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c / (2 - i - r) : c / (i + r), i) {\n case n:\n s = (e - t) / c + (e < t ? 6 : 0);\n break;\n case e:\n s = (t - n) / c + 2;\n break;\n case t:\n s = (n - e) / c + 4;\n break;\n }\n s /= 6;\n }\n return { h: s, s: o, l: a };\n}\nfunction Qu(n, e, t) {\n return t < 0 && (t += 1), t > 1 && (t -= 1), t < 1 / 6 ? n + (e - n) * (6 * t) : t < 1 / 2 ? e : t < 2 / 3 ? n + (e - n) * (2 / 3 - t) * 6 : n;\n}\nfunction k2(n, e, t) {\n var i, r, s;\n if (n = Mn(n, 360), e = Mn(e, 100), t = Mn(t, 100), e === 0)\n r = t, s = t, i = t;\n else {\n var o = t < 0.5 ? t * (1 + e) : t + e - t * e, a = 2 * t - o;\n i = Qu(a, o, n + 1 / 3), r = Qu(a, o, n), s = Qu(a, o, n - 1 / 3);\n }\n return { r: i * 255, g: r * 255, b: s * 255 };\n}\nfunction eg(n, e, t) {\n n = Mn(n, 255), e = Mn(e, 255), t = Mn(t, 255);\n var i = Math.max(n, e, t), r = Math.min(n, e, t), s = 0, o = i, a = i - r, c = i === 0 ? 0 : a / i;\n if (i === r)\n s = 0;\n else {\n switch (i) {\n case n:\n s = (e - t) / a + (e < t ? 6 : 0);\n break;\n case e:\n s = (t - n) / a + 2;\n break;\n case t:\n s = (n - e) / a + 4;\n break;\n }\n s /= 6;\n }\n return { h: s, s: c, v: o };\n}\nfunction G2(n, e, t) {\n n = Mn(n, 360) * 6, e = Mn(e, 100), t = Mn(t, 100);\n var i = Math.floor(n), r = n - i, s = t * (1 - e), o = t * (1 - r * e), a = t * (1 - (1 - r) * e), c = i % 6, l = [t, o, s, s, a, t][c], d = [a, t, t, o, s, s][c], h = [s, s, a, t, t, o][c];\n return { r: l * 255, g: d * 255, b: h * 255 };\n}\nfunction tg(n, e, t, i) {\n var r = [\n bs(Math.round(n).toString(16)),\n bs(Math.round(e).toString(16)),\n bs(Math.round(t).toString(16))\n ];\n return i && r[0].startsWith(r[0].charAt(1)) && r[1].startsWith(r[1].charAt(1)) && r[2].startsWith(r[2].charAt(1)) ? r[0].charAt(0) + r[1].charAt(0) + r[2].charAt(0) : r.join(\"\");\n}\nfunction H2(n, e, t, i, r) {\n var s = [\n bs(Math.round(n).toString(16)),\n bs(Math.round(e).toString(16)),\n bs(Math.round(t).toString(16)),\n bs(W2(i))\n ];\n return r && s[0].startsWith(s[0].charAt(1)) && s[1].startsWith(s[1].charAt(1)) && s[2].startsWith(s[2].charAt(1)) && s[3].startsWith(s[3].charAt(1)) ? s[0].charAt(0) + s[1].charAt(0) + s[2].charAt(0) + s[3].charAt(0) : s.join(\"\");\n}\nfunction W2(n) {\n return Math.round(parseFloat(n) * 255).toString(16);\n}\nfunction ng(n) {\n return $n(n) / 255;\n}\nfunction $n(n) {\n return parseInt(n, 16);\n}\nfunction j2(n) {\n return {\n r: n >> 16,\n g: (n & 65280) >> 8,\n b: n & 255\n };\n}\nvar pd = {\n aliceblue: \"#f0f8ff\",\n antiquewhite: \"#faebd7\",\n aqua: \"#00ffff\",\n aquamarine: \"#7fffd4\",\n azure: \"#f0ffff\",\n beige: \"#f5f5dc\",\n bisque: \"#ffe4c4\",\n black: \"#000000\",\n blanchedalmond: \"#ffebcd\",\n blue: \"#0000ff\",\n blueviolet: \"#8a2be2\",\n brown: \"#a52a2a\",\n burlywood: \"#deb887\",\n cadetblue: \"#5f9ea0\",\n chartreuse: \"#7fff00\",\n chocolate: \"#d2691e\",\n coral: \"#ff7f50\",\n cornflowerblue: \"#6495ed\",\n cornsilk: \"#fff8dc\",\n crimson: \"#dc143c\",\n cyan: \"#00ffff\",\n darkblue: \"#00008b\",\n darkcyan: \"#008b8b\",\n darkgoldenrod: \"#b8860b\",\n darkgray: \"#a9a9a9\",\n darkgreen: \"#006400\",\n darkgrey: \"#a9a9a9\",\n darkkhaki: \"#bdb76b\",\n darkmagenta: \"#8b008b\",\n darkolivegreen: \"#556b2f\",\n darkorange: \"#ff8c00\",\n darkorchid: \"#9932cc\",\n darkred: \"#8b0000\",\n darksalmon: \"#e9967a\",\n darkseagreen: \"#8fbc8f\",\n darkslateblue: \"#483d8b\",\n darkslategray: \"#2f4f4f\",\n darkslategrey: \"#2f4f4f\",\n darkturquoise: \"#00ced1\",\n darkviolet: \"#9400d3\",\n deeppink: \"#ff1493\",\n deepskyblue: \"#00bfff\",\n dimgray: \"#696969\",\n dimgrey: \"#696969\",\n dodgerblue: \"#1e90ff\",\n firebrick: \"#b22222\",\n floralwhite: \"#fffaf0\",\n forestgreen: \"#228b22\",\n fuchsia: \"#ff00ff\",\n gainsboro: \"#dcdcdc\",\n ghostwhite: \"#f8f8ff\",\n goldenrod: \"#daa520\",\n gold: \"#ffd700\",\n gray: \"#808080\",\n green: \"#008000\",\n greenyellow: \"#adff2f\",\n grey: \"#808080\",\n honeydew: \"#f0fff0\",\n hotpink: \"#ff69b4\",\n indianred: \"#cd5c5c\",\n indigo: \"#4b0082\",\n ivory: \"#fffff0\",\n khaki: \"#f0e68c\",\n lavenderblush: \"#fff0f5\",\n lavender: \"#e6e6fa\",\n lawngreen: \"#7cfc00\",\n lemonchiffon: \"#fffacd\",\n lightblue: \"#add8e6\",\n lightcoral: \"#f08080\",\n lightcyan: \"#e0ffff\",\n lightgoldenrodyellow: \"#fafad2\",\n lightgray: \"#d3d3d3\",\n lightgreen: \"#90ee90\",\n lightgrey: \"#d3d3d3\",\n lightpink: \"#ffb6c1\",\n lightsalmon: \"#ffa07a\",\n lightseagreen: \"#20b2aa\",\n lightskyblue: \"#87cefa\",\n lightslategray: \"#778899\",\n lightslategrey: \"#778899\",\n lightsteelblue: \"#b0c4de\",\n lightyellow: \"#ffffe0\",\n lime: \"#00ff00\",\n limegreen: \"#32cd32\",\n linen: \"#faf0e6\",\n magenta: \"#ff00ff\",\n maroon: \"#800000\",\n mediumaquamarine: \"#66cdaa\",\n mediumblue: \"#0000cd\",\n mediumorchid: \"#ba55d3\",\n mediumpurple: \"#9370db\",\n mediumseagreen: \"#3cb371\",\n mediumslateblue: \"#7b68ee\",\n mediumspringgreen: \"#00fa9a\",\n mediumturquoise: \"#48d1cc\",\n mediumvioletred: \"#c71585\",\n midnightblue: \"#191970\",\n mintcream: \"#f5fffa\",\n mistyrose: \"#ffe4e1\",\n moccasin: \"#ffe4b5\",\n navajowhite: \"#ffdead\",\n navy: \"#000080\",\n oldlace: \"#fdf5e6\",\n olive: \"#808000\",\n olivedrab: \"#6b8e23\",\n orange: \"#ffa500\",\n orangered: \"#ff4500\",\n orchid: \"#da70d6\",\n palegoldenrod: \"#eee8aa\",\n palegreen: \"#98fb98\",\n paleturquoise: \"#afeeee\",\n palevioletred: \"#db7093\",\n papayawhip: \"#ffefd5\",\n peachpuff: \"#ffdab9\",\n peru: \"#cd853f\",\n pink: \"#ffc0cb\",\n plum: \"#dda0dd\",\n powderblue: \"#b0e0e6\",\n purple: \"#800080\",\n rebeccapurple: \"#663399\",\n red: \"#ff0000\",\n rosybrown: \"#bc8f8f\",\n royalblue: \"#4169e1\",\n saddlebrown: \"#8b4513\",\n salmon: \"#fa8072\",\n sandybrown: \"#f4a460\",\n seagreen: \"#2e8b57\",\n seashell: \"#fff5ee\",\n sienna: \"#a0522d\",\n silver: \"#c0c0c0\",\n skyblue: \"#87ceeb\",\n slateblue: \"#6a5acd\",\n slategray: \"#708090\",\n slategrey: \"#708090\",\n snow: \"#fffafa\",\n springgreen: \"#00ff7f\",\n steelblue: \"#4682b4\",\n tan: \"#d2b48c\",\n teal: \"#008080\",\n thistle: \"#d8bfd8\",\n tomato: \"#ff6347\",\n turquoise: \"#40e0d0\",\n violet: \"#ee82ee\",\n wheat: \"#f5deb3\",\n white: \"#ffffff\",\n whitesmoke: \"#f5f5f5\",\n yellow: \"#ffff00\",\n yellowgreen: \"#9acd32\"\n};\nfunction $2(n) {\n var e = { r: 0, g: 0, b: 0 }, t = 1, i = null, r = null, s = null, o = !1, a = !1;\n return typeof n == \"string\" && (n = Y2(n)), typeof n == \"object\" && (ji(n.r) && ji(n.g) && ji(n.b) ? (e = V2(n.r, n.g, n.b), o = !0, a = String(n.r).substr(-1) === \"%\" ? \"prgb\" : \"rgb\") : ji(n.h) && ji(n.s) && ji(n.v) ? (i = kl(n.s), r = kl(n.v), e = G2(n.h, i, r), o = !0, a = \"hsv\") : ji(n.h) && ji(n.s) && ji(n.l) && (i = kl(n.s), s = kl(n.l), e = k2(n.h, i, s), o = !0, a = \"hsl\"), Object.prototype.hasOwnProperty.call(n, \"a\") && (t = n.a)), t = py(t), {\n ok: o,\n format: n.format || a,\n r: Math.min(255, Math.max(e.r, 0)),\n g: Math.min(255, Math.max(e.g, 0)),\n b: Math.min(255, Math.max(e.b, 0)),\n a: t\n };\n}\nvar Z2 = \"[-\\\\+]?\\\\d+%?\", X2 = \"[-\\\\+]?\\\\d*\\\\.\\\\d+%?\", zr = \"(?:\".concat(X2, \")|(?:\").concat(Z2, \")\"), eh = \"[\\\\s|\\\\(]+(\".concat(zr, \")[,|\\\\s]+(\").concat(zr, \")[,|\\\\s]+(\").concat(zr, \")\\\\s*\\\\)?\"), th = \"[\\\\s|\\\\(]+(\".concat(zr, \")[,|\\\\s]+(\").concat(zr, \")[,|\\\\s]+(\").concat(zr, \")[,|\\\\s]+(\").concat(zr, \")\\\\s*\\\\)?\"), mi = {\n CSS_UNIT: new RegExp(zr),\n rgb: new RegExp(\"rgb\" + eh),\n rgba: new RegExp(\"rgba\" + th),\n hsl: new RegExp(\"hsl\" + eh),\n hsla: new RegExp(\"hsla\" + th),\n hsv: new RegExp(\"hsv\" + eh),\n hsva: new RegExp(\"hsva\" + th),\n hex3: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,\n hex6: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/,\n hex4: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,\n hex8: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/\n};\nfunction Y2(n) {\n if (n = n.trim().toLowerCase(), n.length === 0)\n return !1;\n var e = !1;\n if (pd[n])\n n = pd[n], e = !0;\n else if (n === \"transparent\")\n return { r: 0, g: 0, b: 0, a: 0, format: \"name\" };\n var t = mi.rgb.exec(n);\n return t ? { r: t[1], g: t[2], b: t[3] } : (t = mi.rgba.exec(n), t ? { r: t[1], g: t[2], b: t[3], a: t[4] } : (t = mi.hsl.exec(n), t ? { h: t[1], s: t[2], l: t[3] } : (t = mi.hsla.exec(n), t ? { h: t[1], s: t[2], l: t[3], a: t[4] } : (t = mi.hsv.exec(n), t ? { h: t[1], s: t[2], v: t[3] } : (t = mi.hsva.exec(n), t ? { h: t[1], s: t[2], v: t[3], a: t[4] } : (t = mi.hex8.exec(n), t ? {\n r: $n(t[1]),\n g: $n(t[2]),\n b: $n(t[3]),\n a: ng(t[4]),\n format: e ? \"name\" : \"hex8\"\n } : (t = mi.hex6.exec(n), t ? {\n r: $n(t[1]),\n g: $n(t[2]),\n b: $n(t[3]),\n format: e ? \"name\" : \"hex\"\n } : (t = mi.hex4.exec(n), t ? {\n r: $n(t[1] + t[1]),\n g: $n(t[2] + t[2]),\n b: $n(t[3] + t[3]),\n a: ng(t[4] + t[4]),\n format: e ? \"name\" : \"hex8\"\n } : (t = mi.hex3.exec(n), t ? {\n r: $n(t[1] + t[1]),\n g: $n(t[2] + t[2]),\n b: $n(t[3] + t[3]),\n format: e ? \"name\" : \"hex\"\n } : !1)))))))));\n}\nfunction ji(n) {\n return !!mi.CSS_UNIT.exec(String(n));\n}\nvar J2 = (\n /** @class */\n function() {\n function n(e, t) {\n e === void 0 && (e = \"\"), t === void 0 && (t = {});\n var i;\n if (e instanceof n)\n return e;\n typeof e == \"number\" && (e = j2(e)), this.originalInput = e;\n var r = $2(e);\n this.originalInput = e, this.r = r.r, this.g = r.g, this.b = r.b, this.a = r.a, this.roundA = Math.round(100 * this.a) / 100, this.format = (i = t.format) !== null && i !== void 0 ? i : r.format, this.gradientType = t.gradientType, this.r < 1 && (this.r = Math.round(this.r)), this.g < 1 && (this.g = Math.round(this.g)), this.b < 1 && (this.b = Math.round(this.b)), this.isValid = r.ok;\n }\n return n.prototype.isDark = function() {\n return this.getBrightness() < 128;\n }, n.prototype.isLight = function() {\n return !this.isDark();\n }, n.prototype.getBrightness = function() {\n var e = this.toRgb();\n return (e.r * 299 + e.g * 587 + e.b * 114) / 1e3;\n }, n.prototype.getLuminance = function() {\n var e = this.toRgb(), t, i, r, s = e.r / 255, o = e.g / 255, a = e.b / 255;\n return s <= 0.03928 ? t = s / 12.92 : t = Math.pow((s + 0.055) / 1.055, 2.4), o <= 0.03928 ? i = o / 12.92 : i = Math.pow((o + 0.055) / 1.055, 2.4), a <= 0.03928 ? r = a / 12.92 : r = Math.pow((a + 0.055) / 1.055, 2.4), 0.2126 * t + 0.7152 * i + 0.0722 * r;\n }, n.prototype.getAlpha = function() {\n return this.a;\n }, n.prototype.setAlpha = function(e) {\n return this.a = py(e), this.roundA = Math.round(100 * this.a) / 100, this;\n }, n.prototype.isMonochrome = function() {\n var e = this.toHsl().s;\n return e === 0;\n }, n.prototype.toHsv = function() {\n var e = eg(this.r, this.g, this.b);\n return { h: e.h * 360, s: e.s, v: e.v, a: this.a };\n }, n.prototype.toHsvString = function() {\n var e = eg(this.r, this.g, this.b), t = Math.round(e.h * 360), i = Math.round(e.s * 100), r = Math.round(e.v * 100);\n return this.a === 1 ? \"hsv(\".concat(t, \", \").concat(i, \"%, \").concat(r, \"%)\") : \"hsva(\".concat(t, \", \").concat(i, \"%, \").concat(r, \"%, \").concat(this.roundA, \")\");\n }, n.prototype.toHsl = function() {\n var e = Qm(this.r, this.g, this.b);\n return { h: e.h * 360, s: e.s, l: e.l, a: this.a };\n }, n.prototype.toHslString = function() {\n var e = Qm(this.r, this.g, this.b), t = Math.round(e.h * 360), i = Math.round(e.s * 100), r = Math.round(e.l * 100);\n return this.a === 1 ? \"hsl(\".concat(t, \", \").concat(i, \"%, \").concat(r, \"%)\") : \"hsla(\".concat(t, \", \").concat(i, \"%, \").concat(r, \"%, \").concat(this.roundA, \")\");\n }, n.prototype.toHex = function(e) {\n return e === void 0 && (e = !1), tg(this.r, this.g, this.b, e);\n }, n.prototype.toHexString = function(e) {\n return e === void 0 && (e = !1), \"#\" + this.toHex(e);\n }, n.prototype.toHex8 = function(e) {\n return e === void 0 && (e = !1), H2(this.r, this.g, this.b, this.a, e);\n }, n.prototype.toHex8String = function(e) {\n return e === void 0 && (e = !1), \"#\" + this.toHex8(e);\n }, n.prototype.toHexShortString = function(e) {\n return e === void 0 && (e = !1), this.a === 1 ? 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Xe(n.$slots, \"tag\", { key: 0 }, () => [\n (pe(!0), Re(Wt, null, ri(n.showTagList, (u) => (pe(), Re(\"div\", {\n key: n.getValueKey(u),\n class: Le(n.nsSelect.e(\"selected-item\"))\n }, [\n ae(o, {\n closable: !n.selectDisabled && !u.isDisabled,\n size: n.collapseTagSize,\n type: n.tagType,\n effect: n.tagEffect,\n \"disable-transitions\": \"\",\n style: Ot(n.tagStyle),\n onClose: (y) => n.deleteTag(y, u)\n }, {\n default: fe(() => [\n Be(\"span\", {\n class: Le(n.nsSelect.e(\"tags-text\"))\n }, [\n Xe(n.$slots, \"label\", {\n label: u.currentLabel,\n value: u.value\n }, () => [\n yt(wt(u.currentLabel), 1)\n ])\n ], 2)\n ]),\n _: 2\n }, 1032, [\"closable\", \"size\", \"type\", \"effect\", \"style\", \"onClose\"])\n ], 2))), 128)),\n n.collapseTags && n.states.selected.length > n.maxCollapseTags ? (pe(), He(a, {\n key: 0,\n ref: \"tagTooltipRef\",\n disabled: n.dropdownMenuVisible || !n.collapseTagsTooltip,\n \"fallback-placements\": [\"bottom\", \"top\", \"right\", \"left\"],\n effect: n.effect,\n placement: \"bottom\",\n teleported: n.teleported\n }, {\n default: fe(() => [\n Be(\"div\", {\n ref: \"collapseItemRef\",\n class: Le(n.nsSelect.e(\"selected-item\"))\n }, [\n ae(o, {\n closable: !1,\n size: n.collapseTagSize,\n type: n.tagType,\n effect: n.tagEffect,\n \"disable-transitions\": \"\",\n style: Ot(n.collapseTagStyle)\n }, {\n default: fe(() => [\n Be(\"span\", {\n class: Le(n.nsSelect.e(\"tags-text\"))\n }, \" + \" + wt(n.states.selected.length - n.maxCollapseTags), 3)\n ]),\n _: 1\n }, 8, [\"size\", \"type\", \"effect\", \"style\"])\n ], 2)\n ]),\n content: fe(() => [\n Be(\"div\", {\n ref: \"tagMenuRef\",\n class: Le(n.nsSelect.e(\"selection\"))\n }, [\n (pe(!0), Re(Wt, null, ri(n.collapseTagList, (u) => (pe(), Re(\"div\", {\n key: n.getValueKey(u),\n class: Le(n.nsSelect.e(\"selected-item\"))\n }, [\n ae(o, {\n class: \"in-tooltip\",\n closable: !n.selectDisabled && !u.isDisabled,\n size: n.collapseTagSize,\n type: n.tagType,\n effect: n.tagEffect,\n \"disable-transitions\": \"\",\n onClose: (y) => n.deleteTag(y, u)\n }, {\n default: fe(() => [\n Be(\"span\", {\n class: Le(n.nsSelect.e(\"tags-text\"))\n }, [\n Xe(n.$slots, \"label\", {\n label: u.currentLabel,\n value: u.value\n }, () => [\n yt(wt(u.currentLabel), 1)\n ])\n ], 2)\n ]),\n _: 2\n }, 1032, [\"closable\", \"size\", \"type\", \"effect\", \"onClose\"])\n ], 2))), 128))\n ], 2)\n ]),\n _: 3\n }, 8, [\"disabled\", \"effect\", \"teleported\"])) : Ge(\"v-if\", !0)\n ]) : Ge(\"v-if\", !0),\n n.selectDisabled ? Ge(\"v-if\", !0) : (pe(), Re(\"div\", {\n key: 1,\n class: Le([\n n.nsSelect.e(\"selected-item\"),\n n.nsSelect.e(\"input-wrapper\"),\n n.nsSelect.is(\"hidden\", !n.filterable)\n ])\n }, [\n Ft(Be(\"input\", {\n id: n.inputId,\n ref: \"inputRef\",\n \"onUpdate:modelValue\": (u) => n.states.inputValue = u,\n type: \"text\",\n name: n.name,\n class: Le([n.nsSelect.e(\"input\"), n.nsSelect.is(n.selectSize)]),\n disabled: n.selectDisabled,\n autocomplete: n.autocomplete,\n style: Ot(n.inputStyle),\n role: \"combobox\",\n readonly: !n.filterable,\n spellcheck: \"false\",\n \"aria-activedescendant\": ((f = n.hoverOption) == null ? void 0 : f.id) || \"\",\n \"aria-controls\": n.contentId,\n \"aria-expanded\": n.dropdownMenuVisible,\n \"aria-label\": n.ariaLabel,\n \"aria-autocomplete\": \"none\",\n \"aria-haspopup\": \"listbox\",\n onKeydown: [\n vi(fn((u) => n.navigateOptions(\"next\"), [\"stop\", \"prevent\"]), [\"down\"]),\n vi(fn((u) => n.navigateOptions(\"prev\"), [\"stop\", \"prevent\"]), [\"up\"]),\n vi(fn(n.handleEsc, [\"stop\", \"prevent\"]), [\"esc\"]),\n vi(fn(n.selectOption, [\"stop\", \"prevent\"]), [\"enter\"]),\n vi(fn(n.deletePrevTag, [\"stop\"]), [\"delete\"])\n ],\n onCompositionstart: n.handleCompositionStart,\n onCompositionupdate: n.handleCompositionUpdate,\n onCompositionend: n.handleCompositionEnd,\n onInput: n.onInput,\n onClick: fn(n.toggleMenu, [\"stop\"])\n }, null, 46, [\"id\", \"onUpdate:modelValue\", \"name\", \"disabled\", \"autocomplete\", \"readonly\", \"aria-activedescendant\", \"aria-controls\", \"aria-expanded\", \"aria-label\", \"onKeydown\", \"onCompositionstart\", \"onCompositionupdate\", \"onCompositionend\", \"onInput\", \"onClick\"]), [\n [u1, n.states.inputValue]\n ]),\n n.filterable ? (pe(), Re(\"span\", {\n key: 0,\n ref: \"calculatorRef\",\n \"aria-hidden\": \"true\",\n class: Le(n.nsSelect.e(\"input-calculator\")),\n textContent: wt(n.states.inputValue)\n }, null, 10, [\"textContent\"])) : Ge(\"v-if\", !0)\n ], 2)),\n n.shouldShowPlaceholder ? (pe(), Re(\"div\", {\n key: 2,\n class: Le([\n n.nsSelect.e(\"selected-item\"),\n n.nsSelect.e(\"placeholder\"),\n n.nsSelect.is(\"transparent\", !n.hasModelValue || n.expanded && !n.states.inputValue)\n ])\n }, [\n n.hasModelValue ? Xe(n.$slots, \"label\", {\n key: 0,\n label: n.currentPlaceholder,\n value: n.modelValue\n }, () => [\n Be(\"span\", null, wt(n.currentPlaceholder), 1)\n ]) : (pe(), Re(\"span\", { key: 1 }, wt(n.currentPlaceholder), 1))\n ], 2)) : Ge(\"v-if\", !0)\n ], 2),\n Be(\"div\", {\n ref: \"suffixRef\",\n class: Le(n.nsSelect.e(\"suffix\"))\n }, [\n n.iconComponent && !n.showClose ? (pe(), He(c, {\n key: 0,\n class: Le([n.nsSelect.e(\"caret\"), n.nsSelect.e(\"icon\"), n.iconReverse])\n }, {\n default: fe(() => [\n (pe(), He(zn(n.iconComponent)))\n ]),\n _: 1\n }, 8, [\"class\"])) : Ge(\"v-if\", !0),\n n.showClose && n.clearIcon ? (pe(), He(c, {\n key: 1,\n class: Le([\n n.nsSelect.e(\"caret\"),\n n.nsSelect.e(\"icon\"),\n n.nsSelect.e(\"clear\")\n ]),\n onClick: n.handleClearClick\n }, {\n default: fe(() => [\n (pe(), He(zn(n.clearIcon)))\n ]),\n _: 1\n }, 8, [\"class\", \"onClick\"])) : Ge(\"v-if\", !0),\n n.validateState && n.validateIcon ? (pe(), He(c, {\n key: 2,\n class: Le([n.nsInput.e(\"icon\"), n.nsInput.e(\"validateIcon\")])\n }, {\n default: fe(() => [\n (pe(), He(zn(n.validateIcon)))\n ]),\n _: 1\n }, 8, [\"class\"])) : Ge(\"v-if\", !0)\n ], 2)\n ], 10, [\"onClick\"])\n ];\n }),\n content: fe(() => [\n ae(p, { ref: \"menuRef\" }, {\n default: fe(() => [\n n.$slots.header ? (pe(), Re(\"div\", {\n key: 0,\n class: Le(n.nsSelect.be(\"dropdown\", \"header\")),\n onClick: fn(() => {\n }, [\"stop\"])\n }, [\n Xe(n.$slots, \"header\")\n ], 10, [\"onClick\"])) : Ge(\"v-if\", !0),\n Ft(ae(h, {\n id: n.contentId,\n ref: \"scrollbarRef\",\n tag: \"ul\",\n \"wrap-class\": n.nsSelect.be(\"dropdown\", \"wrap\"),\n \"view-class\": n.nsSelect.be(\"dropdown\", \"list\"),\n class: Le([n.nsSelect.is(\"empty\", n.filteredOptionsCount === 0)]),\n role: \"listbox\",\n \"aria-label\": n.ariaLabel,\n \"aria-orientation\": \"vertical\"\n }, {\n default: fe(() => [\n n.showNewOption ? (pe(), He(l, {\n key: 0,\n value: n.states.inputValue,\n created: !0\n }, null, 8, [\"value\"])) : Ge(\"v-if\", !0),\n ae(d, null, {\n default: fe(() => [\n Xe(n.$slots, \"default\")\n ]),\n _: 3\n })\n ]),\n _: 3\n }, 8, [\"id\", \"wrap-class\", \"view-class\", \"class\", \"aria-label\"]), [\n [xn, n.states.options.size > 0 && !n.loading]\n ]),\n n.$slots.loading && n.loading ? (pe(), Re(\"div\", {\n key: 1,\n class: Le(n.nsSelect.be(\"dropdown\", \"loading\"))\n }, [\n Xe(n.$slots, \"loading\")\n ], 2)) : n.loading || n.filteredOptionsCount === 0 ? (pe(), Re(\"div\", {\n key: 2,\n class: Le(n.nsSelect.be(\"dropdown\", \"empty\"))\n }, [\n Xe(n.$slots, \"empty\", {}, () => [\n Be(\"span\", null, wt(n.emptyText), 1)\n ])\n ], 2)) : Ge(\"v-if\", !0),\n n.$slots.footer ? 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Fr : typeof window < \"u\" ? window : typeof self < \"u\" ? self : Fr\n )), dg;\n}\n/**\n * @license\n * Copyright 2010-2021 Three.js Authors\n * SPDX-License-Identifier: MIT\n */\nconst Uf = \"130\", TP = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }, EP = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }, Ny = 0, yd = 1, Fy = 2, AP = 3, CP = 0, Vf = 1, By = 2, wo = 3, Xr = 0, qt = 1, Yr = 2, kf = 1, LP = 2, or = 0, _o = 1, bd = 2, xd = 3, wd = 4, zy = 5, ys = 100, Uy = 101, Vy = 102, Md = 103, Sd = 104, ky = 200, Gy = 201, Hy = 202, Wy = 203, Gf = 204, Hf = 205, jy = 206, $y = 207, Zy = 208, Xy = 209, Yy = 210, Jy = 0, qy = 1, Ky = 2, Kc = 3, Qy = 4, eb = 5, tb = 6, nb = 7, vl = 0, ib = 1, rb = 2, Vr = 0, sb = 1, ob = 2, ab = 3, lb = 4, cb = 5, _u = 300, yl = 301, bl = 302, Qc = 303, eu = 304, la = 306, xl = 307, Jr = 1e3, mn = 1001, No = 1002, Kt = 1003, Ka = 1004, RP = 1004, Qa = 1005, PP = 1005, jt = 1006, Tu = 1007, IP = 1007, br = 1008, OP = 1008, Ps = 1009, ub = 1010, hb = 1011, el = 1012, db = 1013, Va = 1014, nr = 1015, Ts = 1016, fb = 1017, pb = 1018, mb = 1019, To = 1020, gb = 1021, ar = 1022, Yn = 1023, vb = 1024, yb = 1025, bb = Yn, Es = 1026, Fo = 1027, xb = 1028, wb = 1029, Mb = 1030, Sb = 1031, _b = 1032, Tb = 1033, _d = 33776, Td = 33777, Ed = 33778, Ad = 33779, Cd = 35840, Ld = 35841, Rd = 35842, Pd = 35843, Eb = 36196, Id = 37492, Od = 37496, Ab = 37808, Cb = 37809, Lb = 37810, Rb = 37811, Pb = 37812, Ib = 37813, Ob = 37814, Db = 37815, Nb = 37816, Fb = 37817, Bb = 37818, zb = 37819, Ub = 37820, Vb = 37821, kb = 36492, Gb = 37840, Hb = 37841, Wb = 37842, jb = 37843, $b = 37844, Zb = 37845, Xb = 37846, Yb = 37847, Jb = 37848, qb = 37849, Kb = 37850, Qb = 37851, ex = 37852, tx = 37853, nx = 2200, ix = 2201, rx = 2202, Bo = 2300, Is = 2301, Vc = 2302, xs = 2400, ws = 2401, tl = 2402, Eu = 2500, Wf = 2501, sx = 0, ox = 1, jf = 2, Dn = 3e3, Os = 3001, Au = 3007, Cu = 3002, ax = 3003, $f = 3004, Zf = 3005, Xf = 3006, lx = 3200, cx = 3201, ts = 0, ux = 1, DP = 0, kc = 7680, NP = 7681, FP = 7682, BP = 7683, zP = 34055, UP = 34056, VP = 5386, kP = 512, GP = 513, HP = 514, WP = 515, jP = 516, $P = 517, ZP = 518, hx = 519, zo = 35044, Uo = 35048, XP = 35040, YP = 35045, JP = 35049, qP = 35041, KP = 35046, QP = 35050, eI = 35042, tI = \"100\", Dd = \"300 es\";\nclass ns {\n addEventListener(e, t) {\n this._listeners === void 0 && (this._listeners = {});\n const i = this._listeners;\n i[e] === void 0 && (i[e] = []), i[e].indexOf(t) === -1 && i[e].push(t);\n }\n hasEventListener(e, t) {\n if (this._listeners === void 0) return !1;\n const i = this._listeners;\n return i[e] !== void 0 && i[e].indexOf(t) !== -1;\n }\n removeEventListener(e, t) {\n if (this._listeners === void 0) return;\n const r = this._listeners[e];\n if (r !== void 0) {\n const s = r.indexOf(t);\n s !== -1 && r.splice(s, 1);\n }\n }\n dispatchEvent(e) {\n if (this._listeners === void 0) return;\n const i = this._listeners[e.type];\n if (i !== void 0) {\n e.target = this;\n const r = i.slice(0);\n for (let s = 0, o = r.length; s < o; s++)\n r[s].call(this, e);\n e.target = null;\n }\n }\n}\nconst yn = [];\nfor (let n = 0; n < 256; n++)\n yn[n] = (n < 16 ? \"0\" : \"\") + n.toString(16);\nlet Hl = 1234567;\nconst As = Math.PI / 180, nl = 180 / Math.PI;\nfunction Jn() {\n const n = Math.random() * 4294967295 | 0, e = Math.random() * 4294967295 | 0, t = Math.random() * 4294967295 | 0, i = Math.random() * 4294967295 | 0;\n return (yn[n & 255] + yn[n >> 8 & 255] + yn[n >> 16 & 255] + yn[n >> 24 & 255] + \"-\" + yn[e & 255] + yn[e >> 8 & 255] + \"-\" + yn[e >> 16 & 15 | 64] + yn[e >> 24 & 255] + \"-\" + yn[t & 63 | 128] + yn[t >> 8 & 255] + \"-\" + yn[t >> 16 & 255] + yn[t >> 24 & 255] + yn[i & 255] + yn[i >> 8 & 255] + yn[i >> 16 & 255] + yn[i >> 24 & 255]).toUpperCase();\n}\nfunction wn(n, e, t) {\n return Math.max(e, Math.min(t, n));\n}\nfunction Yf(n, e) {\n return (n % e + e) % e;\n}\nfunction nI(n, e, t, i, r) {\n return i + (n - e) * (r - i) / (t - e);\n}\nfunction iI(n, e, t) {\n return n !== e ? 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(console.warn(\"THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"), this.addVectors(e, t)) : (this.x += e.x, this.y += e.y, this);\n }\n addScalar(e) {\n return this.x += e, this.y += e, this;\n }\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this;\n }\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this;\n }\n sub(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector2: .sub() now only accepts one argument. 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Math.ceil(this.x) : Math.floor(this.x), this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y), this;\n }\n negate() {\n return this.x = -this.x, this.y = -this.y, this;\n }\n dot(e) {\n return this.x * e.x + this.y * e.y;\n }\n cross(e) {\n return this.x * e.y - this.y * e.x;\n }\n lengthSq() {\n return this.x * this.x + this.y * this.y;\n }\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n }\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y);\n }\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n angle() {\n return Math.atan2(-this.y, -this.x) + Math.PI;\n }\n distanceTo(e) {\n return Math.sqrt(this.distanceToSquared(e));\n }\n distanceToSquared(e) {\n const t = this.x - e.x, i = this.y - e.y;\n return t * t + i * i;\n }\n manhattanDistanceTo(e) {\n return Math.abs(this.x - e.x) + Math.abs(this.y - e.y);\n }\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this;\n }\n lerpVectors(e, t, i) {\n return this.x = e.x + (t.x - e.x) * i, this.y = e.y + (t.y - e.y) * i, this;\n }\n equals(e) {\n return e.x === this.x && e.y === this.y;\n }\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e;\n }\n fromBufferAttribute(e, t, i) {\n return i !== void 0 && console.warn(\"THREE.Vector2: offset has been removed from .fromBufferAttribute().\"), this.x = e.getX(t), this.y = e.getY(t), this;\n }\n rotateAround(e, t) {\n const i = Math.cos(t), r = Math.sin(t), s = this.x - e.x, o = this.y - e.y;\n return this.x = s * i - o * r + e.x, this.y = s * r + o * i + e.y, this;\n }\n random() {\n return this.x = Math.random(), this.y = Math.random(), this;\n }\n}\nPe.prototype.isVector2 = !0;\nclass ln {\n constructor() {\n this.elements = [\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ], arguments.length > 0 && console.error(\"THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.\");\n }\n set(e, t, i, r, s, o, a, c, l) {\n const d = this.elements;\n return d[0] = e, d[1] = r, d[2] = a, d[3] = t, d[4] = s, d[5] = c, d[6] = i, d[7] = o, d[8] = l, this;\n }\n identity() {\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n copy(e) {\n const t = this.elements, i = e.elements;\n return t[0] = i[0], t[1] = i[1], t[2] = i[2], t[3] = i[3], t[4] = i[4], t[5] = i[5], t[6] = i[6], t[7] = i[7], t[8] = i[8], this;\n }\n extractBasis(e, t, i) {\n return e.setFromMatrix3Column(this, 0), t.setFromMatrix3Column(this, 1), i.setFromMatrix3Column(this, 2), this;\n }\n setFromMatrix4(e) {\n const t = e.elements;\n return this.set(\n t[0],\n t[4],\n t[8],\n t[1],\n t[5],\n t[9],\n t[2],\n t[6],\n t[10]\n ), this;\n }\n multiply(e) {\n return this.multiplyMatrices(this, e);\n }\n premultiply(e) {\n return this.multiplyMatrices(e, this);\n }\n multiplyMatrices(e, t) {\n const i = e.elements, r = t.elements, s = this.elements, o = i[0], a = i[3], c = i[6], l = i[1], d = i[4], h = i[7], p = i[2], g = i[5], f = i[8], u = r[0], y = r[3], v = r[6], m = r[1], w = r[4], S = r[7], T = r[2], M = r[5], x = r[8];\n return s[0] = o * u + a * m + c * T, s[3] = o * y + a * w + c * M, s[6] = o * v + a * S + c * x, s[1] = l * u + d * m + h * T, s[4] = l * y + d * w + h * M, s[7] = l * v + d * S + h * x, s[2] = p * u + g * m + f * T, s[5] = p * y + g * w + f * M, s[8] = p * v + g * S + f * x, this;\n }\n multiplyScalar(e) {\n const t = this.elements;\n return t[0] *= e, t[3] *= e, t[6] *= e, t[1] *= e, t[4] *= e, t[7] *= e, t[2] *= e, t[5] *= e, t[8] *= e, this;\n }\n determinant() {\n const e = this.elements, t = e[0], i = e[1], r = e[2], s = e[3], o = e[4], a = e[5], c = e[6], l = e[7], d = e[8];\n return t * o * d - t * a * l - i * s * d + i * a * c + r * s * l - r * o * c;\n }\n invert() {\n const e = this.elements, t = e[0], i = e[1], r = e[2], s = e[3], o = e[4], a = e[5], c = e[6], l = e[7], d = e[8], h = d * o - a * l, p = a * c - d * s, g = l * s - o * c, f = t * h + i * p + r * g;\n if (f === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);\n const u = 1 / f;\n return e[0] = h * u, e[1] = (r * l - d * i) * u, e[2] = (a * i - r * o) * u, e[3] = p * u, e[4] = (d * t - r * c) * u, e[5] = (r * s - a * t) * u, e[6] = g * u, e[7] = (i * c - l * t) * u, e[8] = (o * t - i * s) * u, this;\n }\n transpose() {\n let e;\n const t = this.elements;\n return e = t[1], t[1] = t[3], t[3] = e, e = t[2], t[2] = t[6], t[6] = e, e = t[5], t[5] = t[7], t[7] = e, this;\n }\n getNormalMatrix(e) {\n return this.setFromMatrix4(e).invert().transpose();\n }\n transposeIntoArray(e) {\n const t = this.elements;\n return e[0] = t[0], e[1] = t[3], e[2] = t[6], e[3] = t[1], e[4] = t[4], e[5] = t[7], e[6] = t[2], e[7] = t[5], e[8] = t[8], this;\n }\n setUvTransform(e, t, i, r, s, o, a) {\n const c = Math.cos(s), l = Math.sin(s);\n return this.set(\n i * c,\n i * l,\n -i * (c * o + l * a) + o + e,\n -r * l,\n r * c,\n -r * (-l * o + c * a) + a + t,\n 0,\n 0,\n 1\n ), this;\n }\n scale(e, t) {\n const i = this.elements;\n return i[0] *= e, i[3] *= e, i[6] *= e, i[1] *= t, i[4] *= t, i[7] *= t, this;\n }\n rotate(e) {\n const t = Math.cos(e), i = Math.sin(e), r = this.elements, s = r[0], o = r[3], a = r[6], c = r[1], l = r[4], d = r[7];\n return r[0] = t * s + i * c, r[3] = t * o + i * l, r[6] = t * a + i * d, r[1] = -i * s + t * c, r[4] = -i * o + t * l, r[7] = -i * a + t * d, this;\n }\n translate(e, t) {\n const i = this.elements;\n return i[0] += e * i[2], i[3] += e * i[5], i[6] += e * i[8], i[1] += t * i[2], i[4] += t * i[5], i[7] += t * i[8], this;\n }\n equals(e) {\n const t = this.elements, i = e.elements;\n for (let r = 0; r < 9; r++)\n if (t[r] !== i[r]) return !1;\n return !0;\n }\n fromArray(e, t = 0) {\n for (let i = 0; i < 9; i++)\n this.elements[i] = e[i + t];\n return this;\n }\n toArray(e = [], t = 0) {\n const i = this.elements;\n return e[t] = i[0], e[t + 1] = i[1], e[t + 2] = i[2], e[t + 3] = i[3], e[t + 4] = i[4], e[t + 5] = i[5], e[t + 6] = i[6], e[t + 7] = i[7], e[t + 8] = i[8], e;\n }\n clone() {\n return new this.constructor().fromArray(this.elements);\n }\n}\nln.prototype.isMatrix3 = !0;\nlet qs;\nclass Hs {\n static getDataURL(e) {\n if (/^data:/i.test(e.src) || typeof HTMLCanvasElement > \"u\")\n return e.src;\n let t;\n if (e instanceof HTMLCanvasElement)\n t = e;\n else {\n qs === void 0 && (qs = document.createElementNS(\"http://www.w3.org/1999/xhtml\", \"canvas\")), qs.width = e.width, qs.height = e.height;\n const i = qs.getContext(\"2d\");\n e instanceof ImageData ? i.putImageData(e, 0, 0) : i.drawImage(e, 0, 0, e.width, e.height), t = qs;\n }\n return t.width > 2048 || t.height > 2048 ? (console.warn(\"THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons\", e), t.toDataURL(\"image/jpeg\", 0.6)) : t.toDataURL(\"image/png\");\n }\n}\nlet mI = 0;\nclass nn extends ns {\n constructor(e = nn.DEFAULT_IMAGE, t = nn.DEFAULT_MAPPING, i = mn, r = mn, s = jt, o = br, a = Yn, c = Ps, l = 1, d = Dn) {\n super(), Object.defineProperty(this, \"id\", { value: mI++ }), this.uuid = Jn(), this.name = \"\", this.image = e, this.mipmaps = [], this.mapping = t, this.wrapS = i, this.wrapT = r, this.magFilter = s, this.minFilter = o, this.anisotropy = l, this.format = a, this.internalFormat = null, this.type = c, this.offset = new Pe(0, 0), this.repeat = new Pe(1, 1), this.center = new Pe(0, 0), this.rotation = 0, this.matrixAutoUpdate = !0, this.matrix = new ln(), this.generateMipmaps = !0, this.premultiplyAlpha = !1, this.flipY = !0, this.unpackAlignment = 4, this.encoding = d, this.version = 0, this.onUpdate = null;\n }\n updateMatrix() {\n this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.name = e.name, this.image = e.image, this.mipmaps = e.mipmaps.slice(0), this.mapping = e.mapping, this.wrapS = e.wrapS, this.wrapT = e.wrapT, this.magFilter = e.magFilter, this.minFilter = e.minFilter, this.anisotropy = e.anisotropy, this.format = e.format, this.internalFormat = e.internalFormat, this.type = e.type, this.offset.copy(e.offset), this.repeat.copy(e.repeat), this.center.copy(e.center), this.rotation = e.rotation, this.matrixAutoUpdate = e.matrixAutoUpdate, this.matrix.copy(e.matrix), this.generateMipmaps = e.generateMipmaps, this.premultiplyAlpha = e.premultiplyAlpha, this.flipY = e.flipY, this.unpackAlignment = e.unpackAlignment, this.encoding = e.encoding, this;\n }\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n if (!t && e.textures[this.uuid] !