineGeometry} from \"../../libs/three.js/lines/LineGeometry.js\";\r\nimport {LineMaterial} from \"../../libs/three.js/lines/LineMaterial.js\";\r\n\r\nlet fakeCam = new THREE.PerspectiveCamera();\r\n\r\nfunction toScene(vec, ref){\r\n\tlet node = ref.clone();\r\n\tnode.updateMatrix();\r\n\tnode.updateMatrixWorld();\r\n\r\n\tlet result = vec.clone().applyMatrix4(node.matrix);\r\n\tresult.z -= 0.8 * node.scale.x;\r\n\r\n\treturn result;\r\n};\r\n\r\nfunction computeMove(vrControls, controller){\r\n\r\n\tif(!controller || !controller.inputSource || !controller.inputSource.gamepad){\r\n\t\treturn null;\r\n\t}\r\n\r\n\tlet pad = controller.inputSource.gamepad;\r\n\r\n\tlet axes = pad.axes;\r\n\t// [0,1] are for touchpad, [2,3] for thumbsticks?\r\n\tlet y = 0;\r\n\tif(axes.length === 2){\r\n\t\ty = axes[1];\r\n\t}else if(axes.length === 4){\r\n\t\ty = axes[3];\r\n\t}\r\n\r\n\ty = Math.sign(y) * (2 * y) ** 2;\r\n\r\n\tlet maxSize = 0;\r\n\tfor(let pc of viewer.scene.pointclouds){\r\n\t\tlet size = pc.boundingBox.min.distanceTo(pc.boundingBox.max);\r\n\t\tmaxSize = Math.max(maxSize, size);\r\n\t}\r\n\tlet multiplicator = Math.pow(maxSize, 0.5) / 2;\r\n\r\n\tlet scale = vrControls.node.scale.x;\r\n\tlet moveSpeed = viewer.getMoveSpeed();\r\n\tlet amount = multiplicator * y * (moveSpeed ** 0.5) / scale;\r\n\r\n\r\n\tlet rotation = new THREE.Quaternion().setFromEuler(controller.rotation);\r\n\tlet dir = new THREE.Vector3(0, 0, -1);\r\n\tdir.applyQuaternion(rotation);\r\n\r\n\tlet move = dir.clone().multiplyScalar(amount);\r\n\r\n\tlet p1 = vrControls.toScene(controller.position);\r\n\tlet p2 = vrControls.toScene(controller.position.clone().add(move));\r\n\r\n\tmove = p2.clone().sub(p1);\r\n\t\r\n\treturn move;\r\n};\r\n\r\n\r\nclass FlyMode{\r\n\r\n\tconstructor(vrControls){\r\n\t\tthis.moveFactor = 1;\r\n\t\tthis.dbgLabel = null;\r\n\t}\r\n\r\n\tstart(vrControls){\r\n\t\tif(!this.dbgLabel){\r\n\t\t\tthis.dbgLabel = new Potree.TextSprite(\"abc\");\r\n\t\t\tthis.dbgLabel.name = \"debug label\";\r\n\t\t\tvrControls.viewer.sceneVR.add(this.dbgLabel);\r\n\t\t\tthis.dbgLabel.visible = false;\r\n\t\t}\r\n\t}\r\n\t\r\n\tend(){\r\n\r\n\t}\r\n\r\n\tupdate(vrControls, delta){\r\n\r\n\t\tlet primary = vrControls.cPrimary;\r\n\t\tlet secondary = vrControls.cSecondary;\r\n\r\n\t\tlet move1 = computeMove(vrControls, primary);\r\n\t\tlet move2 = computeMove(vrControls, secondary);\r\n\r\n\r\n\t\tif(!move1){\r\n\t\t\tmove1 = new THREE.Vector3();\r\n\t\t}\r\n\r\n\t\tif(!move2){\r\n\t\t\tmove2 = new THREE.Vector3();\r\n\t\t}\r\n\r\n\t\tlet move = move1.clone().add(move2);\r\n\r\n\t\tmove.multiplyScalar(-delta * this.moveFactor);\r\n\t\tvrControls.node.position.add(move);\r\n\t\t\r\n\r\n\t\tlet scale = vrControls.node.scale.x;\r\n\r\n\t\tlet camVR = vrControls.viewer.renderer.xr.getCamera(fakeCam);\r\n\t\t\r\n\t\tlet vrPos = camVR.getWorldPosition(new THREE.Vector3());\r\n\t\tlet vrDir = camVR.getWorldDirection(new THREE.Vector3());\r\n\t\tlet vrTarget = vrPos.clone().add(vrDir.multiplyScalar(scale));\r\n\r\n\t\tlet scenePos = toScene(vrPos, vrControls.node);\r\n\t\tlet sceneDir = toScene(vrPos.clone().add(vrDir), vrControls.node).sub(scenePos);\r\n\t\tsceneDir.normalize().multiplyScalar(scale);\r\n\t\tlet sceneTarget = scenePos.clone().add(sceneDir);\r\n\r\n\t\tvrControls.viewer.scene.view.setView(scenePos, sceneTarget);\r\n\r\n\t\tif(Potree.debug.message){\r\n\t\t\tthis.dbgLabel.visible = true;\r\n\t\t\tthis.dbgLabel.setText(Potree.debug.message);\r\n\t\t\tthis.dbgLabel.scale.set(0.1, 0.1, 0.1);\r\n\t\t\tthis.dbgLabel.position.copy(primary.position);\r\n\t\t}\r\n\t}\r\n};\r\n\r\nclass TranslationMode{\r\n\r\n\tconstructor(){\r\n\t\tthis.controller = null;\r\n\t\tthis.startPos = null;\r\n\t\tthis.debugLine = null;\r\n\t}\r\n\r\n\tstart(vrControls){\r\n\t\tthis.controller = vrControls.triggered.values().next().value;\r\n\t\tthis.startPos = vrControls.node.position.clone();\r\n\t}\r\n\t\r\n\tend(vrControls){\r\n\r\n\t}\r\n\r\n\tupdate(vrControls, delta){\r\n\r\n\t\tlet start = this.controller.start.position;\r\n\t\tlet end = this.controller.position;\r\n\r\n\t\tstart = vrControls.toScene(start);\r\n\t\tend = vrControls.toScene(end);\r\n\r\n\t\tlet diff = end.clone().sub(start);\r\n\t\tdiff.set(-diff.x, -diff.y, -diff.z);\r\n\r\n\t\tlet pos = new THREE.Vector3().addVectors(this.startPos, diff);\r\n\r\n\t\tvrControls.node.position.copy(pos);\r\n\t}\r\n\r\n};\r\n\r\nclass RotScaleMode{\r\n\r\n\tconstructor(){\r\n\t\tthis.line = null;\r\n\t\tthis.startState = null;\r\n\t}\r\n\r\n\tstart(vrControls){\r\n\t\tif(!this.line){\r\n\t\t\tthis.line = Potree.Utils.debugLine(\r\n\t\t\t\tvrControls.viewer.sceneVR, \r\n\t\t\t\tnew THREE.Vector3(0, 0, 0),\r\n\t\t\t\tnew THREE.Vector3(0, 0, 0),\r\n\t\t\t\t0xffff00,\r\n\t\t\t);\r\n\r\n\t\t\tthis.dbgLabel = new Potree.TextSprite(\"abc\");\r\n\t\t\tthis.dbgLabel.scale.set(0.1, 0.1, 0.1);\r\n\t\t\tvrControls.viewer.sceneVR.add(this.dbgLabel);\r\n\t\t}\r\n\r\n\t\tthis.line.node.visible = true;\r\n\r\n\t\tthis.startState = vrControls.node.clone();\r\n\t}\r\n\r\n\tend(vrControls){\r\n\t\tthis.line.node.visible = false;\r\n\t\tthis.dbgLabel.visible = false;\r\n\t}\r\n\r\n\tupdate(vrControls, delta){\r\n\r\n\t\tlet start_c1 = vrControls.cPrimary.start.position.clone();\r\n\t\tlet start_c2 = vrControls.cSecondary.start.position.clone();\r\n\t\tlet start_center = start_c1.clone().add(start_c2).multiplyScalar(0.5);\r\n\t\tlet start_c1_c2 = start_c2.clone().sub(start_c1);\r\n\t\tlet end_c1 = vrControls.cPrimary.position.clone();\r\n\t\tlet end_c2 = vrControls.cSecondary.position.clone();\r\n\t\tlet end_center = end_c1.clone().add(end_c2).multiplyScalar(0.5);\r\n\t\tlet end_c1_c2 = end_c2.clone().sub(end_c1);\r\n\r\n\t\tlet d1 = start_c1_c2.length();\r\n\t\tlet d2 = end_c1_c2.length();\r\n\r\n\t\tlet angleStart = new THREE.Vector2(start_c1_c2.x, start_c1_c2.z).angle();\r\n\t\tlet angleEnd = new THREE.Vector2(end_c1_c2.x, end_c1_c2.z).angle();\r\n\t\tlet angleDiff = angleEnd - angleStart;\r\n\t\t\r\n\t\tlet scale = d2 / d1;\r\n\r\n\t\tlet node = this.startState.clone();\r\n\t\tnode.updateMatrix();\r\n\t\tnode.matrixAutoUpdate = false;\r\n\r\n\t\tlet mToOrigin = new THREE.Matrix4().makeTranslation(...toScene(start_center, this.startState).multiplyScalar(-1).toArray());\r\n\t\tlet mToStart = new THREE.Matrix4().makeTranslation(...toScene(start_center, this.startState).toArray());\r\n\t\tlet mRotate = new THREE.Matrix4().makeRotationZ(angleDiff);\r\n\t\tlet mScale = new THREE.Matrix4().makeScale(1 / scale, 1 / scale, 1 / scale);\r\n\r\n\t\tnode.applyMatrix4(mToOrigin);\r\n\t\tnode.applyMatrix4(mRotate);\r\n\t\tnode.applyMatrix4(mScale);\r\n\t\tnode.applyMatrix4(mToStart);\r\n\r\n\t\tlet oldScenePos = toScene(start_center, this.startState);\r\n\t\tlet newScenePos = toScene(end_center, node);\r\n\t\tlet toNew = oldScenePos.clone().sub(newScenePos);\r\n\t\tlet mToNew = new THREE.Matrix4().makeTranslation(...toNew.toArray());\r\n\t\tnode.applyMatrix4(mToNew);\r\n\r\n\t\tnode.matrix.decompose(node.position, node.quaternion, node.scale );\r\n\r\n\t\tvrControls.node.position.copy(node.position);\r\n\t\tvrControls.node.quaternion.copy(node.quaternion);\r\n\t\tvrControls.node.scale.copy(node.scale);\r\n\t\tvrControls.node.updateMatrix();\r\n\r\n\t\t{\r\n\t\t\tlet scale = vrControls.node.scale.x;\r\n\t\t\tlet camVR = vrControls.viewer.renderer.xr.getCamera(fakeCam);\r\n\t\t\t\r\n\t\t\tlet vrPos = camVR.getWorldPosition(new THREE.Vector3());\r\n\t\t\tlet vrDir = camVR.getWorldDirection(new THREE.Vector3());\r\n\t\t\tlet vrTarget = vrPos.clone().add(vrDir.multiplyScalar(scale));\r\n\r\n\t\t\tlet scenePos = toScene(vrPos, this.startState);\r\n\t\t\tlet sceneDir = toScene(vrPos.clone().add(vrDir), this.startState).sub(scenePos);\r\n\t\t\tsceneDir.normalize().multiplyScalar(scale);\r\n\t\t\tlet sceneTarget = scenePos.clone().add(sceneDir);\r\n\r\n\t\t\tvrControls.viewer.scene.view.setView(scenePos, sceneTarget);\r\n\t\t\tvrControls.viewer.setMoveSpeed(scale);\r\n\t\t}\r\n\r\n\t\t{ // update \"GUI\"\r\n\t\t\tthis.line.set(end_c1, end_c2);\r\n\r\n\t\t\tlet scale = vrControls.node.scale.x;\r\n\t\t\tthis.dbgLabel.visible = true;\r\n\t\t\tthis.dbgLabel.position.copy(end_center);\r\n\t\t\tthis.dbgLabel.setText(`scale: 1 : ${scale.toFixed(2)}`);\r\n\t\t\tthis.dbgLabel.scale.set(0.05, 0.05, 0.05);\r\n\t\t}\r\n\r\n\t}\r\n\r\n};\r\n\r\n\r\nexport class VRControls extends EventDispatcher{\r\n\r\n\tconstructor(viewer){\r\n\t\tsuper(viewer);\r\n\r\n\t\tthis.viewer = viewer;\r\n\r\n\t\tviewer.addEventListener(\"vr_start\", this.onStart.bind(this));\r\n\t\tviewer.addEventListener(\"vr_end\", this.onEnd.bind(this));\r\n\r\n\t\tthis.node = new THREE.Object3D();\r\n\t\tthis.node.up.set(0, 0, 1);\r\n\t\tthis.triggered = new Set();\r\n\r\n\t\tlet xr = viewer.renderer.xr;\r\n\r\n\t\t{ // lights\r\n\t\t\t\r\n\t\t\tconst light = new THREE.PointLight( 0xffffff, 5, 0, 1 );\r\n\t\t\tlight.position.set(0, 2, 0);\r\n\t\t\tthis.viewer.sceneVR.add(light)\r\n\t\t}\r\n\r\n\t\tthis.menu = null;\r\n\r\n\t\tconst controllerModelFactory = new XRControllerModelFactory();\r\n\r\n\t\tlet sg = new THREE.SphereGeometry(1, 32, 32);\r\n\t\tlet sm = new THREE.MeshNormalMaterial();\r\n\r\n\t\t{ // setup primary controller\r\n\t\t\tlet controller = xr.getController(0);\r\n\r\n\t\t\tlet grip = xr.getControllerGrip(0);\r\n\t\t\tgrip.name = \"grip(0)\";\r\n\r\n\t\t\t// ADD CONTROLLERMODEL\r\n\t\t\tgrip.add( controllerModelFactory.createControllerModel( grip ) );\r\n\t\t\tthis.viewer.sceneVR.add(grip);\r\n\r\n\t\t\t// ADD SPHERE\r\n\t\t\tlet sphere = new THREE.Mesh(sg, sm);\r\n\t\t\tsphere.scale.set(0.005, 0.005, 0.005);\r\n\r\n\t\t\tcontroller.add(sphere);\r\n\t\t\tcontroller.visible = true;\r\n\t\t\tthis.viewer.sceneVR.add(controller);\r\n\r\n\t\t\t{ // ADD LINE\r\n\t\t\t\t\r\n\t\t\t\tlet lineGeometry = new LineGeometry();\r\n\r\n\t\t\t\tlineGeometry.setPositions([\r\n\t\t\t\t\t0, 0, -0.15,\r\n\t\t\t\t\t0, 0, 0.05,\r\n\t\t\t\t]);\r\n\r\n\t\t\t\tlet lineMaterial = new LineMaterial({ \r\n\t\t\t\t\tcolor: 0xff0000, \r\n\t\t\t\t\tlinewidth: 2, \r\n\t\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t\t\t});\r\n\r\n\t\t\t\tconst line = new Line2(lineGeometry, lineMaterial);\r\n\t\t\t\t\r\n\t\t\t\tcontroller.add(line);\r\n\t\t\t}\r\n\r\n\r\n\t\t\tcontroller.addEventListener( 'connected', function ( event ) {\r\n\t\t\t\tconst xrInputSource = event.data;\r\n\t\t\t\tcontroller.inputSource = xrInputSource;\r\n\t\t\t\t// initInfo(controller);\r\n\t\t\t});\r\n\r\n\t\t\tcontroller.addEventListener( 'selectstart', () => {this.onTriggerStart(controller)});\r\n\t\t\tcontroller.addEventListener( 'selectend', () => {this.onTriggerEnd(controller)});\r\n\r\n\t\t\tthis.cPrimary = controller;\r\n\r\n\t\t}\r\n\r\n\t\t{ // setup secondary controller\r\n\t\t\tlet controller = xr.getController(1);\r\n\r\n\t\t\tlet grip = xr.getControllerGrip(1);\r\n\r\n\t\t\t// ADD CONTROLLER MODEL\r\n\t\t\tlet model = controllerModelFactory.createControllerModel( grip );\r\n\t\t\tgrip.add(model);\r\n\t\t\tthis.viewer.sceneVR.add( grip );\r\n\r\n\t\t\t// ADD SPHERE\r\n\t\t\tlet sphere = new THREE.Mesh(sg, sm);\r\n\t\t\tsphere.scale.set(0.005, 0.005, 0.005);\r\n\t\t\tcontroller.add(sphere);\r\n\t\t\tcontroller.visible = true;\r\n\t\t\tthis.viewer.sceneVR.add(controller);\r\n\r\n\t\t\t{ // ADD LINE\r\n\t\t\t\t\r\n\t\t\t\tlet lineGeometry = new LineGeometry();\r\n\r\n\t\t\t\tlineGeometry.setPositions([\r\n\t\t\t\t\t0, 0, -0.15,\r\n\t\t\t\t\t0, 0, 0.05,\r\n\t\t\t\t]);\r\n\r\n\t\t\t\tlet lineMaterial = new LineMaterial({ \r\n\t\t\t\t\tcolor: 0xff0000, \r\n\t\t\t\t\tlinewidth: 2, \r\n\t\t\t\t\tresolution: new THREE.Vector2(1000, 1000),\r\n\t\t\t\t});\r\n\r\n\t\t\t\tconst line = new Line2(lineGeometry, lineMaterial);\r\n\t\t\t\t\r\n\t\t\t\tcontroller.add(line);\r\n\t\t\t}\r\n\r\n\t\t\tcontroller.addEventListener( 'connected', (event) => {\r\n\t\t\t\tconst xrInputSource = event.data;\r\n\t\t\t\tcontroller.inputSource = xrInputSource;\r\n\t\t\t\tthis.initMenu(controller);\r\n\t\t\t});\r\n\r\n\t\t\tcontroller.addEventListener( 'selectstart', () => {this.onTriggerStart(controller)});\r\n\t\t\tcontroller.addEventListener( 'selectend', () => {this.onTriggerEnd(controller)});\r\n\r\n\t\t\tthis.cSecondary = controller;\r\n\t\t}\r\n\r\n\t\tthis.mode_fly = new FlyMode();\r\n\t\tthis.mode_translate = new TranslationMode();\r\n\t\tthis.mode_rotScale = new RotScaleMode();\r\n\t\tthis.setMode(this.mode_fly);\r\n\t}\r\n\r\n\tcreateSlider(label, min, max){\r\n\r\n\t\tlet sg = new THREE.SphereGeometry(1, 8, 8);\r\n\t\tlet cg = new THREE.CylinderGeometry(1, 1, 1, 8);\r\n\t\tlet matHandle = new THREE.MeshBasicMaterial({color: 0xff0000});\r\n\t\tlet matScale = new THREE.MeshBasicMaterial({color: 0xff4444});\r\n\t\tlet matValue = new THREE.MeshNormalMaterial();\r\n\r\n\t\tlet node = new THREE.Object3D(\"slider\");\r\n\t\tlet nLabel = new Potree.TextSprite(`${label}: 0`);\r\n\t\tlet nMax = new THREE.Mesh(sg, matHandle);\r\n\t\tlet nMin = new THREE.Mesh(sg, matHandle);\r\n\t\tlet nValue = new THREE.Mesh(sg, matValue);\r\n\t\tlet nScale = new THREE.Mesh(cg, matScale);\r\n\r\n\t\tnLabel.scale.set(0.2, 0.2, 0.2);\r\n\t\tnLabel.position.set(0, 0.35, 0);\r\n\r\n\t\tnMax.scale.set(0.02, 0.02, 0.02);\r\n\t\tnMax.position.set(0, 0.25, 0);\r\n\r\n\t\tnMin.scale.set(0.02, 0.02, 0.02);\r\n\t\tnMin.position.set(0, -0.25, 0);\r\n\r\n\t\tnValue.scale.set(0.02, 0.02, 0.02);\r\n\t\tnValue.position.set(0, 0, 0);\r\n\r\n\t\tnScale.scale.set(0.005, 0.5, 0.005);\r\n\r\n\t\tnode.add(nLabel);\r\n\t\tnode.add(nMax);\r\n\t\tnode.add(nMin);\r\n\t\tnode.add(nValue);\r\n\t\tnode.add(nScale);\r\n\r\n\t\treturn node;\r\n\t}\r\n\r\n\tcreateInfo(){ \r\n\r\n\t\tlet texture = new THREE.TextureLoader().load(`${Potree.resourcePath}/images/vr_controller_help.jpg`);\r\n\t\tlet plane = new THREE.PlaneBufferGeometry(1, 1, 1, 1);\r\n\t\tlet infoMaterial = new THREE.MeshBasicMaterial({map: texture});\r\n\t\tlet infoNode = new THREE.Mesh(plane, infoMaterial);\r\n\r\n\t\treturn infoNode;\r\n\t}\r\n\r\n\tinitMenu(controller){\r\n\r\n\t\tif(this.menu){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tlet node = new THREE.Object3D(\"vr menu\");\r\n\r\n\t\t// let nSlider = this.createSlider(\"speed\", 0, 1);\r\n\t\t// let nInfo = this.createInfo();\r\n\r\n\t\t// // node.add(nSlider);\r\n\t\t// node.add(nInfo);\r\n\r\n\t\t// {\r\n\t\t// \tnode.rotation.set(-1.5, 0, 0)\r\n\t\t// \tnode.scale.set(0.3, 0.3, 0.3);\r\n\t\t// \tnode.position.set(-0.2, -0.002, -0.1)\r\n\r\n\t\t// \t// nInfo.position.set(0.5, 0, 0);\r\n\t\t// \tnInfo.scale.set(0.8, 0.6, 0);\r\n\r\n\t\t// \t// controller.add(node);\r\n\t\t// }\r\n\r\n\t\t// node.position.set(-0.3, 1.2, 0.2);\r\n\t\t// node.scale.set(0.3, 0.2, 0.3);\r\n\t\t// node.lookAt(new THREE.Vector3(0, 1.5, 0.1));\r\n\r\n\t\t// this.viewer.sceneVR.add(node);\r\n\r\n\t\tthis.menu = node;\r\n\r\n\t\t// window.vrSlider = nSlider;\r\n\t\twindow.vrMenu = node;\r\n\r\n\t}\r\n\r\n\r\n\ttoScene(vec){\r\n\t\tlet camVR = this.getCamera();\r\n\r\n\t\tlet mat = camVR.matrixWorld;\r\n\t\tlet result = vec.clone().applyMatrix4(mat);\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\ttoVR(vec){\r\n\t\tlet camVR = this.getCamera();\r\n\r\n\t\tlet mat = camVR.matrixWorld.clone();\r\n\t\tmat.invert();\r\n\t\tlet result = vec.clone().applyMatrix4(mat);\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tsetMode(mode){\r\n\r\n\t\tif(this.mode === mode){\r\n\t\t\treturn;\r\n\t\t}\r\n\r\n\t\tif(this.mode){\r\n\t\t\tthis.mode.end(this);\r\n\t\t}\r\n\r\n\t\tfor(let controller of [this.cPrimary, this.cSecondary]){\r\n\r\n\t\t\tlet start = {\r\n\t\t\t\tposition: controller.position.clone(),\r\n\t\t\t\trotation: controller.rotation.clone(),\r\n\t\t\t};\r\n\r\n\t\t\tcontroller.start = start;\r\n\t\t}\r\n\t\t\r\n\t\tthis.mode = mode;\r\n\t\tthis.mode.start(this);\r\n\t}\r\n\r\n\tonTriggerStart(controller){\r\n\t\tthis.triggered.add(controller);\r\n\r\n\t\tif(this.triggered.size === 0){\r\n\t\t\tthis.setMode(this.mode_fly);\r\n\t\t}else if(this.triggered.size === 1){\r\n\t\t\tthis.setMode(this.mode_translate);\r\n\t\t}else if(this.triggered.size === 2){\r\n\t\t\tthis.setMode(this.mode_rotScale);\r\n\t\t}\r\n\t}\r\n\r\n\tonTriggerEnd(controller){\r\n\t\tthis.triggered.delete(controller);\r\n\r\n\t\tif(this.triggered.size === 0){\r\n\t\t\tthis.setMode(this.mode_fly);\r\n\t\t}else if(this.triggered.size === 1){\r\n\t\t\tthis.setMode(this.mode_translate);\r\n\t\t}else if(this.triggered.size === 2){\r\n\t\t\tthis.setMode(this.mode_rotScale);\r\n\t\t}\r\n\t}\r\n\r\n\tonStart(){\r\n\r\n\t\tlet position = this.viewer.scene.view.position.clone();\r\n\t\tlet direction = this.viewer.scene.view.direction;\r\n\t\tdirection.multiplyScalar(-1);\r\n\r\n\t\tlet target = position.clone().add(direction);\r\n\t\ttarget.z = position.z;\r\n\r\n\t\tlet scale = this.viewer.getMoveSpeed();\r\n\r\n\t\tthis.node.position.copy(position);\r\n\t\tthis.node.lookAt(target);\r\n\t\tthis.node.scale.set(scale, scale, scale);\r\n\t\tthis.node.updateMatrix();\r\n\t\tthis.node.updateMatrixWorld();\r\n\t}\r\n\r\n\tonEnd(){\r\n\t\t\r\n\t}\r\n\r\n\r\n\tsetScene(scene){\r\n\t\tthis.scene = scene;\r\n\t}\r\n\r\n\tgetCamera(){\r\n\t\tlet reference = this.viewer.scene.getActiveCamera();\r\n\t\tlet camera = new THREE.PerspectiveCamera();\r\n\r\n\t\t// let scale = this.node.scale.x;\r\n\t\tlet scale = this.viewer.getMoveSpeed();\r\n\t\t//camera.near = 0.01 / scale;\r\n\t\tcamera.near = 0.1;\r\n\t\tcamera.far = 1000;\r\n\t\t// camera.near = reference.near / scale;\r\n\t\t// camera.far = reference.far / scale;\r\n\t\tcamera.up.set(0, 0, 1);\r\n\t\tcamera.lookAt(new THREE.Vector3(0, -1, 0));\r\n\t\tcamera.updateMatrix();\r\n\t\tcamera.updateMatrixWorld();\r\n\r\n\t\tcamera.position.copy(this.node.position);\r\n\t\tcamera.rotation.copy(this.node.rotation);\r\n\t\tcamera.scale.set(scale, scale, scale);\r\n\t\tcamera.updateMatrix();\r\n\t\tcamera.updateMatrixWorld();\r\n\t\tcamera.matrixAutoUpdate = false;\r\n\t\tcamera.parent = camera;\r\n\r\n\t\treturn camera;\r\n\t}\r\n\r\n\tupdate(delta){\r\n\r\n\t\t\r\n\r\n\t\t// if(this.mode === this.mode_fly){\r\n\t\t// \tlet ray = new THREE.Ray(origin, direction);\r\n\t\t\t\r\n\t\t// \tfor(let object of this.selectables){\r\n\r\n\t\t// \t\tif(object.intersectsRay(ray)){\r\n\t\t// \t\t\tobject.onHit(ray);\r\n\t\t// \t\t}\r\n\r\n\t\t// \t}\r\n\r\n\t\t// }\r\n\r\n\t\tthis.mode.update(this, delta);\r\n\r\n\t\t\r\n\r\n\t}\r\n};","\n// Adapted from three.js VRButton\n\n\nclass VRButton {\n\n\tconstructor(){\n\t\tthis.onStartListeners = [];\n\t\tthis.onEndListeners = [];\n\t\tthis.element = null;\n\t}\n\n\tonStart(callback){\n\t\tthis.onStartListeners.push(callback);\n\t}\n\n\tonEnd(callback){\n\t\tthis.onEndListeners.push(callback);\n\t}\n\n\tstatic async createButton( renderer, options ) {\n\n\t\tif ( options ) {\n\n\t\t\tconsole.error( 'THREE.VRButton: The \"options\" parameter has been removed. Please set the reference space type via renderer.xr.setReferenceSpaceType() instead.' );\n\n\t\t}\n\n\t\tconst button = new VRButton();\n\t\tconst element = document.createElement( 'button' );\n\n\t\tbutton.element = element;\n\n\t\tfunction setEnter(){\n\t\t\tbutton.element.innerHTML = `\n\t\t\t\t