== void 0)\n return e.textures[this.uuid];\n const i = {\n metadata: {\n version: 4.5,\n type: \"Texture\",\n generator: \"Texture.toJSON\"\n },\n uuid: this.uuid,\n name: this.name,\n mapping: this.mapping,\n repeat: [this.repeat.x, this.repeat.y],\n offset: [this.offset.x, this.offset.y],\n center: [this.center.x, this.center.y],\n rotation: this.rotation,\n wrap: [this.wrapS, this.wrapT],\n format: this.format,\n type: this.type,\n encoding: this.encoding,\n minFilter: this.minFilter,\n magFilter: this.magFilter,\n anisotropy: this.anisotropy,\n flipY: this.flipY,\n premultiplyAlpha: this.premultiplyAlpha,\n unpackAlignment: this.unpackAlignment\n };\n if (this.image !== void 0) {\n const r = this.image;\n if (r.uuid === void 0 && (r.uuid = Jn()), !t && e.images[r.uuid] === void 0) {\n let s;\n if (Array.isArray(r)) {\n s = [];\n for (let o = 0, a = r.length; o < a; o++)\n r[o].isDataTexture ? s.push(sh(r[o].image)) : s.push(sh(r[o]));\n } else\n s = sh(r);\n e.images[r.uuid] = {\n uuid: r.uuid,\n url: s\n };\n }\n i.image = r.uuid;\n }\n return t || (e.textures[this.uuid] = i), i;\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n transformUv(e) {\n if (this.mapping !== _u) return e;\n if (e.applyMatrix3(this.matrix), e.x < 0 || e.x > 1)\n switch (this.wrapS) {\n case Jr:\n e.x = e.x - Math.floor(e.x);\n break;\n case mn:\n e.x = e.x < 0 ? 0 : 1;\n break;\n case No:\n Math.abs(Math.floor(e.x) % 2) === 1 ? e.x = Math.ceil(e.x) - e.x : e.x = e.x - Math.floor(e.x);\n break;\n }\n if (e.y < 0 || e.y > 1)\n switch (this.wrapT) {\n case Jr:\n e.y = e.y - Math.floor(e.y);\n break;\n case mn:\n e.y = e.y < 0 ? 0 : 1;\n break;\n case No:\n Math.abs(Math.floor(e.y) % 2) === 1 ? e.y = Math.ceil(e.y) - e.y : e.y = e.y - Math.floor(e.y);\n break;\n }\n return this.flipY && (e.y = 1 - e.y), e;\n }\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n}\nnn.DEFAULT_IMAGE = void 0;\nnn.DEFAULT_MAPPING = _u;\nnn.prototype.isTexture = !0;\nfunction sh(n) {\n return typeof HTMLImageElement < \"u\" && n instanceof HTMLImageElement || typeof HTMLCanvasElement < \"u\" && n instanceof HTMLCanvasElement || typeof ImageBitmap < \"u\" && n instanceof ImageBitmap ? Hs.getDataURL(n) : n.data ? {\n data: Array.prototype.slice.call(n.data),\n width: n.width,\n height: n.height,\n type: n.data.constructor.name\n } : (console.warn(\"THREE.Texture: Unable to serialize Texture.\"), {});\n}\nclass _t {\n constructor(e = 0, t = 0, i = 0, r = 1) {\n this.x = e, this.y = t, this.z = i, this.w = r;\n }\n get width() {\n return this.z;\n }\n set width(e) {\n this.z = e;\n }\n get height() {\n return this.w;\n }\n set height(e) {\n this.w = e;\n }\n set(e, t, i, r) {\n return this.x = e, this.y = t, this.z = i, this.w = r, this;\n }\n setScalar(e) {\n return this.x = e, this.y = e, this.z = e, this.w = e, this;\n }\n setX(e) {\n return this.x = e, this;\n }\n setY(e) {\n return this.y = e, this;\n }\n setZ(e) {\n return this.z = e, this;\n }\n setW(e) {\n return this.w = e, this;\n }\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n case 2:\n this.z = t;\n break;\n case 3:\n this.w = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n case 2:\n return this.z;\n case 3:\n return this.w;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n clone() {\n return new this.constructor(this.x, this.y, this.z, this.w);\n }\n copy(e) {\n return this.x = e.x, this.y = e.y, this.z = e.z, this.w = e.w !== void 0 ? e.w : 1, this;\n }\n add(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"), this.addVectors(e, t)) : (this.x += e.x, this.y += e.y, this.z += e.z, this.w += e.w, this);\n }\n addScalar(e) {\n return this.x += e, this.y += e, this.z += e, this.w += e, this;\n }\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this.z = e.z + t.z, this.w = e.w + t.w, this;\n }\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this.z += e.z * t, this.w += e.w * t, this;\n }\n sub(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\"), this.subVectors(e, t)) : (this.x -= e.x, this.y -= e.y, this.z -= e.z, this.w -= e.w, this);\n }\n subScalar(e) {\n return this.x -= e, this.y -= e, this.z -= e, this.w -= e, this;\n }\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this.z = e.z - t.z, this.w = e.w - t.w, this;\n }\n multiply(e) {\n return this.x *= e.x, this.y *= e.y, this.z *= e.z, this.w *= e.w, this;\n }\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this.z *= e, this.w *= e, this;\n }\n applyMatrix4(e) {\n const t = this.x, i = this.y, r = this.z, s = this.w, o = e.elements;\n return this.x = o[0] * t + o[4] * i + o[8] * r + o[12] * s, this.y = o[1] * t + o[5] * i + o[9] * r + o[13] * s, this.z = o[2] * t + o[6] * i + o[10] * r + o[14] * s, this.w = o[3] * t + o[7] * i + o[11] * r + o[15] * s, this;\n }\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n setAxisAngleFromQuaternion(e) {\n this.w = 2 * Math.acos(e.w);\n const t = Math.sqrt(1 - e.w * e.w);\n return t < 1e-4 ? (this.x = 1, this.y = 0, this.z = 0) : (this.x = e.x / t, this.y = e.y / t, this.z = e.z / t), this;\n }\n setAxisAngleFromRotationMatrix(e) {\n let t, i, r, s;\n const c = e.elements, l = c[0], d = c[4], h = c[8], p = c[1], g = c[5], f = c[9], u = c[2], y = c[6], v = c[10];\n if (Math.abs(d - p) < 0.01 && Math.abs(h - u) < 0.01 && Math.abs(f - y) < 0.01) {\n if (Math.abs(d + p) < 0.1 && Math.abs(h + u) < 0.1 && Math.abs(f + y) < 0.1 && Math.abs(l + g + v - 3) < 0.1)\n return this.set(1, 0, 0, 0), this;\n t = Math.PI;\n const w = (l + 1) / 2, S = (g + 1) / 2, T = (v + 1) / 2, M = (d + p) / 4, x = (h + u) / 4, _ = (f + y) / 4;\n return w > S && w > T ? w < 0.01 ? (i = 0, r = 0.707106781, s = 0.707106781) : (i = Math.sqrt(w), r = M / i, s = x / i) : S > T ? S < 0.01 ? (i = 0.707106781, r = 0, s = 0.707106781) : (r = Math.sqrt(S), i = M / r, s = _ / r) : T < 0.01 ? (i = 0.707106781, r = 0.707106781, s = 0) : (s = Math.sqrt(T), i = x / s, r = _ / s), this.set(i, r, s, t), this;\n }\n let m = Math.sqrt((y - f) * (y - f) + (h - u) * (h - u) + (p - d) * (p - d));\n return Math.abs(m) < 1e-3 && (m = 1), this.x = (y - f) / m, this.y = (h - u) / m, this.z = (p - d) / m, this.w = Math.acos((l + g + v - 1) / 2), this;\n }\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this.z = Math.min(this.z, e.z), this.w = Math.min(this.w, e.w), this;\n }\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this.z = Math.max(this.z, e.z), this.w = Math.max(this.w, e.w), this;\n }\n clamp(e, t) {\n return this.x = Math.max(e.x, Math.min(t.x, this.x)), this.y = Math.max(e.y, Math.min(t.y, this.y)), this.z = Math.max(e.z, Math.min(t.z, this.z)), this.w = Math.max(e.w, Math.min(t.w, this.w)), this;\n }\n clampScalar(e, t) {\n return this.x = Math.max(e, Math.min(t, this.x)), this.y = Math.max(e, Math.min(t, this.y)), this.z = Math.max(e, Math.min(t, this.z)), this.w = Math.max(e, Math.min(t, this.w)), this;\n }\n clampLength(e, t) {\n const i = this.length();\n return this.divideScalar(i || 1).multiplyScalar(Math.max(e, Math.min(t, i)));\n }\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.z = Math.floor(this.z), this.w = Math.floor(this.w), this;\n }\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.z = Math.ceil(this.z), this.w = Math.ceil(this.w), this;\n }\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this.z = Math.round(this.z), this.w = Math.round(this.w), this;\n }\n roundToZero() {\n return this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x), this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y), this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z), this.w = this.w < 0 ? Math.ceil(this.w) : Math.floor(this.w), this;\n }\n negate() {\n return this.x = -this.x, this.y = -this.y, this.z = -this.z, this.w = -this.w, this;\n }\n dot(e) {\n return this.x * e.x + this.y * e.y + this.z * e.z + this.w * e.w;\n }\n lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;\n }\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);\n }\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);\n }\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this.z += (e.z - this.z) * t, this.w += (e.w - this.w) * t, this;\n }\n lerpVectors(e, t, i) {\n return this.x = e.x + (t.x - e.x) * i, this.y = e.y + (t.y - e.y) * i, this.z = e.z + (t.z - e.z) * i, this.w = e.w + (t.w - e.w) * i, this;\n }\n equals(e) {\n return e.x === this.x && e.y === this.y && e.z === this.z && e.w === this.w;\n }\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this.z = e[t + 2], this.w = e[t + 3], this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e[t + 2] = this.z, e[t + 3] = this.w, e;\n }\n fromBufferAttribute(e, t, i) {\n return i !== void 0 && console.warn(\"THREE.Vector4: offset has been removed from .fromBufferAttribute().\"), this.x = e.getX(t), this.y = e.getY(t), this.z = e.getZ(t), this.w = e.getW(t), this;\n }\n random() {\n return this.x = Math.random(), this.y = Math.random(), this.z = Math.random(), this.w = Math.random(), this;\n }\n}\n_t.prototype.isVector4 = !0;\nclass bi extends ns {\n constructor(e, t, i = {}) {\n super(), this.width = e, this.height = t, this.depth = 1, this.scissor = new _t(0, 0, e, t), this.scissorTest = !1, this.viewport = new _t(0, 0, e, t), this.texture = new nn(void 0, i.mapping, i.wrapS, i.wrapT, i.magFilter, i.minFilter, i.format, i.type, i.anisotropy, i.encoding), this.texture.image = { width: e, height: t, depth: 1 }, this.texture.generateMipmaps = i.generateMipmaps !== void 0 ? i.generateMipmaps : !1, this.texture.minFilter = i.minFilter !== void 0 ? i.minFilter : jt, this.depthBuffer = i.depthBuffer !== void 0 ? i.depthBuffer : !0, this.stencilBuffer = i.stencilBuffer !== void 0 ? i.stencilBuffer : !1, this.depthTexture = i.depthTexture !== void 0 ? i.depthTexture : null;\n }\n setTexture(e) {\n e.image = {\n width: this.width,\n height: this.height,\n depth: this.depth\n }, this.texture = e;\n }\n setSize(e, t, i = 1) {\n (this.width !== e || this.height !== t || this.depth !== i) && (this.width = e, this.height = t, this.depth = i, this.texture.image.width = e, this.texture.image.height = t, this.texture.image.depth = i, this.dispose()), this.viewport.set(0, 0, e, t), this.scissor.set(0, 0, e, t);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.width = e.width, this.height = e.height, this.depth = e.depth, this.viewport.copy(e.viewport), this.texture = e.texture.clone(), this.texture.image = { ...this.texture.image }, this.depthBuffer = e.depthBuffer, this.stencilBuffer = e.stencilBuffer, this.depthTexture = e.depthTexture, this;\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\nbi.prototype.isWebGLRenderTarget = !0;\nclass px extends bi {\n constructor(e, t, i) {\n super(e, t);\n const r = this.texture;\n this.texture = [];\n for (let s = 0; s < i; s++)\n this.texture[s] = r.clone();\n }\n setSize(e, t, i = 1) {\n if (this.width !== e || this.height !== t || this.depth !== i) {\n this.width = e, this.height = t, this.depth = i;\n for (let r = 0, s = this.texture.length; r < s; r++)\n this.texture[r].image.width = e, this.texture[r].image.height = t, this.texture[r].image.depth = i;\n this.dispose();\n }\n return this.viewport.set(0, 0, e, t), this.scissor.set(0, 0, e, t), this;\n }\n copy(e) {\n this.dispose(), this.width = e.width, this.height = e.height, this.depth = e.depth, this.viewport.set(0, 0, this.width, this.height), this.scissor.set(0, 0, this.width, this.height), this.depthBuffer = e.depthBuffer, this.stencilBuffer = e.stencilBuffer, this.depthTexture = e.depthTexture, this.texture.length = 0;\n for (let t = 0, i = e.texture.length; t < i; t++)\n this.texture[t] = e.texture[t].clone();\n return this;\n }\n}\npx.prototype.isWebGLMultipleRenderTargets = !0;\nclass Jf extends bi {\n constructor(e, t, i) {\n super(e, t, i), this.samples = 4;\n }\n copy(e) {\n return super.copy.call(this, e), this.samples = e.samples, this;\n }\n}\nJf.prototype.isWebGLMultisampleRenderTarget = !0;\nclass Sn {\n constructor(e = 0, t = 0, i = 0, r = 1) {\n this._x = e, this._y = t, this._z = i, this._w = r;\n }\n static slerp(e, t, i, r) {\n return console.warn(\"THREE.Quaternion: Static .slerp() has been deprecated. Use qm.slerpQuaternions( qa, qb, t ) instead.\"), i.slerpQuaternions(e, t, r);\n }\n static slerpFlat(e, t, i, r, s, o, a) {\n let c = i[r + 0], l = i[r + 1], d = i[r + 2], h = i[r + 3];\n const p = s[o + 0], g = s[o + 1], f = s[o + 2], u = s[o + 3];\n if (a === 0) {\n e[t + 0] = c, e[t + 1] = l, e[t + 2] = d, e[t + 3] = h;\n return;\n }\n if (a === 1) {\n e[t + 0] = p, e[t + 1] = g, e[t + 2] = f, e[t + 3] = u;\n return;\n }\n if (h !== u || c !== p || l !== g || d !== f) {\n let y = 1 - a;\n const v = c * p + l * g + d * f + h * u, m = v >= 0 ? 1 : -1, w = 1 - v * v;\n if (w > Number.EPSILON) {\n const T = Math.sqrt(w), M = Math.atan2(T, v * m);\n y = Math.sin(y * M) / T, a = Math.sin(a * M) / T;\n }\n const S = a * m;\n if (c = c * y + p * S, l = l * y + g * S, d = d * y + f * S, h = h * y + u * S, y === 1 - a) {\n const T = 1 / Math.sqrt(c * c + l * l + d * d + h * h);\n c *= T, l *= T, d *= T, h *= T;\n }\n }\n e[t] = c, e[t + 1] = l, e[t + 2] = d, e[t + 3] = h;\n }\n static multiplyQuaternionsFlat(e, t, i, r, s, o) {\n const a = i[r], c = i[r + 1], l = i[r + 2], d = i[r + 3], h = s[o], p = s[o + 1], g = s[o + 2], f = s[o + 3];\n return e[t] = a * f + d * h + c * g - l * p, e[t + 1] = c * f + d * p + l * h - a * g, e[t + 2] = l * f + d * g + a * p - c * h, e[t + 3] = d * f - a * h - c * p - l * g, e;\n }\n get x() {\n return this._x;\n }\n set x(e) {\n this._x = e, this._onChangeCallback();\n }\n get y() {\n return this._y;\n }\n set y(e) {\n this._y = e, this._onChangeCallback();\n }\n get z() {\n return this._z;\n }\n set z(e) {\n this._z = e, this._onChangeCallback();\n }\n get w() {\n return this._w;\n }\n set w(e) {\n this._w = e, this._onChangeCallback();\n }\n set(e, t, i, r) {\n return this._x = e, this._y = t, this._z = i, this._w = r, this._onChangeCallback(), this;\n }\n clone() {\n return new this.constructor(this._x, this._y, this._z, this._w);\n }\n copy(e) {\n return this._x = e.x, this._y = e.y, this._z = e.z, this._w = e.w, this._onChangeCallback(), this;\n }\n setFromEuler(e, t) {\n if (!(e && e.isEuler))\n throw new Error(\"THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.\");\n const i = e._x, r = e._y, s = e._z, o = e._order, a = Math.cos, c = Math.sin, l = a(i / 2), d = a(r / 2), h = a(s / 2), p = c(i / 2), g = c(r / 2), f = c(s / 2);\n switch (o) {\n case \"XYZ\":\n this._x = p * d * h + l * g * f, this._y = l * g * h - p * d * f, this._z = l * d * f + p * g * h, this._w = l * d * h - p * g * f;\n break;\n case \"YXZ\":\n this._x = p * d * h + l * g * f, this._y = l * g * h - p * d * f, this._z = l * d * f - p * g * h, this._w = l * d * h + p * g * f;\n break;\n case \"ZXY\":\n this._x = p * d * h - l * g * f, this._y = l * g * h + p * d * f, this._z = l * d * f + p * g * h, this._w = l * d * h - p * g * f;\n break;\n case \"ZYX\":\n this._x = p * d * h - l * g * f, this._y = l * g * h + p * d * f, this._z = l * d * f - p * g * h, this._w = l * d * h + p * g * f;\n break;\n case \"YZX\":\n this._x = p * d * h + l * g * f, this._y = l * g * h + p * d * f, this._z = l * d * f - p * g * h, this._w = l * d * h - p * g * f;\n break;\n case \"XZY\":\n this._x = p * d * h - l * g * f, this._y = l * g * h - p * d * f, this._z = l * d * f + p * g * h, this._w = l * d * h + p * g * f;\n break;\n default:\n console.warn(\"THREE.Quaternion: .setFromEuler() encountered an unknown order: \" + o);\n }\n return t !== !1 && this._onChangeCallback(), this;\n }\n setFromAxisAngle(e, t) {\n const i = t / 2, r = Math.sin(i);\n return this._x = e.x * r, this._y = e.y * r, this._z = e.z * r, this._w = Math.cos(i), this._onChangeCallback(), this;\n }\n setFromRotationMatrix(e) {\n const t = e.elements, i = t[0], r = t[4], s = t[8], o = t[1], a = t[5], c = t[9], l = t[2], d = t[6], h = t[10], p = i + a + h;\n if (p > 0) {\n const g = 0.5 / Math.sqrt(p + 1);\n this._w = 0.25 / g, this._x = (d - c) * g, this._y = (s - l) * g, this._z = (o - r) * g;\n } else if (i > a && i > h) {\n const g = 2 * Math.sqrt(1 + i - a - h);\n this._w = (d - c) / g, this._x = 0.25 * g, this._y = (r + o) / g, this._z = (s + l) / g;\n } else if (a > h) {\n const g = 2 * Math.sqrt(1 + a - i - h);\n this._w = (s - l) / g, this._x = (r + o) / g, this._y = 0.25 * g, this._z = (c + d) / g;\n } else {\n const g = 2 * Math.sqrt(1 + h - i - a);\n this._w = (o - r) / g, this._x = (s + l) / g, this._y = (c + d) / g, this._z = 0.25 * g;\n }\n return this._onChangeCallback(), this;\n }\n setFromUnitVectors(e, t) {\n let i = e.dot(t) + 1;\n return i < Number.EPSILON ? (i = 0, Math.abs(e.x) > Math.abs(e.z) ? (this._x = -e.y, this._y = e.x, this._z = 0, this._w = i) : (this._x = 0, this._y = -e.z, this._z = e.y, this._w = i)) : (this._x = e.y * t.z - e.z * t.y, this._y = e.z * t.x - e.x * t.z, this._z = e.x * t.y - e.y * t.x, this._w = i), this.normalize();\n }\n angleTo(e) {\n return 2 * Math.acos(Math.abs(wn(this.dot(e), -1, 1)));\n }\n rotateTowards(e, t) {\n const i = this.angleTo(e);\n if (i === 0) return this;\n const r = Math.min(1, t / i);\n return this.slerp(e, r), this;\n }\n identity() {\n return this.set(0, 0, 0, 1);\n }\n invert() {\n return this.conjugate();\n }\n conjugate() {\n return this._x *= -1, this._y *= -1, this._z *= -1, this._onChangeCallback(), this;\n }\n dot(e) {\n return this._x * e._x + this._y * e._y + this._z * e._z + this._w * e._w;\n }\n lengthSq() {\n return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;\n }\n length() {\n return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);\n }\n normalize() {\n let e = this.length();\n return e === 0 ? (this._x = 0, this._y = 0, this._z = 0, this._w = 1) : (e = 1 / e, this._x = this._x * e, this._y = this._y * e, this._z = this._z * e, this._w = this._w * e), this._onChangeCallback(), this;\n }\n multiply(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.\"), this.multiplyQuaternions(e, t)) : this.multiplyQuaternions(this, e);\n }\n premultiply(e) {\n return this.multiplyQuaternions(e, this);\n }\n multiplyQuaternions(e, t) {\n const i = e._x, r = e._y, s = e._z, o = e._w, a = t._x, c = t._y, l = t._z, d = t._w;\n return this._x = i * d + o * a + r * l - s * c, this._y = r * d + o * c + s * a - i * l, this._z = s * d + o * l + i * c - r * a, this._w = o * d - i * a - r * c - s * l, this._onChangeCallback(), this;\n }\n slerp(e, t) {\n if (t === 0) return this;\n if (t === 1) return this.copy(e);\n const i = this._x, r = this._y, s = this._z, o = this._w;\n let a = o * e._w + i * e._x + r * e._y + s * e._z;\n if (a < 0 ? (this._w = -e._w, this._x = -e._x, this._y = -e._y, this._z = -e._z, a = -a) : this.copy(e), a >= 1)\n return this._w = o, this._x = i, this._y = r, this._z = s, this;\n const c = 1 - a * a;\n if (c <= Number.EPSILON) {\n const g = 1 - t;\n return this._w = g * o + t * this._w, this._x = g * i + t * this._x, this._y = g * r + t * this._y, this._z = g * s + t * this._z, this.normalize(), this._onChangeCallback(), this;\n }\n const l = Math.sqrt(c), d = Math.atan2(l, a), h = Math.sin((1 - t) * d) / l, p = Math.sin(t * d) / l;\n return this._w = o * h + this._w * p, this._x = i * h + this._x * p, this._y = r * h + this._y * p, this._z = s * h + this._z * p, this._onChangeCallback(), this;\n }\n slerpQuaternions(e, t, i) {\n this.copy(e).slerp(t, i);\n }\n equals(e) {\n return e._x === this._x && e._y === this._y && e._z === this._z && e._w === this._w;\n }\n fromArray(e, t = 0) {\n return this._x = e[t], this._y = e[t + 1], this._z = e[t + 2], this._w = e[t + 3], this._onChangeCallback(), this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this._x, e[t + 1] = this._y, e[t + 2] = this._z, e[t + 3] = this._w, e;\n }\n fromBufferAttribute(e, t) {\n return this._x = e.getX(t), this._y = e.getY(t), this._z = e.getZ(t), this._w = e.getW(t), this;\n }\n _onChange(e) {\n return this._onChangeCallback = e, this;\n }\n _onChangeCallback() {\n }\n}\nSn.prototype.isQuaternion = !0;\nclass X {\n constructor(e = 0, t = 0, i = 0) {\n this.x = e, this.y = t, this.z = i;\n }\n set(e, t, i) {\n return i === void 0 && (i = this.z), this.x = e, this.y = t, this.z = i, this;\n }\n setScalar(e) {\n return this.x = e, this.y = e, this.z = e, this;\n }\n setX(e) {\n return this.x = e, this;\n }\n setY(e) {\n return this.y = e, this;\n }\n setZ(e) {\n return this.z = e, this;\n }\n setComponent(e, t) {\n switch (e) {\n case 0:\n this.x = t;\n break;\n case 1:\n this.y = t;\n break;\n case 2:\n this.z = t;\n break;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n return this;\n }\n getComponent(e) {\n switch (e) {\n case 0:\n return this.x;\n case 1:\n return this.y;\n case 2:\n return this.z;\n default:\n throw new Error(\"index is out of range: \" + e);\n }\n }\n clone() {\n return new this.constructor(this.x, this.y, this.z);\n }\n copy(e) {\n return this.x = e.x, this.y = e.y, this.z = e.z, this;\n }\n add(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"), this.addVectors(e, t)) : (this.x += e.x, this.y += e.y, this.z += e.z, this);\n }\n addScalar(e) {\n return this.x += e, this.y += e, this.z += e, this;\n }\n addVectors(e, t) {\n return this.x = e.x + t.x, this.y = e.y + t.y, this.z = e.z + t.z, this;\n }\n addScaledVector(e, t) {\n return this.x += e.x * t, this.y += e.y * t, this.z += e.z * t, this;\n }\n sub(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\"), this.subVectors(e, t)) : (this.x -= e.x, this.y -= e.y, this.z -= e.z, this);\n }\n subScalar(e) {\n return this.x -= e, this.y -= e, this.z -= e, this;\n }\n subVectors(e, t) {\n return this.x = e.x - t.x, this.y = e.y - t.y, this.z = e.z - t.z, this;\n }\n multiply(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.\"), this.multiplyVectors(e, t)) : (this.x *= e.x, this.y *= e.y, this.z *= e.z, this);\n }\n multiplyScalar(e) {\n return this.x *= e, this.y *= e, this.z *= e, this;\n }\n multiplyVectors(e, t) {\n return this.x = e.x * t.x, this.y = e.y * t.y, this.z = e.z * t.z, this;\n }\n applyEuler(e) {\n return e && e.isEuler || console.error(\"THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.\"), this.applyQuaternion(pg.setFromEuler(e));\n }\n applyAxisAngle(e, t) {\n return this.applyQuaternion(pg.setFromAxisAngle(e, t));\n }\n applyMatrix3(e) {\n const t = this.x, i = this.y, r = this.z, s = e.elements;\n return this.x = s[0] * t + s[3] * i + s[6] * r, this.y = s[1] * t + s[4] * i + s[7] * r, this.z = s[2] * t + s[5] * i + s[8] * r, this;\n }\n applyNormalMatrix(e) {\n return this.applyMatrix3(e).normalize();\n }\n applyMatrix4(e) {\n const t = this.x, i = this.y, r = this.z, s = e.elements, o = 1 / (s[3] * t + s[7] * i + s[11] * r + s[15]);\n return this.x = (s[0] * t + s[4] * i + s[8] * r + s[12]) * o, this.y = (s[1] * t + s[5] * i + s[9] * r + s[13]) * o, this.z = (s[2] * t + s[6] * i + s[10] * r + s[14]) * o, this;\n }\n applyQuaternion(e) {\n const t = this.x, i = this.y, r = this.z, s = e.x, o = e.y, a = e.z, c = e.w, l = c * t + o * r - a * i, d = c * i + a * t - s * r, h = c * r + s * i - o * t, p = -s * t - o * i - a * r;\n return this.x = l * c + p * -s + d * -a - h * -o, this.y = d * c + p * -o + h * -s - l * -a, this.z = h * c + p * -a + l * -o - d * -s, this;\n }\n project(e) {\n return this.applyMatrix4(e.matrixWorldInverse).applyMatrix4(e.projectionMatrix);\n }\n unproject(e) {\n return this.applyMatrix4(e.projectionMatrixInverse).applyMatrix4(e.matrixWorld);\n }\n transformDirection(e) {\n const t = this.x, i = this.y, r = this.z, s = e.elements;\n return this.x = s[0] * t + s[4] * i + s[8] * r, this.y = s[1] * t + s[5] * i + s[9] * r, this.z = s[2] * t + s[6] * i + s[10] * r, this.normalize();\n }\n divide(e) {\n return this.x /= e.x, this.y /= e.y, this.z /= e.z, this;\n }\n divideScalar(e) {\n return this.multiplyScalar(1 / e);\n }\n min(e) {\n return this.x = Math.min(this.x, e.x), this.y = Math.min(this.y, e.y), this.z = Math.min(this.z, e.z), this;\n }\n max(e) {\n return this.x = Math.max(this.x, e.x), this.y = Math.max(this.y, e.y), this.z = Math.max(this.z, e.z), this;\n }\n clamp(e, t) {\n return this.x = Math.max(e.x, Math.min(t.x, this.x)), this.y = Math.max(e.y, Math.min(t.y, this.y)), this.z = Math.max(e.z, Math.min(t.z, this.z)), this;\n }\n clampScalar(e, t) {\n return this.x = Math.max(e, Math.min(t, this.x)), this.y = Math.max(e, Math.min(t, this.y)), this.z = Math.max(e, Math.min(t, this.z)), this;\n }\n clampLength(e, t) {\n const i = this.length();\n return this.divideScalar(i || 1).multiplyScalar(Math.max(e, Math.min(t, i)));\n }\n floor() {\n return this.x = Math.floor(this.x), this.y = Math.floor(this.y), this.z = Math.floor(this.z), this;\n }\n ceil() {\n return this.x = Math.ceil(this.x), this.y = Math.ceil(this.y), this.z = Math.ceil(this.z), this;\n }\n round() {\n return this.x = Math.round(this.x), this.y = Math.round(this.y), this.z = Math.round(this.z), this;\n }\n roundToZero() {\n return this.x = this.x < 0 ? Math.ceil(this.x) : Math.floor(this.x), this.y = this.y < 0 ? Math.ceil(this.y) : Math.floor(this.y), this.z = this.z < 0 ? Math.ceil(this.z) : Math.floor(this.z), this;\n }\n negate() {\n return this.x = -this.x, this.y = -this.y, this.z = -this.z, this;\n }\n dot(e) {\n return this.x * e.x + this.y * e.y + this.z * e.z;\n }\n // TODO lengthSquared?\n lengthSq() {\n return this.x * this.x + this.y * this.y + this.z * this.z;\n }\n length() {\n return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n }\n manhattanLength() {\n return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);\n }\n normalize() {\n return this.divideScalar(this.length() || 1);\n }\n setLength(e) {\n return this.normalize().multiplyScalar(e);\n }\n lerp(e, t) {\n return this.x += (e.x - this.x) * t, this.y += (e.y - this.y) * t, this.z += (e.z - this.z) * t, this;\n }\n lerpVectors(e, t, i) {\n return this.x = e.x + (t.x - e.x) * i, this.y = e.y + (t.y - e.y) * i, this.z = e.z + (t.z - e.z) * i, this;\n }\n cross(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.\"), this.crossVectors(e, t)) : this.crossVectors(this, e);\n }\n crossVectors(e, t) {\n const i = e.x, r = e.y, s = e.z, o = t.x, a = t.y, c = t.z;\n return this.x = r * c - s * a, this.y = s * o - i * c, this.z = i * a - r * o, this;\n }\n projectOnVector(e) {\n const t = e.lengthSq();\n if (t === 0) return this.set(0, 0, 0);\n const i = e.dot(this) / t;\n return this.copy(e).multiplyScalar(i);\n }\n projectOnPlane(e) {\n return oh.copy(this).projectOnVector(e), this.sub(oh);\n }\n reflect(e) {\n return this.sub(oh.copy(e).multiplyScalar(2 * this.dot(e)));\n }\n angleTo(e) {\n const t = Math.sqrt(this.lengthSq() * e.lengthSq());\n if (t === 0) return Math.PI / 2;\n const i = this.dot(e) / t;\n return Math.acos(wn(i, -1, 1));\n }\n distanceTo(e) {\n return Math.sqrt(this.distanceToSquared(e));\n }\n distanceToSquared(e) {\n const t = this.x - e.x, i = this.y - e.y, r = this.z - e.z;\n return t * t + i * i + r * r;\n }\n manhattanDistanceTo(e) {\n return Math.abs(this.x - e.x) + Math.abs(this.y - e.y) + Math.abs(this.z - e.z);\n }\n setFromSpherical(e) {\n return this.setFromSphericalCoords(e.radius, e.phi, e.theta);\n }\n setFromSphericalCoords(e, t, i) {\n const r = Math.sin(t) * e;\n return this.x = r * Math.sin(i), this.y = Math.cos(t) * e, this.z = r * Math.cos(i), this;\n }\n setFromCylindrical(e) {\n return this.setFromCylindricalCoords(e.radius, e.theta, e.y);\n }\n setFromCylindricalCoords(e, t, i) {\n return this.x = e * Math.sin(t), this.y = i, this.z = e * Math.cos(t), this;\n }\n setFromMatrixPosition(e) {\n const t = e.elements;\n return this.x = t[12], this.y = t[13], this.z = t[14], this;\n }\n setFromMatrixScale(e) {\n const t = this.setFromMatrixColumn(e, 0).length(), i = this.setFromMatrixColumn(e, 1).length(), r = this.setFromMatrixColumn(e, 2).length();\n return this.x = t, this.y = i, this.z = r, this;\n }\n setFromMatrixColumn(e, t) {\n return this.fromArray(e.elements, t * 4);\n }\n setFromMatrix3Column(e, t) {\n return this.fromArray(e.elements, t * 3);\n }\n equals(e) {\n return e.x === this.x && e.y === this.y && e.z === this.z;\n }\n fromArray(e, t = 0) {\n return this.x = e[t], this.y = e[t + 1], this.z = e[t + 2], this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this.x, e[t + 1] = this.y, e[t + 2] = this.z, e;\n }\n fromBufferAttribute(e, t, i) {\n return i !== void 0 && console.warn(\"THREE.Vector3: offset has been removed from .fromBufferAttribute().\"), this.x = e.getX(t), this.y = e.getY(t), this.z = e.getZ(t), this;\n }\n random() {\n return this.x = Math.random(), this.y = Math.random(), this.z = Math.random(), this;\n }\n}\nX.prototype.isVector3 = !0;\nconst oh = /* @__PURE__ */ new X(), pg = /* @__PURE__ */ new Sn();\nclass Hn {\n constructor(e = new X(1 / 0, 1 / 0, 1 / 0), t = new X(-1 / 0, -1 / 0, -1 / 0)) {\n this.min = e, this.max = t;\n }\n set(e, t) {\n return this.min.copy(e), this.max.copy(t), this;\n }\n setFromArray(e) {\n let t = 1 / 0, i = 1 / 0, r = 1 / 0, s = -1 / 0, o = -1 / 0, a = -1 / 0;\n for (let c = 0, l = e.length; c < l; c += 3) {\n const d = e[c], h = e[c + 1], p = e[c + 2];\n d < t && (t = d), h < i && (i = h), p < r && (r = p), d > s && (s = d), h > o && (o = h), p > a && (a = p);\n }\n return this.min.set(t, i, r), this.max.set(s, o, a), this;\n }\n setFromBufferAttribute(e) {\n let t = 1 / 0, i = 1 / 0, r = 1 / 0, s = -1 / 0, o = -1 / 0, a = -1 / 0;\n for (let c = 0, l = e.count; c < l; c++) {\n const d = e.getX(c), h = e.getY(c), p = e.getZ(c);\n d < t && (t = d), h < i && (i = h), p < r && (r = p), d > s && (s = d), h > o && (o = h), p > a && (a = p);\n }\n return this.min.set(t, i, r), this.max.set(s, o, a), this;\n }\n setFromPoints(e) {\n this.makeEmpty();\n for (let t = 0, i = e.length; t < i; t++)\n this.expandByPoint(e[t]);\n return this;\n }\n setFromCenterAndSize(e, t) {\n const i = ba.copy(t).multiplyScalar(0.5);\n return this.min.copy(e).sub(i), this.max.copy(e).add(i), this;\n }\n setFromObject(e) {\n return this.makeEmpty(), this.expandByObject(e);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.min.copy(e.min), this.max.copy(e.max), this;\n }\n makeEmpty() {\n return this.min.x = this.min.y = this.min.z = 1 / 0, this.max.x = this.max.y = this.max.z = -1 / 0, this;\n }\n isEmpty() {\n return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;\n }\n getCenter(e) {\n return this.isEmpty() ? e.set(0, 0, 0) : e.addVectors(this.min, this.max).multiplyScalar(0.5);\n }\n getSize(e) {\n return this.isEmpty() ? e.set(0, 0, 0) : e.subVectors(this.max, this.min);\n }\n expandByPoint(e) {\n return this.min.min(e), this.max.max(e), this;\n }\n expandByVector(e) {\n return this.min.sub(e), this.max.add(e), this;\n }\n expandByScalar(e) {\n return this.min.addScalar(-e), this.max.addScalar(e), this;\n }\n expandByObject(e) {\n e.updateWorldMatrix(!1, !1);\n const t = e.geometry;\n t !