    ENTER
    \n\t\t\t\t
    VR
    \n\t\t\t`;\n\t\t}\n\n\t\tfunction setExit(){\n\t\t\tbutton.element.innerHTML = `\n\t\t\t\t
    EXIT
    \n\t\t\t\t
    VR
    \n\t\t\t`;\n\t\t}\n\n\t\tfunction showEnterVR( /*device*/ ) {\n\n\t\t\tlet currentSession = null;\n\n\t\t\tfunction onSessionStarted( session ) {\n\n\t\t\t\tsession.addEventListener( 'end', onSessionEnded );\n\n\t\t\t\tfor(let listener of button.onStartListeners){\n\t\t\t\t\tlistener();\n\t\t\t\t}\n\n\n\t\t\t\trenderer.xr.setSession( session );\n\t\t\t\tsetExit();\n\n\t\t\t\tcurrentSession = session;\n\n\t\t\t}\n\n\t\t\tfunction onSessionEnded( /*event*/ ) {\n\n\t\t\t\tcurrentSession.removeEventListener( 'end', onSessionEnded );\n\n\t\t\t\tfor(let listener of button.onEndListeners){\n\t\t\t\t\tlistener();\n\t\t\t\t}\n\n\t\t\t\tsetEnter();\n\n\t\t\t\tcurrentSession = null;\n\n\t\t\t}\n\n\t\t\t//\n\n\t\t\tbutton.element.style.display = '';\n\n\t\t\tbutton.element.style.cursor = 'pointer';\n\n\t\t\tsetEnter();\n\n\t\t\tbutton.element.onmouseenter = function () {\n\n\t\t\t\tbutton.element.style.opacity = '1.0';\n\n\t\t\t};\n\n\t\t\tbutton.element.onmouseleave = function () {\n\n\t\t\t\tbutton.element.style.opacity = '0.7';\n\n\t\t\t};\n\n\t\t\tbutton.element.onclick = function () {\n\n\t\t\t\tif ( currentSession === null ) {\n\n\t\t\t\t\t// WebXR's requestReferenceSpace only works if the corresponding feature\n\t\t\t\t\t// was requested at session creation time. For simplicity, just ask for\n\t\t\t\t\t// the interesting ones as optional features, but be aware that the\n\t\t\t\t\t// requestReferenceSpace call will fail if it turns out to be unavailable.\n\t\t\t\t\t// ('local' is always available for immersive sessions and doesn't need to\n\t\t\t\t\t// be requested separately.)\n\n\t\t\t\t\tconst sessionInit = { optionalFeatures: [ 'local-floor', 'bounded-floor', 'hand-tracking' ] };\n\t\t\t\t\tnavigator.xr.requestSession( 'immersive-vr', sessionInit ).then( onSessionStarted );\n\n\t\t\t\t} else {\n\n\t\t\t\t\tcurrentSession.end();\n\n\t\t\t\t}\n\n\t\t\t};\n\n\t\t}\n\n\t\tfunction stylizeElement( element ) {\n\n\t\t\telement.style.position = 'absolute';\n\t\t\telement.style.bottom = '20px';\n\t\t\telement.style.padding = '12px 6px';\n\t\t\telement.style.border = '1px solid #fff';\n\t\t\telement.style.borderRadius = '4px';\n\t\t\telement.style.background = 'rgba(0,0,0,0.1)';\n\t\t\telement.style.color = '#fff';\n\t\t\telement.style.font = 'normal 13px sans-serif';\n\t\t\telement.style.textAlign = 'center';\n\t\t\telement.style.opacity = '0.7';\n\t\t\telement.style.outline = 'none';\n\t\t\telement.style.zIndex = '999';\n\n\t\t}\n\n\t\tif ( 'xr' in navigator ) {\n\n\t\t\tbutton.element.id = 'VRButton';\n\t\t\tbutton.element.style.display = 'none';\n\n\t\t\tstylizeElement( button.element );\n\n\t\t\tlet supported = await navigator.xr.isSessionSupported( 'immersive-vr' );\n\n\t\t\tif(supported){\n\t\t\t\tshowEnterVR();\n\n\t\t\t\treturn button;\n\t\t\t}else{\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t} else {\n\n\t\t\tif ( window.isSecureContext === false ) {\n\n\t\t\t\tconsole.log(\"WEBXR NEEDS HTTPS\");\n\n\t\t\t} else {\n\n\t\t\t\tconsole.log(\"WEBXR not available\");\n\n\t\t\t}\n\n\t\t\treturn null;\n\n\n\n\t\t}\n\n\t}\n\n}\n\nexport { VRButton };\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\nimport {ClipTask, ClipMethod, CameraMode, LengthUnits, ElevationGradientRepeat} from \"../defines.js\";\nimport {Renderer} from \"../PotreeRenderer.js\";\nimport {PotreeRenderer} from \"./PotreeRenderer.js\";\nimport {EDLRenderer} from \"./EDLRenderer.js\";\nimport {HQSplatRenderer} from \"./HQSplatRenderer.js\";\nimport {Scene} from \"./Scene.js\";\nimport {ClippingTool} from \"../utils/ClippingTool.js\";\nimport {TransformationTool} from \"../utils/TransformationTool.js\";\nimport {Utils} from \"../utils.js\";\nimport {MapView} from \"./map.js\";\nimport {ProfileWindow, ProfileWindowController} from \"./profile.js\";\nimport {BoxVolume} from \"../utils/Volume.js\";\nimport {Features} from \"../Features.js\";\nimport {Message} from \"../utils/Message.js\";\nimport {Sidebar} from \"./sidebar.js\";\n\nimport {AnnotationTool} from \"../utils/AnnotationTool.js\";\nimport {MeasuringTool} from \"../utils/MeasuringTool.js\";\nimport {ProfileTool} from \"../utils/ProfileTool.js\";\nimport {VolumeTool} from \"../utils/VolumeTool.js\";\n\nimport {InputHandler} from \"../navigation/InputHandler.js\";\nimport {NavigationCube} from \"./NavigationCube.js\";\nimport {Compass} from \"../utils/Compass.js\";\nimport {OrbitControls} from \"../navigation/OrbitControls.js\";\nimport {FirstPersonControls} from \"../navigation/FirstPersonControls.js\";\nimport {EarthControls} from \"../navigation/EarthControls.js\";\nimport {DeviceOrientationControls} from \"../navigation/DeviceOrientationControls.js\";\nimport {VRControls} from \"../navigation/VRControls.js\";\nimport { EventDispatcher } from \"../EventDispatcher.js\";\nimport { ClassificationScheme } from \"../materials/ClassificationScheme.js\";\nimport { VRButton } from '../../libs/three.js/extra/VRButton.js';\n\nimport JSON5 from \"../../libs/json5-2.1.3/json5.mjs\";\n\n\nexport class Viewer extends EventDispatcher{\n\t\n\tconstructor(domElement, args = {}){\n\t\tsuper();\n\n\t\tthis.renderArea = domElement;\n\t\tthis.guiLoaded = false;\n\t\tthis.guiLoadTasks = [];\n\n\t\tthis.onVrListeners = [];\n\n\t\tthis.messages = [];\n\t\tthis.elMessages = $(`\n\t\t
    \n\t\t
    `);\n\t\t$(domElement).append(this.elMessages);\n\t\t\n\t\ttry{\n\n\t\t{ // generate missing dom hierarchy\n\t\t\tif ($(domElement).find('#potree_map').length === 0) {\n\t\t\t\tlet potreeMap = $(`\n\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t\t
    \n\t\t\t\t\t
    \n\t\t\t\t`);\n\t\t\t\t$(domElement).append(potreeMap);\n\t\t\t}\n\n\t\t\tif ($(domElement).find('#potree_description').length === 0) {\n\t\t\t\tlet potreeDescription = $(`
    `);\n\t\t\t\t$(domElement).append(potreeDescription);\n\t\t\t}\n\n\t\t\tif ($(domElement).find('#potree_annotations').length === 0) {\n\t\t\t\tlet potreeAnnotationContainer = $(`\n\t\t\t\t\t
    `);\n\t\t\t\t$(domElement).append(potreeAnnotationContainer);\n\t\t\t}\n\n\t\t\tif ($(domElement).find('#potree_quick_buttons').length === 0) {\n\t\t\t\tlet potreeMap = $(`\n\t\t\t\t\t
    \n\t\t\t\t\t
    \n\t\t\t\t`);\n\n\t\t\t\t// {\n\t\t\t\t// \tlet imgMenuToggle = document.createElement('img');\n\t\t\t\t// \timgMenuToggle.src = new URL(Potree.resourcePath + '/icons/menu_button.svg').href;\n\t\t\t\t// \timgMenuToggle.onclick = this.toggleSidebar;\n\t\t\t\t// \t// imgMenuToggle.classList.add('potree_menu_toggle');\n\n\t\t\t\t// \tpotreeMap.append(imgMenuToggle);\n\t\t\t\t// }\n\n\t\t\t\t// {\n\t\t\t\t// \tlet imgMenuToggle = document.createElement('img');\n\t\t\t\t// \timgMenuToggle.src = new URL(Potree.resourcePath + '/icons/menu_button.svg').href;\n\t\t\t\t// \timgMenuToggle.onclick = this.toggleSidebar;\n\t\t\t\t// \t// imgMenuToggle.classList.add('potree_menu_toggle');\n\n\t\t\t\t// \tpotreeMap.append(imgMenuToggle);\n\t\t\t\t// }\n\n\t\t\t\t// {\n\t\t\t\t// \tlet imgMenuToggle = document.createElement('img');\n\t\t\t\t// \timgMenuToggle.src = new URL(Potree.resourcePath + '/icons/menu_button.svg').href;\n\t\t\t\t// \timgMenuToggle.onclick = this.toggleSidebar;\n\t\t\t\t// \t// imgMenuToggle.classList.add('potree_menu_toggle');\n\n\t\t\t\t// \tpotreeMap.append(imgMenuToggle);\n\t\t\t\t// }\n\n\t\t\t\t\n\n\t\t\t\t$(domElement).append(potreeMap);\n\t\t\t}\n\t\t}\n\n\t\tthis.pointCloudLoadedCallback = args.onPointCloudLoaded || function () {};\n\n\t\t// if( /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent) ) {\n\t\t//\tdefaultSettings.navigation = \"Orbit\";\n\t\t// }\n\n\t\tthis.server = null;\n\n\t\tthis.fov = 60;\n\t\tthis.isFlipYZ = false;\n\t\tthis.useDEMCollisions = false;\n\t\tthis.generateDEM = false;\n\t\tthis.minNodeSize = 30;\n\t\tthis.edlStrength = 1.0;\n\t\tthis.edlRadius = 1.4;\n\t\tthis.edlOpacity = 1.0;\n\t\tthis.useEDL = false;\n\t\tthis.description = \"\";\n\n\t\tthis.classifications = ClassificationScheme.DEFAULT;\n\n\t\tthis.moveSpeed = 10;\n\n\t\tthis.lengthUnit = LengthUnits.METER;\n\t\tthis.lengthUnitDisplay = LengthUnits.METER;\n\n\t\tthis.showBoundingBox = false;\n\t\tthis.showAnnotations = true;\n\t\tthis.freeze = false;\n\t\tthis.clipTask = ClipTask.HIGHLIGHT;\n\t\tthis.clipMethod = ClipMethod.INSIDE_ANY;\n\n\t\tthis.elevationGradientRepeat = ElevationGradientRepeat.CLAMP;\n\n\t\tthis.filterReturnNumberRange = [0, 7];\n\t\tthis.filterNumberOfReturnsRange = [0, 7];\n\t\tthis.filterGPSTimeRange = [-Infinity, Infinity];\n\t\tthis.filterPointSourceIDRange = [0, 65535];\n\n\t\tthis.potreeRenderer = null;\n\t\tthis.edlRenderer = null;\n\t\tthis.renderer = null;\n\t\tthis.pRenderer = null;\n\n\t\tthis.scene = null;\n\t\tthis.sceneVR = null;\n\t\tthis.overlay = null;\n\t\tthis.overlayCamera = null;\n\n\t\tthis.inputHandler = null;\n\t\tthis.controls = null;\n\n\t\tthis.clippingTool = null;\n\t\tthis.transformationTool = null;\n\t\tthis.navigationCube = null;\n\t\tthis.compass = null;\n\t\t\n\t\tthis.skybox = null;\n\t\tthis.clock = new THREE.Clock();\n\t\tthis.background = null;\n\n\t\tthis.initThree();\n\n\t\tif(args.noDragAndDrop){\n\t\t\t\n\t\t}else{\n\t\t\tthis.initDragAndDrop();\n\t\t}\n\n\t\tif(typeof Stats !== \"undefined\"){\n\t\t\tthis.stats = new Stats();\n\t\t\tthis.stats.showPanel( 0 ); // 0: fps, 1: ms, 2: mb, 3+: custom\n\t\t\tdocument.body.appendChild( this.stats.dom );\n\t\t}\n\n\t\t{\n\t\t\tlet canvas = this.renderer.domElement;\n\t\t\tcanvas.addEventListener(\"webglcontextlost\", (e) => {\n\t\t\t\tconsole.log(e);\n\t\t\t\tthis.postMessage(\"WebGL context lost. \\u2639\");\n\n\t\t\t\tlet gl = this.renderer.getContext();\n\t\t\t\tlet error = gl.getError();\n\t\t\t\tconsole.log(error);\n\t\t\t}, false);\n\t\t}\n\n\t\t{\n\t\t\tthis.overlay = new THREE.Scene();\n\t\t\tthis.overlayCamera = new THREE.OrthographicCamera(\n\t\t\t\t0, 1,\n\t\t\t\t1, 0,\n\t\t\t\t-1000, 1000\n\t\t\t);\n\t\t}\n\t\t\n\t\tthis.pRenderer = new Renderer(this.renderer);\n\t\t\n\t\t{\n\t\t\tlet near = 2.5;\n\t\t\tlet far = 10.0;\n\t\t\tlet fov = 90;\n\t\t\t\n\t\t\tthis.shadowTestCam = new THREE.PerspectiveCamera(90, 1, near, far);\n\t\t\tthis.shadowTestCam.position.set(3.50, -2.80, 8.561);\n\t\t\tthis.shadowTestCam.lookAt(new THREE.Vector3(0, 0, 4.87));\n\t\t}\n\t\t\n\n\t\tlet scene = new Scene(this.renderer);\n\t\t\n\t\t{ // create VR scene\n\t\t\tthis.sceneVR = new THREE.Scene();\n\n\t\t\t// let texture = new THREE.TextureLoader().load(`${Potree.resourcePath}/images/vr_controller_help.jpg`);\n\n\t\t\t// let plane = new THREE.PlaneBufferGeometry(1, 1, 1, 1);\n\t\t\t// let infoMaterial = new THREE.MeshBasicMaterial({map: texture});\n\t\t\t// let infoNode = new THREE.Mesh(plane, infoMaterial);\n\t\t\t// infoNode.position.set(-0.5, 1, 0);\n\t\t\t// infoNode.scale.set(0.4, 0.3, 1);\n\t\t\t// infoNode.lookAt(0, 1, 0)\n\t\t\t// this.sceneVR.add(infoNode);\n\n\t\t\t// window.infoNode = infoNode;\n\t\t}\n\n\t\tthis.setScene(scene);\n\n\t\t{\n\t\t\tthis.inputHandler = new InputHandler(this);\n\t\t\tthis.inputHandler.setScene(this.scene);\n\n\t\t\tthis.clippingTool = new ClippingTool(this);\n\t\t\tthis.transformationTool = new TransformationTool(this);\n\t\t\tthis.navigationCube = new NavigationCube(this);\n\t\t\tthis.navigationCube.visible = false;\n\n\t\t\tthis.compass = new Compass(this);\n\t\t\t\n\t\t\tthis.createControls();\n\n\t\t\tthis.clippingTool.setScene(this.scene);\n\t\t\t\n\t\t\tlet onPointcloudAdded = (e) => {\n\t\t\t\tif (this.scene.pointclouds.length === 1) {\n\t\t\t\t\tlet speed = e.pointcloud.boundingBox.getSize(new THREE.Vector3()).length();\n\t\t\t\t\tspeed = speed / 5;\n\t\t\t\t\tthis.setMoveSpeed(speed);\n\t\t\t\t}\n\t\t\t};\n\n\t\t\tlet onVolumeRemoved = (e) => {\n\t\t\t\tthis.inputHandler.deselect(e.volume);\n\t\t\t};\n\n\t\t\tthis.addEventListener('scene_changed', (e) => {\n\t\t\t\tthis.inputHandler.setScene(e.scene);\n\t\t\t\tthis.clippingTool.setScene(this.scene);\n\t\t\t\t\n\t\t\t\tif(!e.scene.hasEventListener(\"pointcloud_added\", onPointcloudAdded)){\n\t\t\t\t\te.scene.addEventListener(\"pointcloud_added\", onPointcloudAdded);\n\t\t\t\t}\n\n\t\t\t\tif(!e.scene.hasEventListener(\"volume_removed\", onPointcloudAdded)){\n\t\t\t\t\te.scene.addEventListener(\"volume_removed\", onVolumeRemoved);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t});\n\n\t\t\tthis.scene.addEventListener(\"volume_removed\", onVolumeRemoved);\n\t\t\tthis.scene.addEventListener('pointcloud_added', onPointcloudAdded);\n\t\t}\n\n\t\t{ // set defaults\n\t\t\tthis.setFOV(60);\n\t\t\tthis.setEDLEnabled(false);\n\t\t\tthis.setEDLRadius(1.4);\n\t\t\tthis.setEDLStrength(0.4);\n\t\t\tthis.setEDLOpacity(1.0);\n\t\t\tthis.setClipTask(ClipTask.HIGHLIGHT);\n\t\t\tthis.setClipMethod(ClipMethod.INSIDE_ANY);\n\t\t\tthis.setPointBudget(1*1000*1000);\n\t\t\tthis.setShowBoundingBox(false);\n\t\t\tthis.setFreeze(false);\n\t\t\tthis.setControls(this.orbitControls);\n\t\t\tthis.setBackground('gradient');\n\n\t\t\tthis.scaleFactor = 1;\n\n\t\t\tthis.loadSettingsFromURL();\n\t\t}\n\n\t\t// start rendering!\n\t\t//if(args.useDefaultRenderLoop === undefined || args.useDefaultRenderLoop === true){\n\t\t\t//requestAnimationFrame(this.loop.bind(this));\n\t\t//}\n\n\t\tthis.renderer.setAnimationLoop(this.loop.bind(this));\n\n\t\tthis.loadGUI = this.loadGUI.bind(this);\n\n\t\tthis.annotationTool = new AnnotationTool(this);\n\t\tthis.measuringTool = new MeasuringTool(this);\n\t\tthis.profileTool = new ProfileTool(this);\n\t\tthis.volumeTool = new VolumeTool(this);\n\n\t\t}catch(e){\n\t\t\tthis.onCrash(e);\n\t\t}\n\t}\n\n\tonCrash(error){\n\n\t\t$(this.renderArea).empty();\n\n\t\tif ($(this.renderArea).find('#potree_failpage').length === 0) {\n\t\t\tlet elFailPage = $(`\n\t\t\t
    \n\t\t\t\t\n\t\t\t\t

    Potree Encountered An Error

    \n\n\t\t\t\t

    \n\t\t\t\tThis may happen if your browser or graphics card is not supported.\n\t\t\t\t
    \n\t\t\t\tWe recommend to use \n\t\t\t\tChrome\n\t\t\t\tor \n\t\t\t\tFirefox.\n\t\t\t\t

    \n\n\t\t\t\t

    \n\t\t\t\tPlease also visit webglreport.com and \n\t\t\t\tcheck whether your system supports WebGL.\n\t\t\t\t

    \n\t\t\t\t

    \n\t\t\t\tIf you are already using one of the recommended browsers and WebGL is enabled, \n\t\t\t\tconsider filing an issue report at github,
    \n\t\t\t\tincluding your operating system, graphics card, browser and browser version, as well as the \n\t\t\t\terror message below.
    \n\t\t\t\tPlease do not report errors on unsupported browsers.\n\t\t\t\t

    \n\n\t\t\t\t
    \n\t\t\t\t\n\t\t\t
    `);\n\n\t\t\tlet elErrorMessage = elFailPage.find('#potree_error_console');\n\t\t\telErrorMessage.html(error.stack);\n\n\t\t\t$(this.renderArea).append(elFailPage);\n\t\t}\n\n\t\tthrow error;\n\t}\n\n\t// ------------------------------------------------------------------------------------\n\t// Viewer API\n\t// ------------------------------------------------------------------------------------\n\n\tsetScene (scene) {\n\t\tif (scene === this.scene) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet oldScene = this.scene;\n\t\tthis.scene = scene;\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'scene_changed',\n\t\t\toldScene: oldScene,\n\t\t\tscene: scene\n\t\t});\n\n\t\t{ // Annotations\n\t\t\t$('.annotation').detach();\n\n\t\t\t// for(let annotation of this.scene.annotations){\n\t\t\t//\tthis.renderArea.appendChild(annotation.domElement[0]);\n\t\t\t// }\n\n\t\t\tthis.scene.annotations.traverse(annotation => {\n\t\t\t\tthis.renderArea.appendChild(annotation.domElement[0]);\n\t\t\t});\n\n\t\t\tif (!this.onAnnotationAdded) {\n\t\t\t\tthis.onAnnotationAdded = e => {\n\t\t\t\t// console.log(\"annotation added: \" + e.annotation.title);\n\n\t\t\t\t\te.annotation.traverse(node => {\n\n\t\t\t\t\t\t$(\"#potree_annotation_container\").append(node.domElement);\n\t\t\t\t\t\t//this.renderArea.appendChild(node.domElement[0]);\n\t\t\t\t\t\tnode.scene = this.scene;\n\t\t\t\t\t});\n\t\t\t\t};\n\t\t\t}\n\n\t\t\tif (oldScene) {\n\t\t\t\toldScene.annotations.removeEventListener('annotation_added', this.onAnnotationAdded);\n\t\t\t}\n\t\t\tthis.scene.annotations.addEventListener('annotation_added', this.onAnnotationAdded);\n\t\t}\n\t};\n\n\tsetControls(controls){\n\t\tif (controls !== this.controls) {\n\t\t\tif (this.controls) {\n\t\t\t\tthis.controls.enabled = false;\n\t\t\t\tthis.inputHandler.removeInputListener(this.controls);\n\t\t\t}\n\n\t\t\tthis.controls = controls;\n\t\t\tthis.controls.enabled = true;\n\t\t\tthis.inputHandler.addInputListener(this.controls);\n\t\t}\n\t}\n\n\tgetControls () {\n\n\t\tif(this.renderer.xr.isPresenting){\n\t\t\treturn this.vrControls;\n\t\t}else{\n\t\t\treturn this.controls;\n\t\t}\n\t\t\n\t}\n\n\tgetMinNodeSize () {\n\t\treturn this.minNodeSize;\n\t};\n\n\tsetMinNodeSize (value) {\n\t\tif (this.minNodeSize !== value) {\n\t\t\tthis.minNodeSize = value;\n\t\t\tthis.dispatchEvent({'type': 'minnodesize_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetBackground () {\n\t\treturn this.background;\n\t}\n\n\tsetBackground(bg){\n\t\tif (this.background === bg) {\n\t\t\treturn;\n\t\t}\n\n\t\tif(bg === \"skybox\"){\n\t\t\tthis.skybox = Utils.loadSkybox(new URL(Potree.resourcePath + '/textures/skybox2/').href);\n\t\t}\n\n\t\tthis.background = bg;\n\t\tthis.dispatchEvent({'type': 'background_changed', 'viewer': this});\n\t}\n\n\tsetDescription (value) {\n\t\tthis.description = value;\n\t\t\n\t\t$('#potree_description').html(value);\n\t\t//$('#potree_description').text(value);\n\t}\n\n\tgetDescription(){\n\t\treturn this.description;\n\t}\n\n\tsetShowBoundingBox (value) {\n\t\tif (this.showBoundingBox !== value) {\n\t\t\tthis.showBoundingBox = value;\n\t\t\tthis.dispatchEvent({'type': 'show_boundingbox_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetShowBoundingBox () {\n\t\treturn this.showBoundingBox;\n\t};\n\n\tsetMoveSpeed (value) {\n\t\tif (this.moveSpeed !== value) {\n\t\t\tthis.moveSpeed = value;\n\t\t\tthis.dispatchEvent({'type': 'move_speed_changed', 'viewer': this, 'speed': value});\n\t\t}\n\t};\n\n\tgetMoveSpeed () {\n\t\treturn this.moveSpeed;\n\t};\n\n\tsetWeightClassification (w) {\n\t\tfor (let i = 0; i < this.scene.pointclouds.length; i++) {\n\t\t\tthis.scene.pointclouds[i].material.weightClassification = w;\n\t\t\tthis.dispatchEvent({'type': 'attribute_weights_changed' + i, 'viewer': this});\n\t\t}\n\t};\n\n\tsetFreeze (value) {\n\t\tvalue = Boolean(value);\n\t\tif (this.freeze !== value) {\n\t\t\tthis.freeze = value;\n\t\t\tthis.dispatchEvent({'type': 'freeze_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetFreeze () {\n\t\treturn this.freeze;\n\t};\n\n\tgetClipTask(){\n\t\treturn this.clipTask;\n\t}\n\n\tgetClipMethod(){\n\t\treturn this.clipMethod;\n\t}\n\n\tsetClipTask(value){\n\t\tif(this.clipTask !== value){\n\n\t\t\tthis.clipTask = value;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: \"cliptask_changed\", \n\t\t\t\tviewer: this});\t\t\n\t\t}\n\t}\n\n\tsetClipMethod(value){\n\t\tif(this.clipMethod !== value){\n\n\t\t\tthis.clipMethod = value;\n\t\t\t\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: \"clipmethod_changed\",\n\t\t\t\tviewer: this});\n\t\t}\n\t}\n\n\tsetElevationGradientRepeat(value){\n\t\tif(this.elevationGradientRepeat !== value){\n\n\t\t\tthis.elevationGradientRepeat = value;\n\n\t\t\tthis.dispatchEvent({\n\t\t\t\ttype: \"elevation_gradient_repeat_changed\", \n\t\t\t\tviewer: this});\n\t\t}\n\t}\n\n\tsetPointBudget (value) {\n\t\tif (Potree.pointBudget !== value) {\n\t\t\tPotree.pointBudget = parseInt(value);\n\t\t\tthis.dispatchEvent({'type': 'point_budget_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetPointBudget () {\n\t\treturn Potree.pointBudget;\n\t};\n\n\tsetShowAnnotations (value) {\n\t\tif (this.showAnnotations !== value) {\n\t\t\tthis.showAnnotations = value;\n\t\t\tthis.dispatchEvent({'type': 'show_annotations_changed', 'viewer': this});\n\t\t}\n\t}\n\n\tgetShowAnnotations () {\n\t\treturn this.showAnnotations;\n\t}\n\t\n\tsetDEMCollisionsEnabled(value){\n\t\tif(this.useDEMCollisions !== value){\n\t\t\tthis.useDEMCollisions = value;\n\t\t\tthis.dispatchEvent({'type': 'use_demcollisions_changed', 'viewer': this});\n\t\t};\n\t};\n\n\tgetDEMCollisionsEnabled () {\n\t\treturn this.useDEMCollisions;\n\t};\n\n\tsetEDLEnabled (value) {\n\t\tvalue = Boolean(value) && Features.SHADER_EDL.isSupported();\n\n\t\tif (this.useEDL !== value) {\n\t\t\tthis.useEDL = value;\n\t\t\tthis.dispatchEvent({'type': 'use_edl_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetEDLEnabled () {\n\t\treturn this.useEDL;\n\t};\n\n\tsetEDLRadius (value) {\n\t\tif (this.edlRadius !== value) {\n\t\t\tthis.edlRadius = value;\n\t\t\tthis.dispatchEvent({'type': 'edl_radius_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetEDLRadius () {\n\t\treturn this.edlRadius;\n\t};\n\n\tsetEDLStrength (value) {\n\t\tif (this.edlStrength !== value) {\n\t\t\tthis.edlStrength = value;\n\t\t\tthis.dispatchEvent({'type': 'edl_strength_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetEDLStrength () {\n\t\treturn this.edlStrength;\n\t};\n\n\tsetEDLOpacity (value) {\n\t\tif (this.edlOpacity !== value) {\n\t\t\tthis.edlOpacity = value;\n\t\t\tthis.dispatchEvent({'type': 'edl_opacity_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetEDLOpacity () {\n\t\treturn this.edlOpacity;\n\t};\n\n\tsetFOV (value) {\n\t\tif (this.fov !== value) {\n\t\t\tthis.fov = value;\n\t\t\tthis.dispatchEvent({'type': 'fov_changed', 'viewer': this});\n\t\t}\n\t};\n\n\tgetFOV () {\n\t\treturn this.fov;\n\t};\n\n\tdisableAnnotations () {\n\t\tthis.scene.annotations.traverse(annotation => {\n\t\t\tannotation.domElement.css('pointer-events', 'none');\n\n\t\t\t// return annotation.visible;\n\t\t});\n\t};\n\n\tenableAnnotations () {\n\t\tthis.scene.annotations.traverse(annotation => {\n\t\t\tannotation.domElement.css('pointer-events', 'auto');\n\n\t\t\t// return annotation.visible;\n\t\t});\n\t}\n\n\tsetClassifications(classifications){\n\t\tthis.classifications = classifications;\n\n\t\tthis.dispatchEvent({'type': 'classifications_changed', 'viewer': this});\n\t}\n\n\tsetClassificationVisibility (key, value) {\n\t\tif (!this.classifications[key]) {\n\t\t\tthis.classifications[key] = {visible: value, name: 'no name'};\n\t\t\tthis.dispatchEvent({'type': 'classification_visibility_changed', 'viewer': this});\n\t\t} else if (this.classifications[key].visible !== value) {\n\t\t\tthis.classifications[key].visible = value;\n\t\t\tthis.dispatchEvent({'type': 'classification_visibility_changed', 'viewer': this});\n\t\t}\n\t}\n\n\ttoggleAllClassificationsVisibility(){\n\n\t\tlet numVisible = 0;\n\t\tlet numItems = 0;\n\t\tfor(const key of Object.keys(this.classifications)){\n\t\t\tif(this.classifications[key].visible){\n\t\t\t\tnumVisible++;\n\t\t\t}\n\t\t\tnumItems++;\n\t\t}\n\n\t\tlet visible = true;\n\t\tif(numVisible === numItems){\n\t\t\tvisible = false;\n\t\t}\n\n\t\tlet somethingChanged = false;\n\n\t\tfor(const key of Object.keys(this.classifications)){\n\t\t\tif(this.classifications[key].visible !== visible){\n\t\t\t\tthis.classifications[key].visible = visible;\n\t\t\t\tsomethingChanged = true;\n\t\t\t}\n\t\t}\n\n\t\tif(somethingChanged){\n\t\t\tthis.dispatchEvent({'type': 'classification_visibility_changed', 'viewer': this});\n\t\t}\n\t}\n\n\tsetFilterReturnNumberRange(from, to){\n\t\tthis.filterReturnNumberRange = [from, to];\n\t\tthis.dispatchEvent({'type': 'filter_return_number_range_changed', 'viewer': this});\n\t}\n\n\tsetFilterNumberOfReturnsRange(from, to){\n\t\tthis.filterNumberOfReturnsRange = [from, to];\n\t\tthis.dispatchEvent({'type': 'filter_number_of_returns_range_changed', 'viewer': this});\n\t}\n\n\tsetFilterGPSTimeRange(from, to){\n\t\tthis.filterGPSTimeRange = [from, to];\n\t\tthis.dispatchEvent({'type': 'filter_gps_time_range_changed', 'viewer': this});\n\t}\n\n\tsetFilterPointSourceIDRange(from, to){\n\t\tthis.filterPointSourceIDRange = [from, to]\n\t\tthis.dispatchEvent({'type': 'filter_point_source_id_range_changed', 'viewer': this});\n\t}\n\n\tsetLengthUnit (value) {\n\t\tswitch (value) {\n\t\t\tcase 'm':\n\t\t\t\tthis.lengthUnit = LengthUnits.METER;\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.METER;\n\t\t\t\tbreak;\n\t\t\tcase 'ft':\n\t\t\t\tthis.lengthUnit = LengthUnits.FEET;\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.FEET;\n\t\t\t\tbreak;\n\t\t\tcase 'in':\n\t\t\t\tthis.lengthUnit = LengthUnits.INCH;\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.INCH;\n\t\t\t\tbreak;\n\t\t}\n\n\t\tthis.dispatchEvent({ 'type': 'length_unit_changed', 'viewer': this, value: value});\n\t};\n\n\tsetLengthUnitAndDisplayUnit(lengthUnitValue, lengthUnitDisplayValue) {\n\t\tswitch (lengthUnitValue) {\n\t\t\tcase 'm':\n\t\t\t\tthis.lengthUnit = LengthUnits.METER;\n\t\t\t\tbreak;\n\t\t\tcase 'ft':\n\t\t\t\tthis.lengthUnit = LengthUnits.FEET;\n\t\t\t\tbreak;\n\t\t\tcase 'in':\n\t\t\t\tthis.lengthUnit = LengthUnits.INCH;\n\t\t\t\tbreak;\n\t\t}\n\n\t\tswitch (lengthUnitDisplayValue) {\n\t\t\tcase 'm':\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.METER;\n\t\t\t\tbreak;\n\t\t\tcase 'ft':\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.FEET;\n\t\t\t\tbreak;\n\t\t\tcase 'in':\n\t\t\t\tthis.lengthUnitDisplay = LengthUnits.INCH;\n\t\t\t\tbreak;\n\t\t}\n\n\t\tthis.dispatchEvent({ 'type': 'length_unit_changed', 'viewer': this, value: lengthUnitValue });\n\t};\n\n\tzoomTo(node, factor, animationDuration = 0){\n\t\tlet view = this.scene.view;\n\n\t\tlet camera = this.scene.cameraP.clone();\n\t\tcamera.rotation.copy(this.scene.cameraP.rotation);\n\t\tcamera.rotation.order = \"ZXY\";\n\t\tcamera.rotation.x = Math.PI / 2 + view.pitch;\n\t\tcamera.rotation.z = view.yaw;\n\t\tcamera.updateMatrix();\n\t\tcamera.updateMatrixWorld();\n\t\tcamera.zoomTo(node, factor);\n\n\t\tlet bs;\n\t\tif (node.boundingSphere) {\n\t\t\tbs = node.boundingSphere;\n\t\t} else if (node.geometry && node.geometry.boundingSphere) {\n\t\t\tbs = node.geometry.boundingSphere;\n\t\t} else {\n\t\t\tbs = node.boundingBox.getBoundingSphere(new THREE.Sphere());\n\t\t}\n\t\tbs = bs.clone().applyMatrix4(node.matrixWorld); \n\n\t\tlet startPosition = view.position.clone();\n\t\tlet endPosition = camera.position.clone();\n\t\tlet startTarget = view.getPivot();\n\t\tlet endTarget = bs.center;\n\t\tlet startRadius = view.radius;\n\t\tlet endRadius = endPosition.distanceTo(endTarget);\n\n\t\tlet easing = TWEEN.Easing.Quartic.Out;\n\n\t\t{ // animate camera position\n\t\t\tlet pos = startPosition.clone();\n\t\t\tlet tween = new TWEEN.Tween(pos).to(endPosition, animationDuration);\n\t\t\ttween.easing(easing);\n\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tview.position.copy(pos);\n\t\t\t});\n\n\t\t\ttween.start();\n\t\t}\n\n\t\t{ // animate camera target\n\t\t\tlet target = startTarget.clone();\n\t\t\tlet tween = new TWEEN.Tween(target).to(endTarget, animationDuration);\n\t\t\ttween.easing(easing);\n\t\t\ttween.onUpdate(() => {\n\t\t\t\tview.lookAt(target);\n\t\t\t});\n\t\t\ttween.onComplete(() => {\n\t\t\t\tview.lookAt(target);\n\t\t\t\tthis.dispatchEvent({type: 'focusing_finished', target: this});\n\t\t\t});\n\n\t\t\tthis.dispatchEvent({type: 'focusing_started', target: this});\n\t\t\ttween.start();\n\t\t}\n\t};\n\n\tmoveToGpsTimeVicinity(time){\n\t\tconst result = Potree.Utils.findClosestGpsTime(time, viewer);\n\n\t\tconst box = result.node.pointcloud.deepestNodeAt(result.position).getBoundingBox();\n\t\tconst diameter = box.min.distanceTo(box.max);\n\n\t\tconst camera = this.scene.getActiveCamera();\n\t\tconst offset = camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(diameter);\n\t\tconst newCamPos = result.position.clone().sub(offset);\n\n\t\tthis.scene.view.position.copy(newCamPos);\n\t\tthis.scene.view.lookAt(result.position);\n\t}\n\n\tshowAbout () {\n\t\t$(function () {\n\t\t\t$('#about-panel').dialog();\n\t\t});\n\t};\n\n\tgetBoundingBox (pointclouds) {\n\t\treturn this.scene.getBoundingBox(pointclouds);\n\t};\n\n\tgetGpsTimeExtent(){\n\t\tconst range = [Infinity, -Infinity];\n\n\t\tfor(const pointcloud of this.scene.pointclouds){\n\t\t\tconst attributes = pointcloud.pcoGeometry.pointAttributes.attributes;\n\t\t\tconst aGpsTime = attributes.find(a => a.name === \"gps-time\");\n\n\t\t\tif(aGpsTime){\n\t\t\t\trange[0] = Math.min(range[0], aGpsTime.range[0]);\n\t\t\t\trange[1] = Math.max(range[1], aGpsTime.range[1]);\n\t\t\t}\n\t\t}\n\n\t\treturn range;\n\t}\n\n\tfitToScreen (factor = 1, animationDuration = 0) {\n\t\tlet box = this.getBoundingBox(this.scene.pointclouds);\n\n\t\tlet node = new THREE.Object3D();\n\t\tnode.boundingBox = box;\n\n\t\tthis.zoomTo(node, factor, animationDuration);\n\t\tthis.controls.stop();\n\t};\n\n\ttoggleNavigationCube() {\n\t\tthis.navigationCube.visible = !this.navigationCube.visible;\n\t}\n\n\tsetView(view) {\n\t\tif(!view) return;\n\n\t\tswitch(view) {\n\t\t\tcase \"F\":\n\t\t\t\tthis.setFrontView();\n\t\t\t\tbreak;\n\t\t\tcase \"B\":\n\t\t\t\tthis.setBackView();\n\t\t\t\tbreak;\n\t\t\tcase \"L\":\n\t\t\t\tthis.setLeftView();\n\t\t\t\tbreak;\n\t\t\tcase \"R\":\n\t\t\t\tthis.setRightView();\n\t\t\t\tbreak;\n\t\t\tcase \"U\":\n\t\t\t\tthis.setTopView();\n\t\t\t\tbreak;\n\t\t\tcase \"D\":\n\t\t\t\tthis.setBottomView();\n\t\t\t\tbreak;\n\t\t}\n\t}\n\t\n\tsetTopView(){\n\t\tthis.scene.view.yaw = 0;\n\t\tthis.scene.view.pitch = -Math.PI / 2;\n\n\t\tthis.fitToScreen();\n\t};\n\t\n\tsetBottomView(){\n\t\tthis.scene.view.yaw = -Math.PI;\n\t\tthis.scene.view.pitch = Math.PI / 2;\n\t\t\n\t\tthis.fitToScreen();\n\t};\n\n\tsetFrontView(){\n\t\tthis.scene.view.yaw = 0;\n\t\tthis.scene.view.pitch = 0;\n\n\t\tthis.fitToScreen();\n\t};\n\t\n\tsetBackView(){\n\t\tthis.scene.view.yaw = Math.PI;\n\t\tthis.scene.view.pitch = 0;\n\t\t\n\t\tthis.fitToScreen();\n\t};\n\n\tsetLeftView(){\n\t\tthis.scene.view.yaw = -Math.PI / 2;\n\t\tthis.scene.view.pitch = 0;\n\n\t\tthis.fitToScreen();\n\t};\n\n\tsetRightView () {\n\t\tthis.scene.view.yaw = Math.PI / 2;\n\t\tthis.scene.view.pitch = 0;\n\n\t\tthis.fitToScreen();\n\t};\n\n\tflipYZ () {\n\t\tthis.isFlipYZ = !this.isFlipYZ;\n\n\t\t// TODO flipyz\n\t\tconsole.log('TODO');\n\t}\n\t\n\tsetCameraMode(mode){\n\t\tthis.scene.cameraMode = mode;\n\n\t\tfor(let pointcloud of this.scene.pointclouds) {\n\t\t\tpointcloud.material.useOrthographicCamera = mode == CameraMode.ORTHOGRAPHIC;\n\t\t}\n\t}\n\n\tgetProjection(){\n\t\tconst pointcloud = this.scene.pointclouds[0];\n\n\t\tif(pointcloud){\n\t\t\treturn pointcloud.projection;\n\t\t}else{\n\t\t\treturn null;\n\t\t}\n\t}\n\n\tasync loadProject(url){\n\n\t\tconst response = await fetch(url);\n\t\n\t\tconst text = await response.text();\n\t\tconst json = JSON5.parse(text);\n\t\t// const json = JSON.parse(text);\n\n\t\tif(json.type === \"Potree\"){\n\t\t\tPotree.loadProject(viewer, json);\n\t\t}\n\n\t\t//Potree.loadProject(this, url);\n\t}\n\n\tsaveProject(){\n\t\treturn Potree.saveProject(this);\n\t}\n\t\n\tloadSettingsFromURL(){\n\t\tif(Utils.getParameterByName(\"pointSize\")){\n\t\t\tthis.setPointSize(parseFloat(Utils.getParameterByName(\"pointSize\")));\n\t\t}\n\t\t\n\t\tif(Utils.getParameterByName(\"FOV\")){\n\t\t\tthis.setFOV(parseFloat(Utils.getParameterByName(\"FOV\")));\n\t\t}\n\t\t\n\t\tif(Utils.getParameterByName(\"opacity\")){\n\t\t\tthis.setOpacity(parseFloat(Utils.getParameterByName(\"opacity\")));\n\t\t}\n\t\t\n\t\tif(Utils.getParameterByName(\"edlEnabled\")){\n\t\t\tlet enabled = Utils.getParameterByName(\"edlEnabled\") === \"true\";\n\t\t\tthis.setEDLEnabled(enabled);\n\t\t}\n\n\t\tif (Utils.getParameterByName('edlRadius')) {\n\t\t\tthis.setEDLRadius(parseFloat(Utils.getParameterByName('edlRadius')));\n\t\t}\n\n\t\tif (Utils.getParameterByName('edlStrength')) {\n\t\t\tthis.setEDLStrength(parseFloat(Utils.getParameterByName('edlStrength')));\n\t\t}\n\n\t\tif (Utils.getParameterByName('pointBudget')) {\n\t\t\tthis.setPointBudget(parseFloat(Utils.getParameterByName('pointBudget')));\n\t\t}\n\n\t\tif (Utils.getParameterByName('showBoundingBox')) {\n\t\t\tlet enabled = Utils.getParameterByName('showBoundingBox') === 'true';\n\t\t\tif (enabled) {\n\t\t\t\tthis.setShowBoundingBox(true);\n\t\t\t} else {\n\t\t\t\tthis.setShowBoundingBox(false);\n\t\t\t}\n\t\t}\n\n\t\tif (Utils.getParameterByName('material')) {\n\t\t\tlet material = Utils.getParameterByName('material');\n\t\t\tthis.setMaterial(material);\n\t\t}\n\n\t\tif (Utils.getParameterByName('pointSizing')) {\n\t\t\tlet sizing = Utils.getParameterByName('pointSizing');\n\t\t\tthis.setPointSizing(sizing);\n\t\t}\n\n\t\tif (Utils.getParameterByName('quality')) {\n\t\t\tlet quality = Utils.getParameterByName('quality');\n\t\t\tthis.setQuality(quality);\n\t\t}\n\n\t\tif (Utils.getParameterByName('position')) {\n\t\t\tlet value = Utils.getParameterByName('position');\n\t\t\tvalue = value.replace('[', '').replace(']', '');\n\t\t\tlet tokens = value.split(';');\n\t\t\tlet x = parseFloat(tokens[0]);\n\t\t\tlet y = parseFloat(tokens[1]);\n\t\t\tlet z = parseFloat(tokens[2]);\n\n\t\t\tthis.scene.view.position.set(x, y, z);\n\t\t}\n\n\t\tif (Utils.getParameterByName('target')) {\n\t\t\tlet value = Utils.getParameterByName('target');\n\t\t\tvalue = value.replace('[', '').replace(']', '');\n\t\t\tlet tokens = value.split(';');\n\t\t\tlet x = parseFloat(tokens[0]);\n\t\t\tlet y = parseFloat(tokens[1]);\n\t\t\tlet z = parseFloat(tokens[2]);\n\n\t\t\tthis.scene.view.lookAt(new THREE.Vector3(x, y, z));\n\t\t}\n\n\t\tif (Utils.getParameterByName('background')) {\n\t\t\tlet value = Utils.getParameterByName('background');\n\t\t\tthis.setBackground(value);\n\t\t}\n\n\t\t// if(Utils.getParameterByName(\"elevationRange\")){\n\t\t//\tlet value = Utils.getParameterByName(\"elevationRange\");\n\t\t//\tvalue = value.replace(\"[\", \"\").replace(\"]\", \"\");\n\t\t//\tlet tokens = value.split(\";\");\n\t\t//\tlet x = parseFloat(tokens[0]);\n\t\t//\tlet y = parseFloat(tokens[1]);\n\t\t//\n\t\t//\tthis.setElevationRange(x, y);\n\t\t//\t//this.scene.view.target.set(x, y, z);\n\t\t// }\n\t};\n\n\t// ------------------------------------------------------------------------------------\n\t// Viewer Internals\n\t// ------------------------------------------------------------------------------------\n\n\tcreateControls () {\n\t\t{ // create FIRST PERSON CONTROLS\n\t\t\tthis.fpControls = new FirstPersonControls(this);\n\t\t\tthis.fpControls.enabled = false;\n\t\t\tthis.fpControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.fpControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\t\t// { // create GEO CONTROLS\n\t\t//\tthis.geoControls = new GeoControls(this.scene.camera, this.renderer.domElement);\n\t\t//\tthis.geoControls.enabled = false;\n\t\t//\tthis.geoControls.addEventListener(\"start\", this.disableAnnotations.bind(this));\n\t\t//\tthis.geoControls.addEventListener(\"end\", this.enableAnnotations.bind(this));\n\t\t//\tthis.geoControls.addEventListener(\"move_speed_changed\", (event) => {\n\t\t//\t\tthis.setMoveSpeed(this.geoControls.moveSpeed);\n\t\t//\t});\n\t\t// }\n\n\t\t{ // create ORBIT CONTROLS\n\t\t\tthis.orbitControls = new OrbitControls(this);\n\t\t\tthis.orbitControls.enabled = false;\n\t\t\tthis.orbitControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.orbitControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\t\t{ // create EARTH CONTROLS\n\t\t\tthis.earthControls = new EarthControls(this);\n\t\t\tthis.earthControls.enabled = false;\n\t\t\tthis.earthControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.earthControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\t\t{ // create DEVICE ORIENTATION CONTROLS\n\t\t\tthis.deviceControls = new DeviceOrientationControls(this);\n\t\t\tthis.deviceControls.enabled = false;\n\t\t\tthis.deviceControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.deviceControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\t\t{ // create VR CONTROLS\n\t\t\tthis.vrControls = new VRControls(this);\n\t\t\tthis.vrControls.enabled = false;\n\t\t\tthis.vrControls.addEventListener('start', this.disableAnnotations.bind(this));\n\t\t\tthis.vrControls.addEventListener('end', this.enableAnnotations.bind(this));\n\t\t}\n\n\n\t};\n\n\ttoggleSidebar () {\n\t\tlet renderArea = $('#potree_render_area');\n\t\tlet isVisible = renderArea.css('left') !