== void 0 && (t.boundingBox === null && t.computeBoundingBox(), ah.copy(t.boundingBox), ah.applyMatrix4(e.matrixWorld), this.union(ah));\n const i = e.children;\n for (let r = 0, s = i.length; r < s; r++)\n this.expandByObject(i[r]);\n return this;\n }\n containsPoint(e) {\n return !(e.x < this.min.x || e.x > this.max.x || e.y < this.min.y || e.y > this.max.y || e.z < this.min.z || e.z > this.max.z);\n }\n containsBox(e) {\n return this.min.x <= e.min.x && e.max.x <= this.max.x && this.min.y <= e.min.y && e.max.y <= this.max.y && this.min.z <= e.min.z && e.max.z <= this.max.z;\n }\n getParameter(e, t) {\n return t.set(\n (e.x - this.min.x) / (this.max.x - this.min.x),\n (e.y - this.min.y) / (this.max.y - this.min.y),\n (e.z - this.min.z) / (this.max.z - this.min.z)\n );\n }\n intersectsBox(e) {\n return !(e.max.x < this.min.x || e.min.x > this.max.x || e.max.y < this.min.y || e.min.y > this.max.y || e.max.z < this.min.z || e.min.z > this.max.z);\n }\n intersectsSphere(e) {\n return this.clampPoint(e.center, ba), ba.distanceToSquared(e.center) <= e.radius * e.radius;\n }\n intersectsPlane(e) {\n let t, i;\n return e.normal.x > 0 ? (t = e.normal.x * this.min.x, i = e.normal.x * this.max.x) : (t = e.normal.x * this.max.x, i = e.normal.x * this.min.x), e.normal.y > 0 ? (t += e.normal.y * this.min.y, i += e.normal.y * this.max.y) : (t += e.normal.y * this.max.y, i += e.normal.y * this.min.y), e.normal.z > 0 ? (t += e.normal.z * this.min.z, i += e.normal.z * this.max.z) : (t += e.normal.z * this.max.z, i += e.normal.z * this.min.z), t <= -e.constant && i >= -e.constant;\n }\n intersectsTriangle(e) {\n if (this.isEmpty())\n return !1;\n this.getCenter(xa), Wl.subVectors(this.max, xa), Ks.subVectors(e.a, xa), Qs.subVectors(e.b, xa), eo.subVectors(e.c, xa), Sr.subVectors(Qs, Ks), _r.subVectors(eo, Qs), cs.subVectors(Ks, eo);\n let t = [\n 0,\n -Sr.z,\n Sr.y,\n 0,\n -_r.z,\n _r.y,\n 0,\n -cs.z,\n cs.y,\n Sr.z,\n 0,\n -Sr.x,\n _r.z,\n 0,\n -_r.x,\n cs.z,\n 0,\n -cs.x,\n -Sr.y,\n Sr.x,\n 0,\n -_r.y,\n _r.x,\n 0,\n -cs.y,\n cs.x,\n 0\n ];\n return !lh(t, Ks, Qs, eo, Wl) || (t = [1, 0, 0, 0, 1, 0, 0, 0, 1], !lh(t, Ks, Qs, eo, Wl)) ? !1 : (jl.crossVectors(Sr, _r), t = [jl.x, jl.y, jl.z], lh(t, Ks, Qs, eo, Wl));\n }\n clampPoint(e, t) {\n return t.copy(e).clamp(this.min, this.max);\n }\n distanceToPoint(e) {\n return ba.copy(e).clamp(this.min, this.max).sub(e).length();\n }\n getBoundingSphere(e) {\n return this.getCenter(e.center), e.radius = this.getSize(ba).length() * 0.5, e;\n }\n intersect(e) {\n return this.min.max(e.min), this.max.min(e.max), this.isEmpty() && this.makeEmpty(), this;\n }\n union(e) {\n return this.min.min(e.min), this.max.max(e.max), this;\n }\n applyMatrix4(e) {\n return this.isEmpty() ? this : ($i[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(e), $i[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(e), $i[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(e), $i[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(e), $i[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(e), $i[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(e), $i[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(e), $i[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(e), this.setFromPoints($i), this);\n }\n translate(e) {\n return this.min.add(e), this.max.add(e), this;\n }\n equals(e) {\n return e.min.equals(this.min) && e.max.equals(this.max);\n }\n}\nHn.prototype.isBox3 = !0;\nconst $i = [\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X(),\n /* @__PURE__ */ new X()\n], ba = /* @__PURE__ */ new X(), ah = /* @__PURE__ */ new Hn(), Ks = /* @__PURE__ */ new X(), Qs = /* @__PURE__ */ new X(), eo = /* @__PURE__ */ new X(), Sr = /* @__PURE__ */ new X(), _r = /* @__PURE__ */ new X(), cs = /* @__PURE__ */ new X(), xa = /* @__PURE__ */ new X(), Wl = /* @__PURE__ */ new X(), jl = /* @__PURE__ */ new X(), us = /* @__PURE__ */ new X();\nfunction lh(n, e, t, i, r) {\n for (let s = 0, o = n.length - 3; s <= o; s += 3) {\n us.fromArray(n, s);\n const a = r.x * Math.abs(us.x) + r.y * Math.abs(us.y) + r.z * Math.abs(us.z), c = e.dot(us), l = t.dot(us), d = i.dot(us);\n if (Math.max(-Math.max(c, l, d), Math.min(c, l, d)) > a)\n return !1;\n }\n return !0;\n}\nconst gI = /* @__PURE__ */ new Hn(), mg = /* @__PURE__ */ new X(), ch = /* @__PURE__ */ new X(), uh = /* @__PURE__ */ new X();\nclass xr {\n constructor(e = new X(), t = -1) {\n this.center = e, this.radius = t;\n }\n set(e, t) {\n return this.center.copy(e), this.radius = t, this;\n }\n setFromPoints(e, t) {\n const i = this.center;\n t !== void 0 ? i.copy(t) : gI.setFromPoints(e).getCenter(i);\n let r = 0;\n for (let s = 0, o = e.length; s < o; s++)\n r = Math.max(r, i.distanceToSquared(e[s]));\n return this.radius = Math.sqrt(r), this;\n }\n copy(e) {\n return this.center.copy(e.center), this.radius = e.radius, this;\n }\n isEmpty() {\n return this.radius < 0;\n }\n makeEmpty() {\n return this.center.set(0, 0, 0), this.radius = -1, this;\n }\n containsPoint(e) {\n return e.distanceToSquared(this.center) <= this.radius * this.radius;\n }\n distanceToPoint(e) {\n return e.distanceTo(this.center) - this.radius;\n }\n intersectsSphere(e) {\n const t = this.radius + e.radius;\n return e.center.distanceToSquared(this.center) <= t * t;\n }\n intersectsBox(e) {\n return e.intersectsSphere(this);\n }\n intersectsPlane(e) {\n return Math.abs(e.distanceToPoint(this.center)) <= this.radius;\n }\n clampPoint(e, t) {\n const i = this.center.distanceToSquared(e);\n return t.copy(e), i > this.radius * this.radius && (t.sub(this.center).normalize(), t.multiplyScalar(this.radius).add(this.center)), t;\n }\n getBoundingBox(e) {\n return this.isEmpty() ? (e.makeEmpty(), e) : (e.set(this.center, this.center), e.expandByScalar(this.radius), e);\n }\n applyMatrix4(e) {\n return this.center.applyMatrix4(e), this.radius = this.radius * e.getMaxScaleOnAxis(), this;\n }\n translate(e) {\n return this.center.add(e), this;\n }\n expandByPoint(e) {\n uh.subVectors(e, this.center);\n const t = uh.lengthSq();\n if (t > this.radius * this.radius) {\n const i = Math.sqrt(t), r = (i - this.radius) * 0.5;\n this.center.add(uh.multiplyScalar(r / i)), this.radius += r;\n }\n return this;\n }\n union(e) {\n return ch.subVectors(e.center, this.center).normalize().multiplyScalar(e.radius), this.expandByPoint(mg.copy(e.center).add(ch)), this.expandByPoint(mg.copy(e.center).sub(ch)), this;\n }\n equals(e) {\n return e.center.equals(this.center) && e.radius === this.radius;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nconst Zi = /* @__PURE__ */ new X(), hh = /* @__PURE__ */ new X(), $l = /* @__PURE__ */ new X(), Tr = /* @__PURE__ */ new X(), dh = /* @__PURE__ */ new X(), Zl = /* @__PURE__ */ new X(), fh = /* @__PURE__ */ new X();\nclass is {\n constructor(e = new X(), t = new X(0, 0, -1)) {\n this.origin = e, this.direction = t;\n }\n set(e, t) {\n return this.origin.copy(e), this.direction.copy(t), this;\n }\n copy(e) {\n return this.origin.copy(e.origin), this.direction.copy(e.direction), this;\n }\n at(e, t) {\n return t.copy(this.direction).multiplyScalar(e).add(this.origin);\n }\n lookAt(e) {\n return this.direction.copy(e).sub(this.origin).normalize(), this;\n }\n recast(e) {\n return this.origin.copy(this.at(e, Zi)), this;\n }\n closestPointToPoint(e, t) {\n t.subVectors(e, this.origin);\n const i = t.dot(this.direction);\n return i < 0 ? t.copy(this.origin) : t.copy(this.direction).multiplyScalar(i).add(this.origin);\n }\n distanceToPoint(e) {\n return Math.sqrt(this.distanceSqToPoint(e));\n }\n distanceSqToPoint(e) {\n const t = Zi.subVectors(e, this.origin).dot(this.direction);\n return t < 0 ? this.origin.distanceToSquared(e) : (Zi.copy(this.direction).multiplyScalar(t).add(this.origin), Zi.distanceToSquared(e));\n }\n distanceSqToSegment(e, t, i, r) {\n hh.copy(e).add(t).multiplyScalar(0.5), $l.copy(t).sub(e).normalize(), Tr.copy(this.origin).sub(hh);\n const s = e.distanceTo(t) * 0.5, o = -this.direction.dot($l), a = Tr.dot(this.direction), c = -Tr.dot($l), l = Tr.lengthSq(), d = Math.abs(1 - o * o);\n let h, p, g, f;\n if (d > 0)\n if (h = o * c - a, p = o * a - c, f = s * d, h >= 0)\n if (p >= -f)\n if (p <= f) {\n const u = 1 / d;\n h *= u, p *= u, g = h * (h + o * p + 2 * a) + p * (o * h + p + 2 * c) + l;\n } else\n p = s, h = Math.max(0, -(o * p + a)), g = -h * h + p * (p + 2 * c) + l;\n else\n p = -s, h = Math.max(0, -(o * p + a)), g = -h * h + p * (p + 2 * c) + l;\n else\n p <= -f ? (h = Math.max(0, -(-o * s + a)), p = h > 0 ? -s : Math.min(Math.max(-s, -c), s), g = -h * h + p * (p + 2 * c) + l) : p <= f ? (h = 0, p = Math.min(Math.max(-s, -c), s), g = p * (p + 2 * c) + l) : (h = Math.max(0, -(o * s + a)), p = h > 0 ? s : Math.min(Math.max(-s, -c), s), g = -h * h + p * (p + 2 * c) + l);\n else\n p = o > 0 ? -s : s, h = Math.max(0, -(o * p + a)), g = -h * h + p * (p + 2 * c) + l;\n return i && i.copy(this.direction).multiplyScalar(h).add(this.origin), r && r.copy($l).multiplyScalar(p).add(hh), g;\n }\n intersectSphere(e, t) {\n Zi.subVectors(e.center, this.origin);\n const i = Zi.dot(this.direction), r = Zi.dot(Zi) - i * i, s = e.radius * e.radius;\n if (r > s) return null;\n const o = Math.sqrt(s - r), a = i - o, c = i + o;\n return a < 0 && c < 0 ? null : a < 0 ? this.at(c, t) : this.at(a, t);\n }\n intersectsSphere(e) {\n return this.distanceSqToPoint(e.center) <= e.radius * e.radius;\n }\n distanceToPlane(e) {\n const t = e.normal.dot(this.direction);\n if (t === 0)\n return e.distanceToPoint(this.origin) === 0 ? 0 : null;\n const i = -(this.origin.dot(e.normal) + e.constant) / t;\n return i >= 0 ? i : null;\n }\n intersectPlane(e, t) {\n const i = this.distanceToPlane(e);\n return i === null ? null : this.at(i, t);\n }\n intersectsPlane(e) {\n const t = e.distanceToPoint(this.origin);\n return t === 0 || e.normal.dot(this.direction) * t < 0;\n }\n intersectBox(e, t) {\n let i, r, s, o, a, c;\n const l = 1 / this.direction.x, d = 1 / this.direction.y, h = 1 / this.direction.z, p = this.origin;\n return l >= 0 ? (i = (e.min.x - p.x) * l, r = (e.max.x - p.x) * l) : (i = (e.max.x - p.x) * l, r = (e.min.x - p.x) * l), d >= 0 ? (s = (e.min.y - p.y) * d, o = (e.max.y - p.y) * d) : (s = (e.max.y - p.y) * d, o = (e.min.y - p.y) * d), i > o || s > r || ((s > i || i !== i) && (i = s), (o < r || r !== r) && (r = o), h >= 0 ? (a = (e.min.z - p.z) * h, c = (e.max.z - p.z) * h) : (a = (e.max.z - p.z) * h, c = (e.min.z - p.z) * h), i > c || a > r) || ((a > i || i !== i) && (i = a), (c < r || r !== r) && (r = c), r < 0) ? null : this.at(i >= 0 ? i : r, t);\n }\n intersectsBox(e) {\n return this.intersectBox(e, Zi) !== null;\n }\n intersectTriangle(e, t, i, r, s) {\n dh.subVectors(t, e), Zl.subVectors(i, e), fh.crossVectors(dh, Zl);\n let o = this.direction.dot(fh), a;\n if (o > 0) {\n if (r) return null;\n a = 1;\n } else if (o < 0)\n a = -1, o = -o;\n else\n return null;\n Tr.subVectors(this.origin, e);\n const c = a * this.direction.dot(Zl.crossVectors(Tr, Zl));\n if (c < 0)\n return null;\n const l = a * this.direction.dot(dh.cross(Tr));\n if (l < 0 || c + l > o)\n return null;\n const d = -a * Tr.dot(fh);\n return d < 0 ? null : this.at(d / o, s);\n }\n applyMatrix4(e) {\n return this.origin.applyMatrix4(e), this.direction.transformDirection(e), this;\n }\n equals(e) {\n return e.origin.equals(this.origin) && e.direction.equals(this.direction);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass $e {\n constructor() {\n this.elements = [\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ], arguments.length > 0 && console.error(\"THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.\");\n }\n set(e, t, i, r, s, o, a, c, l, d, h, p, g, f, u, y) {\n const v = this.elements;\n return v[0] = e, v[4] = t, v[8] = i, v[12] = r, v[1] = s, v[5] = o, v[9] = a, v[13] = c, v[2] = l, v[6] = d, v[10] = h, v[14] = p, v[3] = g, v[7] = f, v[11] = u, v[15] = y, this;\n }\n identity() {\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n clone() {\n return new $e().fromArray(this.elements);\n }\n copy(e) {\n const t = this.elements, i = e.elements;\n return t[0] = i[0], t[1] = i[1], t[2] = i[2], t[3] = i[3], t[4] = i[4], t[5] = i[5], t[6] = i[6], t[7] = i[7], t[8] = i[8], t[9] = i[9], t[10] = i[10], t[11] = i[11], t[12] = i[12], t[13] = i[13], t[14] = i[14], t[15] = i[15], this;\n }\n copyPosition(e) {\n const t = this.elements, i = e.elements;\n return t[12] = i[12], t[13] = i[13], t[14] = i[14], this;\n }\n setFromMatrix3(e) {\n const t = e.elements;\n return this.set(\n t[0],\n t[3],\n t[6],\n 0,\n t[1],\n t[4],\n t[7],\n 0,\n t[2],\n t[5],\n t[8],\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n extractBasis(e, t, i) {\n return e.setFromMatrixColumn(this, 0), t.setFromMatrixColumn(this, 1), i.setFromMatrixColumn(this, 2), this;\n }\n makeBasis(e, t, i) {\n return this.set(\n e.x,\n t.x,\n i.x,\n 0,\n e.y,\n t.y,\n i.y,\n 0,\n e.z,\n t.z,\n i.z,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n extractRotation(e) {\n const t = this.elements, i = e.elements, r = 1 / to.setFromMatrixColumn(e, 0).length(), s = 1 / to.setFromMatrixColumn(e, 1).length(), o = 1 / to.setFromMatrixColumn(e, 2).length();\n return t[0] = i[0] * r, t[1] = i[1] * r, t[2] = i[2] * r, t[3] = 0, t[4] = i[4] * s, t[5] = i[5] * s, t[6] = i[6] * s, t[7] = 0, t[8] = i[8] * o, t[9] = i[9] * o, t[10] = i[10] * o, t[11] = 0, t[12] = 0, t[13] = 0, t[14] = 0, t[15] = 1, this;\n }\n makeRotationFromEuler(e) {\n e && e.isEuler || console.error(\"THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.\");\n const t = this.elements, i = e.x, r = e.y, s = e.z, o = Math.cos(i), a = Math.sin(i), c = Math.cos(r), l = Math.sin(r), d = Math.cos(s), h = Math.sin(s);\n if (e.order === \"XYZ\") {\n const p = o * d, g = o * h, f = a * d, u = a * h;\n t[0] = c * d, t[4] = -c * h, t[8] = l, t[1] = g + f * l, t[5] = p - u * l, t[9] = -a * c, t[2] = u - p * l, t[6] = f + g * l, t[10] = o * c;\n } else if (e.order === \"YXZ\") {\n const p = c * d, g = c * h, f = l * d, u = l * h;\n t[0] = p + u * a, t[4] = f * a - g, t[8] = o * l, t[1] = o * h, t[5] = o * d, t[9] = -a, t[2] = g * a - f, t[6] = u + p * a, t[10] = o * c;\n } else if (e.order === \"ZXY\") {\n const p = c * d, g = c * h, f = l * d, u = l * h;\n t[0] = p - u * a, t[4] = -o * h, t[8] = f + g * a, t[1] = g + f * a, t[5] = o * d, t[9] = u - p * a, t[2] = -o * l, t[6] = a, t[10] = o * c;\n } else if (e.order === \"ZYX\") {\n const p = o * d, g = o * h, f = a * d, u = a * h;\n t[0] = c * d, t[4] = f * l - g, t[8] = p * l + u, t[1] = c * h, t[5] = u * l + p, t[9] = g * l - f, t[2] = -l, t[6] = a * c, t[10] = o * c;\n } else if (e.order === \"YZX\") {\n const p = o * c, g = o * l, f = a * c, u = a * l;\n t[0] = c * d, t[4] = u - p * h, t[8] = f * h + g, t[1] = h, t[5] = o * d, t[9] = -a * d, t[2] = -l * d, t[6] = g * h + f, t[10] = p - u * h;\n } else if (e.order === \"XZY\") {\n const p = o * c, g = o * l, f = a * c, u = a * l;\n t[0] = c * d, t[4] = -h, t[8] = l * d, t[1] = p * h + u, t[5] = o * d, t[9] = g * h - f, t[2] = f * h - g, t[6] = a * d, t[10] = u * h + p;\n }\n return t[3] = 0, t[7] = 0, t[11] = 0, t[12] = 0, t[13] = 0, t[14] = 0, t[15] = 1, this;\n }\n makeRotationFromQuaternion(e) {\n return this.compose(vI, e, yI);\n }\n lookAt(e, t, i) {\n const r = this.elements;\n return Wn.subVectors(e, t), Wn.lengthSq() === 0 && (Wn.z = 1), Wn.normalize(), Er.crossVectors(i, Wn), Er.lengthSq() === 0 && (Math.abs(i.z) === 1 ? Wn.x += 1e-4 : Wn.z += 1e-4, Wn.normalize(), Er.crossVectors(i, Wn)), Er.normalize(), Xl.crossVectors(Wn, Er), r[0] = Er.x, r[4] = Xl.x, r[8] = Wn.x, r[1] = Er.y, r[5] = Xl.y, r[9] = Wn.y, r[2] = Er.z, r[6] = Xl.z, r[10] = Wn.z, this;\n }\n multiply(e, t) {\n return t !== void 0 ? (console.warn(\"THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.\"), this.multiplyMatrices(e, t)) : this.multiplyMatrices(this, e);\n }\n premultiply(e) {\n return this.multiplyMatrices(e, this);\n }\n multiplyMatrices(e, t) {\n const i = e.elements, r = t.elements, s = this.elements, o = i[0], a = i[4], c = i[8], l = i[12], d = i[1], h = i[5], p = i[9], g = i[13], f = i[2], u = i[6], y = i[10], v = i[14], m = i[3], w = i[7], S = i[11], T = i[15], M = r[0], x = r[4], _ = r[8], E = r[12], L = r[1], R = r[5], C = r[9], A = r[13], P = r[2], I = r[6], b = r[10], O = r[14], N = r[3], D = r[7], B = r[11], U = r[15];\n return s[0] = o * M + a * L + c * P + l * N, s[4] = o * x + a * R + c * I + l * D, s[8] = o * _ + a * C + c * b + l * B, s[12] = o * E + a * A + c * O + l * U, s[1] = d * M + h * L + p * P + g * N, s[5] = d * x + h * R + p * I + g * D, s[9] = d * _ + h * C + p * b + g * B, s[13] = d * E + h * A + p * O + g * U, s[2] = f * M + u * L + y * P + v * N, s[6] = f * x + u * R + y * I + v * D, s[10] = f * _ + u * C + y * b + v * B, s[14] = f * E + u * A + y * O + v * U, s[3] = m * M + w * L + S * P + T * N, s[7] = m * x + w * R + S * I + T * D, s[11] = m * _ + w * C + S * b + T * B, s[15] = m * E + w * A + S * O + T * U, this;\n }\n multiplyScalar(e) {\n const t = this.elements;\n return t[0] *= e, t[4] *= e, t[8] *= e, t[12] *= e, t[1] *= e, t[5] *= e, t[9] *= e, t[13] *= e, t[2] *= e, t[6] *= e, t[10] *= e, t[14] *= e, t[3] *= e, t[7] *= e, t[11] *= e, t[15] *= e, this;\n }\n determinant() {\n const e = this.elements, t = e[0], i = e[4], r = e[8], s = e[12], o = e[1], a = e[5], c = e[9], l = e[13], d = e[2], h = e[6], p = e[10], g = e[14], f = e[3], u = e[7], y = e[11], v = e[15];\n return f * (+s * c * h - r * l * h - s * a * p + i * l * p + r * a * g - i * c * g) + u * (+t * c * g - t * l * p + s * o * p - r * o * g + r * l * d - s * c * d) + y * (+t * l * h - t * a * g - s * o * h + i * o * g + s * a * d - i * l * d) + v * (-r * a * d - t * c * h + t * a * p + r * o * h - i * o * p + i * c * d);\n }\n transpose() {\n const e = this.elements;\n let t;\n return t = e[1], e[1] = e[4], e[4] = t, t = e[2], e[2] = e[8], e[8] = t, t = e[6], e[6] = e[9], e[9] = t, t = e[3], e[3] = e[12], e[12] = t, t = e[7], e[7] = e[13], e[13] = t, t = e[11], e[11] = e[14], e[14] = t, this;\n }\n setPosition(e, t, i) {\n const r = this.elements;\n return e.isVector3 ? (r[12] = e.x, r[13] = e.y, r[14] = e.z) : (r[12] = e, r[13] = t, r[14] = i), this;\n }\n invert() {\n const e = this.elements, t = e[0], i = e[1], r = e[2], s = e[3], o = e[4], a = e[5], c = e[6], l = e[7], d = e[8], h = e[9], p = e[10], g = e[11], f = e[12], u = e[13], y = e[14], v = e[15], m = h * y * l - u * p * l + u * c * g - a * y * g - h * c * v + a * p * v, w = f * p * l - d * y * l - f * c * g + o * y * g + d * c * v - o * p * v, S = d * u * l - f * h * l + f * a * g - o * u * g - d * a * v + o * h * v, T = f * h * c - d * u * c - f * a * p + o * u * p + d * a * y - o * h * y, M = t * m + i * w + r * S + s * T;\n if (M === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n const x = 1 / M;\n return e[0] = m * x, e[1] = (u * p * s - h * y * s - u * r * g + i * y * g + h * r * v - i * p * v) * x, e[2] = (a * y * s - u * c * s + u * r * l - i * y * l - a * r * v + i * c * v) * x, e[3] = (h * c * s - a * p * s - h * r * l + i * p * l + a * r * g - i * c * g) * x, e[4] = w * x, e[5] = (d * y * s - f * p * s + f * r * g - t * y * g - d * r * v + t * p * v) * x, e[6] = (f * c * s - o * y * s - f * r * l + t * y * l + o * r * v - t * c * v) * x, e[7] = (o * p * s - d * c * s + d * r * l - t * p * l - o * r * g + t * c * g) * x, e[8] = S * x, e[9] = (f * h * s - d * u * s - f * i * g + t * u * g + d * i * v - t * h * v) * x, e[10] = (o * u * s - f * a * s + f * i * l - t * u * l - o * i * v + t * a * v) * x, e[11] = (d * a * s - o * h * s - d * i * l + t * h * l + o * i * g - t * a * g) * x, e[12] = T * x, e[13] = (d * u * r - f * h * r + f * i * p - t * u * p - d * i * y + t * h * y) * x, e[14] = (f * a * r - o * u * r - f * i * c + t * u * c + o * i * y - t * a * y) * x, e[15] = (o * h * r - d * a * r + d * i * c - t * h * c - o * i * p + t * a * p) * x, this;\n }\n scale(e) {\n const t = this.elements, i = e.x, r = e.y, s = e.z;\n return t[0] *= i, t[4] *= r, t[8] *= s, t[1] *= i, t[5] *= r, t[9] *= s, t[2] *= i, t[6] *= r, t[10] *= s, t[3] *= i, t[7] *= r, t[11] *= s, this;\n }\n getMaxScaleOnAxis() {\n const e = this.elements, t = e[0] * e[0] + e[1] * e[1] + e[2] * e[2], i = e[4] * e[4] + e[5] * e[5] + e[6] * e[6], r = e[8] * e[8] + e[9] * e[9] + e[10] * e[10];\n return Math.sqrt(Math.max(t, i, r));\n }\n makeTranslation(e, t, i) {\n return this.set(\n 1,\n 0,\n 0,\n e,\n 0,\n 1,\n 0,\n t,\n 0,\n 0,\n 1,\n i,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeRotationX(e) {\n const t = Math.cos(e), i = Math.sin(e);\n return this.set(\n 1,\n 0,\n 0,\n 0,\n 0,\n t,\n -i,\n 0,\n 0,\n i,\n t,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeRotationY(e) {\n const t = Math.cos(e), i = Math.sin(e);\n return this.set(\n t,\n 0,\n i,\n 0,\n 0,\n 1,\n 0,\n 0,\n -i,\n 0,\n t,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeRotationZ(e) {\n const t = Math.cos(e), i = Math.sin(e);\n return this.set(\n t,\n -i,\n 0,\n 0,\n i,\n t,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeRotationAxis(e, t) {\n const i = Math.cos(t), r = Math.sin(t), s = 1 - i, o = e.x, a = e.y, c = e.z, l = s * o, d = s * a;\n return this.set(\n l * o + i,\n l * a - r * c,\n l * c + r * a,\n 0,\n l * a + r * c,\n d * a + i,\n d * c - r * o,\n 0,\n l * c - r * a,\n d * c + r * o,\n s * c * c + i,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeScale(e, t, i) {\n return this.set(\n e,\n 0,\n 0,\n 0,\n 0,\n t,\n 0,\n 0,\n 0,\n 0,\n i,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n makeShear(e, t, i, r, s, o) {\n return this.set(\n 1,\n i,\n s,\n 0,\n e,\n 1,\n o,\n 0,\n t,\n r,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ), this;\n }\n compose(e, t, i) {\n const r = this.elements, s = t._x, o = t._y, a = t._z, c = t._w, l = s + s, d = o + o, h = a + a, p = s * l, g = s * d, f = s * h, u = o * d, y = o * h, v = a * h, m = c * l, w = c * d, S = c * h, T = i.x, M = i.y, x = i.z;\n return r[0] = (1 - (u + v)) * T, r[1] = (g + S) * T, r[2] = (f - w) * T, r[3] = 0, r[4] = (g - S) * M, r[5] = (1 - (p + v)) * M, r[6] = (y + m) * M, r[7] = 0, r[8] = (f + w) * x, r[9] = (y - m) * x, r[10] = (1 - (p + u)) * x, r[11] = 0, r[12] = e.x, r[13] = e.y, r[14] = e.z, r[15] = 1, this;\n }\n decompose(e, t, i) {\n const r = this.elements;\n let s = to.set(r[0], r[1], r[2]).length();\n const o = to.set(r[4], r[5], r[6]).length(), a = to.set(r[8], r[9], r[10]).length();\n this.determinant() < 0 && (s = -s), e.x = r[12], e.y = r[13], e.z = r[14], hi.copy(this);\n const l = 1 / s, d = 1 / o, h = 1 / a;\n return hi.elements[0] *= l, hi.elements[1] *= l, hi.elements[2] *= l, hi.elements[4] *= d, hi.elements[5] *= d, hi.elements[6] *= d, hi.elements[8] *= h, hi.elements[9] *= h, hi.elements[10] *= h, t.setFromRotationMatrix(hi), i.x = s, i.y = o, i.z = a, this;\n }\n makePerspective(e, t, i, r, s, o) {\n o === void 0 && console.warn(\"THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.\");\n const a = this.elements, c = 2 * s / (t - e), l = 2 * s / (i - r), d = (t + e) / (t - e), h = (i + r) / (i - r), p = -(o + s) / (o - s), g = -2 * o * s / (o - s);\n return a[0] = c, a[4] = 0, a[8] = d, a[12] = 0, a[1] = 0, a[5] = l, a[9] = h, a[13] = 0, a[2] = 0, a[6] = 0, a[10] = p, a[14] = g, a[3] = 0, a[7] = 0, a[11] = -1, a[15] = 0, this;\n }\n makeOrthographic(e, t, i, r, s, o) {\n const a = this.elements, c = 1 / (t - e), l = 1 / (i - r), d = 1 / (o - s), h = (t + e) * c, p = (i + r) * l, g = (o + s) * d;\n return a[0] = 2 * c, a[4] = 0, a[8] = 0, a[12] = -h, a[1] = 0, a[5] = 2 * l, a[9] = 0, a[13] = -p, a[2] = 0, a[6] = 0, a[10] = -2 * d, a[14] = -g, a[3] = 0, a[7] = 0, a[11] = 0, a[15] = 1, this;\n }\n equals(e) {\n const t = this.elements, i = e.elements;\n for (let r = 0; r < 16; r++)\n if (t[r] !== i[r]) return !1;\n return !0;\n }\n fromArray(e, t = 0) {\n for (let i = 0; i < 16; i++)\n this.elements[i] = e[i + t];\n return this;\n }\n toArray(e = [], t = 0) {\n const i = this.elements;\n return e[t] = i[0], e[t + 1] = i[1], e[t + 2] = i[2], e[t + 3] = i[3], e[t + 4] = i[4], e[t + 5] = i[5], e[t + 6] = i[6], e[t + 7] = i[7], e[t + 8] = i[8], e[t + 9] = i[9], e[t + 10] = i[10], e[t + 11] = i[11], e[t + 12] = i[12], e[t + 13] = i[13], e[t + 14] = i[14], e[t + 15] = i[15], e;\n }\n}\n$e.prototype.isMatrix4 = !0;\nconst to = /* @__PURE__ */ new X(), hi = /* @__PURE__ */ new $e(), vI = /* @__PURE__ */ new X(0, 0, 0), yI = /* @__PURE__ */ new X(1, 1, 1), Er = /* @__PURE__ */ new X(), Xl = /* @__PURE__ */ new X(), Wn = /* @__PURE__ */ new X(), gg = /* @__PURE__ */ new $e(), vg = /* @__PURE__ */ new Sn();\nclass Ws {\n constructor(e = 0, t = 0, i = 0, r = Ws.DefaultOrder) {\n this._x = e, this._y = t, this._z = i, this._order = r;\n }\n get x() {\n return this._x;\n }\n set x(e) {\n this._x = e, this._onChangeCallback();\n }\n get y() {\n return this._y;\n }\n set y(e) {\n this._y = e, this._onChangeCallback();\n }\n get z() {\n return this._z;\n }\n set z(e) {\n this._z = e, this._onChangeCallback();\n }\n get order() {\n return this._order;\n }\n set order(e) {\n this._order = e, this._onChangeCallback();\n }\n set(e, t, i, r = this._order) {\n return this._x = e, this._y = t, this._z = i, this._order = r, this._onChangeCallback(), this;\n }\n clone() {\n return new this.constructor(this._x, this._y, this._z, this._order);\n }\n copy(e) {\n return this._x = e._x, this._y = e._y, this._z = e._z, this._order = e._order, this._onChangeCallback(), this;\n }\n setFromRotationMatrix(e, t = this._order, i = !0) {\n const r = e.elements, s = r[0], o = r[4], a = r[8], c = r[1], l = r[5], d = r[9], h = r[2], p = r[6], g = r[10];\n switch (t) {\n case \"XYZ\":\n this._y = Math.asin(wn(a, -1, 1)), Math.abs(a) < 0.9999999 ? (this._x = Math.atan2(-d, g), this._z = Math.atan2(-o, s)) : (this._x = Math.atan2(p, l), this._z = 0);\n break;\n case \"YXZ\":\n this._x = Math.asin(-wn(d, -1, 1)), Math.abs(d) < 0.9999999 ? (this._y = Math.atan2(a, g), this._z = Math.atan2(c, l)) : (this._y = Math.atan2(-h, s), this._z = 0);\n break;\n case \"ZXY\":\n this._x = Math.asin(wn(p, -1, 1)), Math.abs(p) < 0.9999999 ? (this._y = Math.atan2(-h, g), this._z = Math.atan2(-o, l)) : (this._y = 0, this._z = Math.atan2(c, s));\n break;\n case \"ZYX\":\n this._y = Math.asin(-wn(h, -1, 1)), Math.abs(h) < 0.9999999 ? (this._x = Math.atan2(p, g), this._z = Math.atan2(c, s)) : (this._x = 0, this._z = Math.atan2(-o, l));\n break;\n case \"YZX\":\n this._z = Math.asin(wn(c, -1, 1)), Math.abs(c) < 0.9999999 ? (this._x = Math.atan2(-d, l), this._y = Math.atan2(-h, s)) : (this._x = 0, this._y = Math.atan2(a, g));\n break;\n case \"XZY\":\n this._z = Math.asin(-wn(o, -1, 1)), Math.abs(o) < 0.9999999 ? (this._x = Math.atan2(p, l), this._y = Math.atan2(a, s)) : (this._x = Math.atan2(-d, g), this._y = 0);\n break;\n default:\n console.warn(\"THREE.Euler: .setFromRotationMatrix() encountered an unknown order: \" + t);\n }\n return this._order = t, i === !0 && this._onChangeCallback(), this;\n }\n setFromQuaternion(e, t, i) {\n return gg.makeRotationFromQuaternion(e), this.setFromRotationMatrix(gg, t, i);\n }\n setFromVector3(e, t = this._order) {\n return this.set(e.x, e.y, e.z, t);\n }\n reorder(e) {\n return vg.setFromEuler(this), this.setFromQuaternion(vg, e);\n }\n equals(e) {\n return e._x === this._x && e._y === this._y && e._z === this._z && e._order === this._order;\n }\n fromArray(e) {\n return this._x = e[0], this._y = e[1], this._z = e[2], e[3] !== void 0 && (this._order = e[3]), this._onChangeCallback(), this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this._x, e[t + 1] = this._y, e[t + 2] = this._z, e[t + 3] = this._order, e;\n }\n toVector3(e) {\n return e ? e.set(this._x, this._y, this._z) : new X(this._x, this._y, this._z);\n }\n _onChange(e) {\n return this._onChangeCallback = e, this;\n }\n _onChangeCallback() {\n }\n}\nWs.prototype.isEuler = !0;\nWs.DefaultOrder = \"XYZ\";\nWs.RotationOrders = [\"XYZ\", \"YZX\", \"ZXY\", \"XZY\", \"YXZ\", \"ZYX\"];\nclass qf {\n constructor() {\n this.mask = 1;\n }\n set(e) {\n this.mask = 1 << e | 0;\n }\n enable(e) {\n this.mask |= 1 << e | 0;\n }\n enableAll() {\n this.mask = -1;\n }\n toggle(e) {\n this.mask ^= 1 << e | 0;\n }\n disable(e) {\n this.mask &= ~(1 << e | 0);\n }\n disableAll() {\n this.mask = 0;\n }\n test(e) {\n return (this.mask & e.mask) !== 0;\n }\n}\nlet bI = 0;\nconst yg = /* @__PURE__ */ new X(), no = /* @__PURE__ */ new Sn(), Xi = /* @__PURE__ */ new $e(), Yl = /* @__PURE__ */ new X(), wa = /* @__PURE__ */ new X(), xI = /* @__PURE__ */ new X(), wI = /* @__PURE__ */ new Sn(), bg = /* @__PURE__ */ new X(1, 0, 0), xg = /* @__PURE__ */ new X(0, 1, 0), wg = /* @__PURE__ */ new X(0, 0, 1), MI = { type: \"added\" }, Mg = { type: \"removed\" };\nclass ot extends ns {\n constructor() {\n super(), Object.defineProperty(this, \"id\", { value: bI++ }), this.uuid = Jn(), this.name = \"\", this.type = \"Object3D\", this.parent = null, this.children = [], this.up = ot.DefaultUp.clone();\n const e = new X(), t = new Ws(), i = new Sn(), r = new X(1, 1, 1);\n function s() {\n i.setFromEuler(t, !1);\n }\n function o() {\n t.setFromQuaternion(i, void 0, !1);\n }\n t._onChange(s), i._onChange(o), Object.defineProperties(this, {\n position: {\n configurable: !0,\n enumerable: !0,\n value: e\n },\n rotation: {\n configurable: !0,\n enumerable: !0,\n value: t\n },\n quaternion: {\n configurable: !0,\n enumerable: !0,\n value: i\n },\n scale: {\n configurable: !0,\n enumerable: !0,\n value: r\n },\n modelViewMatrix: {\n value: new $e()\n },\n normalMatrix: {\n value: new ln()\n }\n }), this.matrix = new $e(), this.matrixWorld = new $e(), this.matrixAutoUpdate = ot.DefaultMatrixAutoUpdate, this.matrixWorldNeedsUpdate = !1, this.layers = new qf(), this.visible = !0, this.castShadow = !1, this.receiveShadow = !1, this.frustumCulled = !0, this.renderOrder = 0, this.animations = [], this.userData = {};\n }\n onBeforeRender() {\n }\n onAfterRender() {\n }\n applyMatrix4(e) {\n this.matrixAutoUpdate && this.updateMatrix(), this.matrix.premultiply(e), this.matrix.decompose(this.position, this.quaternion, this.scale);\n }\n applyQuaternion(e) {\n return this.quaternion.premultiply(e), this;\n }\n setRotationFromAxisAngle(e, t) {\n this.quaternion.setFromAxisAngle(e, t);\n }\n setRotationFromEuler(e) {\n this.quaternion.setFromEuler(e, !0);\n }\n setRotationFromMatrix(e) {\n this.quaternion.setFromRotationMatrix(e);\n }\n setRotationFromQuaternion(e) {\n this.quaternion.copy(e);\n }\n rotateOnAxis(e, t) {\n return no.setFromAxisAngle(e, t), this.quaternion.multiply(no), this;\n }\n rotateOnWorldAxis(e, t) {\n return no.setFromAxisAngle(e, t), this.quaternion.premultiply(no), this;\n }\n rotateX(e) {\n return this.rotateOnAxis(bg, e);\n }\n rotateY(e) {\n return this.rotateOnAxis(xg, e);\n }\n rotateZ(e) {\n return this.rotateOnAxis(wg, e);\n }\n translateOnAxis(e, t) {\n return yg.copy(e).applyQuaternion(this.quaternion), this.position.add(yg.multiplyScalar(t)), this;\n }\n translateX(e) {\n return this.translateOnAxis(bg, e);\n }\n translateY(e) {\n return this.translateOnAxis(xg, e);\n }\n translateZ(e) {\n return this.translateOnAxis(wg, e);\n }\n localToWorld(e) {\n return e.applyMatrix4(this.matrixWorld);\n }\n worldToLocal(e) {\n return e.applyMatrix4(Xi.copy(this.matrixWorld).invert());\n }\n lookAt(e, t, i) {\n e.isVector3 ? Yl.copy(e) : Yl.set(e, t, i);\n const r = this.parent;\n this.updateWorldMatrix(!0, !1), wa.setFromMatrixPosition(this.matrixWorld), this.isCamera || this.isLight ? Xi.lookAt(wa, Yl, this.up) : Xi.lookAt(Yl, wa, this.up), this.quaternion.setFromRotationMatrix(Xi), r && (Xi.extractRotation(r.matrixWorld), no.setFromRotationMatrix(Xi), this.quaternion.premultiply(no.invert()));\n }\n add(e) {\n if (arguments.length > 1) {\n for (let t = 0; t < arguments.length; t++)\n this.add(arguments[t]);\n return this;\n }\n return e === this ? (console.error(\"THREE.Object3D.add: object can't be added as a child of itself.