== '0px';\n\n\t\tif (isVisible) {\n\t\t\trenderArea.css('left', '0px');\n\t\t} else {\n\t\t\trenderArea.css('left', '300px');\n\t\t}\n\t};\n\n\ttoggleMap () {\n\t\t// let map = $('#potree_map');\n\t\t// map.toggle(100);\n\n\t\tif (this.mapView) {\n\t\t\tthis.mapView.toggle();\n\t\t}\n\t};\n\n\tonGUILoaded(callback){\n\t\tif(this.guiLoaded){\n\t\t\tcallback();\n\t\t}else{\n\t\t\tthis.guiLoadTasks.push(callback);\n\t\t}\n\t}\n\n\tpromiseGuiLoaded(){\n\t\treturn new Promise( resolve => {\n\n\t\t\tif(this.guiLoaded){\n\t\t\t\tresolve();\n\t\t\t}else{\n\t\t\t\tthis.guiLoadTasks.push(resolve);\n\t\t\t}\n\t\t\n\t\t});\n\t}\n\n\tloadGUI(callback){\n\n\t\tif(callback){\n\t\t\tthis.onGUILoaded(callback);\n\t\t}\n\n\t\tlet viewer = this;\n\t\tlet sidebarContainer = $('#potree_sidebar_container');\n\t\tsidebarContainer.load(new URL(Potree.scriptPath + '/sidebar.html').href, () => {\n\t\t\tsidebarContainer.css('width', '300px');\n\t\t\tsidebarContainer.css('height', '100%');\n\n\t\t\tlet imgMenuToggle = document.createElement('img');\n\t\t\timgMenuToggle.src = new URL(Potree.resourcePath + '/icons/menu_button.svg').href;\n\t\t\timgMenuToggle.onclick = this.toggleSidebar;\n\t\t\timgMenuToggle.classList.add('potree_menu_toggle');\n\n\t\t\tlet imgMapToggle = document.createElement('img');\n\t\t\timgMapToggle.src = new URL(Potree.resourcePath + '/icons/map_icon.png').href;\n\t\t\timgMapToggle.style.display = 'none';\n\t\t\timgMapToggle.onclick = e => { this.toggleMap(); };\n\t\t\timgMapToggle.id = 'potree_map_toggle';\n\n\t\t\t\n\n\t\t\tlet elButtons = $(\"#potree_quick_buttons\").get(0);\n\n\t\t\telButtons.append(imgMenuToggle);\n\t\t\telButtons.append(imgMapToggle);\n\n\n\t\t\tVRButton.createButton(this.renderer).then(vrButton => {\n\n\t\t\t\tif(vrButton == null){\n\t\t\t\t\tconsole.log(\"VR not supported or active.\");\n\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\tthis.renderer.xr.enabled = true;\n\n\t\t\t\tlet element = vrButton.element;\n\n\t\t\t\telement.style.position = \"\";\n\t\t\t\telement.style.bottom = \"\";\n\t\t\t\telement.style.left = \"\";\n\t\t\t\telement.style.margin = \"4px\";\n\t\t\t\telement.style.fontSize = \"100%\";\n\t\t\t\telement.style.width = \"2.5em\";\n\t\t\t\telement.style.height = \"2.5em\";\n\t\t\t\telement.style.padding = \"0\";\n\t\t\t\telement.style.textShadow = \"black 2px 2px 2px\";\n\t\t\t\telement.style.display = \"block\";\n\n\t\t\t\telButtons.append(element);\n\n\t\t\t\tvrButton.onStart(() => {\n\t\t\t\t\tthis.dispatchEvent({type: \"vr_start\"});\n\t\t\t\t});\n\n\t\t\t\tvrButton.onEnd(() => {\n\t\t\t\t\tthis.dispatchEvent({type: \"vr_end\"});\n\t\t\t\t});\n\t\t\t});\n\n\t\t\tthis.mapView = new MapView(this);\n\t\t\tthis.mapView.init();\n\n\t\t\ti18n.init({\n\t\t\t\tlng: 'en',\n\t\t\t\tresGetPath: Potree.resourcePath + '/lang/__lng__/__ns__.json',\n\t\t\t\tpreload: ['en', 'fr', 'de', 'jp', 'se', 'es', 'zh', 'it'],\n\t\t\t\tgetAsync: true,\n\t\t\t\tdebug: false\n\t\t\t}, function (t) {\n\t\t\t\t// Start translation once everything is loaded\n\t\t\t\t$('body').i18n();\n\t\t\t});\n\n\t\t\t$(() => {\n\t\t\t\t//initSidebar(this);\n\t\t\t\tlet sidebar = new Sidebar(this);\n\t\t\t\tsidebar.init();\n\n\t\t\t\tthis.sidebar = sidebar;\n\n\t\t\t\t//if (callback) {\n\t\t\t\t//\t$(callback);\n\t\t\t\t//}\n\n\t\t\t\tlet elProfile = $('
    ').load(new URL(Potree.scriptPath + '/profile.html').href, () => {\n\t\t\t\t\t$(document.body).append(elProfile.children());\n\t\t\t\t\tthis.profileWindow = new ProfileWindow(this);\n\t\t\t\t\tthis.profileWindowController = new ProfileWindowController(this);\n\n\t\t\t\t\t$('#profile_window').draggable({\n\t\t\t\t\t\thandle: $('#profile_titlebar'),\n\t\t\t\t\t\tcontainment: $(document.body)\n\t\t\t\t\t});\n\t\t\t\t\t$('#profile_window').resizable({\n\t\t\t\t\t\tcontainment: $(document.body),\n\t\t\t\t\t\thandles: 'n, e, s, w'\n\t\t\t\t\t});\n\n\t\t\t\t\t$(() => {\n\t\t\t\t\t\tthis.guiLoaded = true;\n\t\t\t\t\t\tfor(let task of this.guiLoadTasks){\n\t\t\t\t\t\t\ttask();\n\t\t\t\t\t\t}\n\n\t\t\t\t\t});\n\t\t\t\t});\n\n\t\t\t\t\n\n\t\t\t});\n\n\t\t\t\n\t\t});\n\n\t\treturn this.promiseGuiLoaded();\n\t}\n\n\tsetLanguage (lang) {\n\t\ti18n.setLng(lang);\n\t\t$('body').i18n();\n\t}\n\n\tsetServer (server) {\n\t\tthis.server = server;\n\t}\n\n\tinitDragAndDrop(){\n\t\tfunction allowDrag(e) {\n\t\t\te.dataTransfer.dropEffect = 'copy';\n\t\t\te.preventDefault();\n\t\t}\n\n\t\tlet dropHandler = async (event) => {\n\t\t\tconsole.log(event);\n\t\t\tevent.preventDefault();\n\n\t\t\tfor(const item of event.dataTransfer.items){\n\t\t\t\tconsole.log(item);\n\n\t\t\t\tif(item.kind !== \"file\"){\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\n\t\t\t\tconst file = item.getAsFile();\n\n\t\t\t\tconst isJson5 = file.name.toLowerCase().endsWith(\".json5\");\n\t\t\t\tconst isGeoPackage = file.name.toLowerCase().endsWith(\".gpkg\");\n\n\t\t\t\tif(isJson5){\n\t\t\t\t\ttry{\n\n\t\t\t\t\t\tconst text = await file.text();\n\t\t\t\t\t\tconst json = JSON5.parse(text);\n\n\t\t\t\t\t\tif(json.type === \"Potree\"){\n\t\t\t\t\t\t\tPotree.loadProject(viewer, json);\n\t\t\t\t\t\t}\n\t\t\t\t\t}catch(e){\n\t\t\t\t\t\tconsole.error(\"failed to parse the dropped file as JSON\");\n\t\t\t\t\t\tconsole.error(e);\n\t\t\t\t\t}\n\t\t\t\t}else if(isGeoPackage){\n\t\t\t\t\tconst hasPointcloud = viewer.scene.pointclouds.length > 0;\n\n\t\t\t\t\tif(!hasPointcloud){\n\t\t\t\t\t\tlet msg = \"At least one point cloud is needed that specifies the \";\n\t\t\t\t\t\tmsg += \"coordinate reference system before loading vector data.\";\n\t\t\t\t\t\tconsole.error(msg);\n\t\t\t\t\t}else{\n\n\t\t\t\t\t\tproj4.defs(\"WGS84\", \"+proj=longlat +ellps=WGS84 +datum=WGS84 +no_defs\");\n\t\t\t\t\t\tproj4.defs(\"pointcloud\", this.getProjection());\n\t\t\t\t\t\tlet transform = proj4(\"WGS84\", \"pointcloud\");\n\n\t\t\t\t\t\tconst buffer = await file.arrayBuffer();\n\n\t\t\t\t\t\tconst params = {\n\t\t\t\t\t\t\ttransform: transform,\n\t\t\t\t\t\t\tsource: file.name,\n\t\t\t\t\t\t};\n\t\t\t\t\t\t\n\t\t\t\t\t\tconst geo = await Potree.GeoPackageLoader.loadBuffer(buffer, params);\n\t\t\t\t\t\tviewer.scene.addGeopackage(geo);\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t\t\n\t\t\t}\n\t\t};\n\n\n\t\t$(\"body\")[0].addEventListener(\"dragenter\", allowDrag);\n\t\t$(\"body\")[0].addEventListener(\"dragover\", allowDrag);\n\t\t$(\"body\")[0].addEventListener(\"drop\", dropHandler);\n\t}\n\n\tinitThree () {\n\n\t\tconsole.log(`initializing three.js ${THREE.REVISION}`);\n\n\t\tlet width = this.renderArea.clientWidth;\n\t\tlet height = this.renderArea.clientHeight;\n\n\t\tlet contextAttributes = {\n\t\t\talpha: true,\n\t\t\tdepth: true,\n\t\t\tstencil: false,\n\t\t\tantialias: false,\n\t\t\t//premultipliedAlpha: _premultipliedAlpha,\n\t\t\tpreserveDrawingBuffer: true,\n\t\t\tpowerPreference: \"high-performance\",\n\t\t};\n\n\t\t// let contextAttributes = {\n\t\t// \talpha: false,\n\t\t// \tpreserveDrawingBuffer: true,\n\t\t// };\n\n\t\t// let contextAttributes = {\n\t\t// \talpha: false,\n\t\t// \tpreserveDrawingBuffer: true,\n\t\t// };\n\n\t\tlet canvas = document.createElement(\"canvas\");\n\n\t\tlet context = canvas.getContext('webgl', contextAttributes );\n\n\t\tthis.renderer = new THREE.WebGLRenderer({\n\t\t\talpha: true, \n\t\t\tpremultipliedAlpha: false,\n\t\t\tcanvas: canvas,\n\t\t\tcontext: context});\n\t\tthis.renderer.sortObjects = false;\n\t\tthis.renderer.setSize(width, height);\n\t\tthis.renderer.autoClear = false;\n\t\tthis.renderArea.appendChild(this.renderer.domElement);\n\t\tthis.renderer.domElement.tabIndex = '2222';\n\t\tthis.renderer.domElement.style.position = 'absolute';\n\t\tthis.renderer.domElement.addEventListener('mousedown', () => {\n\t\t\tthis.renderer.domElement.focus();\n\t\t});\n\t\t//this.renderer.domElement.focus();\n\n\t\t// NOTE: If extension errors occur, pass the string into this.renderer.extensions.get(x) before enabling\n\t\t// enable frag_depth extension for the interpolation shader, if available\n\t\tlet gl = this.renderer.getContext();\n\t\tgl.getExtension('EXT_frag_depth');\n\t\tgl.getExtension('WEBGL_depth_texture');\n\t\tgl.getExtension('WEBGL_color_buffer_float'); \t// Enable explicitly for more portability, EXT_color_buffer_float is the proper name in WebGL 2\n\t\t\n\t\tif(gl.createVertexArray == null){\n\t\t\tlet extVAO = gl.getExtension('OES_vertex_array_object');\n\n\t\t\tif(!extVAO){\n\t\t\t\tthrow new Error(\"OES_vertex_array_object extension not supported\");\n\t\t\t}\n\n\t\t\tgl.createVertexArray = extVAO.createVertexArrayOES.bind(extVAO);\n\t\t\tgl.bindVertexArray = extVAO.bindVertexArrayOES.bind(extVAO);\n\t\t}\n\t\t\n\t}\n\n\tupdateAnnotations () {\n\n\t\tif(!this.visibleAnnotations){\n\t\t\tthis.visibleAnnotations = new Set();\n\t\t}\n\n\t\tthis.scene.annotations.updateBounds();\n\t\tthis.scene.cameraP.updateMatrixWorld();\n\t\tthis.scene.cameraO.updateMatrixWorld();\n\t\t\n\t\tlet distances = [];\n\n\t\tlet renderAreaSize = this.renderer.getSize(new THREE.Vector2());\n\n\t\tlet viewer = this;\n\n\t\tlet visibleNow = [];\n\t\tthis.scene.annotations.traverse(annotation => {\n\n\t\t\tif (annotation === this.scene.annotations) {\n\t\t\t\treturn true;\n\t\t\t}\n\n\t\t\tif (!annotation.visible) {\n\t\t\t\treturn false;\n\t\t\t}\n\n\t\t\tannotation.scene = this.scene;\n\n\t\t\tlet element = annotation.domElement;\n\n\t\t\tlet position = annotation.position.clone();\n\t\t\tposition.add(annotation.offset);\n\t\t\tif (!position) {\n\t\t\t\tposition = annotation.boundingBox.getCenter(new THREE.Vector3());\n\t\t\t}\n\n\t\t\tlet distance = viewer.scene.cameraP.position.distanceTo(position);\n\t\t\tlet radius = annotation.boundingBox.getBoundingSphere(new THREE.Sphere()).radius;\n\n\t\t\tlet screenPos = new THREE.Vector3();\n\t\t\tlet screenSize = 0;\n\n\t\t\t{\n\t\t\t\t// SCREEN POS\n\t\t\t\tscreenPos.copy(position).project(this.scene.getActiveCamera());\n\t\t\t\tscreenPos.x = renderAreaSize.x * (screenPos.x + 1) / 2;\n\t\t\t\tscreenPos.y = renderAreaSize.y * (1 - (screenPos.y + 1) / 2);\n\n\n\t\t\t\t// SCREEN SIZE\n\t\t\t\tif(viewer.scene.cameraMode == CameraMode.PERSPECTIVE) {\n\t\t\t\t\tlet fov = Math.PI * viewer.scene.cameraP.fov / 180;\n\t\t\t\t\tlet slope = Math.tan(fov / 2.0);\n\t\t\t\t\tlet projFactor = 0.5 * renderAreaSize.y / (slope * distance);\n\t\t\t\t\tscreenSize = radius * projFactor;\n\t\t\t\t} else {\n\t\t\t\t\tscreenSize = Utils.projectedRadiusOrtho(radius, viewer.scene.cameraO.projectionMatrix, renderAreaSize.x, renderAreaSize.y);\n\t\t\t\t}\n\t\t\t}\n\n\t\t\telement.css(\"left\", screenPos.x + \"px\");\n\t\t\telement.css(\"top\", screenPos.y + \"px\");\n\t\t\t//element.css(\"display\", \"block\");\n\n\t\t\tlet zIndex = 10000000 - distance * (10000000 / this.scene.cameraP.far);\n\t\t\tif(annotation.descriptionVisible){\n\t\t\t\tzIndex += 10000000;\n\t\t\t}\n\t\t\telement.css(\"z-index\", parseInt(zIndex));\n\n\t\t\tif(annotation.children.length > 0){\n\t\t\t\tlet expand = screenSize > annotation.collapseThreshold || annotation.boundingBox.containsPoint(this.scene.getActiveCamera().position);\n\t\t\t\tannotation.expand = expand;\n\n\t\t\t\tif (!expand) {\n\t\t\t\t\t//annotation.display = (screenPos.z >= -1 && screenPos.z <= 1);\n\t\t\t\t\tlet inFrustum = (screenPos.z >= -1 && screenPos.z <= 1);\n\t\t\t\t\tif(inFrustum){\n\t\t\t\t\t\tvisibleNow.push(annotation);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\treturn expand;\n\t\t\t} else {\n\t\t\t\t//annotation.display = (screenPos.z >= -1 && screenPos.z <= 1);\n\t\t\t\tlet inFrustum = (screenPos.z >= -1 && screenPos.z <= 1);\n\t\t\t\tif(inFrustum){\n\t\t\t\t\tvisibleNow.push(annotation);\n\t\t\t\t}\n\t\t\t}\n\t\t\t\n\t\t});\n\n\t\tlet notVisibleAnymore = new Set(this.visibleAnnotations);\n\t\tfor(let annotation of visibleNow){\n\t\t\tannotation.display = true;\n\t\t\t\n\t\t\tnotVisibleAnymore.delete(annotation);\n\t\t}\n\t\tthis.visibleAnnotations = visibleNow;\n\n\t\tfor(let annotation of notVisibleAnymore){\n\t\t\tannotation.display = false;\n\t\t}\n\n\t}\n\n\tupdateMaterialDefaults(pointcloud){\n\t\t// PROBLEM STATEMENT:\n\t\t// * [min, max] of intensity, source id, etc. are computed as point clouds are loaded\n\t\t// * the point cloud material won't know the range it should use until some data is loaded\n\t\t// * users can modify the range at runtime, but sensible default ranges should be \n\t\t// applied even if no GUI is present\n\t\t// * display ranges shouldn't suddenly change even if the actual range changes over time.\n\t\t// e.g. the root node has intensity range [1, 478]. One of the descendants increases range to \n\t\t// [0, 2047]. We should not automatically change to the new range because that would result\n\t\t// in sudden and drastic changes of brightness. We should adjust the min/max of the sidebar slider.\n\n\t\tconst material = pointcloud.material;\n\n\t\tconst attIntensity = pointcloud.getAttribute(\"intensity\");\n\t\t\n\t\tif(attIntensity != null && material.intensityRange[0] === Infinity){\n\t\t\tmaterial.intensityRange = [...attIntensity.range];\n\t\t}\n\n\t\t// const attIntensity = pointcloud.getAttribute(\"intensity\");\n\t\t// if(attIntensity && material.intensityRange[0] === Infinity){\n\t\t// \tmaterial.intensityRange = [...attIntensity.range];\n\t\t// }\n\n\t\t// let attributes = pointcloud.getAttributes();\n\n\t\t// for(let attribute of attributes.attributes){\n\t\t// \tif(attribute.range){\n\t\t// \t\tlet range = [...attribute.range];\n\t\t// \t\tmaterial.computedRange.set(attribute.name, range);\n\t\t// \t\t//material.setRange(attribute.name, range);\n\t\t// \t}\n\t\t// }\n\n\n\t}\n\n\tupdate(delta, timestamp){\n\n\t\tif(Potree.measureTimings) performance.mark(\"update-start\");\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'update_start',\n\t\t\tdelta: delta,\n\t\t\ttimestamp: timestamp});\n\n\t\t\n\t\tconst scene = this.scene;\n\t\tconst camera = scene.getActiveCamera();\n\t\tconst visiblePointClouds = this.scene.pointclouds.filter(pc => pc.visible)\n\t\t\n\t\tPotree.pointLoadLimit = Potree.pointBudget * 2;\n\n\t\tconst lTarget = camera.position.clone().add(camera.getWorldDirection(new THREE.Vector3()).multiplyScalar(1000));\n\t\tthis.scene.directionalLight.position.copy(camera.position);\n\t\tthis.scene.directionalLight.lookAt(lTarget);\n\n\n\t\tfor (let pointcloud of visiblePointClouds) {\n\n\t\t\tpointcloud.showBoundingBox = this.showBoundingBox;\n\t\t\tpointcloud.generateDEM = this.generateDEM;\n\t\t\tpointcloud.minimumNodePixelSize = this.minNodeSize;\n\n\t\t\tlet material = pointcloud.material;\n\n\t\t\tmaterial.uniforms.uFilterReturnNumberRange.value = this.filterReturnNumberRange;\n\t\t\tmaterial.uniforms.uFilterNumberOfReturnsRange.value = this.filterNumberOfReturnsRange;\n\t\t\tmaterial.uniforms.uFilterGPSTimeClipRange.value = this.filterGPSTimeRange;\n\t\t\tmaterial.uniforms.uFilterPointSourceIDClipRange.value = this.filterPointSourceIDRange;\n\n\t\t\tmaterial.classification = this.classifications;\n\t\t\tmaterial.recomputeClassification();\n\n\t\t\tthis.updateMaterialDefaults(pointcloud);\n\t\t}\n\n\t\t{\n\t\t\tif(this.showBoundingBox){\n\t\t\t\tlet bbRoot = this.scene.scene.getObjectByName(\"potree_bounding_box_root\");\n\t\t\t\tif(!bbRoot){\n\t\t\t\t\tlet node = new THREE.Object3D();\n\t\t\t\t\tnode.name = \"potree_bounding_box_root\";\n\t\t\t\t\tthis.scene.scene.add(node);\n\t\t\t\t\tbbRoot = node;\n\t\t\t\t}\n\n\t\t\t\tlet visibleBoxes = [];\n\t\t\t\tfor(let pointcloud of this.scene.pointclouds){\n\t\t\t\t\tfor(let node of pointcloud.visibleNodes.filter(vn => vn.boundingBoxNode !== undefined)){\n\t\t\t\t\t\tlet box = node.boundingBoxNode;\n\t\t\t\t\t\tvisibleBoxes.push(box);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tbbRoot.children = visibleBoxes;\n\t\t\t}\n\t\t}\n\n\t\tif (!this.freeze) {\n\t\t\tlet result = Potree.updatePointClouds(scene.pointclouds, camera, this.renderer);\n\n\n\t\t\t// DEBUG - ONLY DISPLAY NODES THAT INTERSECT MOUSE\n\t\t\t//if(false){ \n\n\t\t\t//\tlet renderer = viewer.renderer;\n\t\t\t//\tlet mouse = viewer.inputHandler.mouse;\n\n\t\t\t//\tlet nmouse = {\n\t\t\t//\t\tx: (mouse.x / renderer.domElement.clientWidth) * 2 - 1,\n\t\t\t//\t\ty: -(mouse.y / renderer.domElement.clientHeight) * 2 + 1\n\t\t\t//\t};\n\n\t\t\t//\tlet pickParams = {};\n\n\t\t\t//\t//if(params.pickClipped){\n\t\t\t//\t//\tpickParams.pickClipped = params.pickClipped;\n\t\t\t//\t//}\n\n\t\t\t//\tpickParams.x = mouse.x;\n\t\t\t//\tpickParams.y = renderer.domElement.clientHeight - mouse.y;\n\n\t\t\t//\tlet raycaster = new THREE.Raycaster();\n\t\t\t//\traycaster.setFromCamera(nmouse, camera);\n\t\t\t//\tlet ray = raycaster.ray;\n\n\t\t\t//\tfor(let pointcloud of scene.pointclouds){\n\t\t\t//\t\tlet nodes = pointcloud.nodesOnRay(pointcloud.visibleNodes, ray);\n\t\t\t//\t\tpointcloud.visibleNodes = nodes;\n\n\t\t\t//\t}\n\t\t\t//}\n\n\t\t\t// const tStart = performance.now();\n\t\t\t// const worldPos = new THREE.Vector3();\n\t\t\t// const camPos = viewer.scene.getActiveCamera().getWorldPosition(new THREE.Vector3());\n\t\t\t// let lowestDistance = Infinity;\n\t\t\t// let numNodes = 0;\n\n\t\t\t// viewer.scene.scene.traverse(node => {\n\t\t\t// \tnode.getWorldPosition(worldPos);\n\n\t\t\t// \tconst distance = worldPos.distanceTo(camPos);\n\n\t\t\t// \tlowestDistance = Math.min(lowestDistance, distance);\n\n\t\t\t// \tnumNodes++;\n\n\t\t\t// \tif(Number.isNaN(distance)){\n\t\t\t// \t\tconsole.error(\":(\");\n\t\t\t// \t}\n\t\t\t// });\n\t\t\t// const duration = (performance.now() - tStart).toFixed(2);\n\n\t\t\t// Potree.debug.computeNearDuration = duration;\n\t\t\t// Potree.debug.numNodes = numNodes;\n\n\t\t\t//console.log(lowestDistance.toString(2), duration);\n\n\t\t\tconst tStart = performance.now();\n\t\t\tconst campos = camera.position;\n\t\t\tlet closestImage = Infinity;\n\t\t\tfor(const images of this.scene.orientedImages){\n\t\t\t\tfor(const image of images.images){\n\t\t\t\t\tconst distance = image.mesh.position.distanceTo(campos);\n\n\t\t\t\t\tclosestImage = Math.min(closestImage, distance);\n\t\t\t\t}\n\t\t\t}\n\t\t\tconst tEnd = performance.now();\n\n\t\t\tif(result.lowestSpacing !== Infinity){\n\t\t\t\tlet near = result.lowestSpacing * 10.0;\n\t\t\t\tlet far = -this.getBoundingBox().applyMatrix4(camera.matrixWorldInverse).min.z;\n\n\t\t\t\tfar = Math.max(far * 1.5, 10000);\n\t\t\t\tnear = Math.min(100.0, Math.max(0.01, near));\n\t\t\t\tnear = Math.min(near, closestImage);\n\t\t\t\tfar = Math.max(far, near + 10000);\n\n\t\t\t\tif(near === Infinity){\n\t\t\t\t\tnear = 0.1;\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tcamera.near = near;\n\t\t\t\tcamera.far = far;\n\t\t\t}else{\n\t\t\t\t// don't change near and far in this case\n\t\t\t}\n\n\t\t\tif(this.scene.cameraMode == CameraMode.ORTHOGRAPHIC) {\n\t\t\t\tcamera.near = -camera.far;\n\t\t\t}\n\t\t} \n\t\t\n\t\tthis.scene.cameraP.fov = this.fov;\n\t\t\n\t\tlet controls = this.getControls();\n\t\tif (controls === this.deviceControls) {\n\t\t\tthis.controls.setScene(scene);\n\t\t\tthis.controls.update(delta);\n\n\t\t\tthis.scene.cameraP.position.copy(scene.view.position);\n\t\t\tthis.scene.cameraO.position.copy(scene.view.position);\n\t\t} else if (controls !== null) {\n\t\t\tcontrols.setScene(scene);\n\t\t\tcontrols.update(delta);\n\n\t\t\tif(typeof debugDisabled === \"undefined\" ){\n\t\t\t\tthis.scene.cameraP.position.copy(scene.view.position);\n\t\t\t\tthis.scene.cameraP.rotation.order = \"ZXY\";\n\t\t\t\tthis.scene.cameraP.rotation.x = Math.PI / 2 + this.scene.view.pitch;\n\t\t\t\tthis.scene.cameraP.rotation.z = this.scene.view.yaw;\n\t\t\t}\n\n\t\t\tthis.scene.cameraO.position.copy(scene.view.position);\n\t\t\tthis.scene.cameraO.rotation.order = \"ZXY\";\n\t\t\tthis.scene.cameraO.rotation.x = Math.PI / 2 + this.scene.view.pitch;\n\t\t\tthis.scene.cameraO.rotation.z = this.scene.view.yaw;\n\t\t}\n\t\t\n\t\tcamera.updateMatrix();\n\t\tcamera.updateMatrixWorld();\n\t\tcamera.matrixWorldInverse.copy(camera.matrixWorld).invert();\n\n\t\t{\n\t\t\tif(this._previousCamera === undefined){\n\t\t\t\tthis._previousCamera = this.scene.getActiveCamera().clone();\n\t\t\t\tthis._previousCamera.rotation.copy(this.scene.getActiveCamera().rotation);\n\t\t\t}\n\n\t\t\tif(!this._previousCamera.matrixWorld.equals(camera.matrixWorld)){\n\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\ttype: \"camera_changed\",\n\t\t\t\t\tprevious: this._previousCamera,\n\t\t\t\t\tcamera: camera\n\t\t\t\t});\n\t\t\t}else if(!this._previousCamera.projectionMatrix.equals(camera.projectionMatrix)){\n\t\t\t\tthis.dispatchEvent({\n\t\t\t\t\ttype: \"camera_changed\",\n\t\t\t\t\tprevious: this._previousCamera,\n\t\t\t\t\tcamera: camera\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tthis._previousCamera = this.scene.getActiveCamera().clone();\n\t\t\tthis._previousCamera.rotation.copy(this.scene.getActiveCamera().rotation);\n\n\t\t}\n\n\t\t{ // update clip boxes\n\t\t\tlet boxes = [];\n\t\t\t\n\t\t\t// volumes with clipping enabled\n\t\t\t//boxes.push(...this.scene.volumes.filter(v => (v.clip)));\n\t\t\tboxes.push(...this.scene.volumes.filter(v => (v.clip && v instanceof BoxVolume)));\n\n\t\t\t// profile segments\n\t\t\tfor(let profile of this.scene.profiles){\n\t\t\t\tboxes.push(...profile.boxes);\n\t\t\t}\n\t\t\t\n\t\t\t// Needed for .getInverse(), pre-empt a determinant of 0, see #815 / #816\n\t\t\tlet degenerate = (box) => box.matrixWorld.determinant() !