\", e), this) : (e && e.isObject3D ? (e.parent !== null && e.parent.remove(e), e.parent = this, this.children.push(e), e.dispatchEvent(MI)) : console.error(\"THREE.Object3D.add: object not an instance of THREE.Object3D.\", e), this);\n }\n remove(e) {\n if (arguments.length > 1) {\n for (let i = 0; i < arguments.length; i++)\n this.remove(arguments[i]);\n return this;\n }\n const t = this.children.indexOf(e);\n return t !== -1 && (e.parent = null, this.children.splice(t, 1), e.dispatchEvent(Mg)), this;\n }\n removeFromParent() {\n const e = this.parent;\n return e !== null && e.remove(this), this;\n }\n clear() {\n for (let e = 0; e < this.children.length; e++) {\n const t = this.children[e];\n t.parent = null, t.dispatchEvent(Mg);\n }\n return this.children.length = 0, this;\n }\n attach(e) {\n return this.updateWorldMatrix(!0, !1), Xi.copy(this.matrixWorld).invert(), e.parent !== null && (e.parent.updateWorldMatrix(!0, !1), Xi.multiply(e.parent.matrixWorld)), e.applyMatrix4(Xi), this.add(e), e.updateWorldMatrix(!1, !0), this;\n }\n getObjectById(e) {\n return this.getObjectByProperty(\"id\", e);\n }\n getObjectByName(e) {\n return this.getObjectByProperty(\"name\", e);\n }\n getObjectByProperty(e, t) {\n if (this[e] === t) return this;\n for (let i = 0, r = this.children.length; i < r; i++) {\n const o = this.children[i].getObjectByProperty(e, t);\n if (o !== void 0)\n return o;\n }\n }\n getWorldPosition(e) {\n return this.updateWorldMatrix(!0, !1), e.setFromMatrixPosition(this.matrixWorld);\n }\n getWorldQuaternion(e) {\n return this.updateWorldMatrix(!0, !1), this.matrixWorld.decompose(wa, e, xI), e;\n }\n getWorldScale(e) {\n return this.updateWorldMatrix(!0, !1), this.matrixWorld.decompose(wa, wI, e), e;\n }\n getWorldDirection(e) {\n this.updateWorldMatrix(!0, !1);\n const t = this.matrixWorld.elements;\n return e.set(t[8], t[9], t[10]).normalize();\n }\n raycast() {\n }\n traverse(e) {\n e(this);\n const t = this.children;\n for (let i = 0, r = t.length; i < r; i++)\n t[i].traverse(e);\n }\n traverseVisible(e) {\n if (this.visible === !1) return;\n e(this);\n const t = this.children;\n for (let i = 0, r = t.length; i < r; i++)\n t[i].traverseVisible(e);\n }\n traverseAncestors(e) {\n const t = this.parent;\n t !== null && (e(t), t.traverseAncestors(e));\n }\n updateMatrix() {\n this.matrix.compose(this.position, this.quaternion, this.scale), this.matrixWorldNeedsUpdate = !0;\n }\n updateMatrixWorld(e) {\n this.matrixAutoUpdate && this.updateMatrix(), (this.matrixWorldNeedsUpdate || e) && (this.parent === null ? this.matrixWorld.copy(this.matrix) : this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix), this.matrixWorldNeedsUpdate = !1, e = !0);\n const t = this.children;\n for (let i = 0, r = t.length; i < r; i++)\n t[i].updateMatrixWorld(e);\n }\n updateWorldMatrix(e, t) {\n const i = this.parent;\n if (e === !0 && i !== null && i.updateWorldMatrix(!0, !1), this.matrixAutoUpdate && this.updateMatrix(), this.parent === null ? this.matrixWorld.copy(this.matrix) : this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix), t === !0) {\n const r = this.children;\n for (let s = 0, o = r.length; s < o; s++)\n r[s].updateWorldMatrix(!1, !0);\n }\n }\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\", i = {};\n t && (e = {\n geometries: {},\n materials: {},\n textures: {},\n images: {},\n shapes: {},\n skeletons: {},\n animations: {}\n }, i.metadata = {\n version: 4.5,\n type: \"Object\",\n generator: \"Object3D.toJSON\"\n });\n const r = {};\n r.uuid = this.uuid, r.type = this.type, this.name !== \"\" && (r.name = this.name), this.castShadow === !0 && (r.castShadow = !0), this.receiveShadow === !0 && (r.receiveShadow = !0), this.visible === !1 && (r.visible = !1), this.frustumCulled === !1 && (r.frustumCulled = !1), this.renderOrder !== 0 && (r.renderOrder = this.renderOrder), JSON.stringify(this.userData) !== \"{}\" && (r.userData = this.userData), r.layers = this.layers.mask, r.matrix = this.matrix.toArray(), this.matrixAutoUpdate === !1 && (r.matrixAutoUpdate = !1), this.isInstancedMesh && (r.type = \"InstancedMesh\", r.count = this.count, r.instanceMatrix = this.instanceMatrix.toJSON(), this.instanceColor !== null && (r.instanceColor = this.instanceColor.toJSON()));\n function s(a, c) {\n return a[c.uuid] === void 0 && (a[c.uuid] = c.toJSON(e)), c.uuid;\n }\n if (this.isScene)\n this.background && (this.background.isColor ? r.background = this.background.toJSON() : this.background.isTexture && (r.background = this.background.toJSON(e).uuid)), this.environment && this.environment.isTexture && (r.environment = this.environment.toJSON(e).uuid);\n else if (this.isMesh || this.isLine || this.isPoints) {\n r.geometry = s(e.geometries, this.geometry);\n const a = this.geometry.parameters;\n if (a !== void 0 && a.shapes !== void 0) {\n const c = a.shapes;\n if (Array.isArray(c))\n for (let l = 0, d = c.length; l < d; l++) {\n const h = c[l];\n s(e.shapes, h);\n }\n else\n s(e.shapes, c);\n }\n }\n if (this.isSkinnedMesh && (r.bindMode = this.bindMode, r.bindMatrix = this.bindMatrix.toArray(), this.skeleton !== void 0 && (s(e.skeletons, this.skeleton), r.skeleton = this.skeleton.uuid)), this.material !== void 0)\n if (Array.isArray(this.material)) {\n const a = [];\n for (let c = 0, l = this.material.length; c < l; c++)\n a.push(s(e.materials, this.material[c]));\n r.material = a;\n } else\n r.material = s(e.materials, this.material);\n if (this.children.length > 0) {\n r.children = [];\n for (let a = 0; a < this.children.length; a++)\n r.children.push(this.children[a].toJSON(e).object);\n }\n if (this.animations.length > 0) {\n r.animations = [];\n for (let a = 0; a < this.animations.length; a++) {\n const c = this.animations[a];\n r.animations.push(s(e.animations, c));\n }\n }\n if (t) {\n const a = o(e.geometries), c = o(e.materials), l = o(e.textures), d = o(e.images), h = o(e.shapes), p = o(e.skeletons), g = o(e.animations);\n a.length > 0 && (i.geometries = a), c.length > 0 && (i.materials = c), l.length > 0 && (i.textures = l), d.length > 0 && (i.images = d), h.length > 0 && (i.shapes = h), p.length > 0 && (i.skeletons = p), g.length > 0 && (i.animations = g);\n }\n return i.object = r, i;\n function o(a) {\n const c = [];\n for (const l in a) {\n const d = a[l];\n delete d.metadata, c.push(d);\n }\n return c;\n }\n }\n clone(e) {\n return new this.constructor().copy(this, e);\n }\n copy(e, t = !0) {\n if (this.name = e.name, this.up.copy(e.up), this.position.copy(e.position), this.rotation.order = e.rotation.order, this.quaternion.copy(e.quaternion), this.scale.copy(e.scale), this.matrix.copy(e.matrix), this.matrixWorld.copy(e.matrixWorld), this.matrixAutoUpdate = e.matrixAutoUpdate, this.matrixWorldNeedsUpdate = e.matrixWorldNeedsUpdate, this.layers.mask = e.layers.mask, this.visible = e.visible, this.castShadow = e.castShadow, this.receiveShadow = e.receiveShadow, this.frustumCulled = e.frustumCulled, this.renderOrder = e.renderOrder, this.userData = JSON.parse(JSON.stringify(e.userData)), t === !0)\n for (let i = 0; i < e.children.length; i++) {\n const r = e.children[i];\n this.add(r.clone());\n }\n return this;\n }\n}\not.DefaultUp = new X(0, 1, 0);\not.DefaultMatrixAutoUpdate = !0;\not.prototype.isObject3D = !0;\nconst di = /* @__PURE__ */ new X(), Yi = /* @__PURE__ */ new X(), ph = /* @__PURE__ */ new X(), Ji = /* @__PURE__ */ new X(), io = /* @__PURE__ */ new X(), ro = /* @__PURE__ */ new X(), Sg = /* @__PURE__ */ new X(), mh = /* @__PURE__ */ new X(), gh = /* @__PURE__ */ new X(), vh = /* @__PURE__ */ new X();\nclass Qt {\n constructor(e = new X(), t = new X(), i = new X()) {\n this.a = e, this.b = t, this.c = i;\n }\n static getNormal(e, t, i, r) {\n r.subVectors(i, t), di.subVectors(e, t), r.cross(di);\n const s = r.lengthSq();\n return s > 0 ? r.multiplyScalar(1 / Math.sqrt(s)) : r.set(0, 0, 0);\n }\n // static/instance method to calculate barycentric coordinates\n // based on: http://www.blackpawn.com/texts/pointinpoly/default.html\n static getBarycoord(e, t, i, r, s) {\n di.subVectors(r, t), Yi.subVectors(i, t), ph.subVectors(e, t);\n const o = di.dot(di), a = di.dot(Yi), c = di.dot(ph), l = Yi.dot(Yi), d = Yi.dot(ph), h = o * l - a * a;\n if (h === 0)\n return s.set(-2, -1, -1);\n const p = 1 / h, g = (l * c - a * d) * p, f = (o * d - a * c) * p;\n return s.set(1 - g - f, f, g);\n }\n static containsPoint(e, t, i, r) {\n return this.getBarycoord(e, t, i, r, Ji), Ji.x >= 0 && Ji.y >= 0 && Ji.x + Ji.y <= 1;\n }\n static getUV(e, t, i, r, s, o, a, c) {\n return this.getBarycoord(e, t, i, r, Ji), c.set(0, 0), c.addScaledVector(s, Ji.x), c.addScaledVector(o, Ji.y), c.addScaledVector(a, Ji.z), c;\n }\n static isFrontFacing(e, t, i, r) {\n return di.subVectors(i, t), Yi.subVectors(e, t), di.cross(Yi).dot(r) < 0;\n }\n set(e, t, i) {\n return this.a.copy(e), this.b.copy(t), this.c.copy(i), this;\n }\n setFromPointsAndIndices(e, t, i, r) {\n return this.a.copy(e[t]), this.b.copy(e[i]), this.c.copy(e[r]), this;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.a.copy(e.a), this.b.copy(e.b), this.c.copy(e.c), this;\n }\n getArea() {\n return di.subVectors(this.c, this.b), Yi.subVectors(this.a, this.b), di.cross(Yi).length() * 0.5;\n }\n getMidpoint(e) {\n return e.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);\n }\n getNormal(e) {\n return Qt.getNormal(this.a, this.b, this.c, e);\n }\n getPlane(e) {\n return e.setFromCoplanarPoints(this.a, this.b, this.c);\n }\n getBarycoord(e, t) {\n return Qt.getBarycoord(e, this.a, this.b, this.c, t);\n }\n getUV(e, t, i, r, s) {\n return Qt.getUV(e, this.a, this.b, this.c, t, i, r, s);\n }\n containsPoint(e) {\n return Qt.containsPoint(e, this.a, this.b, this.c);\n }\n isFrontFacing(e) {\n return Qt.isFrontFacing(this.a, this.b, this.c, e);\n }\n intersectsBox(e) {\n return e.intersectsTriangle(this);\n }\n closestPointToPoint(e, t) {\n const i = this.a, r = this.b, s = this.c;\n let o, a;\n io.subVectors(r, i), ro.subVectors(s, i), mh.subVectors(e, i);\n const c = io.dot(mh), l = ro.dot(mh);\n if (c <= 0 && l <= 0)\n return t.copy(i);\n gh.subVectors(e, r);\n const d = io.dot(gh), h = ro.dot(gh);\n if (d >= 0 && h <= d)\n return t.copy(r);\n const p = c * h - d * l;\n if (p <= 0 && c >= 0 && d <= 0)\n return o = c / (c - d), t.copy(i).addScaledVector(io, o);\n vh.subVectors(e, s);\n const g = io.dot(vh), f = ro.dot(vh);\n if (f >= 0 && g <= f)\n return t.copy(s);\n const u = g * l - c * f;\n if (u <= 0 && l >= 0 && f <= 0)\n return a = l / (l - f), t.copy(i).addScaledVector(ro, a);\n const y = d * f - g * h;\n if (y <= 0 && h - d >= 0 && g - f >= 0)\n return Sg.subVectors(s, r), a = (h - d) / (h - d + (g - f)), t.copy(r).addScaledVector(Sg, a);\n const v = 1 / (y + u + p);\n return o = u * v, a = p * v, t.copy(i).addScaledVector(io, o).addScaledVector(ro, a);\n }\n equals(e) {\n return e.a.equals(this.a) && e.b.equals(this.b) && e.c.equals(this.c);\n }\n}\nlet SI = 0;\nclass sn extends ns {\n constructor() {\n super(), Object.defineProperty(this, \"id\", { value: SI++ }), this.uuid = Jn(), this.name = \"\", this.type = \"Material\", this.fog = !0, this.blending = _o, this.side = Xr, this.vertexColors = !1, this.opacity = 1, this.transparent = !1, this.blendSrc = Gf, this.blendDst = Hf, this.blendEquation = ys, this.blendSrcAlpha = null, this.blendDstAlpha = null, this.blendEquationAlpha = null, this.depthFunc = Kc, this.depthTest = !0, this.depthWrite = !0, this.stencilWriteMask = 255, this.stencilFunc = hx, this.stencilRef = 0, this.stencilFuncMask = 255, this.stencilFail = kc, this.stencilZFail = kc, this.stencilZPass = kc, this.stencilWrite = !1, this.clippingPlanes = null, this.clipIntersection = !1, this.clipShadows = !1, this.shadowSide = null, this.colorWrite = !0, this.precision = null, this.polygonOffset = !1, this.polygonOffsetFactor = 0, this.polygonOffsetUnits = 0, this.dithering = !1, this.alphaTest = 0, this.alphaToCoverage = !1, this.premultipliedAlpha = !1, this.visible = !0, this.toneMapped = !0, this.userData = {}, this.version = 0;\n }\n onBuild() {\n }\n onBeforeCompile() {\n }\n customProgramCacheKey() {\n return this.onBeforeCompile.toString();\n }\n setValues(e) {\n if (e !== void 0)\n for (const t in e) {\n const i = e[t];\n if (i === void 0) {\n console.warn(\"THREE.Material: '\" + t + \"' parameter is undefined.\");\n continue;\n }\n if (t === \"shading\") {\n console.warn(\"THREE.\" + this.type + \": .shading has been removed. Use the boolean .flatShading instead.\"), this.flatShading = i === kf;\n continue;\n }\n const r = this[t];\n if (r === void 0) {\n console.warn(\"THREE.\" + this.type + \": '\" + t + \"' is not a property of this material.\");\n continue;\n }\n r && r.isColor ? r.set(i) : r && r.isVector3 && i && i.isVector3 ? r.copy(i) : this[t] = i;\n }\n }\n toJSON(e) {\n const t = e === void 0 || typeof e == \"string\";\n t && (e = {\n textures: {},\n images: {}\n });\n const i = {\n metadata: {\n version: 4.5,\n type: \"Material\",\n generator: \"Material.toJSON\"\n }\n };\n i.uuid = this.uuid, i.type = this.type, this.name !== \"\" && (i.name = this.name), this.color && this.color.isColor && (i.color = this.color.getHex()), this.roughness !== void 0 && (i.roughness = this.roughness), this.metalness !== void 0 && (i.metalness = this.metalness), this.sheen && this.sheen.isColor && (i.sheen = this.sheen.getHex()), this.emissive && this.emissive.isColor && (i.emissive = this.emissive.getHex()), this.emissiveIntensity && this.emissiveIntensity !== 1 && (i.emissiveIntensity = this.emissiveIntensity), this.specular && this.specular.isColor && (i.specular = this.specular.getHex()), this.shininess !== void 0 && (i.shininess = this.shininess), this.clearcoat !== void 0 && (i.clearcoat = this.clearcoat), this.clearcoatRoughness !== void 0 && (i.clearcoatRoughness = this.clearcoatRoughness), this.clearcoatMap && this.clearcoatMap.isTexture && (i.clearcoatMap = this.clearcoatMap.toJSON(e).uuid), this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture && (i.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(e).uuid), this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture && (i.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(e).uuid, i.clearcoatNormalScale = this.clearcoatNormalScale.toArray()), this.map && this.map.isTexture && (i.map = this.map.toJSON(e).uuid), this.matcap && this.matcap.isTexture && (i.matcap = this.matcap.toJSON(e).uuid), this.alphaMap && this.alphaMap.isTexture && (i.alphaMap = this.alphaMap.toJSON(e).uuid), this.lightMap && this.lightMap.isTexture && (i.lightMap = this.lightMap.toJSON(e).uuid, i.lightMapIntensity = this.lightMapIntensity), this.aoMap && this.aoMap.isTexture && (i.aoMap = this.aoMap.toJSON(e).uuid, i.aoMapIntensity = this.aoMapIntensity), this.bumpMap && this.bumpMap.isTexture && (i.bumpMap = this.bumpMap.toJSON(e).uuid, i.bumpScale = this.bumpScale), this.normalMap && this.normalMap.isTexture && (i.normalMap = this.normalMap.toJSON(e).uuid, i.normalMapType = this.normalMapType, i.normalScale = this.normalScale.toArray()), this.displacementMap && this.displacementMap.isTexture && (i.displacementMap = this.displacementMap.toJSON(e).uuid, i.displacementScale = this.displacementScale, i.displacementBias = this.displacementBias), this.roughnessMap && this.roughnessMap.isTexture && (i.roughnessMap = this.roughnessMap.toJSON(e).uuid), this.metalnessMap && this.metalnessMap.isTexture && (i.metalnessMap = this.metalnessMap.toJSON(e).uuid), this.emissiveMap && this.emissiveMap.isTexture && (i.emissiveMap = this.emissiveMap.toJSON(e).uuid), this.specularMap && this.specularMap.isTexture && (i.specularMap = this.specularMap.toJSON(e).uuid), this.envMap && this.envMap.isTexture && (i.envMap = this.envMap.toJSON(e).uuid, this.combine !== void 0 && (i.combine = this.combine)), this.envMapIntensity !== void 0 && (i.envMapIntensity = this.envMapIntensity), this.reflectivity !== void 0 && (i.reflectivity = this.reflectivity), this.refractionRatio !== void 0 && (i.refractionRatio = this.refractionRatio), this.gradientMap && this.gradientMap.isTexture && (i.gradientMap = this.gradientMap.toJSON(e).uuid), this.transmission !== void 0 && (i.transmission = this.transmission), this.transmissionMap && this.transmissionMap.isTexture && (i.transmissionMap = this.transmissionMap.toJSON(e).uuid), this.thickness !== void 0 && (i.thickness = this.thickness), this.thicknessMap && this.thicknessMap.isTexture && (i.thicknessMap = this.thicknessMap.toJSON(e).uuid), this.attenuationDistance !== void 0 && (i.attenuationDistance = this.attenuationDistance), this.attenuationColor !== void 0 && (i.attenuationColor = this.attenuationColor.getHex()), this.size !== void 0 && (i.size = this.size), this.shadowSide !== null && (i.shadowSide = this.shadowSide), this.sizeAttenuation !== void 0 && (i.sizeAttenuation = this.sizeAttenuation), this.blending !== _o && (i.blending = this.blending), this.side !== Xr && (i.side = this.side), this.vertexColors && (i.vertexColors = !0), this.opacity < 1 && (i.opacity = this.opacity), this.transparent === !0 && (i.transparent = this.transparent), i.depthFunc = this.depthFunc, i.depthTest = this.depthTest, i.depthWrite = this.depthWrite, i.colorWrite = this.colorWrite, i.stencilWrite = this.stencilWrite, i.stencilWriteMask = this.stencilWriteMask, i.stencilFunc = this.stencilFunc, i.stencilRef = this.stencilRef, i.stencilFuncMask = this.stencilFuncMask, i.stencilFail = this.stencilFail, i.stencilZFail = this.stencilZFail, i.stencilZPass = this.stencilZPass, this.rotation && this.rotation !== 0 && (i.rotation = this.rotation), this.polygonOffset === !0 && (i.polygonOffset = !0), this.polygonOffsetFactor !== 0 && (i.polygonOffsetFactor = this.polygonOffsetFactor), this.polygonOffsetUnits !== 0 && (i.polygonOffsetUnits = this.polygonOffsetUnits), this.linewidth && this.linewidth !== 1 && (i.linewidth = this.linewidth), this.dashSize !== void 0 && (i.dashSize = this.dashSize), this.gapSize !== void 0 && (i.gapSize = this.gapSize), this.scale !== void 0 && (i.scale = this.scale), this.dithering === !0 && (i.dithering = !0), this.alphaTest > 0 && (i.alphaTest = this.alphaTest), this.alphaToCoverage === !0 && (i.alphaToCoverage = this.alphaToCoverage), this.premultipliedAlpha === !0 && (i.premultipliedAlpha = this.premultipliedAlpha), this.wireframe === !0 && (i.wireframe = this.wireframe), this.wireframeLinewidth > 1 && (i.wireframeLinewidth = this.wireframeLinewidth), this.wireframeLinecap !== \"round\" && (i.wireframeLinecap = this.wireframeLinecap), this.wireframeLinejoin !== \"round\" && (i.wireframeLinejoin = this.wireframeLinejoin), this.morphTargets === !0 && (i.morphTargets = !0), this.morphNormals === !0 && (i.morphNormals = !0), this.flatShading === !0 && (i.flatShading = this.flatShading), this.visible === !1 && (i.visible = !1), this.toneMapped === !1 && (i.toneMapped = !1), JSON.stringify(this.userData) !== \"{}\" && (i.userData = this.userData);\n function r(s) {\n const o = [];\n for (const a in s) {\n const c = s[a];\n delete c.metadata, o.push(c);\n }\n return o;\n }\n if (t) {\n const s = r(e.textures), o = r(e.images);\n s.length > 0 && (i.textures = s), o.length > 0 && (i.images = o);\n }\n return i;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n this.name = e.name, this.fog = e.fog, this.blending = e.blending, this.side = e.side, this.vertexColors = e.vertexColors, this.opacity = e.opacity, this.transparent = e.transparent, this.blendSrc = e.blendSrc, this.blendDst = e.blendDst, this.blendEquation = e.blendEquation, this.blendSrcAlpha = e.blendSrcAlpha, this.blendDstAlpha = e.blendDstAlpha, this.blendEquationAlpha = e.blendEquationAlpha, this.depthFunc = e.depthFunc, this.depthTest = e.depthTest, this.depthWrite = e.depthWrite, this.stencilWriteMask = e.stencilWriteMask, this.stencilFunc = e.stencilFunc, this.stencilRef = e.stencilRef, this.stencilFuncMask = e.stencilFuncMask, this.stencilFail = e.stencilFail, this.stencilZFail = e.stencilZFail, this.stencilZPass = e.stencilZPass, this.stencilWrite = e.stencilWrite;\n const t = e.clippingPlanes;\n let i = null;\n if (t !== null) {\n const r = t.length;\n i = new Array(r);\n for (let s = 0; s !== r; ++s)\n i[s] = t[s].clone();\n }\n return this.clippingPlanes = i, this.clipIntersection = e.clipIntersection, this.clipShadows = e.clipShadows, this.shadowSide = e.shadowSide, this.colorWrite = e.colorWrite, this.precision = e.precision, this.polygonOffset = e.polygonOffset, this.polygonOffsetFactor = e.polygonOffsetFactor, this.polygonOffsetUnits = e.polygonOffsetUnits, this.dithering = e.dithering, this.alphaTest = e.alphaTest, this.alphaToCoverage = e.alphaToCoverage, this.premultipliedAlpha = e.premultipliedAlpha, this.visible = e.visible, this.toneMapped = e.toneMapped, this.userData = JSON.parse(JSON.stringify(e.userData)), this;\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n}\nsn.prototype.isMaterial = !0;\nconst mx = {\n aliceblue: 15792383,\n antiquewhite: 16444375,\n aqua: 65535,\n aquamarine: 8388564,\n azure: 15794175,\n beige: 16119260,\n bisque: 16770244,\n black: 0,\n blanchedalmond: 16772045,\n blue: 255,\n blueviolet: 9055202,\n brown: 10824234,\n burlywood: 14596231,\n cadetblue: 6266528,\n chartreuse: 8388352,\n chocolate: 13789470,\n coral: 16744272,\n cornflowerblue: 6591981,\n cornsilk: 16775388,\n crimson: 14423100,\n cyan: 65535,\n darkblue: 139,\n darkcyan: 35723,\n darkgoldenrod: 12092939,\n darkgray: 11119017,\n darkgreen: 25600,\n darkgrey: 11119017,\n darkkhaki: 12433259,\n darkmagenta: 9109643,\n darkolivegreen: 5597999,\n darkorange: 16747520,\n darkorchid: 10040012,\n darkred: 9109504,\n darksalmon: 15308410,\n darkseagreen: 9419919,\n darkslateblue: 4734347,\n darkslategray: 3100495,\n darkslategrey: 3100495,\n darkturquoise: 52945,\n darkviolet: 9699539,\n deeppink: 16716947,\n deepskyblue: 49151,\n dimgray: 6908265,\n dimgrey: 6908265,\n dodgerblue: 2003199,\n firebrick: 11674146,\n floralwhite: 16775920,\n forestgreen: 2263842,\n fuchsia: 16711935,\n gainsboro: 14474460,\n ghostwhite: 16316671,\n gold: 16766720,\n goldenrod: 14329120,\n gray: 8421504,\n green: 32768,\n greenyellow: 11403055,\n grey: 8421504,\n honeydew: 15794160,\n hotpink: 16738740,\n indianred: 13458524,\n indigo: 4915330,\n ivory: 16777200,\n khaki: 15787660,\n lavender: 15132410,\n lavenderblush: 16773365,\n lawngreen: 8190976,\n lemonchiffon: 16775885,\n lightblue: 11393254,\n lightcoral: 15761536,\n lightcyan: 14745599,\n lightgoldenrodyellow: 16448210,\n lightgray: 13882323,\n lightgreen: 9498256,\n lightgrey: 13882323,\n lightpink: 16758465,\n lightsalmon: 16752762,\n lightseagreen: 2142890,\n lightskyblue: 8900346,\n lightslategray: 7833753,\n lightslategrey: 7833753,\n lightsteelblue: 11584734,\n lightyellow: 16777184,\n lime: 65280,\n limegreen: 3329330,\n linen: 16445670,\n magenta: 16711935,\n maroon: 8388608,\n mediumaquamarine: 6737322,\n mediumblue: 205,\n mediumorchid: 12211667,\n mediumpurple: 9662683,\n mediumseagreen: 3978097,\n mediumslateblue: 8087790,\n mediumspringgreen: 64154,\n mediumturquoise: 4772300,\n mediumvioletred: 13047173,\n midnightblue: 1644912,\n mintcream: 16121850,\n mistyrose: 16770273,\n moccasin: 16770229,\n navajowhite: 16768685,\n navy: 128,\n oldlace: 16643558,\n olive: 8421376,\n olivedrab: 7048739,\n orange: 16753920,\n orangered: 16729344,\n orchid: 14315734,\n palegoldenrod: 15657130,\n palegreen: 10025880,\n paleturquoise: 11529966,\n palevioletred: 14381203,\n papayawhip: 16773077,\n peachpuff: 16767673,\n peru: 13468991,\n pink: 16761035,\n plum: 14524637,\n powderblue: 11591910,\n purple: 8388736,\n rebeccapurple: 6697881,\n red: 16711680,\n rosybrown: 12357519,\n royalblue: 4286945,\n saddlebrown: 9127187,\n salmon: 16416882,\n sandybrown: 16032864,\n seagreen: 3050327,\n seashell: 16774638,\n sienna: 10506797,\n silver: 12632256,\n skyblue: 8900331,\n slateblue: 6970061,\n slategray: 7372944,\n slategrey: 7372944,\n snow: 16775930,\n springgreen: 65407,\n steelblue: 4620980,\n tan: 13808780,\n teal: 32896,\n thistle: 14204888,\n tomato: 16737095,\n turquoise: 4251856,\n violet: 15631086,\n wheat: 16113331,\n white: 16777215,\n whitesmoke: 16119285,\n yellow: 16776960,\n yellowgreen: 10145074\n}, fi = { h: 0, s: 0, l: 0 }, Jl = { h: 0, s: 0, l: 0 };\nfunction yh(n, e, t) {\n return t < 0 && (t += 1), t > 1 && (t -= 1), t < 1 / 6 ? n + (e - n) * 6 * t : t < 1 / 2 ? e : t < 2 / 3 ? n + (e - n) * 6 * (2 / 3 - t) : n;\n}\nfunction bh(n) {\n return n < 0.04045 ? n * 0.0773993808 : Math.pow(n * 0.9478672986 + 0.0521327014, 2.4);\n}\nfunction xh(n) {\n return n < 31308e-7 ? n * 12.92 : 1.055 * Math.pow(n, 0.41666) - 0.055;\n}\nclass Fe {\n constructor(e, t, i) {\n return t === void 0 && i === void 0 ? this.set(e) : this.setRGB(e, t, i);\n }\n set(e) {\n return e && e.isColor ? this.copy(e) : typeof e == \"number\" ? this.setHex(e) : typeof e == \"string\" && this.setStyle(e), this;\n }\n setScalar(e) {\n return this.r = e, this.g = e, this.b = e, this;\n }\n setHex(e) {\n return e = Math.floor(e), this.r = (e >> 16 & 255) / 255, this.g = (e >> 8 & 255) / 255, this.b = (e & 255) / 255, this;\n }\n setRGB(e, t, i) {\n return this.r = e, this.g = t, this.b = i, this;\n }\n setHSL(e, t, i) {\n if (e = Yf(e, 1), t = wn(t, 0, 1), i = wn(i, 0, 1), t === 0)\n this.r = this.g = this.b = i;\n else {\n const r = i <= 0.5 ? i * (1 + t) : i + t - i * t, s = 2 * i - r;\n this.r = yh(s, r, e + 1 / 3), this.g = yh(s, r, e), this.b = yh(s, r, e - 1 / 3);\n }\n return this;\n }\n setStyle(e) {\n function t(r) {\n r !== void 0 && parseFloat(r) < 1 && console.warn(\"THREE.Color: Alpha component of \" + e + \" will be ignored.\");\n }\n let i;\n if (i = /^((?:rgb|hsl)a?)\\(([^\\)]*)\\)/.exec(e)) {\n let r;\n const s = i[1], o = i[2];\n switch (s) {\n case \"rgb\":\n case \"rgba\":\n if (r = /^\\s*(\\d+)\\s*,\\s*(\\d+)\\s*,\\s*(\\d+)\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return this.r = Math.min(255, parseInt(r[1], 10)) / 255, this.g = Math.min(255, parseInt(r[2], 10)) / 255, this.b = Math.min(255, parseInt(r[3], 10)) / 255, t(r[4]), this;\n if (r = /^\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o))\n return this.r = Math.min(100, parseInt(r[1], 10)) / 100, this.g = Math.min(100, parseInt(r[2], 10)) / 100, this.b = Math.min(100, parseInt(r[3], 10)) / 100, t(r[4]), this;\n break;\n case \"hsl\":\n case \"hsla\":\n if (r = /^\\s*(\\d*\\.?\\d+)\\s*,\\s*(\\d+)\\%\\s*,\\s*(\\d+)\\%\\s*(?:,\\s*(\\d*\\.?\\d+)\\s*)?$/.exec(o)) {\n const a = parseFloat(r[1]) / 360, c = parseInt(r[2], 10) / 100, l = parseInt(r[3], 10) / 100;\n return t(r[4]), this.setHSL(a, c, l);\n }\n break;\n }\n } else if (i = /^\\#([A-Fa-f\\d]+)$/.exec(e)) {\n const r = i[1], s = r.length;\n if (s === 3)\n return this.r = parseInt(r.charAt(0) + r.charAt(0), 16) / 255, this.g = parseInt(r.charAt(1) + r.charAt(1), 16) / 255, this.b = parseInt(r.charAt(2) + r.charAt(2), 16) / 255, this;\n if (s === 6)\n return this.r = parseInt(r.charAt(0) + r.charAt(1), 16) / 255, this.g = parseInt(r.charAt(2) + r.charAt(3), 16) / 255, this.b = parseInt(r.charAt(4) + r.charAt(5), 16) / 255, this;\n }\n return e && e.length > 0 ? this.setColorName(e) : this;\n }\n setColorName(e) {\n const t = mx[e.toLowerCase()];\n return t !== void 0 ? this.setHex(t) : console.warn(\"THREE.Color: Unknown color \" + e), this;\n }\n clone() {\n return new this.constructor(this.r, this.g, this.b);\n }\n copy(e) {\n return this.r = e.r, this.g = e.g, this.b = e.b, this;\n }\n copyGammaToLinear(e, t = 2) {\n return this.r = Math.pow(e.r, t), this.g = Math.pow(e.g, t), this.b = Math.pow(e.b, t), this;\n }\n copyLinearToGamma(e, t = 2) {\n const i = t > 0 ? 1 / t : 1;\n return this.r = Math.pow(e.r, i), this.g = Math.pow(e.g, i), this.b = Math.pow(e.b, i), this;\n }\n convertGammaToLinear(e) {\n return this.copyGammaToLinear(this, e), this;\n }\n convertLinearToGamma(e) {\n return this.copyLinearToGamma(this, e), this;\n }\n copySRGBToLinear(e) {\n return this.r = bh(e.r), this.g = bh(e.g), this.b = bh(e.b), this;\n }\n copyLinearToSRGB(e) {\n return this.r = xh(e.r), this.g = xh(e.g), this.b = xh(e.b), this;\n }\n convertSRGBToLinear() {\n return this.copySRGBToLinear(this), this;\n }\n convertLinearToSRGB() {\n return this.copyLinearToSRGB(this), this;\n }\n getHex() {\n return this.r * 255 << 16 ^ this.g * 255 << 8 ^ this.b * 255 << 0;\n }\n getHexString() {\n return (\"000000\" + this.getHex().toString(16)).slice(-6);\n }\n getHSL(e) {\n const t = this.r, i = this.g, r = this.b, s = Math.max(t, i, r), o = Math.min(t, i, r);\n let a, c;\n const l = (o + s) / 2;\n if (o === s)\n a = 0, c = 0;\n else {\n const d = s - o;\n switch (c = l <= 0.5 ? d / (s + o) : d / (2 - s - o), s) {\n case t:\n a = (i - r) / d + (i < r ? 6 : 0);\n break;\n case i:\n a = (r - t) / d + 2;\n break;\n case r:\n a = (t - i) / d + 4;\n break;\n }\n a /= 6;\n }\n return e.h = a, e.s = c, e.l = l, e;\n }\n getStyle() {\n return \"rgb(\" + (this.r * 255 | 0) + \",\" + (this.g * 255 | 0) + \",\" + (this.b * 255 | 0) + \")\";\n }\n offsetHSL(e, t, i) {\n return this.getHSL(fi), fi.h += e, fi.s += t, fi.l += i, this.setHSL(fi.h, fi.s, fi.l), this;\n }\n add(e) {\n return this.r += e.r, this.g += e.g, this.b += e.b, this;\n }\n addColors(e, t) {\n return this.r = e.r + t.r, this.g = e.g + t.g, this.b = e.b + t.b, this;\n }\n addScalar(e) {\n return this.r += e, this.g += e, this.b += e, this;\n }\n sub(e) {\n return this.r = Math.max(0, this.r - e.r), this.g = Math.max(0, this.g - e.g), this.b = Math.max(0, this.b - e.b), this;\n }\n multiply(e) {\n return this.r *= e.r, this.g *= e.g, this.b *= e.b, this;\n }\n multiplyScalar(e) {\n return this.r *= e, this.g *= e, this.b *= e, this;\n }\n lerp(e, t) {\n return this.r += (e.r - this.r) * t, this.g += (e.g - this.g) * t, this.b += (e.b - this.b) * t, this;\n }\n lerpColors(e, t, i) {\n return this.r = e.r + (t.r - e.r) * i, this.g = e.g + (t.g - e.g) * i, this.b = e.b + (t.b - e.b) * i, this;\n }\n lerpHSL(e, t) {\n this.getHSL(fi), e.getHSL(Jl);\n const i = ka(fi.h, Jl.h, t), r = ka(fi.s, Jl.s, t), s = ka(fi.l, Jl.l, t);\n return this.setHSL(i, r, s), this;\n }\n equals(e) {\n return e.r === this.r && e.g === this.g && e.b === this.b;\n }\n fromArray(e, t = 0) {\n return this.r = e[t], this.g = e[t + 1], this.b = e[t + 2], this;\n }\n toArray(e = [], t = 0) {\n return e[t] = this.r, e[t + 1] = this.g, e[t + 2] = this.b, e;\n }\n fromBufferAttribute(e, t) {\n return this.r = e.getX(t), this.g = e.getY(t), this.b = e.getZ(t), e.normalized === !0 && (this.r /= 255, this.g /= 255, this.b /= 255), this;\n }\n toJSON() {\n return this.getHex();\n }\n}\nFe.NAMES = mx;\nFe.prototype.isColor = !0;\nFe.prototype.r = 1;\nFe.prototype.g = 1;\nFe.prototype.b = 1;\nclass Vn extends sn {\n constructor(e) {\n super(), this.type = \"MeshBasicMaterial\", this.color = new Fe(16777215), this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.specularMap = null, this.alphaMap = null, this.envMap = null, this.combine = vl, this.reflectivity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.morphTargets = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.specularMap = e.specularMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.combine = e.combine, this.reflectivity = e.reflectivity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.morphTargets = e.morphTargets, this;\n }\n}\nVn.prototype.isMeshBasicMaterial = !0;\nconst At = /* @__PURE__ */ new X(), ql = /* @__PURE__ */ new Pe();\nclass nt {\n constructor(e, t, i) {\n if (Array.isArray(e))\n throw new TypeError(\"THREE.BufferAttribute: array should be a Typed Array.\");\n this.name = \"\", this.array = e, this.itemSize = t, this.count = e !== void 0 ? e.length / t : 0, this.normalized = i === !0, this.usage = zo, this.updateRange = { offset: 0, count: -1 }, this.version = 0;\n }\n onUploadCallback() {\n }\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n setUsage(e) {\n return this.usage = e, this;\n }\n copy(e) {\n return this.name = e.name, this.array = new e.array.constructor(e.array), this.itemSize = e.itemSize, this.count = e.count, this.normalized = e.normalized, this.usage = e.usage, this;\n }\n copyAt(e, t, i) {\n e *= this.itemSize, i *= t.itemSize;\n for (let r = 0, s = this.itemSize; r < s; r++)\n this.array[e + r] = t.array[i + r];\n return this;\n }\n copyArray(e) {\n return this.array.set(e), this;\n }\n copyColorsArray(e) {\n const t = this.array;\n let i = 0;\n for (let r = 0, s = e.length; r < s; r++) {\n let o = e[r];\n o === void 0 && (console.warn(\"THREE.BufferAttribute.copyColorsArray(): color is undefined\", r), o = new Fe()), t[i++] = o.r, t[i++] = o.g, t[i++] = o.b;\n }\n return this;\n }\n copyVector2sArray(e) {\n const t = this.array;\n let i = 0;\n for (let r = 0, s = e.length; r < s; r++) {\n let o = e[r];\n o === void 0 && (console.warn(\"THREE.BufferAttribute.copyVector2sArray(): vector is undefined\", r), o = new Pe()), t[i++] = o.x, t[i++] = o.y;\n }\n return this;\n }\n copyVector3sArray(e) {\n const t = this.array;\n let i = 0;\n for (let r = 0, s = e.length; r < s; r++) {\n let o = e[r];\n o === void 0 && (console.warn(\"THREE.BufferAttribute.copyVector3sArray(): vector is undefined\", r), o = new X()), t[i++] = o.x, t[i++] = o.y, t[i++] = o.z;\n }\n return this;\n }\n copyVector4sArray(e) {\n const t = this.array;\n let i = 0;\n for (let r = 0, s = e.length; r < s; r++) {\n let o = e[r];\n o === void 0 && (console.warn(\"THREE.BufferAttribute.copyVector4sArray(): vector is undefined\", r), o = new _t()), t[i++] = o.x, t[i++] = o.y, t[i++] = o.z, t[i++] = o.w;\n }\n return this;\n }\n applyMatrix3(e) {\n if (this.itemSize === 2)\n for (let t = 0, i = this.count; t < i; t++)\n ql.fromBufferAttribute(this, t), ql.applyMatrix3(e), this.setXY(t, ql.x, ql.y);\n else if (this.itemSize === 3)\n for (let t = 0, i = this.count; t < i; t++)\n At.fromBufferAttribute(this, t), At.applyMatrix3(e), this.setXYZ(t, At.x, At.y, At.z);\n return this;\n }\n applyMatrix4(e) {\n for (let t = 0, i = this.count; t < i; t++)\n At.x = this.getX(t), At.y = this.getY(t), At.z = this.getZ(t), At.applyMatrix4(e), this.setXYZ(t, At.x, At.y, At.z);\n return this;\n }\n applyNormalMatrix(e) {\n for (let t = 0, i = this.count; t < i; t++)\n At.x = this.getX(t), At.y = this.getY(t), At.z = this.getZ(t), At.applyNormalMatrix(e), this.setXYZ(t, At.x, At.y, At.z);\n return this;\n }\n transformDirection(e) {\n for (let t = 0, i = this.count; t < i; t++)\n At.x = this.getX(t), At.y = this.getY(t), At.z = this.getZ(t), At.transformDirection(e), this.setXYZ(t, At.x, At.y, At.z);\n return this;\n }\n set(e, t = 0) {\n return this.array.set(e, t), this;\n }\n getX(e) {\n return this.array[e * this.itemSize];\n }\n setX(e, t) {\n return this.array[e * this.itemSize] = t, this;\n }\n getY(e) {\n return this.array[e * this.itemSize + 1];\n }\n setY(e, t) {\n return this.array[e * this.itemSize + 1] = t, this;\n }\n getZ(e) {\n return this.array[e * this.itemSize + 2];\n }\n setZ(e, t) {\n return this.array[e * this.itemSize + 2] = t, this;\n }\n getW(e) {\n return this.array[e * this.itemSize + 3];\n }\n setW(e, t) {\n return this.array[e * this.itemSize + 3] = t, this;\n }\n setXY(e, t, i) {\n return e *= this.itemSize, this.array[e + 0] = t, this.array[e + 1] = i, this;\n }\n setXYZ(e, t, i, r) {\n return e *= this.itemSize, this.array[e + 0] = t, this.array[e + 1] = i, this.array[e + 2] = r, this;\n }\n setXYZW(e, t, i, r, s) {\n return e *= this.itemSize, this.array[e + 0] = t, this.array[e + 1] = i, this.array[e + 2] = r, this.array[e + 3] = s, this;\n }\n onUpload(e) {\n return this.onUploadCallback = e, this;\n }\n clone() {\n return new this.constructor(this.array, this.itemSize).copy(this);\n }\n toJSON() {\n const e = {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: Array.prototype.slice.call(this.array),\n normalized: this.normalized\n };\n return this.name !== \"\" && (e.name = this.name), this.usage !== zo && (e.usage = this.usage), (this.updateRange.offset !== 0 || this.updateRange.count !== -1) && (e.updateRange = this.updateRange), e;\n }\n}\nnt.prototype.isBufferAttribute = !0;\nclass gx extends nt {\n constructor(e, t, i) {\n super(new Int8Array(e), t, i);\n }\n}\nclass vx extends nt {\n constructor(e, t, i) {\n super(new Uint8Array(e), t, i);\n }\n}\nclass yx extends nt {\n constructor(e, t, i) {\n super(new Uint8ClampedArray(e), t, i);\n }\n}\nclass bx extends nt {\n constructor(e, t, i) {\n super(new Int16Array(e), t, i);\n }\n}\nclass Lu extends nt {\n constructor(e, t, i) {\n super(new Uint16Array(e), t, i);\n }\n}\nclass xx extends nt {\n constructor(e, t, i) {\n super(new Int32Array(e), t, i);\n }\n}\nclass Ru extends nt {\n constructor(e, t, i) {\n super(new Uint32Array(e), t, i);\n }\n}\nclass wx extends nt {\n constructor(e, t, i) {\n super(new Uint16Array(e), t, i);\n }\n}\nwx.prototype.isFloat16BufferAttribute = !0;\nclass We extends nt {\n constructor(e, t, i) {\n super(new Float32Array(e), t, i);\n }\n}\nclass Mx extends nt {\n constructor(e, t, i) {\n super(new Float64Array(e), t, i);\n }\n}\nfunction Sx(n) {\n if (n.length === 0) return -1 / 0;\n let e = n[0];\n for (let t = 1, i = n.length; t < i; ++t)\n n[t] > e && (e = n[t]);\n return e;\n}\nconst _I = {\n Int8Array,\n Uint8Array,\n Uint8ClampedArray,\n Int16Array,\n Uint16Array,\n Int32Array,\n Uint32Array,\n Float32Array,\n Float64Array\n};\nfunction Mo(n, e) {\n return new _I[n](e);\n}\nlet TI = 0;\nconst ti = /* @__PURE__ */ new $e(), wh = /* @__PURE__ */ new ot(), so = /* @__PURE__ */ new X(), jn = /* @__PURE__ */ new Hn(), Ma = /* @__PURE__ */ new Hn(), dn = /* @__PURE__ */ new X();\nclass Je extends ns {\n constructor() {\n super(), Object.defineProperty(this, \"id\", { value: TI++ }), this.uuid = Jn(), this.name = \"\", this.type = \"BufferGeometry\", this.index = null, this.attributes = {}, this.morphAttributes = {}, this.morphTargetsRelative = !1, this.groups = [], this.boundingBox = null, this.boundingSphere = null, this.drawRange = { start: 0, count: 1 / 0 }, this.userData = {};\n }\n getIndex() {\n return this.index;\n }\n setIndex(e) {\n return Array.isArray(e) ? this.index = new (Sx(e) > 65535 ? Ru : Lu)(e, 1) : this.index = e, this;\n }\n getAttribute(e) {\n return this.attributes[e];\n }\n setAttribute(e, t) {\n return this.attributes[e] = t, this;\n }\n deleteAttribute(e) {\n return delete this.attributes[e], this;\n }\n hasAttribute(e) {\n return this.attributes[e] !== void 0;\n }\n addGroup(e, t, i = 0) {\n this.groups.push({\n start: e,\n count: t,\n materialIndex: i\n });\n }\n clearGroups() {\n this.groups = [];\n }\n setDrawRange(e, t) {\n this.drawRange.start = e, this.drawRange.count = t;\n }\n applyMatrix4(e) {\n const t = this.attributes.position;\n t !== void 0 && (t.applyMatrix4(e), t.needsUpdate = !0);\n const i = this.attributes.normal;\n if (i !== void 0) {\n const s = new ln().getNormalMatrix(e);\n i.applyNormalMatrix(s), i.needsUpdate = !0;\n }\n const r = this.attributes.tangent;\n return r !== void 0 && (r.transformDirection(e), r.needsUpdate = !0), this.boundingBox !== null && this.computeBoundingBox(), this.boundingSphere !== null && this.computeBoundingSphere(), this;\n }\n applyQuaternion(e) {\n return ti.makeRotationFromQuaternion(e), this.applyMatrix4(ti), this;\n }\n rotateX(e) {\n return ti.makeRotationX(e), this.applyMatrix4(ti), this;\n }\n rotateY(e) {\n return ti.makeRotationY(e), this.applyMatrix4(ti), this;\n }\n rotateZ(e) {\n return ti.makeRotationZ(e), this.applyMatrix4(ti), this;\n }\n translate(e, t, i) {\n return ti.makeTranslation(e, t, i), this.applyMatrix4(ti), this;\n }\n scale(e, t, i) {\n return ti.makeScale(e, t, i), this.applyMatrix4(ti), this;\n }\n lookAt(e) {\n return wh.lookAt(e), wh.updateMatrix(), this.applyMatrix4(wh.matrix), this;\n }\n center() {\n return this.computeBoundingBox(), this.boundingBox.getCenter(so).negate(), this.translate(so.x, so.y, so.z), this;\n }\n setFromPoints(e) {\n const t = [];\n for (let i = 0, r = e.length; i < r; i++) {\n const s = e[i];\n t.push(s.x, s.y, s.z || 0);\n }\n return this.setAttribute(\"position\", new We(t, 3)), this;\n }\n computeBoundingBox() {\n this.boundingBox === null && (this.boundingBox = new Hn());\n const e = this.attributes.position, t = this.morphAttributes.position;\n if (e && e.isGLBufferAttribute) {\n console.error('THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set \"mesh.frustumCulled\" to \"false\".', this), this.boundingBox.set(\n new X(-1 / 0, -1 / 0, -1 / 0),\n new X(1 / 0, 1 / 0, 1 / 0)\n );\n return;\n }\n if (e !== void 0) {\n if (this.boundingBox.setFromBufferAttribute(e), t)\n for (let i = 0, r = t.length; i < r; i++) {\n const s = t[i];\n jn.setFromBufferAttribute(s), this.morphTargetsRelative ? (dn.addVectors(this.boundingBox.min, jn.min), this.boundingBox.expandByPoint(dn), dn.addVectors(this.boundingBox.max, jn.max), this.boundingBox.expandByPoint(dn)) : (this.boundingBox.expandByPoint(jn.min), this.boundingBox.expandByPoint(jn.max));\n }\n } else\n this.boundingBox.makeEmpty();\n (isNaN(this.boundingBox.min.x) || isNaN(this.boundingBox.min.y) || isNaN(this.boundingBox.min.z)) && console.error('THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.', this);\n }\n computeBoundingSphere() {\n this.boundingSphere === null && (this.boundingSphere = new xr());\n const e = this.attributes.position, t = this.morphAttributes.position;\n if (e && e.isGLBufferAttribute) {\n console.error('THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set \"mesh.frustumCulled\" to \"false\".', this), this.boundingSphere.set(new X(), 1 / 0);\n return;\n }\n if (e) {\n const i = this.boundingSphere.center;\n if (jn.setFromBufferAttribute(e), t)\n for (let s = 0, o = t.length; s < o; s++) {\n const a = t[s];\n Ma.setFromBufferAttribute(a), this.morphTargetsRelative ? (dn.addVectors(jn.min, Ma.min), jn.expandByPoint(dn), dn.addVectors(jn.max, Ma.max), jn.expandByPoint(dn)) : (jn.expandByPoint(Ma.min), jn.expandByPoint(Ma.max));\n }\n jn.getCenter(i);\n let r = 0;\n for (let s = 0, o = e.count; s < o; s++)\n dn.fromBufferAttribute(e, s), r = Math.max(r, i.distanceToSquared(dn));\n if (t)\n for (let s = 0, o = t.length; s < o; s++) {\n const a = t[s], c = this.morphTargetsRelative;\n for (let l = 0, d = a.count; l < d; l++)\n dn.fromBufferAttribute(a, l), c && (so.fromBufferAttribute(e, l), dn.add(so)), r = Math.max(r, i.distanceToSquared(dn));\n }\n this.boundingSphere.radius = Math.sqrt(r), isNaN(this.boundingSphere.radius) && console.error('THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.', this);\n }\n }\n computeFaceNormals() {\n }\n computeTangents() {\n const e = this.index, t = this.attributes;\n if (e === null || t.position === void 0 || t.normal === void 0 || t.uv === void 0) {\n console.error(\"THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)\");\n return;\n }\n const i = e.array, r = t.position.array, s = t.normal.array, o = t.uv.array, a = r.length / 3;\n t.tangent === void 0 && this.setAttribute(\"tangent\", new nt(new Float32Array(4 * a), 4));\n const c = t.tangent.array, l = [], d = [];\n for (let L = 0; L < a; L++)\n l[L] = new X(), d[L] = new X();\n const h = new X(), p = new X(), g = new X(), f = new Pe(), u = new Pe(), y = new Pe(), v = new X(), m = new X();\n function w(L, R, C) {\n h.fromArray(r, L * 3), p.fromArray(r, R * 3), g.fromArray(r, C * 3), f.fromArray(o, L * 2), u.fromArray(o, R * 2), y.fromArray(o, C * 2), p.sub(h), g.sub(h), u.sub(f), y.sub(f);\n const A = 1 / (u.x * y.y - y.x * u.y);\n isFinite(A) && (v.copy(p).multiplyScalar(y.y).addScaledVector(g, -u.y).multiplyScalar(A), m.copy(g).multiplyScalar(u.x).addScaledVector(p, -y.x).multiplyScalar(A), l[L].add(v), l[R].add(v), l[C].add(v), d[L].add(m), d[R].add(m), d[C].add(m));\n }\n let S = this.groups;\n S.length === 0 && (S = [{\n start: 0,\n count: i.length\n }]);\n for (let L = 0, R = S.length; L < R; ++L) {\n const C = S[L], A = C.start, P = C.count;\n for (let I = A, b = A + P; I < b; I += 3)\n w(\n i[I + 0],\n i[I + 1],\n i[I + 2]\n );\n }\n const T = new X(), M = new X(), x = new X(), _ = new X();\n function E(L) {\n x.fromArray(s, L * 3), _.copy(x);\n const R = l[L];\n T.copy(R), T.sub(x.multiplyScalar(x.dot(R))).normalize(), M.crossVectors(_, R);\n const A = M.dot(d[L]) < 0 ? -1 : 1;\n c[L * 4] = T.x, c[L * 4 + 1] = T.y, c[L * 4 + 2] = T.z, c[L * 4 + 3] = A;\n }\n for (let L = 0, R = S.length; L < R; ++L) {\n const C = S[L], A = C.start, P = C.count;\n for (let I = A, b = A + P; I < b; I += 3)\n E(i[I + 0]), E(i[I + 1]), E(i[I + 2]);\n }\n }\n computeVertexNormals() {\n const e = this.index, t = this.getAttribute(\"position\");\n if (t !== void 0) {\n let i = this.getAttribute(\"normal\");\n if (i === void 0)\n i = new nt(new Float32Array(t.count * 3), 3), this.setAttribute(\"normal\", i);\n else\n for (let p = 0, g = i.count; p < g; p++)\n i.setXYZ(p, 0, 0, 0);\n const r = new X(), s = new X(), o = new X(), a = new X(), c = new X(), l = new X(), d = new X(), h = new X();\n if (e)\n for (let p = 0, g = e.count; p < g; p += 3) {\n const f = e.getX(p + 0), u = e.getX(p + 1), y = e.getX(p + 2);\n r.fromBufferAttribute(t, f), s.fromBufferAttribute(t, u), o.fromBufferAttribute(t, y), d.subVectors(o, s), h.subVectors(r, s), d.cross(h), a.fromBufferAttribute(i, f), c.fromBufferAttribute(i, u), l.fromBufferAttribute(i, y), a.add(d), c.add(d), l.add(d), i.setXYZ(f, a.x, a.y, a.z), i.setXYZ(u, c.x, c.y, c.z), i.setXYZ(y, l.x, l.y, l.z);\n }\n else\n for (let p = 0, g = t.count; p < g; p += 3)\n r.fromBufferAttribute(t, p + 0), s.fromBufferAttribute(t, p + 1), o.fromBufferAttribute(t, p + 2), d.subVectors(o, s), h.subVectors(r, s), d.cross(h), i.setXYZ(p + 0, d.x, d.y, d.z), i.setXYZ(p + 1, d.x, d.y, d.z), i.setXYZ(p + 2, d.x, d.y, d.z);\n this.normalizeNormals(), i.needsUpdate = !0;\n }\n }\n merge(e, t) {\n if (!(e && e.isBufferGeometry)) {\n console.error(\"THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.\", e);\n return;\n }\n t === void 0 && (t = 0, console.warn(\n \"THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.\"\n ));\n const i = this.attributes;\n for (const r in i) {\n if (e.attributes[r] === void 0) continue;\n const o = i[r].array, a = e.attributes[r], c = a.array, l = a.itemSize * t, d = Math.min(c.length, o.length - l);\n for (let h = 0, p = l; h < d; h++, p++)\n o[p] = c[h];\n }\n return this;\n }\n normalizeNormals() {\n const e = this.attributes.normal;\n for (let t = 0, i = e.count; t < i; t++)\n dn.fromBufferAttribute(e, t), dn.normalize(), e.setXYZ(t, dn.x, dn.y, dn.z);\n }\n toNonIndexed() {\n function e(a, c) {\n const l = a.array, d = a.itemSize, h = a.normalized, p = new l.constructor(c.length * d);\n let g = 0, f = 0;\n for (let u = 0, y = c.length; u < y; u++) {\n a.isInterleavedBufferAttribute ? g = c[u] * a.data.stride + a.offset : g = c[u] * d;\n for (let v = 0; v < d; v++)\n p[f++] = l[g++];\n }\n return new nt(p, d, h);\n }\n if (this.index === null)\n return console.warn(\"THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.\"), this;\n const t = new Je(), i = this.index.array, r = this.attributes;\n for (const a in r) {\n const c = r[a], l = e(c, i);\n t.setAttribute(a, l);\n }\n const s = this.morphAttributes;\n for (const a in s) {\n const c = [], l = s[a];\n for (let d = 0, h = l.length; d < h; d++) {\n const p = l[d], g = e(p, i);\n c.push(g);\n }\n t.morphAttributes[a] = c;\n }\n t.morphTargetsRelative = this.morphTargetsRelative;\n const o = this.groups;\n for (let a = 0, c = o.length; a < c; a++) {\n const l = o[a];\n t.addGroup(l.start, l.count, l.materialIndex);\n }\n return t;\n }\n toJSON() {\n const e = {\n metadata: {\n version: 4.5,\n type: \"BufferGeometry\",\n generator: \"BufferGeometry.toJSON\"\n }\n };\n if (e.uuid = this.uuid, e.type = this.type, this.name !== \"\" && (e.name = this.name), Object.keys(this.userData).length > 0 && (e.userData = this.userData), this.parameters !== void 0) {\n const c = this.parameters;\n for (const l in c)\n c[l] !== void 0 && (e[l] = c[l]);\n return e;\n }\n e.data = { attributes: {} };\n const t = this.index;\n t !== null && (e.data.index = {\n type: t.array.constructor.name,\n array: Array.prototype.slice.call(t.array)\n });\n const i = this.attributes;\n for (const c in i) {\n const l = i[c];\n e.data.attributes[c] = l.toJSON(e.data);\n }\n const r = {};\n let s = !1;\n for (const c in this.morphAttributes) {\n const l = this.morphAttributes[c], d = [];\n for (let h = 0, p = l.length; h < p; h++) {\n const g = l[h];\n d.push(g.toJSON(e.data));\n }\n d.length > 0 && (r[c] = d, s = !0);\n }\n s && (e.data.morphAttributes = r, e.data.morphTargetsRelative = this.morphTargetsRelative);\n const o = this.groups;\n o.length > 0 && (e.data.groups = JSON.parse(JSON.stringify(o)));\n const a = this.boundingSphere;\n return a !== null && (e.data.boundingSphere = {\n center: a.center.toArray(),\n radius: a.radius\n }), e;\n }\n clone() {\n return new Je().copy(this);\n }\n copy(e) {\n this.index = null, this.attributes = {}, this.morphAttributes = {}, this.groups = [], this.boundingBox = null, this.boundingSphere = null;\n const t = {};\n this.name = e.name;\n const i = e.index;\n i !== null && this.setIndex(i.clone(t));\n const r = e.attributes;\n for (const l in r) {\n const d = r[l];\n this.setAttribute(l, d.clone(t));\n }\n const s = e.morphAttributes;\n for (const l in s) {\n const d = [], h = s[l];\n for (let p = 0, g = h.length; p < g; p++)\n d.push(h[p].clone(t));\n this.morphAttributes[l] = d;\n }\n this.morphTargetsRelative = e.morphTargetsRelative;\n const o = e.groups;\n for (let l = 0, d = o.length; l < d; l++) {\n const h = o[l];\n this.addGroup(h.start, h.count, h.materialIndex);\n }\n const a = e.boundingBox;\n a !== null && (this.boundingBox = a.clone());\n const c = e.boundingSphere;\n return c !== null && (this.boundingSphere = c.clone()), this.drawRange.start = e.drawRange.start, this.drawRange.count = e.drawRange.count, this.userData = e.userData, this;\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\nJe.prototype.isBufferGeometry = !0;\nconst _g = /* @__PURE__ */ new $e(), oo = /* @__PURE__ */ new is(), Mh = /* @__PURE__ */ new xr(), Ar = /* @__PURE__ */ new X(), Cr = /* @__PURE__ */ new X(), Lr = /* @__PURE__ */ new X(), Sh = /* @__PURE__ */ new X(), _h = /* @__PURE__ */ new X(), Th = /* @__PURE__ */ new X(), Kl = /* @__PURE__ */ new X(), Ql = /* @__PURE__ */ new X(), ec = /* @__PURE__ */ new X(), tc = /* @__PURE__ */ new Pe(), nc = /* @__PURE__ */ new Pe(), ic = /* @__PURE__ */ new Pe(), Eh = /* @__PURE__ */ new X(), rc = /* @__PURE__ */ new X();\nclass tn extends ot {\n constructor(e = new Je(), t = new Vn()) {\n super(), this.type = \"Mesh\", this.geometry = e, this.material = t, this.updateMorphTargets();\n }\n copy(e) {\n return super.copy(e), e.morphTargetInfluences !== void 0 && (this.morphTargetInfluences = e.morphTargetInfluences.slice()), e.morphTargetDictionary !== void 0 && (this.morphTargetDictionary = Object.assign({}, e.morphTargetDictionary)), this.material = e.material, this.geometry = e.geometry, this;\n }\n updateMorphTargets() {\n const e = this.geometry;\n if (e.isBufferGeometry) {\n const t = e.morphAttributes, i = Object.keys(t);\n if (i.length > 0) {\n const r = t[i[0]];\n if (r !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let s = 0, o = r.length; s < o; s++) {\n const a = r[s].name || String(s);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[a] = s;\n }\n }\n }\n } else {\n const t = e.morphTargets;\n t !== void 0 && t.length > 0 && console.error(\"THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n }\n raycast(e, t) {\n const i = this.geometry, r = this.material, s = this.matrixWorld;\n if (r === void 0 || (i.boundingSphere === null && i.computeBoundingSphere(), Mh.copy(i.boundingSphere), Mh.applyMatrix4(s), e.ray.intersectsSphere(Mh) === !1) || (_g.copy(s).invert(), oo.copy(e.ray).applyMatrix4(_g), i.boundingBox !== null && oo.intersectsBox(i.boundingBox) === !1))\n return;\n let o;\n if (i.isBufferGeometry) {\n const a = i.index, c = i.attributes.position, l = i.morphAttributes.position, d = i.morphTargetsRelative, h = i.attributes.uv, p = i.attributes.uv2, g = i.groups, f = i.drawRange;\n if (a !== null)\n if (Array.isArray(r))\n for (let u = 0, y = g.length; u < y; u++) {\n const v = g[u], m = r[v.materialIndex], w = Math.max(v.start, f.start), S = Math.min(v.start + v.count, f.start + f.count);\n for (let T = w, M = S; T < M; T += 3) {\n const x = a.getX(T), _ = a.getX(T + 1), E = a.getX(T + 2);\n o = sc(this, m, e, oo, c, l, d, h, p, x, _, E), o && (o.faceIndex = Math.floor(T / 3), o.face.materialIndex = v.materialIndex, t.push(o));\n }\n }\n else {\n const u = Math.max(0, f.start), y = Math.min(a.count, f.start + f.count);\n for (let v = u, m = y; v < m; v += 3) {\n const w = a.getX(v), S = a.getX(v + 1), T = a.getX(v + 2);\n o = sc(this, r, e, oo, c, l, d, h, p, w, S, T), o && (o.faceIndex = Math.floor(v / 3), t.push(o));\n }\n }\n else if (c !== void 0)\n if (Array.isArray(r))\n for (let u = 0, y = g.length; u < y; u++) {\n const v = g[u], m = r[v.materialIndex], w = Math.max(v.start, f.start), S = Math.min(v.start + v.count, f.start + f.count);\n for (let T = w, M = S; T < M; T += 3) {\n const x = T, _ = T + 1, E = T + 2;\n o = sc(this, m, e, oo, c, l, d, h, p, x, _, E), o && (o.faceIndex = Math.floor(T / 3), o.face.materialIndex = v.materialIndex, t.push(o));\n }\n }\n else {\n const u = Math.max(0, f.start), y = Math.min(c.count, f.start + f.count);\n for (let v = u, m = y; v < m; v += 3) {\n const w = v, S = v + 1, T = v + 2;\n o = sc(this, r, e, oo, c, l, d, h, p, w, S, T), o && (o.faceIndex = Math.floor(v / 3), t.push(o));\n }\n }\n } else i.isGeometry && console.error(\"THREE.Mesh.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n}\ntn.prototype.isMesh = !0;\nfunction EI(n, e, t, i, r, s, o, a) {\n let c;\n if (e.side === qt ? c = i.intersectTriangle(o, s, r, !0, a) : c = i.intersectTriangle(r, s, o, e.side !== Yr, a), c === null) return null;\n rc.copy(a), rc.applyMatrix4(n.matrixWorld);\n const l = t.ray.origin.distanceTo(rc);\n return l < t.near || l > t.far ? null : {\n distance: l,\n point: rc.clone(),\n object: n\n };\n}\nfunction sc(n, e, t, i, r, s, o, a, c, l, d, h) {\n Ar.fromBufferAttribute(r, l), Cr.fromBufferAttribute(r, d), Lr.fromBufferAttribute(r, h);\n const p = n.morphTargetInfluences;\n if (e.morphTargets && s && p) {\n Kl.set(0, 0, 0), Ql.set(0, 0, 0), ec.set(0, 0, 0);\n for (let f = 0, u = s.length; f < u; f++) {\n const y = p[f], v = s[f];\n y !== 0 && (Sh.fromBufferAttribute(v, l), _h.fromBufferAttribute(v, d), Th.fromBufferAttribute(v, h), o ? (Kl.addScaledVector(Sh, y), Ql.addScaledVector(_h, y), ec.addScaledVector(Th, y)) : (Kl.addScaledVector(Sh.sub(Ar), y), Ql.addScaledVector(_h.sub(Cr), y), ec.addScaledVector(Th.sub(Lr), y)));\n }\n Ar.add(Kl), Cr.add(Ql), Lr.add(ec);\n }\n n.isSkinnedMesh && (n.boneTransform(l, Ar), n.boneTransform(d, Cr), n.boneTransform(h, Lr));\n const g = EI(n, e, t, i, Ar, Cr, Lr, Eh);\n if (g) {\n a && (tc.fromBufferAttribute(a, l), nc.fromBufferAttribute(a, d), ic.fromBufferAttribute(a, h), g.uv = Qt.getUV(Eh, Ar, Cr, Lr, tc, nc, ic, new Pe())), c && (tc.fromBufferAttribute(c, l), nc.fromBufferAttribute(c, d), ic.fromBufferAttribute(c, h), g.uv2 = Qt.getUV(Eh, Ar, Cr, Lr, tc, nc, ic, new Pe()));\n const f = {\n a: l,\n b: d,\n c: h,\n normal: new X(),\n materialIndex: 0\n };\n Qt.getNormal(Ar, Cr, Lr, f.normal), g.face = f;\n }\n return g;\n}\nclass hr extends Je {\n constructor(e = 1, t = 1, i = 1, r = 1, s = 1, o = 1) {\n super(), this.type = \"BoxGeometry\", this.parameters = {\n width: e,\n height: t,\n depth: i,\n widthSegments: r,\n heightSegments: s,\n depthSegments: o\n };\n const a = this;\n r = Math.floor(r), s = Math.floor(s), o = Math.floor(o);\n const c = [], l = [], d = [], h = [];\n let p = 0, g = 0;\n f(\"z\", \"y\", \"x\", -1, -1, i, t, e, o, s, 0), f(\"z\", \"y\", \"x\", 1, -1, i, t, -e, o, s, 1), f(\"x\", \"z\", \"y\", 1, 1, e, i, t, r, o, 2), f(\"x\", \"z\", \"y\", 1, -1, e, i, -t, r, o, 3), f(\"x\", \"y\", \"z\", 1, -1, e, t, i, r, s, 4), f(\"x\", \"y\", \"z\", -1, -1, e, t, -i, r, s, 5), this.setIndex(c), this.setAttribute(\"position\", new We(l, 3)), this.setAttribute(\"normal\", new We(d, 3)), this.setAttribute(\"uv\", new We(h, 2));\n function f(u, y, v, m, w, S, T, M, x, _, E) {\n const L = S / x, R = T / _, C = S / 2, A = T / 2, P = M / 2, I = x + 1, b = _ + 1;\n let O = 0, N = 0;\n const D = new X();\n for (let B = 0; B < b; B++) {\n const U = B * R - A;\n for (let k = 0; k < I; k++) {\n const K = k * L - C;\n D[u] = K * m, D[y] = U * w, D[v] = P, l.push(D.x, D.y, D.z), D[u] = 0, D[y] = 0, D[v] = M > 0 ? 1 : -1, d.push(D.x, D.y, D.z), h.push(k / x), h.push(1 - B / _), O += 1;\n }\n }\n for (let B = 0; B < _; B++)\n for (let U = 0; U < x; U++) {\n const k = p + U + I * B, K = p + U + I * (B + 1), ie = p + (U + 1) + I * (B + 1), j = p + (U + 1) + I * B;\n c.push(k, K, j), c.push(K, ie, j), N += 6;\n }\n a.addGroup(g, N, E), g += N, p += O;\n }\n }\n static fromJSON(e) {\n return new hr(e.width, e.height, e.depth, e.widthSegments, e.heightSegments, e.depthSegments);\n }\n}\nfunction Vo(n) {\n const e = {};\n for (const t in n) {\n e[t] = {};\n for (const i in n[t]) {\n const r = n[t][i];\n r && (r.isColor || r.isMatrix3 || r.isMatrix4 || r.isVector2 || r.isVector3 || r.isVector4 || r.isTexture || r.isQuaternion) ? e[t][i] = r.clone() : Array.isArray(r) ? e[t][i] = r.slice() : e[t][i] = r;\n }\n }\n return e;\n}\nfunction En(n) {\n const e = {};\n for (let t = 0; t < n.length; t++) {\n const i = Vo(n[t]);\n for (const r in i)\n e[r] = i[r];\n }\n return e;\n}\nconst _x = { clone: Vo, merge: En };\nvar AI = `void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}`, CI = `void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}`;\nclass dr extends sn {\n constructor(e) {\n super(), this.type = \"ShaderMaterial\", this.defines = {}, this.uniforms = {}, this.vertexShader = AI, this.fragmentShader = CI, this.linewidth = 1, this.wireframe = !1, this.wireframeLinewidth = 1, this.fog = !1, this.lights = !1, this.clipping = !1, this.morphTargets = !1, this.morphNormals = !1, this.extensions = {\n derivatives: !1,\n // set to use derivatives\n fragDepth: !1,\n // set to use fragment depth values\n drawBuffers: !1,\n // set to use draw buffers\n shaderTextureLOD: !1\n // set to use shader texture LOD\n }, this.defaultAttributeValues = {\n color: [1, 1, 1],\n uv: [0, 0],\n uv2: [0, 0]\n }, this.index0AttributeName = void 0, this.uniformsNeedUpdate = !1, this.glslVersion = null, e !== void 0 && (e.attributes !== void 0 && console.error(\"THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.\"), this.setValues(e));\n }\n copy(e) {\n return super.copy(e), this.fragmentShader = e.fragmentShader, this.vertexShader = e.vertexShader, this.uniforms = Vo(e.uniforms), this.defines = Object.assign({}, e.defines), this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.lights = e.lights, this.clipping = e.clipping, this.morphTargets = e.morphTargets, this.morphNormals = e.morphNormals, this.extensions = Object.assign({}, e.extensions), this.glslVersion = e.glslVersion, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n t.glslVersion = this.glslVersion, t.uniforms = {};\n for (const r in this.uniforms) {\n const o = this.uniforms[r].value;\n o && o.isTexture ? t.uniforms[r] = {\n type: \"t\",\n value: o.toJSON(e).uuid\n } : o && o.isColor ? t.uniforms[r] = {\n type: \"c\",\n value: o.getHex()\n } : o && o.isVector2 ? t.uniforms[r] = {\n type: \"v2\",\n value: o.toArray()\n } : o && o.isVector3 ? t.uniforms[r] = {\n type: \"v3\",\n value: o.toArray()\n } : o && o.isVector4 ? t.uniforms[r] = {\n type: \"v4\",\n value: o.toArray()\n } : o && o.isMatrix3 ? t.uniforms[r] = {\n type: \"m3\",\n value: o.toArray()\n } : o && o.isMatrix4 ? t.uniforms[r] = {\n type: \"m4\",\n value: o.toArray()\n } : t.uniforms[r] = {\n value: o\n };\n }\n Object.keys(this.defines).length > 0 && (t.defines = this.defines), t.vertexShader = this.vertexShader, t.fragmentShader = this.fragmentShader;\n const i = {};\n for (const r in this.extensions)\n this.extensions[r] === !0 && (i[r] = !0);\n return Object.keys(i).length > 0 && (t.extensions = i), t;\n }\n}\ndr.prototype.isShaderMaterial = !0;\nclass wl extends ot {\n constructor() {\n super(), this.type = \"Camera\", this.matrixWorldInverse = new $e(), this.projectionMatrix = new $e(), this.projectionMatrixInverse = new $e();\n }\n copy(e, t) {\n return super.copy(e, t), this.matrixWorldInverse.copy(e.matrixWorldInverse), this.projectionMatrix.copy(e.projectionMatrix), this.projectionMatrixInverse.copy(e.projectionMatrixInverse), this;\n }\n getWorldDirection(e) {\n this.updateWorldMatrix(!0, !1);\n const t = this.matrixWorld.elements;\n return e.set(-t[8], -t[9], -t[10]).normalize();\n }\n updateMatrixWorld(e) {\n super.updateMatrixWorld(e), this.matrixWorldInverse.copy(this.matrixWorld).invert();\n }\n updateWorldMatrix(e, t) {\n super.updateWorldMatrix(e, t), this.matrixWorldInverse.copy(this.matrixWorld).invert();\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nwl.prototype.isCamera = !0;\nclass an extends wl {\n constructor(e = 50, t = 1, i = 0.1, r = 2e3) {\n super(), this.type = \"PerspectiveCamera\", this.fov = e, this.zoom = 1, this.near = i, this.far = r, this.focus = 10, this.aspect = t, this.view = null, this.filmGauge = 35, this.filmOffset = 0, this.updateProjectionMatrix();\n }\n copy(e, t) {\n return super.copy(e, t), this.fov = e.fov, this.zoom = e.zoom, this.near = e.near, this.far = e.far, this.focus = e.focus, this.aspect = e.aspect, this.view = e.view === null ? null : Object.assign({}, e.view), this.filmGauge = e.filmGauge, this.filmOffset = e.filmOffset, this;\n }\n /**\n * Sets the FOV by focal length in respect to the current .filmGauge.\n *\n * The default film gauge is 35, so that the focal length can be specified for\n * a 35mm (full frame) camera.\n *\n * Values for focal length and film gauge must have the same unit.\n */\n setFocalLength(e) {\n const t = 0.5 * this.getFilmHeight() / e;\n this.fov = nl * 2 * Math.atan(t), this.updateProjectionMatrix();\n }\n /**\n * Calculates the focal length from the current .fov and .filmGauge.