== 0;\n\t\t\t\n\t\t\tlet clipBoxes = boxes.filter(degenerate).map( box => {\n\t\t\t\tbox.updateMatrixWorld();\n\t\t\t\t\n\t\t\t\tlet boxInverse = box.matrixWorld.clone().invert();\n\t\t\t\tlet boxPosition = box.getWorldPosition(new THREE.Vector3());\n\n\t\t\t\treturn {box: box, inverse: boxInverse, position: boxPosition};\n\t\t\t});\n\n\t\t\tlet clipPolygons = this.scene.polygonClipVolumes.filter(vol => vol.initialized);\n\t\t\t\n\t\t\t// set clip volumes in material\n\t\t\tfor(let pointcloud of visiblePointClouds){\n\t\t\t\tpointcloud.material.setClipBoxes(clipBoxes);\n\t\t\t\tpointcloud.material.setClipPolygons(clipPolygons, this.clippingTool.maxPolygonVertices);\n\t\t\t\tpointcloud.material.clipTask = this.clipTask;\n\t\t\t\tpointcloud.material.clipMethod = this.clipMethod;\n\t\t\t}\n\t\t}\n\n\t\t{\n\t\t\tfor(let pointcloud of visiblePointClouds){\n\t\t\t\tpointcloud.material.elevationGradientRepeat = this.elevationGradientRepeat;\n\t\t\t}\n\t\t}\n\t\t\n\t\t{ // update navigation cube\n\t\t\tthis.navigationCube.update(camera.rotation);\n\t\t}\n\n\t\tthis.updateAnnotations();\n\t\t\n\t\tif(this.mapView){\n\t\t\tthis.mapView.update(delta);\n\t\t\tif(this.mapView.sceneProjection){\n\t\t\t\t$( \"#potree_map_toggle\" ).css(\"display\", \"block\");\n\t\t\t\t\n\t\t\t}\n\t\t}\n\n\t\tTWEEN.update(timestamp);\n\n\t\tthis.dispatchEvent({\n\t\t\ttype: 'update',\n\t\t\tdelta: delta,\n\t\t\ttimestamp: timestamp});\n\t\t\t\n\t\tif(Potree.measureTimings) {\n\t\t\tperformance.mark(\"update-end\");\n\t\t\tperformance.measure(\"update\", \"update-start\", \"update-end\");\n\t\t}\n\t}\n\n\tgetPRenderer(){\n\t\tif(this.useHQ){\n\t\t\tif (!this.hqRenderer) {\n\t\t\t\tthis.hqRenderer = new HQSplatRenderer(this);\n\t\t\t}\n\t\t\tthis.hqRenderer.useEDL = this.useEDL;\n\n\t\t\treturn this.hqRenderer;\n\t\t}else{\n\t\t\tif (this.useEDL && Features.SHADER_EDL.isSupported()) {\n\t\t\t\tif (!this.edlRenderer) {\n\t\t\t\t\tthis.edlRenderer = new EDLRenderer(this);\n\t\t\t\t}\n\n\t\t\t\treturn this.edlRenderer;\n\t\t\t} else {\n\t\t\t\tif (!this.potreeRenderer) {\n\t\t\t\t\tthis.potreeRenderer = new PotreeRenderer(this);\n\t\t\t\t}\n\n\t\t\t\treturn this.potreeRenderer;\n\t\t\t}\n\t\t}\n\t}\n\n\trenderVR(){\n\n\t\tlet renderer = this.renderer;\n\n\t\trenderer.setClearColor(0x550000, 0);\n\t\trenderer.clear();\n\n\t\tlet xr = renderer.xr;\n\t\tlet dbg = new THREE.PerspectiveCamera();\n\t\tlet xrCameras = xr.getCamera(dbg);\n\n\t\tif(xrCameras.cameras.length !== 2){\n\t\t\treturn;\n\t\t}\n\n\t\tlet makeCam = this.vrControls.getCamera.bind(this.vrControls);\n\n\t\t{ // clear framebuffer\n\t\t\tif(viewer.background === \"skybox\"){\n\t\t\t\trenderer.setClearColor(0xff0000, 1);\n\t\t\t}else if(viewer.background === \"gradient\"){\n\t\t\t\trenderer.setClearColor(0x112233, 1);\n\t\t\t}else if(viewer.background === \"black\"){\n\t\t\t\trenderer.setClearColor(0x000000, 1);\n\t\t\t}else if(viewer.background === \"white\"){\n\t\t\t\trenderer.setClearColor(0xFFFFFF, 1);\n\t\t\t}else{\n\t\t\t\trenderer.setClearColor(0x000000, 0);\n\t\t\t}\n\n\t\t\trenderer.clear();\n\t\t}\n\n\t\t// render background\n\t\tif(this.background === \"skybox\"){\n\t\t\tlet {skybox} = this;\n\n\t\t\tlet cam = makeCam();\n\t\t\tskybox.camera.rotation.copy(cam.rotation);\n\t\t\tskybox.camera.fov = cam.fov;\n\t\t\tskybox.camera.aspect = cam.aspect;\n\t\t\t\n\t\t\t// let dbg = new THREE.Object3D();\n\t\t\tlet dbg = skybox.parent;\n\t\t\t// dbg.up.set(0, 0, 1);\n\t\t\tdbg.rotation.x = Math.PI / 2;\n\n\t\t\t// skybox.camera.parent = dbg;\n\t\t\t// dbg.children.push(skybox.camera);\n\n\t\t\tdbg.updateMatrix();\n\t\t\tdbg.updateMatrixWorld();\n\n\t\t\tskybox.camera.updateMatrix();\n\t\t\tskybox.camera.updateMatrixWorld();\n\t\t\tskybox.camera.updateProjectionMatrix();\n\n\t\t\trenderer.render(skybox.scene, skybox.camera);\n\t\t\t// renderer.render(skybox.scene, cam);\n\t\t}else if(this.background === \"gradient\"){\n\t\t\t// renderer.render(this.scene.sceneBG, this.scene.cameraBG);\n\t\t}\n\n\t\tthis.renderer.xr.getSession().updateRenderState({\n\t\t\tdepthNear: 0.1,\n\t\t\tdepthFar: 10000\n\t\t});\n\t\t\n\t\tlet cam = null;\n\t\tlet view = null;\n\n\t\t{ // render world scene\n\t\t\tcam = makeCam();\n\t\t\tcam.position.z -= 0.8 * cam.scale.x;\n\t\t\tcam.parent = null;\n\t\t\t// cam.near = 0.05;\n\t\t\tcam.near = viewer.scene.getActiveCamera().near;\n\t\t\tcam.far = viewer.scene.getActiveCamera().far;\n\t\t\tcam.updateMatrix();\n\t\t\tcam.updateMatrixWorld();\n\n\t\t\tthis.scene.scene.updateMatrix();\n\t\t\tthis.scene.scene.updateMatrixWorld();\n\t\t\tthis.scene.scene.matrixAutoUpdate = false;\n\n\t\t\tlet camWorld = cam.matrixWorld.clone();\n\t\t\tview = camWorld.clone().invert();\n\t\t\tthis.scene.scene.matrix.copy(view);\n\t\t\tthis.scene.scene.matrixWorld.copy(view);\n\n\t\t\tcam.matrix.identity();\n\t\t\tcam.matrixWorld.identity();\n\t\t\tcam.matrixWorldInverse.identity();\n\n\t\t\trenderer.render(this.scene.scene, cam);\n\n\t\t\tthis.scene.scene.matrixWorld.identity();\n\n\t\t}\n\t\t\n\t\tfor(let pointcloud of this.scene.pointclouds){\n\n\t\t\tlet viewport = xrCameras.cameras[0].viewport;\n\n\t\t\tpointcloud.material.useEDL = false;\n\t\t\tpointcloud.screenHeight = viewport.height;\n\t\t\tpointcloud.screenWidth = viewport.width;\n\n\t\t\t// automatically switch to paraboloids because they cause far less flickering in VR, \n\t\t\t// when point sizes are larger than around 2 pixels\n\t\t\t// if(Features.SHADER_INTERPOLATION.isSupported()){\n\t\t\t// \tpointcloud.material.shape = Potree.PointShape.PARABOLOID;\n\t\t\t// }\n\t\t}\n\t\t\n\t\t// render point clouds\n\t\tfor(let xrCamera of xrCameras.cameras){\n\n\t\t\tlet v = xrCamera.viewport;\n\t\t\trenderer.setViewport(v.x, v.y, v.width, v.height);\n\n\t\t\t// xrCamera.fov = 90;\n\n\t\t\t{ // estimate VR fov\n\t\t\t\tlet proj = xrCamera.projectionMatrix;\n\t\t\t\tlet inv = proj.clone().invert();\n\n\t\t\t\tlet p1 = new THREE.Vector4(0, 1, -1, 1).applyMatrix4(inv);\n\t\t\t\tlet rad = p1.y\n\t\t\t\tlet fov = 180 * (rad / Math.PI);\n\n\t\t\t\txrCamera.fov = fov;\n\t\t\t}\n\n\t\t\tfor(let pointcloud of this.scene.pointclouds){\n\t\t\t\tconst {material} = pointcloud;\n\t\t\t\tmaterial.useEDL = false;\n\t\t\t}\n\n\t\t\tlet vrWorld = view.clone().invert();\n\t\t\tvrWorld.multiply(xrCamera.matrixWorld);\n\t\t\tlet vrView = vrWorld.clone().invert();\n\n\t\t\tthis.pRenderer.render(this.scene.scenePointCloud, xrCamera, null, {\n\t\t\t\tviewOverride: vrView,\n\t\t\t});\n\n\t\t}\n\n\t\t{ // render VR scene\n\t\t\tlet cam = makeCam();\n\t\t\tcam.parent = null;\n\n\t\t\trenderer.render(this.sceneVR, cam);\n\t\t}\n\n\t\trenderer.resetState();\n\n\t}\n\n\trenderDefault(){\n\t\tlet pRenderer = this.getPRenderer();\n\n\t\t{ // resize\n\t\t\tconst width = this.scaleFactor * this.renderArea.clientWidth;\n\t\t\tconst height = this.scaleFactor * this.renderArea.clientHeight;\n\n\t\t\tthis.renderer.setSize(width, height);\n\t\t\tconst pixelRatio = this.renderer.getPixelRatio();\n\t\t\tconst aspect = width / height;\n\n\t\t\tconst scene = this.scene;\n\n\t\t\tscene.cameraP.aspect = aspect;\n\t\t\tscene.cameraP.updateProjectionMatrix();\n\n\t\t\tlet frustumScale = this.scene.view.radius;\n\t\t\tscene.cameraO.left = -frustumScale;\n\t\t\tscene.cameraO.right = frustumScale;\n\t\t\tscene.cameraO.top = frustumScale * 1 / aspect;\n\t\t\tscene.cameraO.bottom = -frustumScale * 1 / aspect;\n\t\t\tscene.cameraO.updateProjectionMatrix();\n\n\t\t\tscene.cameraScreenSpace.top = 1/aspect;\n\t\t\tscene.cameraScreenSpace.bottom = -1/aspect;\n\t\t\tscene.cameraScreenSpace.updateProjectionMatrix();\n\t\t}\n\n\t\tpRenderer.clear();\n\n\t\tpRenderer.render(this.renderer);\n\t\tthis.renderer.render(this.overlay, this.overlayCamera);\n\t}\n\t\n\trender(){\n\t\tif(Potree.measureTimings) performance.mark(\"render-start\");\n\n\t\ttry{\n\n\t\t\tconst vrActive = this.renderer.xr.isPresenting;\n\n\t\t\tif(vrActive){\n\t\t\t\tthis.renderVR();\n\t\t\t}else{\n\t\t\t\tthis.renderDefault();\n\t\t\t}\n\n\t\t}catch(e){\n\t\t\tthis.onCrash(e);\n\t\t}\n\t\t\n\t\tif(Potree.measureTimings){\n\t\t\tperformance.mark(\"render-end\");\n\t\t\tperformance.measure(\"render\", \"render-start\", \"render-end\");\n\t\t}\n\t}\n\n\tresolveTimings(timestamp){\n\t\tif(Potree.measureTimings){\n\t\t\tif(!this.toggle){\n\t\t\t\tthis.toggle = timestamp;\n\t\t\t}\n\t\t\tlet duration = timestamp - this.toggle;\n\t\t\tif(duration > 1000.0){\n\t\t\t\n\t\t\t\tlet measures = performance.getEntriesByType(\"measure\");\n\t\t\t\t\n\t\t\t\tlet names = new Set();\n\t\t\t\tfor(let measure of measures){\n\t\t\t\t\tnames.add(measure.name);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tlet groups = new Map();\n\t\t\t\tfor(let name of names){\n\t\t\t\t\tgroups.set(name, {\n\t\t\t\t\t\tmeasures: [],\n\t\t\t\t\t\tsum: 0,\n\t\t\t\t\t\tn: 0,\n\t\t\t\t\t\tmin: Infinity,\n\t\t\t\t\t\tmax: -Infinity\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfor(let measure of measures){\n\t\t\t\t\tlet group = groups.get(measure.name);\n\t\t\t\t\tgroup.measures.push(measure);\n\t\t\t\t\tgroup.sum += measure.duration;\n\t\t\t\t\tgroup.n++;\n\t\t\t\t\tgroup.min = Math.min(group.min, measure.duration);\n\t\t\t\t\tgroup.max = Math.max(group.max, measure.duration);\n\t\t\t\t}\n\n\t\t\t\tlet glQueries = Potree.resolveQueries(this.renderer.getContext());\n\t\t\t\tfor(let [key, value] of glQueries){\n\n\t\t\t\t\tlet group = {\n\t\t\t\t\t\tmeasures: value.map(v => {return {duration: v}}),\n\t\t\t\t\t\tsum: value.reduce( (a, i) => a + i, 0),\n\t\t\t\t\t\tn: value.length,\n\t\t\t\t\t\tmin: Math.min(...value),\n\t\t\t\t\t\tmax: Math.max(...value)\n\t\t\t\t\t};\n\n\t\t\t\t\tlet groupname = `[tq] ${key}`;\n\t\t\t\t\tgroups.set(groupname, group);\n\t\t\t\t\tnames.add(groupname);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfor(let [name, group] of groups){\n\t\t\t\t\tgroup.mean = group.sum / group.n;\n\t\t\t\t\tgroup.measures.sort( (a, b) => a.duration - b.duration );\n\t\t\t\t\t\n\t\t\t\t\tif(group.n === 1){\n\t\t\t\t\t\tgroup.median = group.measures[0].duration;\n\t\t\t\t\t}else if(group.n > 1){\n\t\t\t\t\t\tgroup.median = group.measures[parseInt(group.n / 2)].duration;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tlet cn = Array.from(names).reduce( (a, i) => Math.max(a, i.length), 0) + 5;\n\t\t\t\tlet cmin = 10;\n\t\t\t\tlet cmed = 10;\n\t\t\t\tlet cmax = 10;\n\t\t\t\tlet csam = 6;\n\t\t\t\t\n\t\t\t\tlet message = ` ${\"NAME\".padEnd(cn)} |` \n\t\t\t\t\t+ ` ${\"MIN\".padStart(cmin)} |`\n\t\t\t\t\t+ ` ${\"MEDIAN\".padStart(cmed)} |`\n\t\t\t\t\t+ ` ${\"MAX\".padStart(cmax)} |`\n\t\t\t\t\t+ ` ${\"SAMPLES\".padStart(csam)} \\n`;\n\t\t\t\tmessage += ` ${\"-\".repeat(message.length) }\\n`;\n\t\t\t\t\n\t\t\t\tnames = Array.from(names).sort();\n\t\t\t\tfor(let name of names){\n\t\t\t\t\tlet group = groups.get(name);\n\t\t\t\t\tlet min = group.min.toFixed(3);\n\t\t\t\t\tlet median = group.median.toFixed(3);\n\t\t\t\t\tlet max = group.max.toFixed(3);\n\t\t\t\t\tlet n = group.n;\n\t\t\t\t\t\n\t\t\t\t\tmessage += ` ${name.padEnd(cn)} |`\n\t\t\t\t\t\t+ ` ${min.padStart(cmin)} |`\n\t\t\t\t\t\t+ ` ${median.padStart(cmed)} |`\n\t\t\t\t\t\t+ ` ${max.padStart(cmax)} |`\n\t\t\t\t\t\t+ ` ${n.toString().padStart(csam)}\\n`;\n\t\t\t\t}\n\t\t\t\tmessage += `\\n`;\n\t\t\t\tconsole.log(message);\n\t\t\t\t\n\t\t\t\tperformance.clearMarks();\n\t\t\t\tperformance.clearMeasures();\n\t\t\t\tthis.toggle = timestamp;\n\t\t\t}\n\t\t}\n\t}\n\n\tloop(timestamp){\n\n\t\tif(this.stats){\n\t\t\tthis.stats.begin();\n\t\t}\n\n\t\tif(Potree.measureTimings){\n\t\t\tperformance.mark(\"loop-start\");\n\t\t}\n\n\t\tthis.update(this.clock.getDelta(), timestamp);\n\t\tthis.render();\n\n\t\t// let vrActive = viewer.renderer.xr.isPresenting;\n\t\t// if(vrActive){\n\t\t// \tthis.update(this.clock.getDelta(), timestamp);\n\t\t// \tthis.render();\n\t\t// }else{\n\n\t\t// \tthis.update(this.clock.getDelta(), timestamp);\n\t\t// \tthis.render();\n\t\t// }\n\n\n\t\tif(Potree.measureTimings){\n\t\t\tperformance.mark(\"loop-end\");\n\t\t\tperformance.measure(\"loop\", \"loop-start\", \"loop-end\");\n\t\t}\n\t\t\n\t\tthis.resolveTimings(timestamp);\n\n\t\tPotree.framenumber++;\n\n\t\tif(this.stats){\n\t\t\tthis.stats.end();\n\t\t}\n\t}\n\n\tpostError(content, params = {}){\n\t\tlet message = this.postMessage(content, params);\n\n\t\tmessage.element.addClass(\"potree_message_error\");\n\n\t\treturn message;\n\t}\n\n\tpostMessage(content, params = {}){\n\t\tlet message = new Message(content);\n\n\t\tlet animationDuration = 100;\n\n\t\tmessage.element.css(\"display\", \"none\");\n\t\tmessage.elClose.click( () => {\n\t\t\tmessage.element.slideToggle(animationDuration);\n\n\t\t\tlet index = this.messages.indexOf(message);\n\t\t\tif(index >= 0){\n\t\t\t\tthis.messages.splice(index, 1);\n\t\t\t}\n\t\t});\n\n\t\tthis.elMessages.prepend(message.element);\n\n\t\tmessage.element.slideToggle(animationDuration);\n\n\t\tthis.messages.push(message);\n\n\t\tif(params.duration !== undefined){\n\t\t\tlet fadeDuration = 500;\n\t\t\tlet slideOutDuration = 200;\n\t\t\tsetTimeout(() => {\n\t\t\t\tmessage.element.animate({\n\t\t\t\t\topacity: 0\t\n\t\t\t\t}, fadeDuration);\n\t\t\t\tmessage.element.slideToggle(slideOutDuration);\n\t\t\t}, params.duration)\n\t\t}\n\n\t\treturn message;\n\t}\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nTHREE.OrthographicCamera.prototype.zoomTo = function( node, factor = 1){\n\n\tif ( !node.geometry && !node.boundingBox) {\n\t\treturn;\n\t}\n\n\t// TODO\n\n\t//let minWS = new THREE.Vector4(node.boundingBox.min.x, node.boundingBox.min.y, node.boundingBox.min.z, 1);\n\t//let minVS = minWS.applyMatrix4(this.matrixWorldInverse);\n\n\t//let right = node.boundingBox.max.x;\n\t//let bottom\t= node.boundingBox.min.y;\n\t//let top = node.boundingBox.max.y;\n\n\tthis.updateProjectionMatrix();\t\n};","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nTHREE.PerspectiveCamera.prototype.zoomTo = function (node, factor) {\n\tif (!node.geometry && !node.boundingSphere && !node.boundingBox) {\n\t\treturn;\n\t}\n\n\tif (node.geometry && node.geometry.boundingSphere === null) {\n\t\tnode.geometry.computeBoundingSphere();\n\t}\n\n\tnode.updateMatrixWorld();\n\n\tlet bs;\n\n\tif (node.boundingSphere) {\n\t\tbs = node.boundingSphere;\n\t} else if (node.geometry && node.geometry.boundingSphere) {\n\t\tbs = node.geometry.boundingSphere;\n\t} else {\n\t\tbs = node.boundingBox.getBoundingSphere(new THREE.Sphere());\n\t}\n\n\tlet _factor = factor || 1;\n\n\tbs = bs.clone().applyMatrix4(node.matrixWorld);\n\tlet radius = bs.radius;\n\tlet fovr = this.fov * Math.PI / 180;\n\n\tif (this.aspect < 1) {\n\t\tfovr = fovr * this.aspect;\n\t}\n\n\tlet distanceFactor = Math.abs(radius / Math.sin(fovr / 2)) * _factor;\n\n\tlet offset = this.getWorldDirection(new THREE.Vector3()).multiplyScalar(-distanceFactor);\n\tthis.position.copy(bs.center.clone().add(offset));\n};\n","\nimport * as THREE from \"../../libs/three.js/build/three.module.js\";\n\nTHREE.Ray.prototype.distanceToPlaneWithNegative = function (plane) {\n\tlet denominator = plane.normal.dot(this.direction);\n\tif (denominator === 0) {\n\t\t// line is coplanar, return origin\n\t\tif (plane.distanceToPoint(this.origin) === 0) {\n\t\t\treturn 0;\n\t\t}\n\n\t\t// Null is preferable to undefined since undefined means.... it is undefined\n\t\treturn null;\n\t}\n\tlet t = -(this.origin.dot(plane.normal) + plane.constant) / denominator;\n\n\treturn t;\n};\n","\nexport * from \"./Actions.js\";\nexport * from \"./AnimationPath.js\";\nexport * from \"./Annotation.js\";\nexport * from \"./defines.js\";\nexport * from \"./Enum.js\";\nexport * from \"./EventDispatcher.js\";\nexport * from \"./Features.js\";\nexport * from \"./KeyCodes.js\";\nexport * from \"./LRU.js\";\nexport * from \"./PointCloudEptGeometry.js\";\nexport * from \"./PointCloudOctree.js\";\nexport * from \"./PointCloudOctreeGeometry.js\";\nexport * from \"./PointCloudTree.js\";\nexport * from \"./Points.js\";\nexport * from \"./Potree_update_visibility.js\";\nexport * from \"./PotreeRenderer.js\";\nexport * from \"./ProfileRequest.js\";\nexport * from \"./TextSprite.js\";\nexport * from \"./utils.js\";\nexport * from \"./Version.js\";\nexport * from \"./WorkerPool.js\";\nexport * from \"./XHRFactory.js\";\nexport * from \"./viewer/SaveProject.js\";\nexport * from \"./viewer/LoadProject.js\";\n\nexport * from \"./materials/ClassificationScheme.js\";\nexport * from \"./materials/EyeDomeLightingMaterial.js\";\nexport * from \"./materials/Gradients.js\";\nexport * from \"./materials/NormalizationEDLMaterial.js\";\nexport * from \"./materials/NormalizationMaterial.js\";\nexport * from \"./materials/PointCloudMaterial.js\";\n\nexport * from \"./loader/POCLoader.js\";\nexport * from \"./modules/loader/2.0/OctreeLoader.js\";\nexport * from \"./loader/EptLoader.js\";\nexport * from \"./loader/ept/BinaryLoader.js\";\nexport * from \"./loader/ept/LaszipLoader.js\";\nexport * from \"./loader/ept/ZstandardLoader.js\";\nexport * from \"./loader/PointAttributes.js\";\nexport * from \"./loader/ShapefileLoader.js\";\nexport * from \"./loader/GeoPackageLoader.js\";\n\nexport * from \"./utils/Box3Helper.js\";\nexport * from \"./utils/ClippingTool.js\";\nexport * from \"./utils/ClipVolume.js\";\nexport * from \"./utils/GeoTIFF.js\";\nexport * from \"./utils/Measure.js\";\nexport * from \"./utils/MeasuringTool.js\";\nexport * from \"./utils/Message.js\";\nexport * from \"./utils/PointCloudSM.js\";\nexport * from \"./utils/PolygonClipVolume.js\";\nexport * from \"./utils/Profile.js\";\nexport * from \"./utils/ProfileTool.js\";\nexport * from \"./utils/ScreenBoxSelectTool.js\";\nexport * from \"./utils/SpotLightHelper.js\";\nexport * from \"./utils/TransformationTool.js\";\nexport * from \"./utils/Volume.js\";\nexport * from \"./utils/VolumeTool.js\";\nexport * from \"./utils/Compass.js\";\n\nexport * from \"./viewer/viewer.js\";\nexport * from \"./viewer/Scene.js\";\nexport * from \"./viewer/HierarchicalSlider.js\";\n\nexport * from \"./modules/OrientedImages/OrientedImages.js\";\nexport * from \"./modules/Images360/Images360.js\";\nexport * from \"./modules/CameraAnimation/CameraAnimation.js\";\n\nexport * from \"./modules/loader/2.0/OctreeLoader.js\";\n\nexport {OrbitControls} from \"./navigation/OrbitControls.js\";\nexport {FirstPersonControls} from \"./navigation/FirstPersonControls.js\";\nexport {EarthControls} from \"./navigation/EarthControls.js\";\nexport {DeviceOrientationControls} from \"./navigation/DeviceOrientationControls.js\";\nexport {VRControls} from \"./navigation/VRControls.js\";\n\nimport \"./extensions/OrthographicCamera.js\";\nimport \"./extensions/PerspectiveCamera.js\";\nimport \"./extensions/Ray.js\";\n\nimport {LRU} from \"./LRU.js\";\nimport {OctreeLoader} from \"./modules/loader/2.0/OctreeLoader.js\";\nimport {POCLoader} from \"./loader/POCLoader.js\";\nimport {EptLoader} from \"./loader/EptLoader.js\";\nimport {PointCloudOctree} from \"./PointCloudOctree.js\";\nimport {WorkerPool} from \"./WorkerPool.js\";\n\nexport const workerPool = new WorkerPool();\n\nexport const version = {\n\tmajor: 1,\n\tminor: 8,\n\tsuffix: '.0'\n};\n\nexport let lru = new LRU();\n\nconsole.log('Potree ' + version.major + '.' + version.minor + version.suffix);\n\nexport let pointBudget = 1 * 1000 * 1000;\nexport let framenumber = 0;\nexport let numNodesLoading = 0;\nexport let maxNodesLoading = 4;\n\nexport const debug = {};\n\nlet scriptPath = \"\";\n\nif (document.currentScript && document.currentScript.src) {\n\tscriptPath = new URL(document.currentScript.src + '/..').href;\n\tif (scriptPath.slice(-1) === '/') {\n\t\tscriptPath = scriptPath.slice(0, -1);\n\t}\n} else if(import.meta){\n\tscriptPath = new URL(import.meta.url + \"/..\").href;\n\tif (scriptPath.slice(-1) === '/') {\n\t\tscriptPath = scriptPath.slice(0, -1);\n\t}\n}else {\n\tconsole.error('Potree was unable to find its script path using document.currentScript. Is Potree included with a script tag? Does your browser support this function?');\n}\n\nlet resourcePath = scriptPath + '/resources';\n\n// scriptPath: build/potree\n// resourcePath:build/potree/resources\nexport {scriptPath, resourcePath};\n\n\nexport function loadPointCloud(path, name, callback){\n\tlet loaded = function(e){\n\t\te.pointcloud.name = name;\n\t\tcallback(e);\n\t};\n\n\tlet promise = new Promise( resolve => {\n\n\t\t// load pointcloud\n\t\tif (!path){\n\t\t\t// TODO: callback? comment? Hello? Bueller? Anyone?\n\t\t} else if (path.indexOf('ept.json') > 0) {\n\t\t\tEptLoader.load(path, function(geometry) {\n\t\t\t\tif (!geometry) {\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tlet pointcloud = new PointCloudOctree(geometry);\n\t\t\t\t\t//loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\t\t} else if (path.indexOf('cloud.js') > 0) {\n\t\t\tPOCLoader.load(path, function (geometry) {\n\t\t\t\tif (!geometry) {\n\t\t\t\t\t//callback({type: 'loading_failed'});\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t} else {\n\t\t\t\t\tlet pointcloud = new PointCloudOctree(geometry);\n\t\t\t\t\t// loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\t\t} else if (path.indexOf('metadata.json') > 0) {\n\t\t\tPotree.OctreeLoader.load(path).then(e => {\n\t\t\t\tlet geometry = e.geometry;\n\n\t\t\t\tif(!geometry){\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t}else{\n\t\t\t\t\tlet pointcloud = new PointCloudOctree(geometry);\n\n\t\t\t\t\tlet aPosition = pointcloud.getAttribute(\"position\");\n\n\t\t\t\t\tlet material = pointcloud.material;\n\t\t\t\t\tmaterial.elevationRange = [\n\t\t\t\t\t\taPosition.range[0][2],\n\t\t\t\t\t\taPosition.range[1][2],\n\t\t\t\t\t];\n\n\t\t\t\t\t// loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\n\t\t\tOctreeLoader.load(path, function (geometry) {\n\t\t\t\tif (!geometry) {\n\t\t\t\t\t//callback({type: 'loading_failed'});\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t} else {\n\t\t\t\t\tlet pointcloud = new PointCloudOctree(geometry);\n\t\t\t\t\t// loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\t\t} else if (path.indexOf('.vpc') > 0) {\n\t\t\tPointCloudArena4DGeometry.load(path, function (geometry) {\n\t\t\t\tif (!geometry) {\n\t\t\t\t\t//callback({type: 'loading_failed'});\n\t\t\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t\t\t} else {\n\t\t\t\t\tlet pointcloud = new PointCloudArena4D(geometry);\n\t\t\t\t\t// loaded(pointcloud);\n\t\t\t\t\tresolve({type: 'pointcloud_loaded', pointcloud: pointcloud});\n\t\t\t\t}\n\t\t\t});\n\t\t} else {\n\t\t\t//callback({'type': 'loading_failed'});\n\t\t\tconsole.error(new Error(`failed to load point cloud from URL: ${path}`));\n\t\t}\n\t});\n\n\tif(callback){\n\t\tpromise.then(pointcloud => {\n\t\t\tloaded(pointcloud);\n\t\t});\n\t}else{\n\t\treturn promise;\n\t}\n};\n\n\n// add selectgroup\n(function($){\n\t$.fn.extend({\n\t\tselectgroup: function(args = {}){\n\n\t\t\tlet elGroup = $(this);\n\t\t\tlet rootID = elGroup.prop(\"id\");\n\t\t\tlet groupID = `${rootID}`;\n\t\t\tlet groupTitle = (args.title !== undefined) ? args.title : \"\";\n\n\t\t\tlet elButtons = [];\n\t\t\telGroup.find(\"option\").each((index, value) => {\n\t\t\t\tlet buttonID = $(value).prop(\"id\");\n\t\t\t\tlet label = $(value).html();\n\t\t\t\tlet optionValue = $(value).prop(\"value\");\n\n\t\t\t\tlet elButton = $(`\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t\t\n\t\t\t\t`);\n\t\t\t\tlet elLabel = elButton.find(\"label\");\n\t\t\t\tlet elInput = elButton.find(\"input\");\n\n\t\t\t\telInput.change( () => {\n\t\t\t\t\telGroup.find(\"label\").removeClass(\"ui-state-active\");\n\t\t\t\t\telGroup.find(\"label\").addClass(\"ui-state-default\");\n\t\t\t\t\tif(elInput.is(\":checked\")){\n\t\t\t\t\t\telLabel.addClass(\"ui-state-active\");\n\t\t\t\t\t}else{\n\t\t\t\t\t\t//elLabel.addClass(\"ui-state-default\");\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t\telButtons.push(elButton);\n\t\t\t});\n\n\t\t\tlet elFieldset = $(`\n\t\t\t\t