\n */\n getFocalLength() {\n const e = Math.tan(As * 0.5 * this.fov);\n return 0.5 * this.getFilmHeight() / e;\n }\n getEffectiveFOV() {\n return nl * 2 * Math.atan(\n Math.tan(As * 0.5 * this.fov) / this.zoom\n );\n }\n getFilmWidth() {\n return this.filmGauge * Math.min(this.aspect, 1);\n }\n getFilmHeight() {\n return this.filmGauge / Math.max(this.aspect, 1);\n }\n /**\n * Sets an offset in a larger frustum. This is useful for multi-window or\n * multi-monitor/multi-machine setups.\n *\n * For example, if you have 3x2 monitors and each monitor is 1920x1080 and\n * the monitors are in grid like this\n *\n * +---+---+---+\n * | A | B | C |\n * +---+---+---+\n * | D | E | F |\n * +---+---+---+\n *\n * then for each monitor you would call it like this\n *\n * const w = 1920;\n * const h = 1080;\n * const fullWidth = w * 3;\n * const fullHeight = h * 2;\n *\n * --A--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );\n * --B--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );\n * --C--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );\n * --D--\n * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );\n * --E--\n * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );\n * --F--\n * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );\n *\n * Note there is no reason monitors have to be the same size or in a grid.\n */\n setViewOffset(e, t, i, r, s, o) {\n this.aspect = e / t, this.view === null && (this.view = {\n enabled: !0,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n }), this.view.enabled = !0, this.view.fullWidth = e, this.view.fullHeight = t, this.view.offsetX = i, this.view.offsetY = r, this.view.width = s, this.view.height = o, this.updateProjectionMatrix();\n }\n clearViewOffset() {\n this.view !== null && (this.view.enabled = !1), this.updateProjectionMatrix();\n }\n updateProjectionMatrix() {\n const e = this.near;\n let t = e * Math.tan(As * 0.5 * this.fov) / this.zoom, i = 2 * t, r = this.aspect * i, s = -0.5 * r;\n const o = this.view;\n if (this.view !== null && this.view.enabled) {\n const c = o.fullWidth, l = o.fullHeight;\n s += o.offsetX * r / c, t -= o.offsetY * i / l, r *= o.width / c, i *= o.height / l;\n }\n const a = this.filmOffset;\n a !== 0 && (s += e * a / this.getFilmWidth()), this.projectionMatrix.makePerspective(s, s + r, t, t - i, e, this.far), this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.fov = this.fov, t.object.zoom = this.zoom, t.object.near = this.near, t.object.far = this.far, t.object.focus = this.focus, t.object.aspect = this.aspect, this.view !== null && (t.object.view = Object.assign({}, this.view)), t.object.filmGauge = this.filmGauge, t.object.filmOffset = this.filmOffset, t;\n }\n}\nan.prototype.isPerspectiveCamera = !0;\nconst ao = 90, lo = 1;\nclass Pu extends ot {\n constructor(e, t, i) {\n if (super(), this.type = \"CubeCamera\", i.isWebGLCubeRenderTarget !== !0) {\n console.error(\"THREE.CubeCamera: The constructor now expects an instance of WebGLCubeRenderTarget as third parameter.\");\n return;\n }\n this.renderTarget = i;\n const r = new an(ao, lo, e, t);\n r.layers = this.layers, r.up.set(0, -1, 0), r.lookAt(new X(1, 0, 0)), this.add(r);\n const s = new an(ao, lo, e, t);\n s.layers = this.layers, s.up.set(0, -1, 0), s.lookAt(new X(-1, 0, 0)), this.add(s);\n const o = new an(ao, lo, e, t);\n o.layers = this.layers, o.up.set(0, 0, 1), o.lookAt(new X(0, 1, 0)), this.add(o);\n const a = new an(ao, lo, e, t);\n a.layers = this.layers, a.up.set(0, 0, -1), a.lookAt(new X(0, -1, 0)), this.add(a);\n const c = new an(ao, lo, e, t);\n c.layers = this.layers, c.up.set(0, -1, 0), c.lookAt(new X(0, 0, 1)), this.add(c);\n const l = new an(ao, lo, e, t);\n l.layers = this.layers, l.up.set(0, -1, 0), l.lookAt(new X(0, 0, -1)), this.add(l);\n }\n update(e, t) {\n this.parent === null && this.updateMatrixWorld();\n const i = this.renderTarget, [r, s, o, a, c, l] = this.children, d = e.xr.enabled, h = e.getRenderTarget();\n e.xr.enabled = !1;\n const p = i.texture.generateMipmaps;\n i.texture.generateMipmaps = !1, e.setRenderTarget(i, 0), e.render(t, r), e.setRenderTarget(i, 1), e.render(t, s), e.setRenderTarget(i, 2), e.render(t, o), e.setRenderTarget(i, 3), e.render(t, a), e.setRenderTarget(i, 4), e.render(t, c), i.texture.generateMipmaps = p, e.setRenderTarget(i, 5), e.render(t, l), e.setRenderTarget(h), e.xr.enabled = d;\n }\n}\nclass ca extends nn {\n constructor(e, t, i, r, s, o, a, c, l, d) {\n e = e !== void 0 ? e : [], t = t !== void 0 ? t : yl, a = a !== void 0 ? a : ar, super(e, t, i, r, s, o, a, c, l, d), this._needsFlipEnvMap = !0, this.flipY = !1;\n }\n get images() {\n return this.image;\n }\n set images(e) {\n this.image = e;\n }\n}\nca.prototype.isCubeTexture = !0;\nclass Iu extends bi {\n constructor(e, t, i) {\n Number.isInteger(t) && (console.warn(\"THREE.WebGLCubeRenderTarget: constructor signature is now WebGLCubeRenderTarget( size, options )\"), t = i), super(e, e, t), t = t || {}, this.texture = new ca(void 0, t.mapping, t.wrapS, t.wrapT, t.magFilter, t.minFilter, t.format, t.type, t.anisotropy, t.encoding), this.texture.generateMipmaps = t.generateMipmaps !== void 0 ? t.generateMipmaps : !1, this.texture.minFilter = t.minFilter !== void 0 ? t.minFilter : jt, this.texture._needsFlipEnvMap = !1;\n }\n fromEquirectangularTexture(e, t) {\n this.texture.type = t.type, this.texture.format = Yn, this.texture.encoding = t.encoding, this.texture.generateMipmaps = t.generateMipmaps, this.texture.minFilter = t.minFilter, this.texture.magFilter = t.magFilter;\n const i = {\n uniforms: {\n tEquirect: { value: null }\n },\n vertexShader: (\n /* glsl */\n `\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t`\n ),\n fragmentShader: (\n /* glsl */\n `\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t`\n )\n }, r = new hr(5, 5, 5), s = new dr({\n name: \"CubemapFromEquirect\",\n uniforms: Vo(i.uniforms),\n vertexShader: i.vertexShader,\n fragmentShader: i.fragmentShader,\n side: qt,\n blending: or\n });\n s.uniforms.tEquirect.value = t;\n const o = new tn(r, s), a = t.minFilter;\n return t.minFilter === br && (t.minFilter = jt), new Pu(1, 10, this).update(e, o), t.minFilter = a, o.geometry.dispose(), o.material.dispose(), this;\n }\n clear(e, t, i, r) {\n const s = e.getRenderTarget();\n for (let o = 0; o < 6; o++)\n e.setRenderTarget(this, o), e.clear(t, i, r);\n e.setRenderTarget(s);\n }\n}\nIu.prototype.isWebGLCubeRenderTarget = !0;\nconst Ah = /* @__PURE__ */ new X(), LI = /* @__PURE__ */ new X(), RI = /* @__PURE__ */ new ln();\nclass Li {\n constructor(e = new X(1, 0, 0), t = 0) {\n this.normal = e, this.constant = t;\n }\n set(e, t) {\n return this.normal.copy(e), this.constant = t, this;\n }\n setComponents(e, t, i, r) {\n return this.normal.set(e, t, i), this.constant = r, this;\n }\n setFromNormalAndCoplanarPoint(e, t) {\n return this.normal.copy(e), this.constant = -t.dot(this.normal), this;\n }\n setFromCoplanarPoints(e, t, i) {\n const r = Ah.subVectors(i, t).cross(LI.subVectors(e, t)).normalize();\n return this.setFromNormalAndCoplanarPoint(r, e), this;\n }\n copy(e) {\n return this.normal.copy(e.normal), this.constant = e.constant, this;\n }\n normalize() {\n const e = 1 / this.normal.length();\n return this.normal.multiplyScalar(e), this.constant *= e, this;\n }\n negate() {\n return this.constant *= -1, this.normal.negate(), this;\n }\n distanceToPoint(e) {\n return this.normal.dot(e) + this.constant;\n }\n distanceToSphere(e) {\n return this.distanceToPoint(e.center) - e.radius;\n }\n projectPoint(e, t) {\n return t.copy(this.normal).multiplyScalar(-this.distanceToPoint(e)).add(e);\n }\n intersectLine(e, t) {\n const i = e.delta(Ah), r = this.normal.dot(i);\n if (r === 0)\n return this.distanceToPoint(e.start) === 0 ? t.copy(e.start) : null;\n const s = -(e.start.dot(this.normal) + this.constant) / r;\n return s < 0 || s > 1 ? null : t.copy(i).multiplyScalar(s).add(e.start);\n }\n intersectsLine(e) {\n const t = this.distanceToPoint(e.start), i = this.distanceToPoint(e.end);\n return t < 0 && i > 0 || i < 0 && t > 0;\n }\n intersectsBox(e) {\n return e.intersectsPlane(this);\n }\n intersectsSphere(e) {\n return e.intersectsPlane(this);\n }\n coplanarPoint(e) {\n return e.copy(this.normal).multiplyScalar(-this.constant);\n }\n applyMatrix4(e, t) {\n const i = t || RI.getNormalMatrix(e), r = this.coplanarPoint(Ah).applyMatrix4(e), s = this.normal.applyMatrix3(i).normalize();\n return this.constant = -r.dot(s), this;\n }\n translate(e) {\n return this.constant -= e.dot(this.normal), this;\n }\n equals(e) {\n return e.normal.equals(this.normal) && e.constant === this.constant;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nLi.prototype.isPlane = !0;\nconst co = /* @__PURE__ */ new xr(), oc = /* @__PURE__ */ new X();\nclass Ml {\n constructor(e = new Li(), t = new Li(), i = new Li(), r = new Li(), s = new Li(), o = new Li()) {\n this.planes = [e, t, i, r, s, o];\n }\n set(e, t, i, r, s, o) {\n const a = this.planes;\n return a[0].copy(e), a[1].copy(t), a[2].copy(i), a[3].copy(r), a[4].copy(s), a[5].copy(o), this;\n }\n copy(e) {\n const t = this.planes;\n for (let i = 0; i < 6; i++)\n t[i].copy(e.planes[i]);\n return this;\n }\n setFromProjectionMatrix(e) {\n const t = this.planes, i = e.elements, r = i[0], s = i[1], o = i[2], a = i[3], c = i[4], l = i[5], d = i[6], h = i[7], p = i[8], g = i[9], f = i[10], u = i[11], y = i[12], v = i[13], m = i[14], w = i[15];\n return t[0].setComponents(a - r, h - c, u - p, w - y).normalize(), t[1].setComponents(a + r, h + c, u + p, w + y).normalize(), t[2].setComponents(a + s, h + l, u + g, w + v).normalize(), t[3].setComponents(a - s, h - l, u - g, w - v).normalize(), t[4].setComponents(a - o, h - d, u - f, w - m).normalize(), t[5].setComponents(a + o, h + d, u + f, w + m).normalize(), this;\n }\n intersectsObject(e) {\n const t = e.geometry;\n return t.boundingSphere === null && t.computeBoundingSphere(), co.copy(t.boundingSphere).applyMatrix4(e.matrixWorld), this.intersectsSphere(co);\n }\n intersectsSprite(e) {\n return co.center.set(0, 0, 0), co.radius = 0.7071067811865476, co.applyMatrix4(e.matrixWorld), this.intersectsSphere(co);\n }\n intersectsSphere(e) {\n const t = this.planes, i = e.center, r = -e.radius;\n for (let s = 0; s < 6; s++)\n if (t[s].distanceToPoint(i) < r)\n return !1;\n return !0;\n }\n intersectsBox(e) {\n const t = this.planes;\n for (let i = 0; i < 6; i++) {\n const r = t[i];\n if (oc.x = r.normal.x > 0 ? e.max.x : e.min.x, oc.y = r.normal.y > 0 ? e.max.y : e.min.y, oc.z = r.normal.z > 0 ? e.max.z : e.min.z, r.distanceToPoint(oc) < 0)\n return !1;\n }\n return !0;\n }\n containsPoint(e) {\n const t = this.planes;\n for (let i = 0; i < 6; i++)\n if (t[i].distanceToPoint(e) < 0)\n return !1;\n return !0;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nfunction Tx() {\n let n = null, e = !1, t = null, i = null;\n function r(s, o) {\n t(s, o), i = n.requestAnimationFrame(r);\n }\n return {\n start: function() {\n e !== !0 && t !== null && (i = n.requestAnimationFrame(r), e = !0);\n },\n stop: function() {\n n.cancelAnimationFrame(i), e = !1;\n },\n setAnimationLoop: function(s) {\n t = s;\n },\n setContext: function(s) {\n n = s;\n }\n };\n}\nfunction PI(n, e) {\n const t = e.isWebGL2, i = /* @__PURE__ */ new WeakMap();\n function r(l, d) {\n const h = l.array, p = l.usage, g = n.createBuffer();\n n.bindBuffer(d, g), n.bufferData(d, h, p), l.onUploadCallback();\n let f = 5126;\n return h instanceof Float32Array ? f = 5126 : h instanceof Float64Array ? console.warn(\"THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.\") : h instanceof Uint16Array ? l.isFloat16BufferAttribute ? t ? f = 5131 : console.warn(\"THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.\") : f = 5123 : h instanceof Int16Array ? f = 5122 : h instanceof Uint32Array ? f = 5125 : h instanceof Int32Array ? f = 5124 : h instanceof Int8Array ? f = 5120 : (h instanceof Uint8Array || h instanceof Uint8ClampedArray) && (f = 5121), {\n buffer: g,\n type: f,\n bytesPerElement: h.BYTES_PER_ELEMENT,\n version: l.version\n };\n }\n function s(l, d, h) {\n const p = d.array, g = d.updateRange;\n n.bindBuffer(h, l), g.count === -1 ? n.bufferSubData(h, 0, p) : (t ? n.bufferSubData(\n h,\n g.offset * p.BYTES_PER_ELEMENT,\n p,\n g.offset,\n g.count\n ) : n.bufferSubData(\n h,\n g.offset * p.BYTES_PER_ELEMENT,\n p.subarray(g.offset, g.offset + g.count)\n ), g.count = -1);\n }\n function o(l) {\n return l.isInterleavedBufferAttribute && (l = l.data), i.get(l);\n }\n function a(l) {\n l.isInterleavedBufferAttribute && (l = l.data);\n const d = i.get(l);\n d && (n.deleteBuffer(d.buffer), i.delete(l));\n }\n function c(l, d) {\n if (l.isGLBufferAttribute) {\n const p = i.get(l);\n (!p || p.version < l.version) && i.set(l, {\n buffer: l.buffer,\n type: l.type,\n bytesPerElement: l.elementSize,\n version: l.version\n });\n return;\n }\n l.isInterleavedBufferAttribute && (l = l.data);\n const h = i.get(l);\n h === void 0 ? i.set(l, r(l, d)) : h.version < l.version && (s(h.buffer, l, d), h.version = l.version);\n }\n return {\n get: o,\n remove: a,\n update: c\n };\n}\nclass Ds extends Je {\n constructor(e = 1, t = 1, i = 1, r = 1) {\n super(), this.type = \"PlaneGeometry\", this.parameters = {\n width: e,\n height: t,\n widthSegments: i,\n heightSegments: r\n };\n const s = e / 2, o = t / 2, a = Math.floor(i), c = Math.floor(r), l = a + 1, d = c + 1, h = e / a, p = t / c, g = [], f = [], u = [], y = [];\n for (let v = 0; v < d; v++) {\n const m = v * p - o;\n for (let w = 0; w < l; w++) {\n const S = w * h - s;\n f.push(S, -m, 0), u.push(0, 0, 1), y.push(w / a), y.push(1 - v / c);\n }\n }\n for (let v = 0; v < c; v++)\n for (let m = 0; m < a; m++) {\n const w = m + l * v, S = m + l * (v + 1), T = m + 1 + l * (v + 1), M = m + 1 + l * v;\n g.push(w, S, M), g.push(S, T, M);\n }\n this.setIndex(g), this.setAttribute(\"position\", new We(f, 3)), this.setAttribute(\"normal\", new We(u, 3)), this.setAttribute(\"uv\", new We(y, 2));\n }\n static fromJSON(e) {\n return new Ds(e.width, e.height, e.widthSegments, e.heightSegments);\n }\n}\nvar II = `#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif`, OI = `#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif`, DI = `#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif`, NI = `#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`, FI = `#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif`, BI = \"vec3 transformed = vec3( position );\", zI = `vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif`, UI = `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 dotVH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotVH - 6.98316 ) * dotVH );\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`, VI = `#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif`, kI = `#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`, GI = `#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif`, HI = `#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif`, WI = `#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif`, jI = `#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif`, $I = `#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif`, ZI = `#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif`, XI = `#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif`, YI = `#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}`, JI = `#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`, qI = `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`, KI = `#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif`, QI = `#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vUv ).x * displacementScale + displacementBias );\n#endif`, eO = `#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif`, tO = `#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif`, nO = \"gl_FragColor = linearToOutputTexel( gl_FragColor );\", iO = `\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}`, rO = `#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`, sO = `#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`, oO = `#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`, aO = `#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`, lO = `#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`, cO = `#ifdef USE_FOG\n\tfogDepth = - mvPosition.z;\n#endif`, uO = `#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif`, hO = `#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`, dO = `#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`, fO = `#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}`, pO = `#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel= texture2D( lightMap, vUv2 );\n\treflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;\n#endif`, mO = `#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif`, gO = `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`, vO = `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`, yO = `#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`, bO = `ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;`, xO = `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)`, wO = `BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;`, MO = `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)`, SO = `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`, _O = `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}`, TO = `\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`, EO = `#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`, AO = `#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`, CO = `#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif`, LO = `#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif`, RO = `#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`, PO = `#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`, IO = `#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif`, OO = `#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif`, DO = `#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`, NO = `#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`, FO = `float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif`, BO = `#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif`, zO = `#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`, UO = `#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`, VO = `#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`, kO = `float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * faceDirection;\n\t\t\tbitangent = bitangent * faceDirection;\n\t\t#endif\n\t\t#if defined( TANGENTSPACE_NORMALMAP ) || defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t#endif\n\t#endif\n#endif\nvec3 geometryNormal = normal;`, GO = `#ifdef OBJECTSPACE_NORMALMAP\n\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( TANGENTSPACE_NORMALMAP )\n\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\t#ifdef USE_TANGENT\n\t\tnormal = normalize( vTBN * mapN );\n\t#else\n\t\tnormal = perturbNormal2Arb( -vViewPosition, normal, mapN, faceDirection );\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif`, HO = `#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN, float faceDirection ) {\n\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : faceDirection * inversesqrt( det );\n\t\treturn normalize( T * ( mapN.x * scale ) + B * ( mapN.y * scale ) + N * mapN.z );\n\t}\n#endif`, WO = `#ifdef CLEARCOAT\n\tvec3 clearcoatNormal = geometryNormal;\n#endif`, jO = `#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\t#ifdef USE_TANGENT\n\t\tclearcoatNormal = normalize( vTBN * clearcoatMapN );\n\t#else\n\t\tclearcoatNormal = perturbNormal2Arb( - vViewPosition, clearcoatNormal, clearcoatMapN, faceDirection );\n\t#endif\n#endif`, $O = `#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`, ZO = `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}`, XO = `#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif`, YO = `vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;`, JO = `#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif`, qO = `#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`, KO = `float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif`, QO = `#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif`, e3 = `#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`, t3 = `#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`, n3 = `#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`, i3 = `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}`, r3 = `#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`, s3 = `#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`, o3 = `#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`, a3 = `#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`, l3 = `float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif`, c3 = `#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif`, u3 = `#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif`, h3 = `#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; }`, d3 = `#ifdef USE_TRANSMISSION\n\tfloat transmissionFactor = transmission;\n\tfloat thicknessFactor = thickness;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\ttransmissionFactor *= texture2D( transmissionMap, vUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSNMAP\n\t\tthicknessFactor *= texture2D( thicknessMap, vUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition.xyz / vWorldPosition.w;\n\tvec3 v = normalize( cameraPosition - pos );\n\tfloat ior = ( 1.0 + 0.4 * reflectivity ) / ( 1.0 - 0.4 * reflectivity );\n\tvec3 transmission = transmissionFactor * getIBLVolumeRefraction(\n\t\tnormal, v, roughnessFactor, material.diffuseColor, totalSpecular,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,\n\t\tattenuationColor, attenuationDistance );\n\ttotalDiffuse = mix( totalDiffuse, transmission, transmissionFactor );\n#endif`, f3 = `#ifdef USE_TRANSMISSION\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec4 vWorldPosition;\n\tvec3 getVolumeTransmissionRay(vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix) {\n\t\tvec3 refractionVector = refract(-v, normalize(n), 1.0 / ior);\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length(vec3(modelMatrix[0].xyz));\n\t\tmodelScale.y = length(vec3(modelMatrix[1].xyz));\n\t\tmodelScale.z = length(vec3(modelMatrix[2].xyz));\n\t\treturn normalize(refractionVector) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness(float roughness, float ior) {\n\t\treturn roughness * clamp(ior * 2.0 - 2.0, 0.0, 1.0);\n\t}\n\tvec3 getTransmissionSample(vec2 fragCoord, float roughness, float ior) {\n\t\tfloat framebufferLod = log2(transmissionSamplerSize.x) * applyIorToRoughness(roughness, ior);\n\t\treturn texture2DLodEXT(transmissionSamplerMap, fragCoord.xy, framebufferLod).rgb;\n\t}\n\tvec3 applyVolumeAttenuation(vec3 radiance, float transmissionDistance, vec3 attenuationColor, float attenuationDistance) {\n\t\tif (attenuationDistance == 0.0) {\n\t\t\treturn radiance;\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log(attenuationColor) / attenuationDistance;\n\t\t\tvec3 transmittance = exp(-attenuationCoefficient * transmissionDistance);\t\t\treturn transmittance * radiance;\n\t\t}\n\t}\n\tvec3 getIBLVolumeRefraction(vec3 n, vec3 v, float perceptualRoughness, vec3 baseColor, vec3 specularColor,\n\t\tvec3 position, mat4 modelMatrix, mat4 viewMatrix, mat4 projMatrix, float ior, float thickness,\n\t\tvec3 attenuationColor, float attenuationDistance) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay(n, v, thickness, ior, modelMatrix);\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4(refractedRayExit, 1.0);\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec3 transmittedLight = getTransmissionSample(refractionCoords, perceptualRoughness, ior);\n\t\tvec3 attenuatedColor = applyVolumeAttenuation(transmittedLight, length(transmissionRay), attenuationColor, attenuationDistance);\n\t\treturn (1.0 - specularColor) * attenuatedColor * baseColor;\n\t}\n#endif`, p3 = `#if ( defined( USE_UV ) && ! defined( UVS_VERTEX_ONLY ) )\n\tvarying vec2 vUv;\n#endif`, m3 = `#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`, g3 = `#ifdef USE_UV\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif`, v3 = `#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif`, y3 = `#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n\tuniform mat3 uv2Transform;\n#endif`, b3 = `#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = ( uv2Transform * vec3( uv2, 1 ) ).xy;\n#endif`, x3 = `#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION )\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif`, w3 = `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}`, M3 = `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}`, S3 = `#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}`, _3 = `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}`, T3 = `#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}`, E3 = `#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}`, A3 = `#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}`, C3 = `#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}`, L3 = `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}`, R3 = `varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}`, P3 = `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}`, I3 = `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}`, O3 = `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}`, D3 = `#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}`, N3 = `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}`, F3 = `#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}`, B3 = `#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}`, z3 = `#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}`, U3 = `#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}`, V3 = `#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}`, k3 = `#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}`, G3 = `#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}`, H3 = `#define STANDARD\n#ifdef PHYSICAL\n\t#define REFLECTIVITY\n\t#define CLEARCOAT\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform vec3 attenuationColor;\n\tuniform float attenuationDistance;\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#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 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}`, W3 = `#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#ifdef USE_TRANSMISSION\n\tvarying vec4 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \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#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition;\n#endif\n}`, j3 = `#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}`, $3 = `#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}`, Z3 = `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}`, X3 = `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}`, Y3 = `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}`, J3 = `#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}`, q3 = `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}`, K3 = `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}`;\nconst ct = {\n alphamap_fragment: II,\n alphamap_pars_fragment: OI,\n alphatest_fragment: DI,\n aomap_fragment: NI,\n aomap_pars_fragment: FI,\n begin_vertex: BI,\n beginnormal_vertex: zI,\n bsdfs: UI,\n bumpmap_pars_fragment: VI,\n clipping_planes_fragment: kI,\n clipping_planes_pars_fragment: GI,\n clipping_planes_pars_vertex: HI,\n clipping_planes_vertex: WI,\n color_fragment: jI,\n color_pars_fragment: $I,\n color_pars_vertex: ZI,\n color_vertex: XI,\n common: YI,\n cube_uv_reflection_fragment: JI,\n defaultnormal_vertex: qI,\n displacementmap_pars_vertex: KI,\n displacementmap_vertex: QI,\n emissivemap_fragment: eO,\n emissivemap_pars_fragment: tO,\n encodings_fragment: nO,\n encodings_pars_fragment: iO,\n envmap_fragment: rO,\n envmap_common_pars_fragment: sO,\n envmap_pars_fragment: oO,\n envmap_pars_vertex: aO,\n envmap_physical_pars_fragment: yO,\n envmap_vertex: lO,\n fog_vertex: cO,\n fog_pars_vertex: uO,\n fog_fragment: hO,\n fog_pars_fragment: dO,\n gradientmap_pars_fragment: fO,\n lightmap_fragment: pO,\n lightmap_pars_fragment: mO,\n lights_lambert_vertex: gO,\n lights_pars_begin: vO,\n lights_toon_fragment: bO,\n lights_toon_pars_fragment: xO,\n lights_phong_fragment: wO,\n lights_phong_pars_fragment: MO,\n lights_physical_fragment: SO,\n lights_physical_pars_fragment: _O,\n lights_fragment_begin: TO,\n lights_fragment_maps: EO,\n lights_fragment_end: AO,\n logdepthbuf_fragment: CO,\n logdepthbuf_pars_fragment: LO,\n logdepthbuf_pars_vertex: RO,\n logdepthbuf_vertex: PO,\n map_fragment: IO,\n map_pars_fragment: OO,\n map_particle_fragment: DO,\n map_particle_pars_fragment: NO,\n metalnessmap_fragment: FO,\n metalnessmap_pars_fragment: BO,\n morphnormal_vertex: zO,\n morphtarget_pars_vertex: UO,\n morphtarget_vertex: VO,\n normal_fragment_begin: kO,\n normal_fragment_maps: GO,\n normalmap_pars_fragment: HO,\n clearcoat_normal_fragment_begin: WO,\n clearcoat_normal_fragment_maps: jO,\n clearcoat_pars_fragment: $O,\n packing: ZO,\n premultiplied_alpha_fragment: XO,\n project_vertex: YO,\n dithering_fragment: JO,\n dithering_pars_fragment: qO,\n roughnessmap_fragment: KO,\n roughnessmap_pars_fragment: QO,\n shadowmap_pars_fragment: e3,\n shadowmap_pars_vertex: t3,\n shadowmap_vertex: n3,\n shadowmask_pars_fragment: i3,\n skinbase_vertex: r3,\n skinning_pars_vertex: s3,\n skinning_vertex: o3,\n skinnormal_vertex: a3,\n specularmap_fragment: l3,\n specularmap_pars_fragment: c3,\n tonemapping_fragment: u3,\n tonemapping_pars_fragment: h3,\n transmission_fragment: d3,\n transmission_pars_fragment: f3,\n uv_pars_fragment: p3,\n uv_pars_vertex: m3,\n uv_vertex: g3,\n uv2_pars_fragment: v3,\n uv2_pars_vertex: y3,\n uv2_vertex: b3,\n worldpos_vertex: x3,\n background_frag: w3,\n background_vert: M3,\n cube_frag: S3,\n cube_vert: _3,\n depth_frag: T3,\n depth_vert: E3,\n distanceRGBA_frag: A3,\n distanceRGBA_vert: C3,\n equirect_frag: L3,\n equirect_vert: R3,\n linedashed_frag: P3,\n linedashed_vert: I3,\n meshbasic_frag: O3,\n meshbasic_vert: D3,\n meshlambert_frag: N3,\n meshlambert_vert: F3,\n meshmatcap_frag: B3,\n meshmatcap_vert: z3,\n meshtoon_frag: U3,\n meshtoon_vert: V3,\n meshphong_frag: k3,\n meshphong_vert: G3,\n meshphysical_frag: H3,\n meshphysical_vert: W3,\n normal_frag: j3,\n normal_vert: $3,\n points_frag: Z3,\n points_vert: X3,\n shadow_frag: Y3,\n shadow_vert: J3,\n sprite_frag: q3,\n sprite_vert: K3\n}, ze = {\n common: {\n diffuse: { value: new Fe(16777215) },\n opacity: { value: 1 },\n map: { value: null },\n uvTransform: { value: new ln() },\n uv2Transform: { value: new ln() },\n alphaMap: { value: null }\n },\n specularmap: {\n specularMap: { value: null }\n },\n envmap: {\n envMap: { value: null },\n flipEnvMap: { value: -1 },\n reflectivity: { value: 1 },\n refractionRatio: { value: 0.98 },\n maxMipLevel: { value: 0 }\n },\n aomap: {\n aoMap: { value: null },\n aoMapIntensity: { value: 1 }\n },\n lightmap: {\n lightMap: { value: null },\n lightMapIntensity: { value: 1 }\n },\n emissivemap: {\n emissiveMap: { value: null }\n },\n bumpmap: {\n bumpMap: { value: null },\n bumpScale: { value: 1 }\n },\n normalmap: {\n normalMap: { value: null },\n normalScale: { value: new Pe(1, 1) }\n },\n displacementmap: {\n displacementMap: { value: null },\n displacementScale: { value: 1 },\n displacementBias: { value: 0 }\n },\n roughnessmap: {\n roughnessMap: { value: null }\n },\n metalnessmap: {\n metalnessMap: { value: null }\n },\n gradientmap: {\n gradientMap: { value: null }\n },\n fog: {\n fogDensity: { value: 25e-5 },\n fogNear: { value: 1 },\n fogFar: { value: 2e3 },\n fogColor: { value: new Fe(16777215) }\n },\n lights: {\n ambientLightColor: { value: [] },\n lightProbe: { value: [] },\n directionalLights: { value: [], properties: {\n direction: {},\n color: {}\n } },\n directionalLightShadows: { value: [], properties: {\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n } },\n directionalShadowMap: { value: [] },\n directionalShadowMatrix: { value: [] },\n spotLights: { value: [], properties: {\n color: {},\n position: {},\n direction: {},\n distance: {},\n coneCos: {},\n penumbraCos: {},\n decay: {}\n } },\n spotLightShadows: { value: [], properties: {\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {}\n } },\n spotShadowMap: { value: [] },\n spotShadowMatrix: { value: [] },\n pointLights: { value: [], properties: {\n color: {},\n position: {},\n decay: {},\n distance: {}\n } },\n pointLightShadows: { value: [], properties: {\n shadowBias: {},\n shadowNormalBias: {},\n shadowRadius: {},\n shadowMapSize: {},\n shadowCameraNear: {},\n shadowCameraFar: {}\n } },\n pointShadowMap: { value: [] },\n pointShadowMatrix: { value: [] },\n hemisphereLights: { value: [], properties: {\n direction: {},\n skyColor: {},\n groundColor: {}\n } },\n // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src\n rectAreaLights: { value: [], properties: {\n color: {},\n position: {},\n width: {},\n height: {}\n } },\n ltc_1: { value: null },\n ltc_2: { value: null }\n },\n points: {\n diffuse: { value: new Fe(16777215) },\n opacity: { value: 1 },\n size: { value: 1 },\n scale: { value: 1 },\n map: { value: null },\n alphaMap: { value: null },\n uvTransform: { value: new ln() }\n },\n sprite: {\n diffuse: { value: new Fe(16777215) },\n opacity: { value: 1 },\n center: { value: new Pe(0.5, 0.5) },\n rotation: { value: 0 },\n map: { value: null },\n alphaMap: { value: null },\n uvTransform: { value: new ln() }\n }\n}, gi = {\n basic: {\n uniforms: En([\n ze.common,\n ze.specularmap,\n ze.envmap,\n ze.aomap,\n ze.lightmap,\n ze.fog\n ]),\n vertexShader: ct.meshbasic_vert,\n fragmentShader: ct.meshbasic_frag\n },\n lambert: {\n uniforms: En([\n ze.common,\n ze.specularmap,\n ze.envmap,\n ze.aomap,\n ze.lightmap,\n ze.emissivemap,\n ze.fog,\n ze.lights,\n {\n emissive: { value: new Fe(0) }\n }\n ]),\n vertexShader: ct.meshlambert_vert,\n fragmentShader: ct.meshlambert_frag\n },\n phong: {\n uniforms: En([\n ze.common,\n ze.specularmap,\n ze.envmap,\n ze.aomap,\n ze.lightmap,\n ze.emissivemap,\n ze.bumpmap,\n ze.normalmap,\n ze.displacementmap,\n ze.fog,\n ze.lights,\n {\n emissive: { value: new Fe(0) },\n specular: { value: new Fe(1118481) },\n shininess: { value: 30 }\n }\n ]),\n vertexShader: ct.meshphong_vert,\n fragmentShader: ct.meshphong_frag\n },\n standard: {\n uniforms: En([\n ze.common,\n ze.envmap,\n ze.aomap,\n ze.lightmap,\n ze.emissivemap,\n ze.bumpmap,\n ze.normalmap,\n ze.displacementmap,\n ze.roughnessmap,\n ze.metalnessmap,\n ze.fog,\n ze.lights,\n {\n emissive: { value: new Fe(0) },\n roughness: { value: 1 },\n metalness: { value: 0 },\n envMapIntensity: { value: 1 }\n // temporary\n }\n ]),\n vertexShader: ct.meshphysical_vert,\n fragmentShader: ct.meshphysical_frag\n },\n toon: {\n uniforms: En([\n ze.common,\n ze.aomap,\n ze.lightmap,\n ze.emissivemap,\n ze.bumpmap,\n ze.normalmap,\n ze.displacementmap,\n ze.gradientmap,\n ze.fog,\n ze.lights,\n {\n emissive: { value: new Fe(0) }\n }\n ]),\n vertexShader: ct.meshtoon_vert,\n fragmentShader: ct.meshtoon_frag\n },\n matcap: {\n uniforms: En([\n ze.common,\n ze.bumpmap,\n ze.normalmap,\n ze.displacementmap,\n ze.fog,\n {\n matcap: { value: null }\n }\n ]),\n vertexShader: ct.meshmatcap_vert,\n fragmentShader: ct.meshmatcap_frag\n },\n points: {\n uniforms: En([\n ze.points,\n ze.fog\n ]),\n vertexShader: ct.points_vert,\n fragmentShader: ct.points_frag\n },\n dashed: {\n uniforms: En([\n ze.common,\n ze.fog,\n {\n scale: { value: 1 },\n dashSize: { value: 1 },\n totalSize: { value: 2 }\n }\n ]),\n vertexShader: ct.linedashed_vert,\n fragmentShader: ct.linedashed_frag\n },\n depth: {\n uniforms: En([\n ze.common,\n ze.displacementmap\n ]),\n vertexShader: ct.depth_vert,\n fragmentShader: ct.depth_frag\n },\n normal: {\n uniforms: En([\n ze.common,\n ze.bumpmap,\n ze.normalmap,\n ze.displacementmap,\n {\n opacity: { value: 1 }\n }\n ]),\n vertexShader: ct.normal_vert,\n fragmentShader: ct.normal_frag\n },\n sprite: {\n uniforms: En([\n ze.sprite,\n ze.fog\n ]),\n vertexShader: ct.sprite_vert,\n fragmentShader: ct.sprite_frag\n },\n background: {\n uniforms: {\n uvTransform: { value: new ln() },\n t2D: { value: null }\n },\n vertexShader: ct.background_vert,\n fragmentShader: ct.background_frag\n },\n /* -------------------------------------------------------------------------\n //\tCube map shader\n ------------------------------------------------------------------------- */\n cube: {\n uniforms: En([\n ze.envmap,\n {\n opacity: { value: 1 }\n }\n ]),\n vertexShader: ct.cube_vert,\n fragmentShader: ct.cube_frag\n },\n equirect: {\n uniforms: {\n tEquirect: { value: null }\n },\n vertexShader: ct.equirect_vert,\n fragmentShader: ct.equirect_frag\n },\n distanceRGBA: {\n uniforms: En([\n ze.common,\n ze.displacementmap,\n {\n referencePosition: { value: new X() },\n nearDistance: { value: 1 },\n farDistance: { value: 1e3 }\n }\n ]),\n vertexShader: ct.distanceRGBA_vert,\n fragmentShader: ct.distanceRGBA_frag\n },\n shadow: {\n uniforms: En([\n ze.lights,\n ze.fog,\n {\n color: { value: new Fe(0) },\n opacity: { value: 1 }\n }\n ]),\n vertexShader: ct.shadow_vert,\n fragmentShader: ct.shadow_frag\n }\n};\ngi.physical = {\n uniforms: En([\n gi.standard.uniforms,\n {\n clearcoat: { value: 0 },\n clearcoatMap: { value: null },\n clearcoatRoughness: { value: 0 },\n clearcoatRoughnessMap: { value: null },\n clearcoatNormalScale: { value: new Pe(1, 1) },\n clearcoatNormalMap: { value: null },\n sheen: { value: new Fe(0) },\n transmission: { value: 0 },\n transmissionMap: { value: null },\n transmissionSamplerSize: { value: new Pe() },\n transmissionSamplerMap: { value: null },\n thickness: { value: 0 },\n thicknessMap: { value: null },\n attenuationDistance: { value: 0 },\n attenuationColor: { value: new Fe(0) }\n }\n ]),\n vertexShader: ct.meshphysical_vert,\n fragmentShader: ct.meshphysical_frag\n};\nfunction Q3(n, e, t, i, r) {\n const s = new Fe(0);\n let o = 0, a, c, l = null, d = 0, h = null;\n function p(f, u) {\n let y = !1, v = u.isScene === !0 ? u.background : null;\n v && v.isTexture && (v = e.get(v));\n const m = n.xr, w = m.getSession && m.getSession();\n w && w.environmentBlendMode === \"additive\" && (v = null), v === null ? g(s, o) : v && v.isColor && (g(v, 1), y = !0), (n.autoClear || y) && n.clear(n.autoClearColor, n.autoClearDepth, n.autoClearStencil), v && (v.isCubeTexture || v.mapping === la) ? (c === void 0 && (c = new tn(\n new hr(1, 1, 1),\n new dr({\n name: \"BackgroundCubeMaterial\",\n uniforms: Vo(gi.cube.uniforms),\n vertexShader: gi.cube.vertexShader,\n fragmentShader: gi.cube.fragmentShader,\n side: qt,\n depthTest: !1,\n depthWrite: !1,\n fog: !1\n })\n ), c.geometry.deleteAttribute(\"normal\"), c.geometry.deleteAttribute(\"uv\"), c.onBeforeRender = function(S, T, M) {\n this.matrixWorld.copyPosition(M.matrixWorld);\n }, Object.defineProperty(c.material, \"envMap\", {\n get: function() {\n return this.uniforms.envMap.value;\n }\n }), i.update(c)), c.material.uniforms.envMap.value = v, c.material.uniforms.flipEnvMap.value = v.isCubeTexture && v._needsFlipEnvMap ? -1 : 1, (l !== v || d !== v.version || h !== n.toneMapping) && (c.material.needsUpdate = !0, l = v, d = v.version, h = n.toneMapping), f.unshift(c, c.geometry, c.material, 0, 0, null)) : v && v.isTexture && (a === void 0 && (a = new tn(\n new Ds(2, 2),\n new dr({\n name: \"BackgroundMaterial\",\n uniforms: Vo(gi.background.uniforms),\n vertexShader: gi.background.vertexShader,\n fragmentShader: gi.background.fragmentShader,\n side: Xr,\n depthTest: !1,\n depthWrite: !1,\n fog: !1\n })\n ), a.geometry.deleteAttribute(\"normal\"), Object.defineProperty(a.material, \"map\", {\n get: function() {\n return this.uniforms.t2D.value;\n }\n }), i.update(a)), a.material.uniforms.t2D.value = v, v.matrixAutoUpdate === !0 && v.updateMatrix(), a.material.uniforms.uvTransform.value.copy(v.matrix), (l !== v || d !== v.version || h !== n.toneMapping) && (a.material.needsUpdate = !0, l = v, d = v.version, h = n.toneMapping), f.unshift(a, a.geometry, a.material, 0, 0, null));\n }\n function g(f, u) {\n t.buffers.color.setClear(f.r, f.g, f.b, u, r);\n }\n return {\n getClearColor: function() {\n return s;\n },\n setClearColor: function(f, u = 1) {\n s.set(f), o = u, g(s, o);\n },\n getClearAlpha: function() {\n return o;\n },\n setClearAlpha: function(f) {\n o = f, g(s, o);\n },\n render: p\n };\n}\nfunction eD(n, e, t, i) {\n const r = n.getParameter(34921), s = i.isWebGL2 ? null : e.get(\"OES_vertex_array_object\"), o = i.isWebGL2 || s !== null, a = {}, c = u(null);\n let l = c;\n function d(A, P, I, b, O) {\n let N = !1;\n if (o) {\n const D = f(b, I, P);\n l !== D && (l = D, p(l.object)), N = y(b, O), N && v(b, O);\n } else {\n const D = P.wireframe === !0;\n (l.geometry !== b.id || l.program !== I.id || l.wireframe !== D) && (l.geometry = b.id, l.program = I.id, l.wireframe = D, N = !0);\n }\n A.isInstancedMesh === !0 && (N = !0), O !== null && t.update(O, 34963), N && (x(A, P, I, b), O !== null && n.bindBuffer(34963, t.get(O).buffer));\n }\n function h() {\n return i.isWebGL2 ? n.createVertexArray() : s.createVertexArrayOES();\n }\n function p(A) {\n return i.isWebGL2 ? n.bindVertexArray(A) : s.bindVertexArrayOES(A);\n }\n function g(A) {\n return i.isWebGL2 ? n.deleteVertexArray(A) : s.deleteVertexArrayOES(A);\n }\n function f(A, P, I) {\n const b = I.wireframe === !0;\n let O = a[A.id];\n O === void 0 && (O = {}, a[A.id] = O);\n let N = O[P.id];\n N === void 0 && (N = {}, O[P.id] = N);\n let D = N[b];\n return D === void 0 && (D = u(h()), N[b] = D), D;\n }\n function u(A) {\n const P = [], I = [], b = [];\n for (let O = 0; O < r; O++)\n P[O] = 0, I[O] = 0, b[O] = 0;\n return {\n // for backward compatibility on non-VAO support browser\n geometry: null,\n program: null,\n wireframe: !1,\n newAttributes: P,\n enabledAttributes: I,\n attributeDivisors: b,\n object: A,\n attributes: {},\n index: null\n };\n }\n function y(A, P) {\n const I = l.attributes, b = A.attributes;\n let O = 0;\n for (const N in b) {\n const D = I[N], B = b[N];\n if (D === void 0 || D.attribute !== B || D.data !== B.data) return !0;\n O++;\n }\n return l.attributesNum !== O || l.index !== P;\n }\n function v(A, P) {\n const I = {}, b = A.attributes;\n let O = 0;\n for (const N in b) {\n const D = b[N], B = {};\n B.attribute = D, D.data && (B.data = D.data), I[N] = B, O++;\n }\n l.attributes = I, l.attributesNum = O, l.index = P;\n }\n function m() {\n const A = l.newAttributes;\n for (let P = 0, I = A.length; P < I; P++)\n A[P] = 0;\n }\n function w(A) {\n S(A, 0);\n }\n function S(A, P) {\n const I = l.newAttributes, b = l.enabledAttributes, O = l.attributeDivisors;\n I[A] = 1, b[A] === 0 && (n.enableVertexAttribArray(A), b[A] = 1), O[A] !== P && ((i.isWebGL2 ? n : e.get(\"ANGLE_instanced_arrays\"))[i.isWebGL2 ? \"vertexAttribDivisor\" : \"vertexAttribDivisorANGLE\"](A, P), O[A] = P);\n }\n function T() {\n const A = l.newAttributes, P = l.enabledAttributes;\n for (let I = 0, b = P.length; I < b; I++)\n P[I] !== A[I] && (n.disableVertexAttribArray(I), P[I] = 0);\n }\n function M(A, P, I, b, O, N) {\n i.isWebGL2 === !0 && (I === 5124 || I === 5125) ? n.vertexAttribIPointer(A, P, I, O, N) : n.vertexAttribPointer(A, P, I, b, O, N);\n }\n function x(A, P, I, b) {\n if (i.isWebGL2 === !1 && (A.isInstancedMesh || b.isInstancedBufferGeometry) && e.get(\"ANGLE_instanced_arrays\") === null)\n return;\n m();\n const O = b.attributes, N = I.getAttributes(), D = P.defaultAttributeValues;\n for (const B in N) {\n const U = N[B];\n if (U >= 0) {\n const k = O[B];\n if (k !== void 0) {\n const K = k.normalized, ie = k.itemSize, j = t.get(k);\n if (j === void 0) continue;\n const G = j.buffer, W = j.type, q = j.bytesPerElement;\n if (k.isInterleavedBufferAttribute) {\n const Q = k.data, ee = Q.stride, ne = k.offset;\n Q && Q.isInstancedInterleavedBuffer ? (S(U, Q.meshPerAttribute), b._maxInstanceCount === void 0 && (b._maxInstanceCount = Q.meshPerAttribute * Q.count)) : w(U), n.bindBuffer(34962, G), M(U, ie, W, K, ee * q, ne * q);\n } else\n k.isInstancedBufferAttribute ? 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(n.uniform3iv(this.addr, e), Rn(t, e));\n}\nfunction TD(n, e) {\n const t = this.cache;\n Nn(t, e) || (n.uniform4iv(this.addr, e), Rn(t, e));\n}\nfunction ED(n, e) {\n const t = this.cache;\n t[0] !== e && (n.uniform1ui(this.addr, e), t[0] = e);\n}\nfunction AD(n, e) {\n const t = this.cache;\n Nn(t, e) || (n.uniform2uiv(this.addr, e), Rn(t, e));\n}\nfunction CD(n, e) {\n const t = this.cache;\n Nn(t, e) || (n.uniform3uiv(this.addr, e), Rn(t, e));\n}\nfunction LD(n, e) {\n const t = this.cache;\n Nn(t, e) || (n.uniform4uiv(this.addr, e), Rn(t, e));\n}\nfunction RD(n, e, t) {\n const i = this.cache, r = t.allocateTextureUnit();\n i[0] !== r && (n.uniform1i(this.addr, r), i[0] = r), t.safeSetTexture2D(e || Ex, r);\n}\nfunction PD(n, e, t) {\n const i = this.cache, r = t.allocateTextureUnit();\n i[0] !== r && (n.uniform1i(this.addr, r), i[0] = r), t.setTexture3D(e || pD, r);\n}\nfunction ID(n, e, t) {\n const i = this.cache, r = t.allocateTextureUnit();\n i[0] !== r && (n.uniform1i(this.addr, r), i[0] = r), t.safeSetTextureCube(e || Ax, r);\n}\nfunction OD(n, e, t) {\n const i = this.cache, r = t.allocateTextureUnit();\n i[0] !== r && (n.uniform1i(this.addr, r), i[0] = r), t.setTexture2DArray(e || fD, r);\n}\nfunction DD(n) {\n switch (n) {\n case 5126:\n return mD;\n case 35664:\n return gD;\n case 35665:\n return vD;\n case 35666:\n return yD;\n case 35674:\n return bD;\n case 35675:\n return xD;\n case 35676:\n return wD;\n case 5124:\n case 35670:\n return MD;\n case 35667:\n case 35671:\n return SD;\n case 35668:\n case 35672:\n return _D;\n case 35669:\n case 35673:\n return TD;\n case 5125:\n return ED;\n case 36294:\n return AD;\n case 36295:\n return CD;\n case 36296:\n return LD;\n case 35678:\n case 36198:\n case 36298:\n case 36306:\n case 35682:\n return RD;\n case 35679:\n case 36299:\n case 36307:\n return PD;\n case 35680:\n case 36300:\n case 36308:\n case 36293:\n return ID;\n case 36289:\n case 36303:\n case 36311:\n case 36292:\n return OD;\n }\n}\nfunction ND(n, e) {\n n.uniform1fv(this.addr, e);\n}\nfunction FD(n, e) {\n const t = ua(e, this.size, 2);\n n.uniform2fv(this.addr, t);\n}\nfunction BD(n, e) {\n const t = ua(e, this.size, 3);\n n.uniform3fv(this.addr, t);\n}\nfunction zD(n, e) {\n const t = ua(e, this.size, 4);\n n.uniform4fv(this.addr, t);\n}\nfunction UD(n, e) {\n const t = ua(e, this.size, 4);\n n.uniformMatrix2fv(this.addr, !1, t);\n}\nfunction VD(n, e) {\n const t = ua(e, this.size, 9);\n n.uniformMatrix3fv(this.addr, !1, t);\n}\nfunction kD(n, e) {\n const t = ua(e, this.size, 16);\n n.uniformMatrix4fv(this.addr, !1, t);\n}\nfunction GD(n, e) {\n n.uniform1iv(this.addr, e);\n}\nfunction HD(n, e) {\n n.uniform2iv(this.addr, e);\n}\nfunction WD(n, e) {\n n.uniform3iv(this.addr, e);\n}\nfunction jD(n, e) {\n n.uniform4iv(this.addr, e);\n}\nfunction $D(n, e) {\n n.uniform1uiv(this.addr, e);\n}\nfunction ZD(n, e) {\n n.uniform2uiv(this.addr, e);\n}\nfunction XD(n, e) {\n n.uniform3uiv(this.addr, e);\n}\nfunction YD(n, e) {\n n.uniform4uiv(this.addr, e);\n}\nfunction JD(n, e, t) {\n const i = e.length, r = Cx(t, i);\n n.uniform1iv(this.addr, r);\n for (let s = 0; s !== i; ++s)\n t.safeSetTexture2D(e[s] || Ex, r[s]);\n}\nfunction qD(n, e, t) {\n const i = e.length, r = Cx(t, i);\n n.uniform1iv(this.addr, r);\n for (let s = 0; s !== i; ++s)\n t.safeSetTextureCube(e[s] || Ax, r[s]);\n}\nfunction KD(n) {\n switch (n) {\n case 5126:\n return ND;\n case 35664:\n return FD;\n case 35665:\n return BD;\n case 35666:\n return zD;\n case 35674:\n return UD;\n case 35675:\n return VD;\n case 35676:\n return kD;\n case 5124:\n case 35670:\n return GD;\n case 35667:\n case 35671:\n return HD;\n case 35668:\n case 35672:\n return WD;\n case 35669:\n case 35673:\n return jD;\n case 5125:\n return $D;\n case 36294:\n return ZD;\n case 36295:\n return XD;\n case 36296:\n return YD;\n case 35678:\n case 36198:\n case 36298:\n case 36306:\n case 35682:\n return JD;\n case 35680:\n case 36300:\n case 36308:\n case 36293:\n return qD;\n }\n}\nfunction QD(n, e, t) {\n this.id = n, this.addr = t, this.cache = [], this.setValue = DD(e.type);\n}\nfunction Lx(n, e, t) {\n this.id = n, this.addr = t, this.cache = [], this.size = e.size, this.setValue = KD(e.type);\n}\nLx.prototype.updateCache = function(n) {\n const e = this.cache;\n n instanceof Float32Array && e.length !== n.length && (this.cache = new Float32Array(n.length)), Rn(e, n);\n};\nfunction Rx(n) {\n this.id = n, this.seq = [], this.map = {};\n}\nRx.prototype.setValue = function(n, e, t) {\n const i = this.seq;\n for (let r = 0, s = i.length; r !== s; ++r) {\n const o = i[r];\n o.setValue(n, e[o.id], t);\n }\n};\nconst Ch = /(\\w+)(\\])?(\\[|\\.)?/g;\nfunction Rg(n, e) {\n n.seq.push(e), n.map[e.id] = e;\n}\nfunction eN(n, e, t) {\n const i = n.name, r = i.length;\n for (Ch.lastIndex = 0; ; ) {\n const s = Ch.exec(i), o = Ch.lastIndex;\n let a = s[1];\n const c = s[2] === \"]\", l = s[3];\n if (c && (a = a | 0), l === void 0 || l === \"[\" && o + 2 === r) {\n Rg(t, l === void 0 ? new QD(a, n, e) : new Lx(a, n, e));\n break;\n } else {\n let h = t.map[a];\n h === void 0 && (h = new Rx(a), Rg(t, h)), t = h;\n }\n }\n}\nfunction kr(n, e) {\n this.seq = [], this.map = {};\n const t = n.getProgramParameter(e, 35718);\n for (let i = 0; i < t; ++i) {\n const r = n.getActiveUniform(e, i), s = n.getUniformLocation(e, r.name);\n eN(r, s, this);\n }\n}\nkr.prototype.setValue = function(n, e, t, i) {\n const r = this.map[e];\n r !== void 0 && r.setValue(n, t, i);\n};\nkr.prototype.setOptional = function(n, e, t) {\n const i = e[t];\n i !== void 0 && this.setValue(n, t, i);\n};\nkr.upload = function(n, e, t, i) {\n for (let r = 0, s = e.length; r !== s; ++r) {\n const o = e[r], a = t[o.id];\n a.needsUpdate !== !1 && o.setValue(n, a.value, i);\n }\n};\nkr.seqWithValue = function(n, e) {\n const t = [];\n for (let i = 0, r = n.length; i !== r; ++i) {\n const s = n[i];\n s.id in e && t.push(s);\n }\n return t;\n};\nfunction Pg(n, e, t) {\n const i = n.createShader(e);\n return n.shaderSource(i, t), n.compileShader(i), i;\n}\nlet tN = 0;\nfunction nN(n) {\n const e = n.split(`\n`);\n for (let t = 0; t < e.length; t++)\n e[t] = t + 1 + \": \" + e[t];\n return e.join(`\n`);\n}\nfunction Px(n) {\n switch (n) {\n case Dn:\n return [\"Linear\", \"( value )\"];\n case Os:\n return [\"sRGB\", \"( value )\"];\n case Cu:\n return [\"RGBE\", \"( value )\"];\n case $f:\n return [\"RGBM\", \"( value, 7.0 )\"];\n case Zf:\n return [\"RGBM\", \"( value, 16.0 )\"];\n case Xf:\n return [\"RGBD\", \"( value, 256.0 )\"];\n case Au:\n return [\"Gamma\", \"( value, float( GAMMA_FACTOR ) )\"];\n case ax:\n return [\"LogLuv\", \"( value )\"];\n default:\n return console.warn(\"THREE.WebGLProgram: Unsupported encoding:\", n), [\"Linear\", \"( value )\"];\n }\n}\nfunction Ig(n, e, t) {\n const i = n.getShaderParameter(e, 35713), r = n.getShaderInfoLog(e).trim();\n if (i && r === \"\") return \"\";\n const s = n.getShaderSource(e);\n return \"THREE.WebGLShader: gl.getShaderInfoLog() \" + t + `\n` + r + nN(s);\n}\nfunction Sa(n, e) {\n const t = Px(e);\n return \"vec4 \" + n + \"( vec4 value ) { return \" + t[0] + \"ToLinear\" + t[1] + \"; }\";\n}\nfunction iN(n, e) {\n const t = Px(e);\n return \"vec4 \" + n + \"( vec4 value ) { return LinearTo\" + t[0] + t[1] + \"; }\";\n}\nfunction rN(n, e) {\n let t;\n switch (e) {\n case sb:\n t = \"Linear\";\n break;\n case ob:\n t = \"Reinhard\";\n break;\n case ab:\n t = \"OptimizedCineon\";\n break;\n case lb:\n t = \"ACESFilmic\";\n break;\n case cb:\n t = \"Custom\";\n break;\n default:\n console.warn(\"THREE.WebGLProgram: Unsupported toneMapping:\", e), t = \"Linear\";\n }\n return \"vec3 \" + n + \"( vec3 color ) { return \" + t + \"ToneMapping( color ); }\";\n}\nfunction sN(n) {\n return [\n n.extensionDerivatives || n.envMapCubeUV || n.bumpMap || n.tangentSpaceNormalMap || n.clearcoatNormalMap || n.flatShading || n.shaderID === \"physical\" ? \"#extension GL_OES_standard_derivatives : enable\" : \"\",\n (n.extensionFragDepth || n.logarithmicDepthBuffer) && n.rendererExtensionFragDepth ? \"#extension GL_EXT_frag_depth : enable\" : \"\",\n n.extensionDrawBuffers && n.rendererExtensionDrawBuffers ? \"#extension GL_EXT_draw_buffers : require\" : \"\",\n (n.extensionShaderTextureLOD || n.envMap || n.transmission > 0) && n.rendererExtensionShaderTextureLod ? \"#extension GL_EXT_shader_texture_lod : enable\" : \"\"\n ].filter(Da).join(`\n`);\n}\nfunction oN(n) {\n const e = [];\n for (const t in n) {\n const i = n[t];\n i !== !1 && e.push(\"#define \" + t + \" \" + i);\n }\n return e.join(`\n`);\n}\nfunction aN(n, e) {\n const t = {}, i = n.getProgramParameter(e, 35721);\n for (let r = 0; r < i; r++) {\n const o = n.getActiveAttrib(e, r).name;\n t[o] = n.getAttribLocation(e, o);\n }\n return t;\n}\nfunction Da(n) {\n return n !== \"\";\n}\nfunction Og(n, e) {\n return n.replace(/NUM_DIR_LIGHTS/g, e.numDirLights).replace(/NUM_SPOT_LIGHTS/g, e.numSpotLights).replace(/NUM_RECT_AREA_LIGHTS/g, e.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, e.numPointLights).replace(/NUM_HEMI_LIGHTS/g, e.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, e.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS/g, e.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, e.numPointLightShadows);\n}\nfunction Dg(n, e) {\n return n.replace(/NUM_CLIPPING_PLANES/g, e.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, e.numClippingPlanes - e.numClipIntersection);\n}\nconst lN = /^[ \\t]*#include +<([\\w\\d./]+)>/gm;\nfunction Bd(n) {\n return n.replace(lN, cN);\n}\nfunction cN(n, e) {\n const t = ct[e];\n if (t === void 0)\n throw new Error(\"Can not resolve #include <\" + e + \">\");\n return Bd(t);\n}\nconst uN = /#pragma unroll_loop[\\s]+?for \\( int i \\= (\\d+)\\; i < (\\d+)\\; i \\+\\+ \\) \\{([\\s\\S]+?)(?=\\})\\}/g, hN = /#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;\nfunction Ng(n) {\n return n.replace(hN, Ix).replace(uN, dN);\n}\nfunction dN(n, e, t, i) {\n return console.warn(\"WebGLProgram: #pragma unroll_loop shader syntax is deprecated. Please use #pragma unroll_loop_start syntax instead.\"), Ix(n, e, t, i);\n}\nfunction Ix(n, e, t, i) {\n let r = \"\";\n for (let s = parseInt(e); s < parseInt(t); s++)\n r += i.replace(/\\[\\s*i\\s*\\]/g, \"[ \" + s + \" ]\").replace(/UNROLLED_LOOP_INDEX/g, s);\n return r;\n}\nfunction Fg(n) {\n let e = \"precision \" + n.precision + ` float;\nprecision ` + n.precision + \" int;\";\n return n.precision === \"highp\" ? e += `\n#define HIGH_PRECISION` : n.precision === \"mediump\" ? e += `\n#define MEDIUM_PRECISION` : n.precision === \"lowp\" && (e += `\n#define LOW_PRECISION`), e;\n}\nfunction fN(n) {\n let e = \"SHADOWMAP_TYPE_BASIC\";\n return n.shadowMapType === Vf ? e = \"SHADOWMAP_TYPE_PCF\" : n.shadowMapType === By ? e = \"SHADOWMAP_TYPE_PCF_SOFT\" : n.shadowMapType === wo && (e = \"SHADOWMAP_TYPE_VSM\"), e;\n}\nfunction pN(n) {\n let e = \"ENVMAP_TYPE_CUBE\";\n if (n.envMap)\n switch (n.envMapMode) {\n case yl:\n case bl:\n e = \"ENVMAP_TYPE_CUBE\";\n break;\n case la:\n case xl:\n e = \"ENVMAP_TYPE_CUBE_UV\";\n break;\n }\n return e;\n}\nfunction mN(n) {\n let e = \"ENVMAP_MODE_REFLECTION\";\n if (n.envMap)\n switch (n.envMapMode) {\n case bl:\n case xl:\n e = \"ENVMAP_MODE_REFRACTION\";\n break;\n }\n return e;\n}\nfunction gN(n) {\n let e = \"ENVMAP_BLENDING_NONE\";\n if (n.envMap)\n switch (n.combine) {\n case vl:\n e = \"ENVMAP_BLENDING_MULTIPLY\";\n break;\n case ib:\n e = \"ENVMAP_BLENDING_MIX\";\n break;\n case rb:\n e = \"ENVMAP_BLENDING_ADD\";\n break;\n }\n return e;\n}\nfunction vN(n, e, t, i) {\n const r = n.getContext(), s = t.defines;\n let o = t.vertexShader, a = t.fragmentShader;\n const c = fN(t), l = pN(t), d = mN(t), h = gN(t), p = n.gammaFactor > 0 ? n.gammaFactor : 1, g = t.isWebGL2 ? \"\" : sN(t), f = oN(s), u = r.createProgram();\n let y, v, m = t.glslVersion ? \"#version \" + t.glslVersion + `\n` : \"\";\n t.isRawShaderMaterial ? (y = [\n f\n ].filter(Da).join(`\n`), y.length > 0 && (y += `\n`), v = [\n g,\n f\n ].filter(Da).join(`\n`), v.length > 0 && (v += `\n`)) : (y = [\n Fg(t),\n \"#define SHADER_NAME \" + t.shaderName,\n f,\n t.instancing ? \"#define USE_INSTANCING\" : \"\",\n t.instancingColor ? \"#define USE_INSTANCING_COLOR\" : \"\",\n t.supportsVertexTextures ? \"#define VERTEX_TEXTURES\" : \"\",\n \"#define GAMMA_FACTOR \" + p,\n \"#define MAX_BONES \" + t.maxBones,\n t.useFog && t.fog ? \"#define USE_FOG\" : \"\",\n t.useFog && t.fogExp2 ? \"#define FOG_EXP2\" : \"\",\n t.map ? \"#define USE_MAP\" : \"\",\n t.envMap ? \"#define USE_ENVMAP\" : \"\",\n t.envMap ? \"#define \" + d : \"\",\n t.lightMap ? \"#define USE_LIGHTMAP\" : \"\",\n t.aoMap ? \"#define USE_AOMAP\" : \"\",\n t.emissiveMap ? \"#define USE_EMISSIVEMAP\" : \"\",\n t.bumpMap ? \"#define USE_BUMPMAP\" : \"\",\n t.normalMap ? \"#define USE_NORMALMAP\" : \"\",\n t.normalMap && t.objectSpaceNormalMap ? \"#define OBJECTSPACE_NORMALMAP\" : \"\",\n t.normalMap && t.tangentSpaceNormalMap ? \"#define TANGENTSPACE_NORMALMAP\" : \"\",\n t.clearcoatMap ? \"#define USE_CLEARCOATMAP\" : \"\",\n t.clearcoatRoughnessMap ? \"#define USE_CLEARCOAT_ROUGHNESSMAP\" : \"\",\n t.clearcoatNormalMap ? \"#define USE_CLEARCOAT_NORMALMAP\" : \"\",\n t.displacementMap && t.supportsVertexTextures ? \"#define USE_DISPLACEMENTMAP\" : \"\",\n t.specularMap ? \"#define USE_SPECULARMAP\" : \"\",\n t.roughnessMap ? \"#define USE_ROUGHNESSMAP\" : \"\",\n t.metalnessMap ? \"#define USE_METALNESSMAP\" : \"\",\n t.alphaMap ? \"#define USE_ALPHAMAP\" : \"\",\n t.transmission ? \"#define USE_TRANSMISSION\" : \"\",\n t.transmissionMap ? \"#define USE_TRANSMISSIONMAP\" : \"\",\n t.thicknessMap ? \"#define USE_THICKNESSMAP\" : \"\",\n t.vertexTangents ? \"#define USE_TANGENT\" : \"\",\n t.vertexColors ? \"#define USE_COLOR\" : \"\",\n t.vertexAlphas ? \"#define USE_COLOR_ALPHA\" : \"\",\n t.vertexUvs ? \"#define USE_UV\" : \"\",\n t.uvsVertexOnly ? \"#define UVS_VERTEX_ONLY\" : \"\",\n t.flatShading ? \"#define FLAT_SHADED\" : \"\",\n t.skinning ? \"#define USE_SKINNING\" : \"\",\n t.useVertexTexture ? \"#define BONE_TEXTURE\" : \"\",\n t.morphTargets ? \"#define USE_MORPHTARGETS\" : \"\",\n t.morphNormals && t.flatShading === !1 ? \"#define USE_MORPHNORMALS\" : \"\",\n t.doubleSided ? \"#define DOUBLE_SIDED\" : \"\",\n t.flipSided ? \"#define FLIP_SIDED\" : \"\",\n t.shadowMapEnabled ? \"#define USE_SHADOWMAP\" : \"\",\n t.shadowMapEnabled ? \"#define \" + c : \"\",\n t.sizeAttenuation ? \"#define USE_SIZEATTENUATION\" : \"\",\n t.logarithmicDepthBuffer ? \"#define USE_LOGDEPTHBUF\" : \"\",\n t.logarithmicDepthBuffer && t.rendererExtensionFragDepth ? \"#define USE_LOGDEPTHBUF_EXT\" : \"\",\n \"uniform mat4 modelMatrix;\",\n \"uniform mat4 modelViewMatrix;\",\n \"uniform mat4 projectionMatrix;\",\n \"uniform mat4 viewMatrix;\",\n \"uniform mat3 normalMatrix;\",\n \"uniform vec3 cameraPosition;\",\n \"uniform bool isOrthographic;\",\n \"#ifdef USE_INSTANCING\",\n \"\tattribute mat4 instanceMatrix;\",\n \"#endif\",\n \"#ifdef USE_INSTANCING_COLOR\",\n \"\tattribute vec3 instanceColor;\",\n \"#endif\",\n \"attribute vec3 position;\",\n \"attribute vec3 normal;\",\n \"attribute vec2 uv;\",\n \"#ifdef USE_TANGENT\",\n \"\tattribute vec4 tangent;\",\n \"#endif\",\n \"#if defined( USE_COLOR_ALPHA )\",\n \"\tattribute vec4 color;\",\n \"#elif defined( USE_COLOR )\",\n \"\tattribute vec3 color;\",\n \"#endif\",\n \"#ifdef USE_MORPHTARGETS\",\n \"\tattribute vec3 morphTarget0;\",\n \"\tattribute vec3 morphTarget1;\",\n \"\tattribute vec3 morphTarget2;\",\n \"\tattribute vec3 morphTarget3;\",\n \"\t#ifdef USE_MORPHNORMALS\",\n \"\t\tattribute vec3 morphNormal0;\",\n \"\t\tattribute vec3 morphNormal1;\",\n \"\t\tattribute vec3 morphNormal2;\",\n \"\t\tattribute vec3 morphNormal3;\",\n \"\t#else\",\n \"\t\tattribute vec3 morphTarget4;\",\n \"\t\tattribute vec3 morphTarget5;\",\n \"\t\tattribute vec3 morphTarget6;\",\n \"\t\tattribute vec3 morphTarget7;\",\n \"\t#endif\",\n \"#endif\",\n \"#ifdef USE_SKINNING\",\n \"\tattribute vec4 skinIndex;\",\n \"\tattribute vec4 skinWeight;\",\n \"#endif\",\n `\n`\n ].filter(Da).join(`\n`), v = [\n g,\n Fg(t),\n \"#define SHADER_NAME \" + t.shaderName,\n f,\n t.alphaTest ? \"#define ALPHATEST \" + t.alphaTest + (t.alphaTest % 1 ? \"\" : \".0\") : \"\",\n // add '.0' if integer\n \"#define GAMMA_FACTOR \" + p,\n t.useFog && t.fog ? \"#define USE_FOG\" : \"\",\n t.useFog && t.fogExp2 ? \"#define FOG_EXP2\" : \"\",\n t.map ? \"#define USE_MAP\" : \"\",\n t.matcap ? \"#define USE_MATCAP\" : \"\",\n t.envMap ? \"#define USE_ENVMAP\" : \"\",\n t.envMap ? \"#define \" + l : \"\",\n t.envMap ? \"#define \" + d : \"\",\n t.envMap ? \"#define \" + h : \"\",\n t.lightMap ? \"#define USE_LIGHTMAP\" : \"\",\n t.aoMap ? \"#define USE_AOMAP\" : \"\",\n t.emissiveMap ? \"#define USE_EMISSIVEMAP\" : \"\",\n t.bumpMap ? \"#define USE_BUMPMAP\" : \"\",\n t.normalMap ? \"#define USE_NORMALMAP\" : \"\",\n t.normalMap && t.objectSpaceNormalMap ? \"#define OBJECTSPACE_NORMALMAP\" : \"\",\n t.normalMap && t.tangentSpaceNormalMap ? \"#define TANGENTSPACE_NORMALMAP\" : \"\",\n t.clearcoatMap ? \"#define USE_CLEARCOATMAP\" : \"\",\n t.clearcoatRoughnessMap ? \"#define USE_CLEARCOAT_ROUGHNESSMAP\" : \"\",\n t.clearcoatNormalMap ? \"#define USE_CLEARCOAT_NORMALMAP\" : \"\",\n t.specularMap ? \"#define USE_SPECULARMAP\" : \"\",\n t.roughnessMap ? \"#define USE_ROUGHNESSMAP\" : \"\",\n t.metalnessMap ? \"#define USE_METALNESSMAP\" : \"\",\n t.alphaMap ? \"#define USE_ALPHAMAP\" : \"\",\n t.sheen ? \"#define USE_SHEEN\" : \"\",\n t.transmission ? \"#define USE_TRANSMISSION\" : \"\",\n t.transmissionMap ? \"#define USE_TRANSMISSIONMAP\" : \"\",\n t.thicknessMap ? \"#define USE_THICKNESSMAP\" : \"\",\n t.vertexTangents ? \"#define USE_TANGENT\" : \"\",\n t.vertexColors || t.instancingColor ? \"#define USE_COLOR\" : \"\",\n t.vertexAlphas ? \"#define USE_COLOR_ALPHA\" : \"\",\n t.vertexUvs ? \"#define USE_UV\" : \"\",\n t.uvsVertexOnly ? \"#define UVS_VERTEX_ONLY\" : \"\",\n t.gradientMap ? \"#define USE_GRADIENTMAP\" : \"\",\n t.flatShading ? \"#define FLAT_SHADED\" : \"\",\n t.doubleSided ? \"#define DOUBLE_SIDED\" : \"\",\n t.flipSided ? \"#define FLIP_SIDED\" : \"\",\n t.shadowMapEnabled ? \"#define USE_SHADOWMAP\" : \"\",\n t.shadowMapEnabled ? \"#define \" + c : \"\",\n t.premultipliedAlpha ? \"#define PREMULTIPLIED_ALPHA\" : \"\",\n t.physicallyCorrectLights ? \"#define PHYSICALLY_CORRECT_LIGHTS\" : \"\",\n t.logarithmicDepthBuffer ? \"#define USE_LOGDEPTHBUF\" : \"\",\n t.logarithmicDepthBuffer && t.rendererExtensionFragDepth ? \"#define USE_LOGDEPTHBUF_EXT\" : \"\",\n (t.extensionShaderTextureLOD || t.envMap) && t.rendererExtensionShaderTextureLod ? \"#define TEXTURE_LOD_EXT\" : \"\",\n \"uniform mat4 viewMatrix;\",\n \"uniform vec3 cameraPosition;\",\n \"uniform bool isOrthographic;\",\n t.toneMapping !