    \n\t\t\t\t\t${groupTitle}\n\t\t\t\t\t\n\n\t\t\t\t\t\n\t\t\t\t
    \n\t\t\t`);\n\n\t\t\tlet elButtonContainer = elFieldset.find(\"span\");\n\t\t\tfor(let elButton of elButtons){\n\t\t\t\telButtonContainer.append(elButton);\n\t\t\t}\n\n\t\t\telButtonContainer.find(\"label\").each( (index, value) => {\n\t\t\t\t$(value).css(\"margin\", \"0px\");\n\t\t\t\t$(value).css(\"border-radius\", \"0px\");\n\t\t\t\t$(value).css(\"border\", \"1px solid black\");\n\t\t\t\t$(value).css(\"border-left\", \"none\");\n\t\t\t});\n\t\t\telButtonContainer.find(\"label:first\").each( (index, value) => {\n\t\t\t\t$(value).css(\"border-radius\", \"4px 0px 0px 4px\");\n\n\t\t\t});\n\t\t\telButtonContainer.find(\"label:last\").each( (index, value) => {\n\t\t\t\t$(value).css(\"border-radius\", \"0px 4px 4px 0px\");\n\t\t\t\t$(value).css(\"border-left\", 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    +
    +
    diff --git a/libs/potree/resources/images/shuffled_morton.svg b/libs/potree/resources/images/shuffled_morton.svg deleted file mode 100644 index 5d4ac2d..0000000 --- a/libs/potree/resources/images/shuffled_morton.svg +++ /dev/null @@ -1,1484 +0,0 @@ - - - - - - - - image/svg+xml - - - - - - - - - - - - - - - - - - - - - - - - - - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - - - - 10 - 11 - 12 - - - - - - - - - - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - - - - 10 - 11 - 12 - 1 - 2 - 3 - - 4 - 5 - 6 - - 7 - 8 - 9 - - 10 - 11 - 12 - - - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - - - - - - - - - - - - - - - - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 11 - 12 - - - - - - - - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - - - - - - - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - - - - - - - diff --git a/libs/potree/resources/images/vr_controller_help.png b/libs/potree/resources/images/vr_controller_help.png deleted file mode 100644 index e33ddeb..0000000 Binary files a/libs/potree/resources/images/vr_controller_help.png and /dev/null differ diff --git a/libs/potree/resources/lang/it/translation.json b/libs/potree/resources/lang/it/translation.json new file mode 100644 index 0000000..b4e8acc --- /dev/null +++ b/libs/potree/resources/lang/it/translation.json @@ -0,0 +1,99 @@ +{ + "tb": { + "navigation_opt": "Navigazione", + "rendering_opt": "Visualizzazione", + "tools_opt": "Strumenti", + "measurments_opt": "Misure", + "clipping_opt": "Opzioni di ritaglio", + "annotations_opt": "Annotazioni", + "materials_opt": "Materiali", + "scene_opt": "Scena", + "classification_filter_opt": "Filtro di classificazione", + "filters_opt": "Filtri", + "parameters_opt": "Altri parametri", + "about_opt": "A proposito" + }, + "tt": { + "angle_measurement": "Misurazione angolo", + "point_measurement": "Misurazione punto", + "distance_measurement": "Misurazione distanza", + "height_measurement": "Misurazione quota", + "circle_measurement": "Misurazione cerchio", + "area_measurement": "Misurazione superficie", + "volume_measurement": "Misurazione volume", + "height_profile": "Misurazione profilo", + "annotation": "Annotazione", + "clip_volume": "Ritaglio con volume", + "clip_polygon": "Ritaglio con poligono", + "remove_all_measurement": "Cancellazione misure", + "left_view_control": "Vista da sinistra", + "front_view_control": "Vista frontale", + "back_view_control": "Vista da dietro", + "top_view_control": "Vista nadirale", + "bottom_view_control": "Vista dal basso", + "focus_control": "Massima estensione", + "orbit_control": "Modalità orbit", + "flight_control": "Modalità volo", + "heli_control": "Modalità elicottero", + "earth_control": "Modalità Earth", + "perspective_camera_control": "Vista prospettica", + "orthographic_camera_control": "Vista ortografica", + "remove_all_clipping_volumes": "Rimuovere tutti i volumi ritagliati", + "compass": "Bussola", + "camera_animation": "Animazione" + }, + "appearance": { + "nb_max_pts": "Numero di punti", + "point_size": "Dimensione dei punti", + "min_point_size": "Minima dimensione dei punti", + "point_opacity": "Opacità", + "field_view": "Angolo di vista", + "point_size_type": "Metodo di dimensionamento dei punti", + "point_material": "Materiale", + "elevation_range": "Intervallo altimetrico", + "extra_range": "Intervallo scalare", + "point_quality": "Qualità", + "point_shape": "Forma", + "edl_radius": "Raggio", + "edl_strength": "Intensità", + "edl_opacity": "Opacità", + "edl_enable": "Attiva", + "min_node_size": "Min dimensione dei nodi", + "clip_mode": "Modalità di ritaglio", + "move_speed": "Velocità", + "skybox": "Cielo", + "bottom_lock": "Rimani sotto al suolo", + "box": "Box", + "length_unit": "Unità di misura", + "freeze": "Blocca vista", + "language": "Lingua" + }, + "measurements": { + "clip": "ritaglia", + "show": "mostra volume" + }, + "annotations": { + "show3D": "mostra in 3D", + "showMap": "mostra sulla mappa" + }, + "profile": { + "nb_points": "Numero di punti", + "title": "Profilo altimetrico", + "save_las": "Salva come LAS(3D)", + "save_ortho": "Salva come CSV(2D)" + }, + "scene": { + "camera_position": "Posizione della camera", + "camera_target": "Obiettivo della camera" + }, + "filters": { + "return_number": "Numero di ritorno", + "number_of_returns": "Numero di ritorno", + "gps_min": "min", + "gps_max": "max", + "gps_time": "tempo GPS" + }, + "settings": { + "language": "Lingua" + } +} diff --git a/libs/potree/workers/OctreeDecoderWorker.js b/libs/potree/workers/OctreeDecoderWorker.js deleted file mode 100644 index c878b0d..0000000 --- a/libs/potree/workers/OctreeDecoderWorker.js +++ /dev/null @@ -1,2466 +0,0 @@ -/** - * Some types of possible point attribute data formats - * - * @class - */ -const PointAttributeTypes = { - DATA_TYPE_DOUBLE: {ordinal: 0, name: "double", size: 8}, - DATA_TYPE_FLOAT: {ordinal: 1, name: "float", size: 4}, - DATA_TYPE_INT8: {ordinal: 2, name: "int8", size: 1}, - DATA_TYPE_UINT8: {ordinal: 3, name: "uint8", size: 1}, - DATA_TYPE_INT16: {ordinal: 4, name: "int16", size: 2}, - DATA_TYPE_UINT16: {ordinal: 5, name: "uint16", size: 2}, - DATA_TYPE_INT32: {ordinal: 6, name: "int32", size: 4}, - DATA_TYPE_UINT32: {ordinal: 7, name: "uint32", size: 4}, - DATA_TYPE_INT64: {ordinal: 8, name: "int64", size: 8}, - DATA_TYPE_UINT64: {ordinal: 9, name: "uint64", size: 8} -}; - -let i = 0; -for (let obj in PointAttributeTypes) { - PointAttributeTypes[i] = PointAttributeTypes[obj]; - i++; -} - - -class PointAttribute{ - - constructor(name, type, numElements){ - this.name = name; - this.type = type; - this.numElements = numElements; - this.byteSize = this.numElements * this.type.size; - this.description = ""; - this.range = [Infinity, -Infinity]; - } - -} -PointAttribute.POSITION_CARTESIAN = new PointAttribute( - "POSITION_CARTESIAN", PointAttributeTypes.DATA_TYPE_FLOAT, 3); - -PointAttribute.RGBA_PACKED = new PointAttribute( - "COLOR_PACKED", PointAttributeTypes.DATA_TYPE_INT8, 4); - -PointAttribute.COLOR_PACKED = PointAttribute.RGBA_PACKED; - -PointAttribute.RGB_PACKED = new PointAttribute( - "COLOR_PACKED", PointAttributeTypes.DATA_TYPE_INT8, 3); - -PointAttribute.NORMAL_FLOATS = new PointAttribute( - "NORMAL_FLOATS", PointAttributeTypes.DATA_TYPE_FLOAT, 3); - -PointAttribute.INTENSITY = new PointAttribute( - "INTENSITY", PointAttributeTypes.DATA_TYPE_UINT16, 1); - -PointAttribute.CLASSIFICATION = new PointAttribute( - "CLASSIFICATION", PointAttributeTypes.DATA_TYPE_UINT8, 1); - -PointAttribute.NORMAL_SPHEREMAPPED = new PointAttribute( - "NORMAL_SPHEREMAPPED", PointAttributeTypes.DATA_TYPE_UINT8, 2); - -PointAttribute.NORMAL_OCT16 = new PointAttribute( - "NORMAL_OCT16", PointAttributeTypes.DATA_TYPE_UINT8, 2); - -PointAttribute.NORMAL = new PointAttribute( - "NORMAL", PointAttributeTypes.DATA_TYPE_FLOAT, 3); - -PointAttribute.RETURN_NUMBER = new PointAttribute( - "RETURN_NUMBER", PointAttributeTypes.DATA_TYPE_UINT8, 1); - -PointAttribute.NUMBER_OF_RETURNS = new PointAttribute( - "NUMBER_OF_RETURNS", PointAttributeTypes.DATA_TYPE_UINT8, 1); - -PointAttribute.SOURCE_ID = new PointAttribute( - "SOURCE_ID", PointAttributeTypes.DATA_TYPE_UINT16, 1); - -PointAttribute.INDICES = new PointAttribute( - "INDICES", PointAttributeTypes.DATA_TYPE_UINT32, 1); - -PointAttribute.SPACING = new PointAttribute( - "SPACING", PointAttributeTypes.DATA_TYPE_FLOAT, 1); - -PointAttribute.GPS_TIME = new PointAttribute( - "GPS_TIME", PointAttributeTypes.DATA_TYPE_DOUBLE, 1); - -/* Copyright 2017 Google Inc. All Rights Reserved. - - Distributed under MIT license. - See file LICENSE for detail or copy at https://opensource.org/licenses/MIT -*/ - -/** @return {function(!Int8Array):!Int8Array} */ -function BrotliDecodeClosure() { - - /** @type {!Int8Array} */ - var DICTIONARY_DATA = new Int8Array(0); - - /** - * @constructor - * @param {!Int8Array} bytes - * @struct - */ - function InputStream(bytes) { - /** @type {!Int8Array} */ - this.data = bytes; - /** @type {!number} */ - this.offset = 0; - } - var MAX_HUFFMAN_TABLE_SIZE = Int32Array.from([256, 402, 436, 468, 500, 534, 566, 598, 630, 662, 694, 726, 758, 790, 822, 854, 886, 920, 952, 984, 1016, 1048, 1080]); - var CODE_LENGTH_CODE_ORDER = Int32Array.from([1, 2, 3, 4, 0, 5, 17, 6, 16, 7, 8, 9, 10, 11, 12, 13, 14, 15]); - var DISTANCE_SHORT_CODE_INDEX_OFFSET = Int32Array.from([0, 3, 2, 1, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3]); - var DISTANCE_SHORT_CODE_VALUE_OFFSET = Int32Array.from([0, 0, 0, 0, -1, 1, -2, 2, -3, 3, -1, 1, -2, 2, -3, 3]); - var FIXED_TABLE = Int32Array.from([0x020000, 0x020004, 0x020003, 0x030002, 0x020000, 0x020004, 0x020003, 0x040001, 0x020000, 0x020004, 0x020003, 0x030002, 0x020000, 0x020004, 0x020003, 0x040005]); - var DICTIONARY_OFFSETS_BY_LENGTH = Int32Array.from([0, 0, 0, 0, 0, 4096, 9216, 21504, 35840, 44032, 53248, 63488, 74752, 87040, 93696, 100864, 104704, 106752, 108928, 113536, 115968, 118528, 119872, 121280, 122016]); - var DICTIONARY_SIZE_BITS_BY_LENGTH = Int32Array.from([0, 0, 0, 0, 10, 10, 11, 11, 10, 10, 10, 10, 10, 9, 9, 8, 7, 7, 8, 7, 7, 6, 6, 5, 5]); - var BLOCK_LENGTH_OFFSET = Int32Array.from([1, 5, 9, 13, 17, 25, 33, 41, 49, 65, 81, 97, 113, 145, 177, 209, 241, 305, 369, 497, 753, 1265, 2289, 4337, 8433, 16625]); - var BLOCK_LENGTH_N_BITS = Int32Array.from([2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 7, 8, 9, 10, 11, 12, 13, 24]); - var INSERT_LENGTH_N_BITS = Int16Array.from([0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x02, 0x02, 0x03, 0x03, 0x04, 0x04, 0x05, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0C, 0x0E, 0x18]); - var COPY_LENGTH_N_BITS = Int16Array.from([0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x01, 0x02, 0x02, 0x03, 0x03, 0x04, 0x04, 0x05, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x18]); - var CMD_LOOKUP = new Int16Array(2816); - { - unpackCommandLookupTable(CMD_LOOKUP); - } - /** - * @param {number} i - * @return {number} - */ - function log2floor(i) { - var /** number */ result = -1; - var /** number */ step = 16; - while (step > 0) { - if ((i >>> step) != 0) { - result += step; - i = i >>> step; - } - step = step >> 1; - } - return result + i; - } - /** - * @param {number} npostfix - * @param {number} ndirect - * @param {number} maxndistbits - * @return {number} - */ - function calculateDistanceAlphabetSize(npostfix, ndirect, maxndistbits) { - return 16 + ndirect + 2 * (maxndistbits << npostfix); - } - /** - * @param {number} maxDistance - * @param {number} npostfix - * @param {number} ndirect - * @return {number} - */ - function calculateDistanceAlphabetLimit(maxDistance, npostfix, ndirect) { - if (maxDistance < ndirect + (2 << npostfix)) { - throw "maxDistance is too small"; - } - var /** number */ offset = ((maxDistance - ndirect) >> npostfix) + 4; - var /** number */ ndistbits = log2floor(offset) - 1; - var /** number */ group = ((ndistbits - 1) << 1) | ((offset >> ndistbits) & 1); - return ((group - 1) << npostfix) + (1 << npostfix) + ndirect + 16; - } - /** - * @param {!Int16Array} cmdLookup - * @return {void} - */ - function unpackCommandLookupTable(cmdLookup) { - var /** !Int16Array */ insertLengthOffsets = new Int16Array(24); - var /** !Int16Array */ copyLengthOffsets = new Int16Array(24); - copyLengthOffsets[0] = 2; - for (var /** number */ i = 0; i < 23; ++i) { - insertLengthOffsets[i + 1] = (insertLengthOffsets[i] + (1 << INSERT_LENGTH_N_BITS[i])); - copyLengthOffsets[i + 1] = (copyLengthOffsets[i] + (1 << COPY_LENGTH_N_BITS[i])); - } - for (var /** number */ cmdCode = 0; cmdCode < 704; ++cmdCode) { - var /** number */ rangeIdx = cmdCode >>> 6; - var /** number */ distanceContextOffset = -4; - if (rangeIdx >= 2) { - rangeIdx -= 2; - distanceContextOffset = 0; - } - var /** number */ insertCode = (((0x29850 >>> (rangeIdx * 2)) & 0x3) << 3) | ((cmdCode >>> 3) & 7); - var /** number */ copyCode = (((0x26244 >>> (rangeIdx * 2)) & 0x3) << 3) | (cmdCode & 7); - var /** number */ copyLengthOffset = copyLengthOffsets[copyCode]; - var /** number */ distanceContext = distanceContextOffset + (copyLengthOffset > 4 ? 3 : copyLengthOffset - 2); - var /** number */ index = cmdCode * 4; - cmdLookup[index + 0] = (INSERT_LENGTH_N_BITS[insertCode] | (COPY_LENGTH_N_BITS[copyCode] << 8)); - cmdLookup[index + 1] = insertLengthOffsets[insertCode]; - cmdLookup[index + 2] = copyLengthOffsets[copyCode]; - cmdLookup[index + 3] = distanceContext; - } - } - /** - * @param {!State} s - * @return {number} - */ - function decodeWindowBits(s) { - var /** number */ largeWindowEnabled = s.isLargeWindow; - s.isLargeWindow = 0; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - if (readFewBits(s, 1) == 0) { - return 16; - } - var /** number */ n = readFewBits(s, 3); - if (n != 0) { - return 17 + n; - } - n = readFewBits(s, 3); - if (n != 0) { - if (n == 1) { - if (largeWindowEnabled == 0) { - return -1; - } - s.isLargeWindow = 1; - if (readFewBits(s, 1) == 1) { - return -1; - } - n = readFewBits(s, 6); - if (n < 10 || n > 30) { - return -1; - } - return n; - } else { - return 8 + n; - } - } - return 17; - } - /** - * @param {!State} s - * @param {!InputStream} input - * @return {void} - */ - function initState(s, input) { - if (s.runningState != 0) { - throw "State MUST be uninitialized"; - } - s.blockTrees = new Int32Array(3091); - s.blockTrees[0] = 7; - s.distRbIdx = 3; - var /** number */ maxDistanceAlphabetLimit = calculateDistanceAlphabetLimit(0x7FFFFFFC, 3, 15 << 3); - s.distExtraBits = new Int8Array(maxDistanceAlphabetLimit); - s.distOffset = new Int32Array(maxDistanceAlphabetLimit); - s.input = input; - initBitReader(s); - s.runningState = 1; - } - /** - * @param {!State} s - * @return {void} - */ - function close(s) { - if (s.runningState == 0) { - throw "State MUST be initialized"; - } - if (s.runningState == 11) { - return; - } - s.runningState = 11; - if (s.input != null) { - closeInput(s.input); - s.input = null; - } - } - /** - * @param {!State} s - * @return {number} - */ - function decodeVarLenUnsignedByte(s) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - if (readFewBits(s, 1) != 0) { - var /** number */ n = readFewBits(s, 3); - if (n == 0) { - return 1; - } else { - return readFewBits(s, n) + (1 << n); - } - } - return 0; - } - /** - * @param {!State} s - * @return {void} - */ - function decodeMetaBlockLength(s) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - s.inputEnd = readFewBits(s, 1); - s.metaBlockLength = 0; - s.isUncompressed = 0; - s.isMetadata = 0; - if ((s.inputEnd != 0) && readFewBits(s, 1) != 0) { - return; - } - var /** number */ sizeNibbles = readFewBits(s, 2) + 4; - if (sizeNibbles == 7) { - s.isMetadata = 1; - if (readFewBits(s, 1) != 0) { - throw "Corrupted reserved bit"; - } - var /** number */ sizeBytes = readFewBits(s, 2); - if (sizeBytes == 0) { - return; - } - for (var /** number */ i = 0; i < sizeBytes; i++) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ bits = readFewBits(s, 8); - if (bits == 0 && i + 1 == sizeBytes && sizeBytes > 1) { - throw "Exuberant nibble"; - } - s.metaBlockLength |= bits << (i * 8); - } - } else { - for (var /** number */ i = 0; i < sizeNibbles; i++) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ bits = readFewBits(s, 4); - if (bits == 0 && i + 1 == sizeNibbles && sizeNibbles > 4) { - throw "Exuberant nibble"; - } - s.metaBlockLength |= bits << (i * 4); - } - } - s.metaBlockLength++; - if (s.inputEnd == 0) { - s.isUncompressed = readFewBits(s, 1); - } - } - /** - * @param {!Int32Array} tableGroup - * @param {number} tableIdx - * @param {!State} s - * @return {number} - */ - function readSymbol(tableGroup, tableIdx, s) { - var /** number */ offset = tableGroup[tableIdx]; - var /** number */ val = (s.accumulator32 >>> s.bitOffset); - offset += val & 0xFF; - var /** number */ bits = tableGroup[offset] >> 16; - var /** number */ sym = tableGroup[offset] & 0xFFFF; - if (bits <= 8) { - s.bitOffset += bits; - return sym; - } - offset += sym; - var /** number */ mask = (1 << bits) - 1; - offset += (val & mask) >>> 8; - s.bitOffset += ((tableGroup[offset] >> 16) + 8); - return tableGroup[offset] & 0xFFFF; - } - /** - * @param {!Int32Array} tableGroup - * @param {number} tableIdx - * @param {!State} s - * @return {number} - */ - function readBlockLength(tableGroup, tableIdx, s) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ code = readSymbol(tableGroup, tableIdx, s); - var /** number */ n = BLOCK_LENGTH_N_BITS[code]; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - return BLOCK_LENGTH_OFFSET[code] + ((n <= 16) ? readFewBits(s, n) : readManyBits(s, n)); - } - /** - * @param {!Int32Array} v - * @param {number} index - * @return {void} - */ - function moveToFront(v, index) { - var /** number */ value = v[index]; - for (; index > 0; index--) { - v[index] = v[index - 1]; - } - v[0] = value; - } - /** - * @param {!Int8Array} v - * @param {number} vLen - * @return {void} - */ - function inverseMoveToFrontTransform(v, vLen) { - var /** !Int32Array */ mtf = new Int32Array(256); - for (var /** number */ i = 0; i < 256; i++) { - mtf[i] = i; - } - for (var /** number */ i = 0; i < vLen; i++) { - var /** number */ index = v[i] & 0xFF; - v[i] = mtf[index]; - if (index != 0) { - moveToFront(mtf, index); - } - } - } - /** - * @param {!Int32Array} codeLengthCodeLengths - * @param {number} numSymbols - * @param {!Int32Array} codeLengths - * @param {!State} s - * @return {void} - */ - function readHuffmanCodeLengths(codeLengthCodeLengths, numSymbols, codeLengths, s) { - var /** number */ symbol = 0; - var /** number */ prevCodeLen = 8; - var /** number */ repeat = 0; - var /** number */ repeatCodeLen = 0; - var /** number */ space = 32768; - var /** !Int32Array */ table = new Int32Array(32 + 1); - var /** number */ tableIdx = table.length - 1; - buildHuffmanTable(table, tableIdx, 5, codeLengthCodeLengths, 18); - while (symbol < numSymbols && space > 0) { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ p = (s.accumulator32 >>> s.bitOffset) & 31; - s.bitOffset += table[p] >> 16; - var /** number */ codeLen = table[p] & 0xFFFF; - if (codeLen < 16) { - repeat = 0; - codeLengths[symbol++] = codeLen; - if (codeLen != 0) { - prevCodeLen = codeLen; - space -= 32768 >> codeLen; - } - } else { - var /** number */ extraBits = codeLen - 14; - var /** number */ newLen = 0; - if (codeLen == 16) { - newLen = prevCodeLen; - } - if (repeatCodeLen != newLen) { - repeat = 0; - repeatCodeLen = newLen; - } - var /** number */ oldRepeat = repeat; - if (repeat > 0) { - repeat -= 2; - repeat <<= extraBits; - } - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - repeat += readFewBits(s, extraBits) + 3; - var /** number */ repeatDelta = repeat - oldRepeat; - if (symbol + repeatDelta > numSymbols) { - throw "symbol + repeatDelta > numSymbols"; - } - for (var /** number */ i = 0; i < repeatDelta; i++) { - codeLengths[symbol++] = repeatCodeLen; - } - if (repeatCodeLen != 0) { - space -= repeatDelta << (15 - repeatCodeLen); - } - } - } - if (space != 0) { - throw "Unused space"; - } - codeLengths.fill(0, symbol, numSymbols); - } - /** - * @param {!Int32Array} symbols - * @param {number} length - * @return {void} - */ - function checkDupes(symbols, length) { - for (var /** number */ i = 0; i < length - 1; ++i) { - for (var /** number */ j = i + 1; j < length; ++j) { - if (symbols[i] == symbols[j]) { - throw "Duplicate simple Huffman code symbol"; - } - } - } - } - /** - * @param {number} alphabetSizeMax - * @param {number} alphabetSizeLimit - * @param {!Int32Array} tableGroup - * @param {number} tableIdx - * @param {!State} s - * @return {number} - */ - function readSimpleHuffmanCode(alphabetSizeMax, alphabetSizeLimit, tableGroup, tableIdx, s) { - var /** !Int32Array */ codeLengths = new Int32Array(alphabetSizeLimit); - var /** !Int32Array */ symbols = new Int32Array(4); - var /** number */ maxBits = 1 + log2floor(alphabetSizeMax - 1); - var /** number */ numSymbols = readFewBits(s, 2) + 1; - for (var /** number */ i = 0; i < numSymbols; i++) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ symbol = readFewBits(s, maxBits); - if (symbol >= alphabetSizeLimit) { - throw "Can't readHuffmanCode"; - } - symbols[i] = symbol; - } - checkDupes(symbols, numSymbols); - var /** number */ histogramId = numSymbols; - if (numSymbols == 4) { - histogramId += readFewBits(s, 1); - } - switch(histogramId) { - case 1: - codeLengths[symbols[0]] = 1; - break; - case 2: - codeLengths[symbols[0]] = 1; - codeLengths[symbols[1]] = 1; - break; - case 3: - codeLengths[symbols[0]] = 1; - codeLengths[symbols[1]] = 2; - codeLengths[symbols[2]] = 2; - break; - case 4: - codeLengths[symbols[0]] = 2; - codeLengths[symbols[1]] = 2; - codeLengths[symbols[2]] = 2; - codeLengths[symbols[3]] = 2; - break; - case 5: - codeLengths[symbols[0]] = 1; - codeLengths[symbols[1]] = 2; - codeLengths[symbols[2]] = 3; - codeLengths[symbols[3]] = 3; - break; - } - return buildHuffmanTable(tableGroup, tableIdx, 8, codeLengths, alphabetSizeLimit); - } - /** - * @param {number} alphabetSizeLimit - * @param {number} skip - * @param {!Int32Array} tableGroup - * @param {number} tableIdx - * @param {!State} s - * @return {number} - */ - function readComplexHuffmanCode(alphabetSizeLimit, skip, tableGroup, tableIdx, s) { - var /** !Int32Array */ codeLengths = new Int32Array(alphabetSizeLimit); - var /** !Int32Array */ codeLengthCodeLengths = new Int32Array(18); - var /** number */ space = 32; - var /** number */ numCodes = 0; - for (var /** number */ i = skip; i < 18 && space > 0; i++) { - var /** number */ codeLenIdx = CODE_LENGTH_CODE_ORDER[i]; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ p = (s.accumulator32 >>> s.bitOffset) & 15; - s.bitOffset += FIXED_TABLE[p] >> 16; - var /** number */ v = FIXED_TABLE[p] & 0xFFFF; - codeLengthCodeLengths[codeLenIdx] = v; - if (v != 0) { - space -= (32 >> v); - numCodes++; - } - } - if (space != 0 && numCodes != 1) { - throw "Corrupted Huffman code histogram"; - } - readHuffmanCodeLengths(codeLengthCodeLengths, alphabetSizeLimit, codeLengths, s); - return buildHuffmanTable(tableGroup, tableIdx, 8, codeLengths, alphabetSizeLimit); - } - /** - * @param {number} alphabetSizeMax - * @param {number} alphabetSizeLimit - * @param {!Int32Array} tableGroup - * @param {number} tableIdx - * @param {!State} s - * @return {number} - */ - function readHuffmanCode(alphabetSizeMax, alphabetSizeLimit, tableGroup, tableIdx, s) { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ simpleCodeOrSkip = readFewBits(s, 2); - if (simpleCodeOrSkip == 1) { - return readSimpleHuffmanCode(alphabetSizeMax, alphabetSizeLimit, tableGroup, tableIdx, s); - } else { - return readComplexHuffmanCode(alphabetSizeLimit, simpleCodeOrSkip, tableGroup, tableIdx, s); - } - } - /** - * @param {number} contextMapSize - * @param {!Int8Array} contextMap - * @param {!State} s - * @return {number} - */ - function decodeContextMap(contextMapSize, contextMap, s) { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - var /** number */ numTrees = decodeVarLenUnsignedByte(s) + 1; - if (numTrees == 1) { - contextMap.fill(0, 0, contextMapSize); - return numTrees; - } - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ useRleForZeros = readFewBits(s, 1); - var /** number */ maxRunLengthPrefix = 0; - if (useRleForZeros != 0) { - maxRunLengthPrefix = readFewBits(s, 4) + 1; - } - var /** number */ alphabetSize = numTrees + maxRunLengthPrefix; - var /** number */ tableSize = MAX_HUFFMAN_TABLE_SIZE[(alphabetSize + 31) >> 5]; - var /** !Int32Array */ table = new Int32Array(tableSize + 1); - var /** number */ tableIdx = table.length - 1; - readHuffmanCode(alphabetSize, alphabetSize, table, tableIdx, s); - for (var /** number */ i = 0; i < contextMapSize; ) { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ code = readSymbol(table, tableIdx, s); - if (code == 0) { - contextMap[i] = 0; - i++; - } else if (code <= maxRunLengthPrefix) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ reps = (1 << code) + readFewBits(s, code); - while (reps != 0) { - if (i >= contextMapSize) { - throw "Corrupted context map"; - } - contextMap[i] = 0; - i++; - reps--; - } - } else { - contextMap[i] = (code - maxRunLengthPrefix); - i++; - } - } - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - if (readFewBits(s, 1) == 1) { - inverseMoveToFrontTransform(contextMap, contextMapSize); - } - return numTrees; - } - /** - * @param {!State} s - * @param {number} treeType - * @param {number} numBlockTypes - * @return {number} - */ - function decodeBlockTypeAndLength(s, treeType, numBlockTypes) { - var /** !Int32Array */ ringBuffers = s.rings; - var /** number */ offset = 4 + treeType * 2; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ blockType = readSymbol(s.blockTrees, 2 * treeType, s); - var /** number */ result = readBlockLength(s.blockTrees, 2 * treeType + 1, s); - if (blockType == 1) { - blockType = ringBuffers[offset + 1] + 1; - } else if (blockType == 0) { - blockType = ringBuffers[offset]; - } else { - blockType -= 2; - } - if (blockType >= numBlockTypes) { - blockType -= numBlockTypes; - } - ringBuffers[offset] = ringBuffers[offset + 1]; - ringBuffers[offset + 1] = blockType; - return result; - } - /** - * @param {!State} s - * @return {void} - */ - function decodeLiteralBlockSwitch(s) { - s.literalBlockLength = decodeBlockTypeAndLength(s, 0, s.numLiteralBlockTypes); - var /** number */ literalBlockType = s.rings[5]; - s.contextMapSlice = literalBlockType << 6; - s.literalTreeIdx = s.contextMap[s.contextMapSlice] & 0xFF; - var /** number */ contextMode = s.contextModes[literalBlockType]; - s.contextLookupOffset1 = contextMode << 9; - s.contextLookupOffset2 = s.contextLookupOffset1 + 256; - } - /** - * @param {!State} s - * @return {void} - */ - function decodeCommandBlockSwitch(s) { - s.commandBlockLength = decodeBlockTypeAndLength(s, 1, s.numCommandBlockTypes); - s.commandTreeIdx = s.rings[7]; - } - /** - * @param {!State} s - * @return {void} - */ - function decodeDistanceBlockSwitch(s) { - s.distanceBlockLength = decodeBlockTypeAndLength(s, 2, s.numDistanceBlockTypes); - s.distContextMapSlice = s.rings[9] << 2; - } - /** - * @param {!State} s - * @return {void} - */ - function maybeReallocateRingBuffer(s) { - var /** number */ newSize = s.maxRingBufferSize; - if (newSize > s.expectedTotalSize) { - var /** number */ minimalNewSize = s.expectedTotalSize; - while ((newSize >> 1) > minimalNewSize) { - newSize >>= 1; - } - if ((s.inputEnd == 0) && newSize < 16384 && s.maxRingBufferSize >= 16384) { - newSize = 16384; - } - } - if (newSize <= s.ringBufferSize) { - return; - } - var /** number */ ringBufferSizeWithSlack = newSize + 37; - var /** !Int8Array */ newBuffer = new Int8Array(ringBufferSizeWithSlack); - if (s.ringBuffer.length != 0) { - newBuffer.set(s.ringBuffer.subarray(0, 0 + s.ringBufferSize), 0); - } - s.ringBuffer = newBuffer; - s.ringBufferSize = newSize; - } - /** - * @param {!State} s - * @return {void} - */ - function readNextMetablockHeader(s) { - if (s.inputEnd != 0) { - s.nextRunningState = 10; - s.runningState = 12; - return; - } - s.literalTreeGroup = new Int32Array(0); - s.commandTreeGroup = new Int32Array(0); - s.distanceTreeGroup = new Int32Array(0); - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - decodeMetaBlockLength(s); - if ((s.metaBlockLength == 0) && (s.isMetadata == 0)) { - return; - } - if ((s.isUncompressed != 0) || (s.isMetadata != 0)) { - jumpToByteBoundary(s); - s.runningState = (s.isMetadata != 0) ? 5 : 6; - } else { - s.runningState = 3; - } - if (s.isMetadata != 0) { - return; - } - s.expectedTotalSize += s.metaBlockLength; - if (s.expectedTotalSize > 1 << 30) { - s.expectedTotalSize = 1 << 30; - } - if (s.ringBufferSize < s.maxRingBufferSize) { - maybeReallocateRingBuffer(s); - } - } - /** - * @param {!State} s - * @param {number} treeType - * @param {number} numBlockTypes - * @return {number} - */ - function readMetablockPartition(s, treeType, numBlockTypes) { - var /** number */ offset = s.blockTrees[2 * treeType]; - if (numBlockTypes <= 1) { - s.blockTrees[2 * treeType + 1] = offset; - s.blockTrees[2 * treeType + 2] = offset; - return 1 << 28; - } - var /** number */ blockTypeAlphabetSize = numBlockTypes + 2; - offset += readHuffmanCode(blockTypeAlphabetSize, blockTypeAlphabetSize, s.blockTrees, 2 * treeType, s); - s.blockTrees[2 * treeType + 1] = offset; - var /** number */ blockLengthAlphabetSize = 26; - offset += readHuffmanCode(blockLengthAlphabetSize, blockLengthAlphabetSize, s.blockTrees, 2 * treeType + 1, s); - s.blockTrees[2 * treeType + 2] = offset; - return readBlockLength(s.blockTrees, 2 * treeType + 1, s); - } - /** - * @param {!State} s - * @param {number} alphabetSizeLimit - * @return {void} - */ - function calculateDistanceLut(s, alphabetSizeLimit) { - var /** !Int8Array */ distExtraBits = s.distExtraBits; - var /** !Int32Array */ distOffset = s.distOffset; - var /** number */ npostfix = s.distancePostfixBits; - var /** number */ ndirect = s.numDirectDistanceCodes; - var /** number */ postfix = 1 << npostfix; - var /** number */ bits = 1; - var /** number */ half = 0; - var /** number */ i = 16; - for (var /** number */ j = 0; j < ndirect; ++j) { - distExtraBits[i] = 0; - distOffset[i] = j + 1; - ++i; - } - while (i < alphabetSizeLimit) { - var /** number */ base = ndirect + ((((2 + half) << bits) - 4) << npostfix) + 1; - for (var /** number */ j = 0; j < postfix; ++j) { - distExtraBits[i] = bits; - distOffset[i] = base + j; - ++i; - } - bits = bits + half; - half = half ^ 1; - } - } - /** - * @param {!State} s - * @return {void} - */ - function readMetablockHuffmanCodesAndContextMaps(s) { - s.numLiteralBlockTypes = decodeVarLenUnsignedByte(s) + 1; - s.literalBlockLength = readMetablockPartition(s, 0, s.numLiteralBlockTypes); - s.numCommandBlockTypes = decodeVarLenUnsignedByte(s) + 1; - s.commandBlockLength = readMetablockPartition(s, 1, s.numCommandBlockTypes); - s.numDistanceBlockTypes = decodeVarLenUnsignedByte(s) + 1; - s.distanceBlockLength = readMetablockPartition(s, 2, s.numDistanceBlockTypes); - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - s.distancePostfixBits = readFewBits(s, 2); - s.numDirectDistanceCodes = readFewBits(s, 4) << s.distancePostfixBits; - s.distancePostfixMask = (1 << s.distancePostfixBits) - 1; - s.contextModes = new Int8Array(s.numLiteralBlockTypes); - for (var /** number */ i = 0; i < s.numLiteralBlockTypes; ) { - var /** number */ limit = min(i + 96, s.numLiteralBlockTypes); - for (; i < limit; ++i) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - s.contextModes[i] = readFewBits(s, 2); - } - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - } - s.contextMap = new Int8Array(s.numLiteralBlockTypes << 6); - var /** number */ numLiteralTrees = decodeContextMap(s.numLiteralBlockTypes << 6, s.contextMap, s); - s.trivialLiteralContext = 1; - for (var /** number */ j = 0; j < s.numLiteralBlockTypes << 6; j++) { - if (s.contextMap[j] != j >> 6) { - s.trivialLiteralContext = 0; - break; - } - } - s.distContextMap = new Int8Array(s.numDistanceBlockTypes << 2); - var /** number */ numDistTrees = decodeContextMap(s.numDistanceBlockTypes << 2, s.distContextMap, s); - s.literalTreeGroup = decodeHuffmanTreeGroup(256, 256, numLiteralTrees, s); - s.commandTreeGroup = decodeHuffmanTreeGroup(704, 704, s.numCommandBlockTypes, s); - var /** number */ distanceAlphabetSizeMax = calculateDistanceAlphabetSize(s.distancePostfixBits, s.numDirectDistanceCodes, 24); - var /** number */ distanceAlphabetSizeLimit = distanceAlphabetSizeMax; - if (s.isLargeWindow == 1) { - distanceAlphabetSizeMax = calculateDistanceAlphabetSize(s.distancePostfixBits, s.numDirectDistanceCodes, 62); - distanceAlphabetSizeLimit = calculateDistanceAlphabetLimit(0x7FFFFFFC, s.distancePostfixBits, s.numDirectDistanceCodes); - } - s.distanceTreeGroup = decodeHuffmanTreeGroup(distanceAlphabetSizeMax, distanceAlphabetSizeLimit, numDistTrees, s); - calculateDistanceLut(s, distanceAlphabetSizeLimit); - s.contextMapSlice = 0; - s.distContextMapSlice = 0; - s.contextLookupOffset1 = s.contextModes[0] * 512; - s.contextLookupOffset2 = s.contextLookupOffset1 + 256; - s.literalTreeIdx = 0; - s.commandTreeIdx = 0; - s.rings[4] = 1; - s.rings[5] = 0; - s.rings[6] = 1; - s.rings[7] = 0; - s.rings[8] = 1; - s.rings[9] = 0; - } - /** - * @param {!State} s - * @return {void} - */ - function copyUncompressedData(s) { - var /** !Int8Array */ ringBuffer = s.ringBuffer; - if (s.metaBlockLength <= 0) { - reload(s); - s.runningState = 2; - return; - } - var /** number */ chunkLength = min(s.ringBufferSize - s.pos, s.metaBlockLength); - copyBytes(s, ringBuffer, s.pos, chunkLength); - s.metaBlockLength -= chunkLength; - s.pos += chunkLength; - if (s.pos == s.ringBufferSize) { - s.nextRunningState = 6; - s.runningState = 12; - return; - } - reload(s); - s.runningState = 2; - } - /** - * @param {!State} s - * @return {number} - */ - function writeRingBuffer(s) { - var /** number */ toWrite = min(s.outputLength - s.outputUsed, s.ringBufferBytesReady - s.ringBufferBytesWritten); - if (toWrite != 0) { - s.output.set(s.ringBuffer.subarray(s.ringBufferBytesWritten, s.ringBufferBytesWritten + toWrite), s.outputOffset + s.outputUsed); - s.outputUsed += toWrite; - s.ringBufferBytesWritten += toWrite; - } - if (s.outputUsed < s.outputLength) { - return 1; - } else { - return 0; - } - } - /** - * @param {number} alphabetSizeMax - * @param {number} alphabetSizeLimit - * @param {number} n - * @param {!State} s - * @return {!Int32Array} - */ - function decodeHuffmanTreeGroup(alphabetSizeMax, alphabetSizeLimit, n, s) { - var /** number */ maxTableSize = MAX_HUFFMAN_TABLE_SIZE[(alphabetSizeLimit + 31) >> 5]; - var /** !Int32Array */ group = new Int32Array(n + n * maxTableSize); - var /** number */ next = n; - for (var /** number */ i = 0; i < n; ++i) { - group[i] = next; - next += readHuffmanCode(alphabetSizeMax, alphabetSizeLimit, group, i, s); - } - return group; - } - /** - * @param {!State} s - * @return {number} - */ - function calculateFence(s) { - var /** number */ result = s.ringBufferSize; - if (s.isEager != 0) { - result = min(result, s.ringBufferBytesWritten + s.outputLength - s.outputUsed); - } - return result; - } - /** - * @param {!State} s - * @return {void} - */ - function decompress(s) { - if (s.runningState == 0) { - throw "Can't decompress until initialized"; - } - if (s.runningState == 11) { - throw "Can't decompress after close"; - } - if (s.runningState == 1) { - var /** number */ windowBits = decodeWindowBits(s); - if (windowBits == -1) { - throw "Invalid 'windowBits' code"; - } - s.maxRingBufferSize = 1 << windowBits; - s.maxBackwardDistance = s.maxRingBufferSize - 16; - s.runningState = 2; - } - var /** number */ fence = calculateFence(s); - var /** number */ ringBufferMask = s.ringBufferSize - 1; - var /** !Int8Array */ ringBuffer = s.ringBuffer; - while (s.runningState != 10) { - switch(s.runningState) { - case 2: - if (s.metaBlockLength < 0) { - throw "Invalid metablock length"; - } - readNextMetablockHeader(s); - fence = calculateFence(s); - ringBufferMask = s.ringBufferSize - 1; - ringBuffer = s.ringBuffer; - continue; - case 3: - readMetablockHuffmanCodesAndContextMaps(s); - s.runningState = 4; - case 4: - if (s.metaBlockLength <= 0) { - s.runningState = 2; - continue; - } - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.commandBlockLength == 0) { - decodeCommandBlockSwitch(s); - } - s.commandBlockLength--; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ cmdCode = readSymbol(s.commandTreeGroup, s.commandTreeIdx, s) << 2; - var /** number */ insertAndCopyExtraBits = CMD_LOOKUP[cmdCode]; - var /** number */ insertLengthOffset = CMD_LOOKUP[cmdCode + 1]; - var /** number */ copyLengthOffset = CMD_LOOKUP[cmdCode + 2]; - s.distanceCode = CMD_LOOKUP[cmdCode + 3]; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ extraBits = insertAndCopyExtraBits & 0xFF; - s.insertLength = insertLengthOffset + ((extraBits <= 16) ? readFewBits(s, extraBits) : readManyBits(s, extraBits)); - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ extraBits = insertAndCopyExtraBits >> 8; - s.copyLength = copyLengthOffset + ((extraBits <= 16) ? readFewBits(s, extraBits) : readManyBits(s, extraBits)); - s.j = 0; - s.runningState = 7; - case 7: - if (s.trivialLiteralContext != 0) { - while (s.j < s.insertLength) { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.literalBlockLength == 0) { - decodeLiteralBlockSwitch(s); - } - s.literalBlockLength--; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - ringBuffer[s.pos] = readSymbol(s.literalTreeGroup, s.literalTreeIdx, s); - s.pos++; - s.j++; - if (s.pos >= fence) { - s.nextRunningState = 7; - s.runningState = 12; - break; - } - } - } else { - var /** number */ prevByte1 = ringBuffer[(s.pos - 1) & ringBufferMask] & 0xFF; - var /** number */ prevByte2 = ringBuffer[(s.pos - 2) & ringBufferMask] & 0xFF; - while (s.j < s.insertLength) { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.literalBlockLength == 0) { - decodeLiteralBlockSwitch(s); - } - var /** number */ literalContext = LOOKUP[s.contextLookupOffset1 + prevByte1] | LOOKUP[s.contextLookupOffset2 + prevByte2]; - var /** number */ literalTreeIdx = s.contextMap[s.contextMapSlice + literalContext] & 0xFF; - s.literalBlockLength--; - prevByte2 = prevByte1; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - prevByte1 = readSymbol(s.literalTreeGroup, literalTreeIdx, s); - ringBuffer[s.pos] = prevByte1; - s.pos++; - s.j++; - if (s.pos >= fence) { - s.nextRunningState = 7; - s.runningState = 12; - break; - } - } - } - if (s.runningState != 7) { - continue; - } - s.metaBlockLength -= s.insertLength; - if (s.metaBlockLength <= 0) { - s.runningState = 4; - continue; - } - var /** number */ distanceCode = s.distanceCode; - if (distanceCode < 0) { - s.distance = s.rings[s.distRbIdx]; - } else { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.distanceBlockLength == 0) { - decodeDistanceBlockSwitch(s); - } - s.distanceBlockLength--; - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - var /** number */ distTreeIdx = s.distContextMap[s.distContextMapSlice + distanceCode] & 0xFF; - distanceCode = readSymbol(s.distanceTreeGroup, distTreeIdx, s); - if (distanceCode < 16) { - var /** number */ index = (s.distRbIdx + DISTANCE_SHORT_CODE_INDEX_OFFSET[distanceCode]) & 0x3; - s.distance = s.rings[index] + DISTANCE_SHORT_CODE_VALUE_OFFSET[distanceCode]; - if (s.distance < 0) { - throw "Negative distance"; - } - } else { - var /** number */ extraBits = s.distExtraBits[distanceCode]; - var /** number */ bits; - if (s.bitOffset + extraBits <= 32) { - bits = readFewBits(s, extraBits); - } else { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - bits = ((extraBits <= 16) ? readFewBits(s, extraBits) : readManyBits(s, extraBits)); - } - s.distance = s.distOffset[distanceCode] + (bits << s.distancePostfixBits); - } - } - if (s.maxDistance != s.maxBackwardDistance && s.pos < s.maxBackwardDistance) { - s.maxDistance = s.pos; - } else { - s.maxDistance = s.maxBackwardDistance; - } - if (s.distance > s.maxDistance) { - s.runningState = 9; - continue; - } - if (distanceCode > 0) { - s.distRbIdx = (s.distRbIdx + 1) & 0x3; - s.rings[s.distRbIdx] = s.distance; - } - if (s.copyLength > s.metaBlockLength) { - throw "Invalid backward reference"; - } - s.j = 0; - s.runningState = 8; - case 8: - var /** number */ src = (s.pos - s.distance) & ringBufferMask; - var /** number */ dst = s.pos; - var /** number */ copyLength = s.copyLength - s.j; - var /** number */ srcEnd = src + copyLength; - var /** number */ dstEnd = dst + copyLength; - if ((srcEnd < ringBufferMask) && (dstEnd < ringBufferMask)) { - if (copyLength < 12 || (srcEnd > dst && dstEnd > src)) { - for (var /** number */ k = 0; k < copyLength; k += 4) { - ringBuffer[dst++] = ringBuffer[src++]; - ringBuffer[dst++] = ringBuffer[src++]; - ringBuffer[dst++] = ringBuffer[src++]; - ringBuffer[dst++] = ringBuffer[src++]; - } - } else { - ringBuffer.copyWithin(dst, src, srcEnd); - } - s.j += copyLength; - s.metaBlockLength -= copyLength; - s.pos += copyLength; - } else { - for (; s.j < s.copyLength; ) { - ringBuffer[s.pos] = ringBuffer[(s.pos - s.distance) & ringBufferMask]; - s.metaBlockLength--; - s.pos++; - s.j++; - if (s.pos >= fence) { - s.nextRunningState = 8; - s.runningState = 12; - break; - } - } - } - if (s.runningState == 8) { - s.runningState = 4; - } - continue; - case 9: - if (s.distance > 0x7FFFFFFC) { - throw "Invalid backward reference"; - } - if (s.copyLength >= 4 && s.copyLength <= 24) { - var /** number */ offset = DICTIONARY_OFFSETS_BY_LENGTH[s.copyLength]; - var /** number */ wordId = s.distance - s.maxDistance - 1; - var /** number */ shift = DICTIONARY_SIZE_BITS_BY_LENGTH[s.copyLength]; - var /** number */ mask = (1 << shift) - 1; - var /** number */ wordIdx = wordId & mask; - var /** number */ transformIdx = wordId >>> shift; - offset += wordIdx * s.copyLength; - if (transformIdx < 121) { - var /** number */ len = transformDictionaryWord(ringBuffer, s.pos, DICTIONARY_DATA, offset, s.copyLength, RFC_TRANSFORMS, transformIdx); - s.pos += len; - s.metaBlockLength -= len; - if (s.pos >= fence) { - s.nextRunningState = 4; - s.runningState = 12; - continue; - } - } else { - throw "Invalid backward reference"; - } - } else { - throw "Invalid backward reference"; - } - s.runningState = 4; - continue; - case 5: - while (s.metaBlockLength > 0) { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - readFewBits(s, 8); - s.metaBlockLength--; - } - s.runningState = 2; - continue; - case 6: - copyUncompressedData(s); - continue; - case 12: - s.ringBufferBytesReady = min(s.pos, s.ringBufferSize); - s.runningState = 13; - case 13: - if (writeRingBuffer(s) == 0) { - return; - } - if (s.pos >= s.maxBackwardDistance) { - s.maxDistance = s.maxBackwardDistance; - } - if (s.pos >= s.ringBufferSize) { - if (s.pos > s.ringBufferSize) { - ringBuffer.copyWithin(0, s.ringBufferSize, s.pos); - } - s.pos &= ringBufferMask; - s.ringBufferBytesWritten = 0; - } - s.runningState = s.nextRunningState; - continue; - default: - throw "Unexpected state " + s.runningState; - } - } - if (s.runningState == 10) { - if (s.metaBlockLength < 0) { - throw "Invalid metablock length"; - } - jumpToByteBoundary(s); - checkHealth(s, 1); - } - } - - /** - * @constructor - * @param {number} numTransforms - * @param {number} prefixSuffixLen - * @param {number} prefixSuffixCount - * @struct - */ - function Transforms(numTransforms, prefixSuffixLen, prefixSuffixCount) { - /** @type {!number} */ - this.numTransforms = 0; - /** @type {!Int32Array} */ - this.triplets = new Int32Array(0); - /** @type {!Int8Array} */ - this.prefixSuffixStorage = new Int8Array(0); - /** @type {!Int32Array} */ - this.prefixSuffixHeads = new Int32Array(0); - /** @type {!Int16Array} */ - this.params = new Int16Array(0); - this.numTransforms = numTransforms; - this.triplets = new Int32Array(numTransforms * 3); - this.params = new Int16Array(numTransforms); - this.prefixSuffixStorage = new Int8Array(prefixSuffixLen); - this.prefixSuffixHeads = new Int32Array(prefixSuffixCount + 1); - } - - var RFC_TRANSFORMS = new Transforms(121, 167, 50); - /** - * @param {!Int8Array} prefixSuffix - * @param {!Int32Array} prefixSuffixHeads - * @param {!Int32Array} transforms - * @param {!string} prefixSuffixSrc - * @param {!string} transformsSrc - * @return {void} - */ - function unpackTransforms(prefixSuffix, prefixSuffixHeads, transforms, prefixSuffixSrc, transformsSrc) { - var /** number */ n = prefixSuffixSrc.length; - var /** number */ index = 1; - var /** number */ j = 0; - for (var /** number */ i = 0; i < n; ++i) { - var /** number */ c = prefixSuffixSrc.charCodeAt(i); - if (c == 35) { - prefixSuffixHeads[index++] = j; - } else { - prefixSuffix[j++] = c; - } - } - for (var /** number */ i = 0; i < 363; ++i) { - transforms[i] = transformsSrc.charCodeAt(i) - 32; - } - } - { - unpackTransforms(RFC_TRANSFORMS.prefixSuffixStorage, RFC_TRANSFORMS.prefixSuffixHeads, RFC_TRANSFORMS.triplets, "# #s #, #e #.# the #.com/#\u00C2\u00A0# of # and # in # to #\"#\">#\n#]# for # a # that #. # with #'# from # by #. The # on # as # is #ing #\n\t#:#ed #(# at #ly #=\"# of the #. This #,# not #er #al #='#ful #ive #less #est #ize #ous #", " !! ! , *! &! \" ! ) * * - ! # ! #!*! + ,$ ! - % . / # 0 1 . \" 2 3!* 4% ! # / 5 6 7 8 0 1 & $ 9 + : ; < ' != > ?! 4 @ 4 2 & A *# ( B C& ) % ) !*# *-% A +! *. D! %' & E *6 F G% ! *A *% H! D I!+! J!+ K +- *4! A L!*4 M N +6 O!*% +.! K *G P +%( ! G *D +D Q +# *K!*G!+D!+# +G +A +4!+% +K!+4!*D!+K!*K"); - } - /** - * @param {!Int8Array} dst - * @param {number} dstOffset - * @param {!Int8Array} src - * @param {number} srcOffset - * @param {number} len - * @param {!Transforms} transforms - * @param {number} transformIndex - * @return {number} - */ - function transformDictionaryWord(dst, dstOffset, src, srcOffset, len, transforms, transformIndex) { - var /** number */ offset = dstOffset; - var /** !Int32Array */ triplets = transforms.triplets; - var /** !Int8Array */ prefixSuffixStorage = transforms.prefixSuffixStorage; - var /** !Int32Array */ prefixSuffixHeads = transforms.prefixSuffixHeads; - var /** number */ transformOffset = 3 * transformIndex; - var /** number */ prefixIdx = triplets[transformOffset]; - var /** number */ transformType = triplets[transformOffset + 1]; - var /** number */ suffixIdx = triplets[transformOffset + 2]; - var /** number */ prefix = prefixSuffixHeads[prefixIdx]; - var /** number */ prefixEnd = prefixSuffixHeads[prefixIdx + 1]; - var /** number */ suffix = prefixSuffixHeads[suffixIdx]; - var /** number */ suffixEnd = prefixSuffixHeads[suffixIdx + 1]; - var /** number */ omitFirst = transformType - 11; - var /** number */ omitLast = transformType - 0; - if (omitFirst < 1 || omitFirst > 9) { - omitFirst = 0; - } - if (omitLast < 1 || omitLast > 9) { - omitLast = 0; - } - while (prefix != prefixEnd) { - dst[offset++] = prefixSuffixStorage[prefix++]; - } - if (omitFirst > len) { - omitFirst = len; - } - srcOffset += omitFirst; - len -= omitFirst; - len -= omitLast; - var /** number */ i = len; - while (i > 0) { - dst[offset++] = src[srcOffset++]; - i--; - } - if (transformType == 10 || transformType == 11) { - var /** number */ uppercaseOffset = offset - len; - if (transformType == 10) { - len = 1; - } - while (len > 0) { - var /** number */ c0 = dst[uppercaseOffset] & 0xFF; - if (c0 < 0xC0) { - if (c0 >= 97 && c0 <= 122) { - dst[uppercaseOffset] ^= 32; - } - uppercaseOffset += 1; - len -= 1; - } else if (c0 < 0xE0) { - dst[uppercaseOffset + 1] ^= 32; - uppercaseOffset += 2; - len -= 2; - } else { - dst[uppercaseOffset + 2] ^= 5; - uppercaseOffset += 3; - len -= 3; - } - } - } else if (transformType == 21 || transformType == 22) { - var /** number */ shiftOffset = offset - len; - var /** number */ param = transforms.params[transformIndex]; - var /** number */ scalar = (param & 0x7FFF) + (0x1000000 - (param & 0x8000)); - while (len > 0) { - var /** number */ step = 1; - var /** number */ c0 = dst[shiftOffset] & 0xFF; - if (c0 < 0x80) { - scalar += c0; - dst[shiftOffset] = (scalar & 0x7F); - } else if (c0 < 0xC0) ; else if (c0 < 0xE0) { - if (len >= 2) { - var /** number */ c1 = dst[shiftOffset + 1]; - scalar += (c1 & 0x3F) | ((c0 & 0x1F) << 6); - dst[shiftOffset] = (0xC0 | ((scalar >> 6) & 0x1F)); - dst[shiftOffset + 1] = ((c1 & 0xC0) | (scalar & 0x3F)); - step = 2; - } else { - step = len; - } - } else if (c0 < 0xF0) { - if (len >= 3) { - var /** number */ c1 = dst[shiftOffset + 1]; - var /** number */ c2 = dst[shiftOffset + 2]; - scalar += (c2 & 0x3F) | ((c1 & 0x3F) << 6) | ((c0 & 0x0F) << 12); - dst[shiftOffset] = (0xE0 | ((scalar >> 12) & 0x0F)); - dst[shiftOffset + 1] = ((c1 & 0xC0) | ((scalar >> 6) & 0x3F)); - dst[shiftOffset + 2] = ((c2 & 0xC0) | (scalar & 0x3F)); - step = 3; - } else { - step = len; - } - } else if (c0 < 0xF8) { - if (len >= 4) { - var /** number */ c1 = dst[shiftOffset + 1]; - var /** number */ c2 = dst[shiftOffset + 2]; - var /** number */ c3 = dst[shiftOffset + 3]; - scalar += (c3 & 0x3F) | ((c2 & 0x3F) << 6) | ((c1 & 0x3F) << 12) | ((c0 & 0x07) << 18); - dst[shiftOffset] = (0xF0 | ((scalar >> 18) & 0x07)); - dst[shiftOffset + 1] = ((c1 & 0xC0) | ((scalar >> 12) & 0x3F)); - dst[shiftOffset + 2] = ((c2 & 0xC0) | ((scalar >> 6) & 0x3F)); - dst[shiftOffset + 3] = ((c3 & 0xC0) | (scalar & 0x3F)); - step = 4; - } else { - step = len; - } - } - shiftOffset += step; - len -= step; - if (transformType == 21) { - len = 0; - } - } - } - while (suffix != suffixEnd) { - dst[offset++] = prefixSuffixStorage[suffix++]; - } - return offset - dstOffset; - } - - /** - * @param {number} key - * @param {number} len - * @return {number} - */ - function getNextKey(key, len) { - var /** number */ step = 1 << (len - 1); - while ((key & step) != 0) { - step >>= 1; - } - return (key & (step - 1)) + step; - } - /** - * @param {!Int32Array} table - * @param {number} offset - * @param {number} step - * @param {number} end - * @param {number} item - * @return {void} - */ - function replicateValue(table, offset, step, end, item) { - do { - end -= step; - table[offset + end] = item; - } while (end > 0); - } - /** - * @param {!Int32Array} count - * @param {number} len - * @param {number} rootBits - * @return {number} - */ - function nextTableBitSize(count, len, rootBits) { - var /** number */ left = 1 << (len - rootBits); - while (len < 15) { - left -= count[len]; - if (left <= 0) { - break; - } - len++; - left <<= 1; - } - return len - rootBits; - } - /** - * @param {!Int32Array} tableGroup - * @param {number} tableIdx - * @param {number} rootBits - * @param {!Int32Array} codeLengths - * @param {number} codeLengthsSize - * @return {number} - */ - function buildHuffmanTable(tableGroup, tableIdx, rootBits, codeLengths, codeLengthsSize) { - var /** number */ tableOffset = tableGroup[tableIdx]; - var /** number */ key; - var /** !Int32Array */ sorted = new Int32Array(codeLengthsSize); - var /** !Int32Array */ count = new Int32Array(16); - var /** !Int32Array */ offset = new Int32Array(16); - var /** number */ symbol; - for (symbol = 0; symbol < codeLengthsSize; symbol++) { - count[codeLengths[symbol]]++; - } - offset[1] = 0; - for (var /** number */ len = 1; len < 15; len++) { - offset[len + 1] = offset[len] + count[len]; - } - for (symbol = 0; symbol < codeLengthsSize; symbol++) { - if (codeLengths[symbol] != 0) { - sorted[offset[codeLengths[symbol]]++] = symbol; - } - } - var /** number */ tableBits = rootBits; - var /** number */ tableSize = 1 << tableBits; - var /** number */ totalSize = tableSize; - if (offset[15] == 1) { - for (key = 0; key < totalSize; key++) { - tableGroup[tableOffset + key] = sorted[0]; - } - return totalSize; - } - key = 0; - symbol = 0; - for (var /** number */ len = 1, step = 2; len <= rootBits; len++, step <<= 1) { - for (; count[len] > 0; count[len]--) { - replicateValue(tableGroup, tableOffset + key, step, tableSize, len << 16 | sorted[symbol++]); - key = getNextKey(key, len); - } - } - var /** number */ mask = totalSize - 1; - var /** number */ low = -1; - var /** number */ currentOffset = tableOffset; - for (var /** number */ len = rootBits + 1, step = 2; len <= 15; len++, step <<= 1) { - for (; count[len] > 0; count[len]--) { - if ((key & mask) != low) { - currentOffset += tableSize; - tableBits = nextTableBitSize(count, len, rootBits); - tableSize = 1 << tableBits; - totalSize += tableSize; - low = key & mask; - tableGroup[tableOffset + low] = (tableBits + rootBits) << 16 | (currentOffset - tableOffset - low); - } - replicateValue(tableGroup, currentOffset + (key >> rootBits), step, tableSize, (len - rootBits) << 16 | sorted[symbol++]); - key = getNextKey(key, len); - } - } - return totalSize; - } - - /** - * @param {!State} s - * @return {void} - */ - function doReadMoreInput(s) { - if (s.endOfStreamReached != 0) { - if (halfAvailable(s) >= -2) { - return; - } - throw "No more input"; - } - var /** number */ readOffset = s.halfOffset << 1; - var /** number */ bytesInBuffer = 4096 - readOffset; - s.byteBuffer.copyWithin(0, readOffset, 4096); - s.halfOffset = 0; - while (bytesInBuffer < 4096) { - var /** number */ spaceLeft = 4096 - bytesInBuffer; - var /** number */ len = readInput(s.input, s.byteBuffer, bytesInBuffer, spaceLeft); - if (len <= 0) { - s.endOfStreamReached = 1; - s.tailBytes = bytesInBuffer; - bytesInBuffer += 1; - break; - } - bytesInBuffer += len; - } - bytesToNibbles(s, bytesInBuffer); - } - /** - * @param {!State} s - * @param {number} endOfStream - * @return {void} - */ - function checkHealth(s, endOfStream) { - if (s.endOfStreamReached == 0) { - return; - } - var /** number */ byteOffset = (s.halfOffset << 1) + ((s.bitOffset + 7) >> 3) - 4; - if (byteOffset > s.tailBytes) { - throw "Read after end"; - } - if ((endOfStream != 0) && (byteOffset != s.tailBytes)) { - throw "Unused bytes after end"; - } - } - /** - * @param {!State} s - * @param {number} n - * @return {number} - */ - function readFewBits(s, n) { - var /** number */ val = (s.accumulator32 >>> s.bitOffset) & ((1 << n) - 1); - s.bitOffset += n; - return val; - } - /** - * @param {!State} s - * @param {number} n - * @return {number} - */ - function readManyBits(s, n) { - var /** number */ low = readFewBits(s, 16); - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - return low | (readFewBits(s, n - 16) << 16); - } - /** - * @param {!State} s - * @return {void} - */ - function initBitReader(s) { - s.byteBuffer = new Int8Array(4160); - s.accumulator32 = 0; - s.shortBuffer = new Int16Array(2080); - s.bitOffset = 32; - s.halfOffset = 2048; - s.endOfStreamReached = 0; - prepare(s); - } - /** - * @param {!State} s - * @return {void} - */ - function prepare(s) { - if (s.halfOffset > 2030) { - doReadMoreInput(s); - } - checkHealth(s, 0); - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - /** - * @param {!State} s - * @return {void} - */ - function reload(s) { - if (s.bitOffset == 32) { - prepare(s); - } - } - /** - * @param {!State} s - * @return {void} - */ - function jumpToByteBoundary(s) { - var /** number */ padding = (32 - s.bitOffset) & 7; - if (padding != 0) { - var /** number */ paddingBits = readFewBits(s, padding); - if (paddingBits != 0) { - throw "Corrupted padding bits"; - } - } - } - /** - * @param {!State} s - * @return {number} - */ - function halfAvailable(s) { - var /** number */ limit = 2048; - if (s.endOfStreamReached != 0) { - limit = (s.tailBytes + 1) >> 1; - } - return limit - s.halfOffset; - } - /** - * @param {!State} s - * @param {!Int8Array} data - * @param {number} offset - * @param {number} length - * @return {void} - */ - function copyBytes(s, data, offset, length) { - if ((s.bitOffset & 7) != 0) { - throw "Unaligned copyBytes"; - } - while ((s.bitOffset != 32) && (length != 0)) { - data[offset++] = (s.accumulator32 >>> s.bitOffset); - s.bitOffset += 8; - length--; - } - if (length == 0) { - return; - } - var /** number */ copyNibbles = min(halfAvailable(s), length >> 1); - if (copyNibbles > 0) { - var /** number */ readOffset = s.halfOffset << 1; - var /** number */ delta = copyNibbles << 1; - data.set(s.byteBuffer.subarray(readOffset, readOffset + delta), offset); - offset += delta; - length -= delta; - s.halfOffset += copyNibbles; - } - if (length == 0) { - return; - } - if (halfAvailable(s) > 0) { - if (s.bitOffset >= 16) { - s.accumulator32 = (s.shortBuffer[s.halfOffset++] << 16) | (s.accumulator32 >>> 16); - s.bitOffset -= 16; - } - while (length != 0) { - data[offset++] = (s.accumulator32 >>> s.bitOffset); - s.bitOffset += 8; - length--; - } - checkHealth(s, 0); - return; - } - while (length > 0) { - var /** number */ len = readInput(s.input, data, offset, length); - if (len == -1) { - throw "Unexpected end of input"; - } - offset += len; - length -= len; - } - } - /** - * @param {!State} s - * @param {number} byteLen - * @return {void} - */ - function bytesToNibbles(s, byteLen) { - var /** !Int8Array */ byteBuffer = s.byteBuffer; - var /** number */ halfLen = byteLen >> 1; - var /** !Int16Array */ shortBuffer = s.shortBuffer; - for (var /** number */ i = 0; i < halfLen; ++i) { - shortBuffer[i] = ((byteBuffer[i * 2] & 0xFF) | ((byteBuffer[(i * 2) + 1] & 0xFF) << 8)); - } - } - - var LOOKUP = new Int32Array(2048); - /** - * @param {!Int32Array} lookup - * @param {!string} map - * @param {!string} rle - * @return {void} - */ - function unpackLookupTable(lookup, map, rle) { - for (var /** number */ i = 0; i < 256; ++i) { - lookup[i] = i & 0x3F; - lookup[512 + i] = i >> 2; - lookup[1792 + i] = 2 + (i >> 6); - } - for (var /** number */ i = 0; i < 128; ++i) { - lookup[1024 + i] = 4 * (map.charCodeAt(i) - 32); - } - for (var /** number */ i = 0; i < 64; ++i) { - lookup[1152 + i] = i & 1; - lookup[1216 + i] = 2 + (i & 1); - } - var /** number */ offset = 1280; - for (var /** number */ k = 0; k < 19; ++k) { - var /** number */ value = k & 3; - var /** number */ rep = rle.charCodeAt(k) - 32; - for (var /** number */ i = 0; i < rep; ++i) { - lookup[offset++] = value; - } - } - for (var /** number */ i = 0; i < 16; ++i) { - lookup[1792 + i] = 1; - lookup[2032 + i] = 6; - } - lookup[1792] = 0; - lookup[2047] = 7; - for (var /** number */ i = 0; i < 256; ++i) { - lookup[1536 + i] = lookup[1792 + i] << 3; - } - } - { - unpackLookupTable(LOOKUP, " !! ! \"#$##%#$&'##(#)#++++++++++((&*'##,---,---,-----,-----,-----&#'###.///.///./////./////./////&#'# ", "A/* ': & : $ \u0081 @"); - } - - /** - * @constructor - * @struct - */ - function State() { - /** @type {!Int8Array} */ - this.ringBuffer = new Int8Array(0); - /** @type {!Int8Array} */ - this.contextModes = new Int8Array(0); - /** @type {!Int8Array} */ - this.contextMap = new Int8Array(0); - /** @type {!Int8Array} */ - this.distContextMap = new Int8Array(0); - /** @type {!Int8Array} */ - this.distExtraBits = new Int8Array(0); - /** @type {!Int8Array} */ - this.output = new Int8Array(0); - /** @type {!Int8Array} */ - this.byteBuffer = new Int8Array(0); - /** @type {!Int16Array} */ - this.shortBuffer = new Int16Array(0); - /** @type {!Int32Array} */ - this.intBuffer = new Int32Array(0); - /** @type {!Int32Array} */ - this.rings = new Int32Array(0); - /** @type {!Int32Array} */ - this.blockTrees = new Int32Array(0); - /** @type {!Int32Array} */ - this.literalTreeGroup = new Int32Array(0); - /** @type {!Int32Array} */ - this.commandTreeGroup = new Int32Array(0); - /** @type {!Int32Array} */ - this.distanceTreeGroup = new Int32Array(0); - /** @type {!Int32Array} */ - this.distOffset = new Int32Array(0); - /** @type {!number} */ - this.runningState = 0; - /** @type {!number} */ - this.nextRunningState = 0; - /** @type {!number} */ - this.accumulator32 = 0; - /** @type {!number} */ - this.bitOffset = 0; - /** @type {!number} */ - this.halfOffset = 0; - /** @type {!number} */ - this.tailBytes = 0; - /** @type {!number} */ - this.endOfStreamReached = 0; - /** @type {!number} */ - this.metaBlockLength = 0; - /** @type {!number} */ - this.inputEnd = 0; - /** @type {!number} */ - this.isUncompressed = 0; - /** @type {!number} */ - this.isMetadata = 0; - /** @type {!number} */ - this.literalBlockLength = 0; - /** @type {!number} */ - this.numLiteralBlockTypes = 0; - /** @type {!number} */ - this.commandBlockLength = 0; - /** @type {!number} */ - this.numCommandBlockTypes = 0; - /** @type {!number} */ - this.distanceBlockLength = 0; - /** @type {!number} */ - this.numDistanceBlockTypes = 0; - /** @type {!number} */ - this.pos = 0; - /** @type {!number} */ - this.maxDistance = 0; - /** @type {!number} */ - this.distRbIdx = 0; - /** @type {!number} */ - this.trivialLiteralContext = 0; - /** @type {!number} */ - this.literalTreeIdx = 0; - /** @type {!number} */ - this.commandTreeIdx = 0; - /** @type {!number} */ - this.j = 0; - /** @type {!number} */ - this.insertLength = 0; - /** @type {!number} */ - this.contextMapSlice = 0; - /** @type {!number} */ - this.distContextMapSlice = 0; - /** @type {!number} */ - this.contextLookupOffset1 = 0; - /** @type {!number} */ - this.contextLookupOffset2 = 0; - /** @type {!number} */ - this.distanceCode = 0; - /** @type {!number} */ - this.numDirectDistanceCodes = 0; - /** @type {!number} */ - this.distancePostfixMask = 0; - /** @type {!number} */ - this.distancePostfixBits = 0; - /** @type {!number} */ - this.distance = 0; - /** @type {!number} */ - this.copyLength = 0; - /** @type {!number} */ - this.maxBackwardDistance = 0; - /** @type {!number} */ - this.maxRingBufferSize = 0; - /** @type {!number} */ - this.ringBufferSize = 0; - /** @type {!number} */ - this.expectedTotalSize = 0; - /** @type {!number} */ - this.outputOffset = 0; - /** @type {!number} */ - this.outputLength = 0; - /** @type {!number} */ - this.outputUsed = 0; - /** @type {!number} */ - this.ringBufferBytesWritten = 0; - /** @type {!number} */ - this.ringBufferBytesReady = 0; - /** @type {!number} */ - this.isEager = 0; - /** @type {!number} */ - this.isLargeWindow = 0; - /** @type {!InputStream|null} */ - this.input = null; - this.ringBuffer = new Int8Array(0); - this.rings = new Int32Array(10); - this.rings[0] = 16; 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