== Vr ? \"#define TONE_MAPPING\" : \"\",\n t.toneMapping !== Vr ? ct.tonemapping_pars_fragment : \"\",\n // this code is required here because it is used by the toneMapping() function defined below\n t.toneMapping !== Vr ? rN(\"toneMapping\", t.toneMapping) : \"\",\n t.dithering ? \"#define DITHERING\" : \"\",\n ct.encodings_pars_fragment,\n // this code is required here because it is used by the various encoding/decoding function defined below\n t.map ? 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(o = new zg(n), e.get(r).push(o)) : o = e.get(r)[s], o;\n }\n function i() {\n e = /* @__PURE__ */ new WeakMap();\n }\n return {\n get: t,\n dispose: i\n };\n}\nfunction MN() {\n const n = {};\n return {\n get: function(e) {\n if (n[e.id] !== void 0)\n return n[e.id];\n let t;\n switch (e.type) {\n case \"DirectionalLight\":\n t = {\n direction: new X(),\n color: new Fe()\n };\n break;\n case \"SpotLight\":\n t = {\n position: new X(),\n direction: new X(),\n color: new Fe(),\n distance: 0,\n coneCos: 0,\n penumbraCos: 0,\n decay: 0\n };\n break;\n case \"PointLight\":\n t = {\n position: new X(),\n color: new Fe(),\n distance: 0,\n decay: 0\n };\n break;\n case \"HemisphereLight\":\n t = {\n direction: new X(),\n skyColor: new Fe(),\n groundColor: new Fe()\n };\n break;\n case \"RectAreaLight\":\n t = {\n color: new Fe(),\n position: new X(),\n halfWidth: new X(),\n halfHeight: new X()\n };\n break;\n }\n return n[e.id] = t, t;\n }\n };\n}\nfunction SN() {\n const n = {};\n return {\n get: function(e) {\n if (n[e.id] !== void 0)\n return n[e.id];\n let t;\n switch (e.type) {\n case \"DirectionalLight\":\n t = {\n shadowBias: 0,\n shadowNormalBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Pe()\n };\n break;\n case \"SpotLight\":\n t = {\n shadowBias: 0,\n shadowNormalBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Pe()\n };\n break;\n case \"PointLight\":\n t = {\n shadowBias: 0,\n shadowNormalBias: 0,\n shadowRadius: 1,\n shadowMapSize: new Pe(),\n shadowCameraNear: 1,\n shadowCameraFar: 1e3\n };\n break;\n }\n return n[e.id] = t, t;\n }\n };\n}\nlet _N = 0;\nfunction TN(n, e) {\n return (e.castShadow ? 1 : 0) - (n.castShadow ? 1 : 0);\n}\nfunction EN(n, e) {\n const t = new MN(), i = SN(), r = {\n version: 0,\n hash: {\n directionalLength: -1,\n pointLength: -1,\n spotLength: -1,\n rectAreaLength: -1,\n hemiLength: -1,\n numDirectionalShadows: -1,\n numPointShadows: -1,\n numSpotShadows: -1\n },\n ambient: [0, 0, 0],\n probe: [],\n directional: [],\n directionalShadow: [],\n directionalShadowMap: [],\n directionalShadowMatrix: [],\n spot: [],\n spotShadow: [],\n spotShadowMap: [],\n spotShadowMatrix: [],\n rectArea: [],\n rectAreaLTC1: null,\n rectAreaLTC2: null,\n point: [],\n pointShadow: [],\n pointShadowMap: [],\n pointShadowMatrix: [],\n hemi: []\n };\n for (let d = 0; d < 9; d++) r.probe.push(new X());\n const s = new X(), o = new $e(), a = new $e();\n function c(d) {\n let h = 0, p = 0, g = 0;\n for (let x = 0; x < 9; x++) r.probe[x].set(0, 0, 0);\n let f = 0, u = 0, y = 0, v = 0, m = 0, w = 0, S = 0, T = 0;\n d.sort(TN);\n for (let x = 0, _ = d.length; x < _; x++) {\n const E = d[x], L = E.color, R = E.intensity, C = E.distance, A = E.shadow && E.shadow.map ? E.shadow.map.texture : null;\n if (E.isAmbientLight)\n h += L.r * R, p += L.g * R, g += L.b * R;\n else if (E.isLightProbe)\n for (let P = 0; P < 9; P++)\n r.probe[P].addScaledVector(E.sh.coefficients[P], R);\n else if (E.isDirectionalLight) {\n const P = t.get(E);\n if (P.color.copy(E.color).multiplyScalar(E.intensity), E.castShadow) {\n const I = E.shadow, b = i.get(E);\n b.shadowBias = I.bias, b.shadowNormalBias = I.normalBias, b.shadowRadius = I.radius, b.shadowMapSize = I.mapSize, r.directionalShadow[f] = b, r.directionalShadowMap[f] = A, r.directionalShadowMatrix[f] = E.shadow.matrix, w++;\n }\n r.directional[f] = P, f++;\n } else if (E.isSpotLight) {\n const P = t.get(E);\n if (P.position.setFromMatrixPosition(E.matrixWorld), P.color.copy(L).multiplyScalar(R), P.distance = C, P.coneCos = Math.cos(E.angle), P.penumbraCos = Math.cos(E.angle * (1 - E.penumbra)), P.decay = E.decay, E.castShadow) {\n const I = E.shadow, b = i.get(E);\n b.shadowBias = I.bias, b.shadowNormalBias = I.normalBias, b.shadowRadius = I.radius, b.shadowMapSize = I.mapSize, r.spotShadow[y] = b, r.spotShadowMap[y] = A, r.spotShadowMatrix[y] = E.shadow.matrix, T++;\n }\n r.spot[y] = P, y++;\n } else if (E.isRectAreaLight) {\n const P = t.get(E);\n P.color.copy(L).multiplyScalar(R), P.halfWidth.set(E.width * 0.5, 0, 0), P.halfHeight.set(0, E.height * 0.5, 0), r.rectArea[v] = P, v++;\n } else if (E.isPointLight) {\n const P = t.get(E);\n if (P.color.copy(E.color).multiplyScalar(E.intensity), P.distance = E.distance, P.decay = E.decay, E.castShadow) {\n const I = E.shadow, b = i.get(E);\n b.shadowBias = I.bias, b.shadowNormalBias = I.normalBias, b.shadowRadius = I.radius, b.shadowMapSize = I.mapSize, b.shadowCameraNear = I.camera.near, b.shadowCameraFar = I.camera.far, r.pointShadow[u] = b, r.pointShadowMap[u] = A, r.pointShadowMatrix[u] = E.shadow.matrix, S++;\n }\n r.point[u] = P, u++;\n } else if (E.isHemisphereLight) {\n const P = t.get(E);\n P.skyColor.copy(E.color).multiplyScalar(R), P.groundColor.copy(E.groundColor).multiplyScalar(R), r.hemi[m] = P, m++;\n }\n }\n v > 0 && (e.isWebGL2 || n.has(\"OES_texture_float_linear\") === !0 ? (r.rectAreaLTC1 = ze.LTC_FLOAT_1, r.rectAreaLTC2 = ze.LTC_FLOAT_2) : n.has(\"OES_texture_half_float_linear\") === !0 ? (r.rectAreaLTC1 = ze.LTC_HALF_1, r.rectAreaLTC2 = ze.LTC_HALF_2) : console.error(\"THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.\")), r.ambient[0] = h, r.ambient[1] = p, r.ambient[2] = g;\n const M = r.hash;\n (M.directionalLength !== f || M.pointLength !== u || M.spotLength !== y || M.rectAreaLength !== v || M.hemiLength !== m || M.numDirectionalShadows !== w || M.numPointShadows !== S || M.numSpotShadows !== T) && (r.directional.length = f, r.spot.length = y, r.rectArea.length = v, r.point.length = u, r.hemi.length = m, r.directionalShadow.length = w, r.directionalShadowMap.length = w, r.pointShadow.length = S, r.pointShadowMap.length = S, r.spotShadow.length = T, r.spotShadowMap.length = T, r.directionalShadowMatrix.length = w, r.pointShadowMatrix.length = S, r.spotShadowMatrix.length = T, M.directionalLength = f, M.pointLength = u, M.spotLength = y, M.rectAreaLength = v, M.hemiLength = m, M.numDirectionalShadows = w, M.numPointShadows = S, M.numSpotShadows = T, r.version = _N++);\n }\n function l(d, h) {\n let p = 0, g = 0, f = 0, u = 0, y = 0;\n const v = h.matrixWorldInverse;\n for (let m = 0, w = d.length; m < w; m++) {\n const S = d[m];\n if (S.isDirectionalLight) {\n const T = r.directional[p];\n T.direction.setFromMatrixPosition(S.matrixWorld), s.setFromMatrixPosition(S.target.matrixWorld), T.direction.sub(s), T.direction.transformDirection(v), p++;\n } else if (S.isSpotLight) {\n const T = r.spot[f];\n T.position.setFromMatrixPosition(S.matrixWorld), T.position.applyMatrix4(v), T.direction.setFromMatrixPosition(S.matrixWorld), s.setFromMatrixPosition(S.target.matrixWorld), T.direction.sub(s), T.direction.transformDirection(v), f++;\n } else if (S.isRectAreaLight) {\n const T = r.rectArea[u];\n T.position.setFromMatrixPosition(S.matrixWorld), T.position.applyMatrix4(v), a.identity(), o.copy(S.matrixWorld), o.premultiply(v), a.extractRotation(o), T.halfWidth.set(S.width * 0.5, 0, 0), T.halfHeight.set(0, S.height * 0.5, 0), T.halfWidth.applyMatrix4(a), T.halfHeight.applyMatrix4(a), u++;\n } else if (S.isPointLight) {\n const T = r.point[g];\n T.position.setFromMatrixPosition(S.matrixWorld), T.position.applyMatrix4(v), g++;\n } else if (S.isHemisphereLight) {\n const T = r.hemi[y];\n T.direction.setFromMatrixPosition(S.matrixWorld), T.direction.transformDirection(v), T.direction.normalize(), y++;\n }\n }\n }\n return {\n setup: c,\n setupView: l,\n state: r\n };\n}\nfunction Ug(n, e) {\n const t = new EN(n, e), i = [], r = [];\n function s() {\n i.length = 0, r.length = 0;\n }\n function o(h) {\n i.push(h);\n }\n function a(h) {\n r.push(h);\n }\n function c() {\n t.setup(i);\n }\n function l(h) {\n t.setupView(i, h);\n }\n return {\n init: s,\n state: {\n lightsArray: i,\n shadowsArray: r,\n lights: t\n },\n setupLights: c,\n setupLightsView: l,\n pushLight: o,\n pushShadow: a\n };\n}\nfunction AN(n, e) {\n let t = /* @__PURE__ */ new WeakMap();\n function i(s, o = 0) {\n let a;\n return t.has(s) === !1 ? 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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}`, LN = `void main() {\n\tgl_Position = vec4( position, 1.0 );\n}`;\nfunction Ox(n, e, t) {\n let i = new Ml();\n const r = new Pe(), s = new Pe(), o = new _t(), a = [], c = [], l = {}, d = t.maxTextureSize, h = { 0: qt, 1: Xr, 2: Yr }, p = new dr({\n defines: {\n SAMPLE_RATE: 2 / 8,\n HALF_SAMPLE_RATE: 1 / 8\n },\n uniforms: {\n shadow_pass: { value: null },\n resolution: { value: new Pe() },\n radius: { value: 4 }\n },\n vertexShader: LN,\n fragmentShader: CN\n }), g = p.clone();\n g.defines.HORIZONTAL_PASS = 1;\n const f = new Je();\n f.setAttribute(\n \"position\",\n new nt(\n new Float32Array([-1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5]),\n 3\n )\n );\n const u = new tn(f, p), y = this;\n this.enabled = !1, this.autoUpdate = !0, this.needsUpdate = !1, this.type = Vf, this.render = function(M, x, _) {\n if (y.enabled === !1 || y.autoUpdate === !1 && y.needsUpdate === !1 || M.length === 0) return;\n const E = n.getRenderTarget(), L = n.getActiveCubeFace(), R = n.getActiveMipmapLevel(), C = n.state;\n C.setBlending(or), C.buffers.color.setClear(1, 1, 1, 1), C.buffers.depth.setTest(!0), C.setScissorTest(!1);\n for (let A = 0, P = M.length; A < P; A++) {\n const I = M[A], b = I.shadow;\n if (b === void 0) {\n console.warn(\"THREE.WebGLShadowMap:\", I, \"has no shadow.\");\n continue;\n }\n if (b.autoUpdate === !1 && b.needsUpdate === !1) continue;\n r.copy(b.mapSize);\n const O = b.getFrameExtents();\n if (r.multiply(O), s.copy(b.mapSize), (r.x > d || r.y > d) && (r.x > d && (s.x = Math.floor(d / O.x), r.x = s.x * O.x, b.mapSize.x = s.x), r.y > d && (s.y = Math.floor(d / O.y), r.y = s.y * O.y, b.mapSize.y = s.y)), b.map === null && !b.isPointLightShadow && this.type === wo) {\n const D = { minFilter: jt, magFilter: jt, format: Yn };\n b.map = new bi(r.x, r.y, D), b.map.texture.name = I.name + \".shadowMap\", b.mapPass = new bi(r.x, r.y, D), b.camera.updateProjectionMatrix();\n }\n if (b.map === null) {\n const D = { minFilter: Kt, magFilter: Kt, format: Yn };\n b.map = new bi(r.x, r.y, D), b.map.texture.name = I.name + \".shadowMap\", b.camera.updateProjectionMatrix();\n }\n n.setRenderTarget(b.map), n.clear();\n const N = b.getViewportCount();\n for (let D = 0; 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(n.texParameteri(z, 10242, N[V.wrapS]), n.texParameteri(z, 10243, N[V.wrapT]), (z === 32879 || z === 35866) && n.texParameteri(z, 32882, N[V.wrapR]), n.texParameteri(z, 10240, D[V.magFilter]), n.texParameteri(z, 10241, D[V.minFilter])) : (n.texParameteri(z, 10242, 33071), n.texParameteri(z, 10243, 33071), (z === 32879 || z === 35866) && n.texParameteri(z, 32882, 33071), (V.wrapS !== mn || V.wrapT !== mn) && console.warn(\"THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.\"), n.texParameteri(z, 10240, M(V.magFilter)), n.texParameteri(z, 10241, M(V.minFilter)), V.minFilter !== Kt && V.minFilter !== jt && console.warn(\"THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.\")), e.has(\"EXT_texture_filter_anisotropic\") === !0) {\n const ue = e.get(\"EXT_texture_filter_anisotropic\");\n if (V.type === nr && e.has(\"OES_texture_float_linear\") === !1 || a === !1 && V.type === Ts && e.has(\"OES_texture_half_float_linear\") === !1) return;\n (V.anisotropy > 1 || i.get(V).__currentAnisotropy) && (n.texParameterf(z, ue.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(V.anisotropy, r.getMaxAnisotropy())), i.get(V).__currentAnisotropy = V.anisotropy);\n }\n }\n function U(z, V) {\n z.__webglInit === void 0 && (z.__webglInit = !0, V.addEventListener(\"dispose\", x), z.__webglTexture = n.createTexture(), o.memory.textures++);\n }\n function k(z, V, oe) {\n let ue = 3553;\n V.isDataTexture2DArray && (ue = 35866), V.isDataTexture3D && (ue = 32879), U(z, V), t.activeTexture(33984 + oe), t.bindTexture(ue, z.__webglTexture), n.pixelStorei(37440, V.flipY), n.pixelStorei(37441, V.premultiplyAlpha), n.pixelStorei(3317, V.unpackAlignment), n.pixelStorei(37443, 0);\n const le = m(V) && v(V.image) === !1, ve = y(V.image, le, !1, d), xe = v(ve) || a, Te = s.convert(V.format);\n let de = s.convert(V.type), we = T(V.internalFormat, Te, de);\n B(ue, V, xe);\n let se;\n const Se = V.mipmaps;\n if (V.isDepthTexture)\n we = 6402, a ? V.type === nr ? we = 36012 : V.type === Va ? we = 33190 : V.type === To ? we = 35056 : we = 33189 : V.type === nr && console.error(\"WebGLRenderer: Floating point depth texture requires WebGL2.\"), V.format === Es && we === 6402 && V.type !== el && V.type !== Va && (console.warn(\"THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.\"), V.type = el, de = s.convert(V.type)), V.format === Fo && we === 6402 && (we = 34041, V.type !== To && (console.warn(\"THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.\"), V.type = To, de = s.convert(V.type))), t.texImage2D(3553, 0, we, ve.width, ve.height, 0, Te, de, null);\n else if (V.isDataTexture)\n if (Se.length > 0 && xe) {\n for (let ge = 0, be = Se.length; ge < be; ge++)\n se = Se[ge], t.texImage2D(3553, ge, we, se.width, se.height, 0, Te, de, se.data);\n V.generateMipmaps = !1, z.__maxMipLevel = Se.length - 1;\n } else\n t.texImage2D(3553, 0, we, ve.width, ve.height, 0, Te, de, ve.data), z.__maxMipLevel = 0;\n else if (V.isCompressedTexture) {\n for (let ge = 0, be = Se.length; ge < be; ge++)\n se = Se[ge], V.format !== Yn && V.format !== ar ? Te !== null ? t.compressedTexImage2D(3553, ge, we, se.width, se.height, 0, se.data) : console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()\") : t.texImage2D(3553, ge, we, se.width, se.height, 0, Te, de, se.data);\n z.__maxMipLevel = Se.length - 1;\n } else if (V.isDataTexture2DArray)\n t.texImage3D(35866, 0, we, ve.width, ve.height, ve.depth, 0, Te, de, ve.data), z.__maxMipLevel = 0;\n else if (V.isDataTexture3D)\n t.texImage3D(32879, 0, we, ve.width, ve.height, ve.depth, 0, Te, de, ve.data), z.__maxMipLevel = 0;\n else if (Se.length > 0 && xe) {\n for (let ge = 0, be = Se.length; ge < be; ge++)\n se = Se[ge], t.texImage2D(3553, ge, we, Te, de, se);\n V.generateMipmaps = !1, z.__maxMipLevel = Se.length - 1;\n } else\n t.texImage2D(3553, 0, we, Te, de, ve), z.__maxMipLevel = 0;\n w(V, xe) && S(ue, V, ve.width, ve.height), z.__version = V.version, V.onUpdate && V.onUpdate(V);\n }\n function K(z, V, oe) {\n if (V.image.length !== 6) return;\n U(z, V), t.activeTexture(33984 + oe), t.bindTexture(34067, z.__webglTexture), n.pixelStorei(37440, V.flipY), n.pixelStorei(37441, V.premultiplyAlpha), n.pixelStorei(3317, V.unpackAlignment), n.pixelStorei(37443, 0);\n const ue = V && (V.isCompressedTexture || V.image[0].isCompressedTexture), le = V.image[0] && V.image[0].isDataTexture, ve = [];\n for (let ge = 0; ge < 6; ge++)\n !ue && !le ? ve[ge] = y(V.image[ge], !1, !0, l) : ve[ge] = le ? V.image[ge].image : V.image[ge];\n const xe = ve[0], Te = v(xe) || a, de = s.convert(V.format), we = s.convert(V.type), se = T(V.internalFormat, de, we);\n B(34067, V, Te);\n let Se;\n if (ue) {\n for (let ge = 0; ge < 6; ge++) {\n Se = ve[ge].mipmaps;\n for (let be = 0; be < Se.length; be++) {\n const Ie = Se[be];\n V.format !== Yn && V.format !== ar ? de !== null ? t.compressedTexImage2D(34069 + ge, be, se, Ie.width, Ie.height, 0, Ie.data) : console.warn(\"THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()\") : t.texImage2D(34069 + ge, be, se, Ie.width, Ie.height, 0, de, we, Ie.data);\n }\n }\n z.__maxMipLevel = Se.length - 1;\n } else {\n Se = V.mipmaps;\n for (let ge = 0; ge < 6; ge++)\n if (le) {\n t.texImage2D(34069 + ge, 0, se, ve[ge].width, ve[ge].height, 0, de, we, ve[ge].data);\n for (let be = 0; be < Se.length; be++) {\n const et = Se[be].image[ge].image;\n t.texImage2D(34069 + ge, be + 1, se, et.width, et.height, 0, de, we, et.data);\n }\n } else {\n t.texImage2D(34069 + ge, 0, se, de, we, ve[ge]);\n for (let be = 0; be < Se.length; be++) {\n const Ie = Se[be];\n t.texImage2D(34069 + ge, be + 1, se, de, we, Ie.image[ge]);\n }\n }\n z.__maxMipLevel = Se.length;\n }\n w(V, Te) && S(34067, V, xe.width, xe.height), z.__version = V.version, V.onUpdate && V.onUpdate(V);\n }\n function ie(z, V, oe, ue, le) {\n const ve = s.convert(oe.format), xe = s.convert(oe.type), Te = T(oe.internalFormat, ve, xe);\n le === 32879 || le === 35866 ? t.texImage3D(le, 0, Te, V.width, V.height, V.depth, 0, ve, xe, null) : t.texImage2D(le, 0, Te, V.width, V.height, 0, ve, xe, null), t.bindFramebuffer(36160, z), n.framebufferTexture2D(36160, ue, le, i.get(oe).__webglTexture, 0), t.bindFramebuffer(36160, null);\n }\n function j(z, V, oe) {\n if (n.bindRenderbuffer(36161, z), V.depthBuffer && !V.stencilBuffer) {\n let ue = 33189;\n if (oe) {\n const le = V.depthTexture;\n le && le.isDepthTexture && (le.type === nr ? ue = 36012 : le.type === Va && (ue = 33190));\n const ve = ne(V);\n n.renderbufferStorageMultisample(36161, ve, ue, V.width, V.height);\n } else\n n.renderbufferStorage(36161, ue, V.width, V.height);\n n.framebufferRenderbuffer(36160, 36096, 36161, z);\n } else if (V.depthBuffer && V.stencilBuffer) {\n if (oe) {\n const ue = ne(V);\n n.renderbufferStorageMultisample(36161, ue, 35056, V.width, V.height);\n } else\n n.renderbufferStorage(36161, 34041, V.width, V.height);\n n.framebufferRenderbuffer(36160, 33306, 36161, z);\n } else {\n const ue = V.isWebGLMultipleRenderTargets === !0 ? V.texture[0] : V.texture, le = s.convert(ue.format), ve = s.convert(ue.type), xe = T(ue.internalFormat, le, ve);\n if (oe) {\n const Te = ne(V);\n n.renderbufferStorageMultisample(36161, Te, xe, V.width, V.height);\n } else\n n.renderbufferStorage(36161, xe, V.width, V.height);\n }\n n.bindRenderbuffer(36161, null);\n }\n function G(z, V) {\n if (V && V.isWebGLCubeRenderTarget) throw new Error(\"Depth Texture with cube render targets is not supported\");\n if (t.bindFramebuffer(36160, z), !(V.depthTexture && V.depthTexture.isDepthTexture))\n throw new Error(\"renderTarget.depthTexture must be an instance of THREE.DepthTexture\");\n (!i.get(V.depthTexture).__webglTexture || V.depthTexture.image.width !== V.width || V.depthTexture.image.height !== V.height) && (V.depthTexture.image.width = V.width, V.depthTexture.image.height = V.height, V.depthTexture.needsUpdate = !0), P(V.depthTexture, 0);\n const ue = i.get(V.depthTexture).__webglTexture;\n if (V.depthTexture.format === Es)\n n.framebufferTexture2D(36160, 36096, 3553, ue, 0);\n else if (V.depthTexture.format === Fo)\n n.framebufferTexture2D(36160, 33306, 3553, ue, 0);\n else\n throw new Error(\"Unknown depthTexture format\");\n }\n function W(z) {\n const V = i.get(z), oe = z.isWebGLCubeRenderTarget === !0;\n if (z.depthTexture) {\n if (oe) throw new Error(\"target.depthTexture not supported in Cube render targets\");\n G(V.__webglFramebuffer, z);\n } else if (oe) {\n V.__webglDepthbuffer = [];\n for (let ue = 0; ue < 6; ue++)\n t.bindFramebuffer(36160, V.__webglFramebuffer[ue]), V.__webglDepthbuffer[ue] = n.createRenderbuffer(), j(V.__webglDepthbuffer[ue], z, !1);\n } else\n t.bindFramebuffer(36160, V.__webglFramebuffer), V.__webglDepthbuffer = n.createRenderbuffer(), j(V.__webglDepthbuffer, z, !1);\n t.bindFramebuffer(36160, null);\n }\n function q(z) {\n const V = z.texture, oe = i.get(z), ue = i.get(V);\n z.addEventListener(\"dispose\", _), z.isWebGLMultipleRenderTargets !== !0 && (ue.__webglTexture = n.createTexture(), ue.__version = V.version, o.memory.textures++);\n const le = z.isWebGLCubeRenderTarget === !0, ve = z.isWebGLMultipleRenderTargets === !0, xe = z.isWebGLMultisampleRenderTarget === !0, Te = V.isDataTexture3D || V.isDataTexture2DArray, de = v(z) || a;\n if (a && V.format === ar && (V.type === nr || V.type === Ts) && (V.format = Yn, console.warn(\"THREE.WebGLRenderer: Rendering to textures with RGB format is not supported. Using RGBA format instead.\")), le) {\n oe.__webglFramebuffer = [];\n for (let we = 0; we < 6; we++)\n oe.__webglFramebuffer[we] = n.createFramebuffer();\n } else if (oe.__webglFramebuffer = n.createFramebuffer(), ve)\n if (r.drawBuffers) {\n const we = z.texture;\n for (let se = 0, Se = we.length; se < Se; se++) {\n const ge = i.get(we[se]);\n ge.__webglTexture === void 0 && (ge.__webglTexture = n.createTexture(), o.memory.textures++);\n }\n } else\n console.warn(\"THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.\");\n else if (xe)\n if (a) {\n oe.__webglMultisampledFramebuffer = n.createFramebuffer(), oe.__webglColorRenderbuffer = n.createRenderbuffer(), n.bindRenderbuffer(36161, oe.__webglColorRenderbuffer);\n const we = s.convert(V.format), se = s.convert(V.type), Se = T(V.internalFormat, we, se), ge = ne(z);\n n.renderbufferStorageMultisample(36161, ge, Se, z.width, z.height), t.bindFramebuffer(36160, oe.__webglMultisampledFramebuffer), n.framebufferRenderbuffer(36160, 36064, 36161, oe.__webglColorRenderbuffer), n.bindRenderbuffer(36161, null), z.depthBuffer && (oe.__webglDepthRenderbuffer = n.createRenderbuffer(), j(oe.__webglDepthRenderbuffer, z, !0)), t.bindFramebuffer(36160, null);\n } else\n console.warn(\"THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.\");\n if (le) {\n t.bindTexture(34067, ue.__webglTexture), B(34067, V, de);\n for (let we = 0; we < 6; we++)\n ie(oe.__webglFramebuffer[we], z, V, 36064, 34069 + we);\n w(V, de) && S(34067, V, z.width, z.height), t.bindTexture(34067, null);\n } else if (ve) {\n const we = z.texture;\n for (let se = 0, Se = we.length; se < Se; se++) {\n const ge = we[se], be = i.get(ge);\n t.bindTexture(3553, be.__webglTexture), B(3553, ge, de), ie(oe.__webglFramebuffer, z, ge, 36064 + se, 3553), w(ge, de) && S(3553, ge, z.width, z.height);\n }\n t.bindTexture(3553, null);\n } else {\n let we = 3553;\n Te && (a ? we = V.isDataTexture3D ? 32879 : 35866 : console.warn(\"THREE.DataTexture3D and THREE.DataTexture2DArray only supported with WebGL2.\")), t.bindTexture(we, ue.__webglTexture), B(we, V, de), ie(oe.__webglFramebuffer, z, V, 36064, we), w(V, de) && S(we, V, z.width, z.height, z.depth), t.bindTexture(we, null);\n }\n z.depthBuffer && W(z);\n }\n function Q(z) {\n const V = v(z) || a, oe = z.isWebGLMultipleRenderTargets === !0 ? z.texture : [z.texture];\n for (let ue = 0, le = oe.length; ue < le; ue++) {\n const ve = oe[ue];\n if (w(ve, V)) {\n const xe = z.isWebGLCubeRenderTarget ? 34067 : 3553, Te = i.get(ve).__webglTexture;\n t.bindTexture(xe, Te), S(xe, ve, z.width, z.height), t.bindTexture(xe, null);\n }\n }\n }\n function ee(z) {\n if (z.isWebGLMultisampleRenderTarget)\n if (a) {\n const V = z.width, oe = z.height;\n let ue = 16384;\n z.depthBuffer && (ue |= 256), z.stencilBuffer && (ue |= 1024);\n const le = i.get(z);\n t.bindFramebuffer(36008, le.__webglMultisampledFramebuffer), t.bindFramebuffer(36009, le.__webglFramebuffer), n.blitFramebuffer(0, 0, V, oe, 0, 0, V, oe, ue, 9728), t.bindFramebuffer(36008, null), t.bindFramebuffer(36009, le.__webglMultisampledFramebuffer);\n } else\n console.warn(\"THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.\");\n }\n function ne(z) {\n return a && z.isWebGLMultisampleRenderTarget ? Math.min(h, z.samples) : 0;\n }\n function Y(z) {\n const V = o.render.frame;\n p.get(z) !== V && (p.set(z, V), z.update());\n }\n let te = !1, F = !1;\n function $(z, V) {\n z && z.isWebGLRenderTarget && (te === !1 && (console.warn(\"THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead.\"), te = !0), z = z.texture), P(z, V);\n }\n function J(z, V) {\n z && z.isWebGLCubeRenderTarget && (F === !1 && (console.warn(\"THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead.\"), F = !0), z = z.texture), O(z, V);\n }\n this.allocateTextureUnit = A, this.resetTextureUnits = C, this.setTexture2D = P, this.setTexture2DArray = I, this.setTexture3D = b, this.setTextureCube = O, this.setupRenderTarget = q, this.updateRenderTargetMipmap = Q, this.updateMultisampleRenderTarget = ee, this.safeSetTexture2D = $, this.safeSetTextureCube = J;\n}\nfunction Dx(n, e, t) {\n const i = t.isWebGL2;\n function r(s) {\n let o;\n if (s === Ps) return 5121;\n if (s === fb) return 32819;\n if (s === pb) return 32820;\n if (s === mb) return 33635;\n if (s === ub) return 5120;\n if (s === hb) return 5122;\n if (s === el) return 5123;\n if (s === db) return 5124;\n if (s === Va) return 5125;\n if (s === nr) return 5126;\n if (s === Ts)\n return i ? 5131 : (o = e.get(\"OES_texture_half_float\"), o !== null ? o.HALF_FLOAT_OES : null);\n if (s === gb) return 6406;\n if (s === ar) return 6407;\n if (s === Yn) return 6408;\n if (s === vb) return 6409;\n if (s === yb) return 6410;\n if (s === Es) return 6402;\n if (s === Fo) return 34041;\n if (s === xb) return 6403;\n if (s === wb) return 36244;\n if (s === Mb) return 33319;\n if (s === Sb) return 33320;\n if (s === _b) return 36248;\n if (s === Tb) return 36249;\n if (s === _d || s === Td || s === Ed || s === Ad)\n if (o = e.get(\"WEBGL_compressed_texture_s3tc\"), o !== null) {\n if (s === _d) return o.COMPRESSED_RGB_S3TC_DXT1_EXT;\n if (s === Td) return o.COMPRESSED_RGBA_S3TC_DXT1_EXT;\n if (s === Ed) return o.COMPRESSED_RGBA_S3TC_DXT3_EXT;\n if (s === Ad) return o.COMPRESSED_RGBA_S3TC_DXT5_EXT;\n } else\n return null;\n if (s === Cd || s === Ld || s === Rd || s === Pd)\n if (o = e.get(\"WEBGL_compressed_texture_pvrtc\"), o !== null) {\n if (s === Cd) return o.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\n if (s === Ld) return o.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\n if (s === Rd) return o.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\n if (s === Pd) return o.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\n } else\n return null;\n if (s === Eb)\n return o = e.get(\"WEBGL_compressed_texture_etc1\"), o !== null ? o.COMPRESSED_RGB_ETC1_WEBGL : null;\n if ((s === Id || s === Od) && (o = e.get(\"WEBGL_compressed_texture_etc\"), o !== null)) {\n if (s === Id) return o.COMPRESSED_RGB8_ETC2;\n if (s === Od) return o.COMPRESSED_RGBA8_ETC2_EAC;\n }\n if (s === Ab || s === Cb || s === Lb || s === Rb || s === Pb || s === Ib || s === Ob || s === Db || s === Nb || s === Fb || s === Bb || s === zb || s === Ub || s === Vb || s === Gb || s === Hb || s === Wb || s === jb || s === $b || s === Zb || s === Xb || s === Yb || s === Jb || s === qb || s === Kb || s === Qb || s === ex || s === tx)\n return o = e.get(\"WEBGL_compressed_texture_astc\"), o !== null ? s : null;\n if (s === kb)\n return o = e.get(\"EXT_texture_compression_bptc\"), o !== null ? s : null;\n if (s === To)\n return i ? 34042 : (o = e.get(\"WEBGL_depth_texture\"), o !== null ? o.UNSIGNED_INT_24_8_WEBGL : null);\n }\n return { convert: r };\n}\nclass ep extends an {\n constructor(e = []) {\n super(), this.cameras = e;\n }\n}\nep.prototype.isArrayCamera = !0;\nclass Pi extends ot {\n constructor() {\n super(), this.type = \"Group\";\n }\n}\nPi.prototype.isGroup = !0;\nconst IN = { type: \"move\" };\nclass Lh {\n constructor() {\n this._targetRay = null, this._grip = null, this._hand = null;\n }\n getHandSpace() {\n return this._hand === null && (this._hand = new Pi(), this._hand.matrixAutoUpdate = !1, this._hand.visible = !1, this._hand.joints = {}, this._hand.inputState = { pinching: !1 }), this._hand;\n }\n getTargetRaySpace() {\n return this._targetRay === null && (this._targetRay = new Pi(), this._targetRay.matrixAutoUpdate = !1, this._targetRay.visible = !1, this._targetRay.hasLinearVelocity = !1, this._targetRay.linearVelocity = new X(), this._targetRay.hasAngularVelocity = !1, this._targetRay.angularVelocity = new X()), this._targetRay;\n }\n getGripSpace() {\n return this._grip === null && (this._grip = new Pi(), this._grip.matrixAutoUpdate = !1, this._grip.visible = !1, this._grip.hasLinearVelocity = !1, this._grip.linearVelocity = new X(), this._grip.hasAngularVelocity = !1, this._grip.angularVelocity = new X()), this._grip;\n }\n dispatchEvent(e) {\n return this._targetRay !== null && this._targetRay.dispatchEvent(e), this._grip !== null && this._grip.dispatchEvent(e), this._hand !== null && this._hand.dispatchEvent(e), this;\n }\n disconnect(e) {\n return this.dispatchEvent({ type: \"disconnected\", data: e }), this._targetRay !== null && (this._targetRay.visible = !1), this._grip !== null && (this._grip.visible = !1), this._hand !== null && (this._hand.visible = !1), this;\n }\n update(e, t, i) {\n let r = null, s = null, o = null;\n const a = this._targetRay, c = this._grip, l = this._hand;\n if (e && t.session.visibilityState !== \"visible-blurred\")\n if (a !== null && (r = t.getPose(e.targetRaySpace, i), r !== null && (a.matrix.fromArray(r.transform.matrix), a.matrix.decompose(a.position, a.rotation, a.scale), r.linearVelocity ? (a.hasLinearVelocity = !0, a.linearVelocity.copy(r.linearVelocity)) : a.hasLinearVelocity = !1, r.angularVelocity ? (a.hasAngularVelocity = !0, a.angularVelocity.copy(r.angularVelocity)) : a.hasAngularVelocity = !1, this.dispatchEvent(IN))), l && e.hand) {\n o = !0;\n for (const u of e.hand.values()) {\n const y = t.getJointPose(u, i);\n if (l.joints[u.jointName] === void 0) {\n const m = new Pi();\n m.matrixAutoUpdate = !1, m.visible = !1, l.joints[u.jointName] = m, l.add(m);\n }\n const v = l.joints[u.jointName];\n y !== null && (v.matrix.fromArray(y.transform.matrix), v.matrix.decompose(v.position, v.rotation, v.scale), v.jointRadius = y.radius), v.visible = y !== null;\n }\n const d = l.joints[\"index-finger-tip\"], h = l.joints[\"thumb-tip\"], p = d.position.distanceTo(h.position), g = 0.02, f = 5e-3;\n l.inputState.pinching && p > g + f ? (l.inputState.pinching = !1, this.dispatchEvent({\n type: \"pinchend\",\n handedness: e.handedness,\n target: this\n })) : !l.inputState.pinching && p <= g - f && (l.inputState.pinching = !0, this.dispatchEvent({\n type: \"pinchstart\",\n handedness: e.handedness,\n target: this\n }));\n } else\n c !== null && e.gripSpace && (s = t.getPose(e.gripSpace, i), s !== null && (c.matrix.fromArray(s.transform.matrix), c.matrix.decompose(c.position, c.rotation, c.scale), s.linearVelocity ? (c.hasLinearVelocity = !0, c.linearVelocity.copy(s.linearVelocity)) : c.hasLinearVelocity = !1, s.angularVelocity ? (c.hasAngularVelocity = !0, c.angularVelocity.copy(s.angularVelocity)) : c.hasAngularVelocity = !1));\n return a !== null && (a.visible = r !== null), c !== null && (c.visible = s !== null), l !== null && (l.visible = o !== null), this;\n }\n}\nclass ON extends ns {\n constructor(e, t) {\n super();\n const i = this, r = e.state;\n let s = null, o = 1, a = null, c = \"local-floor\", l = null, d = null, h = null, p = null;\n const g = [], f = /* @__PURE__ */ new Map(), u = new an();\n u.layers.enable(1), u.viewport = new _t();\n const y = new an();\n y.layers.enable(2), y.viewport = new _t();\n const v = [u, y], m = new ep();\n m.layers.enable(1), m.layers.enable(2);\n let w = null, S = null;\n this.cameraAutoUpdate = !0, this.enabled = !1, this.isPresenting = !1, this.getController = function(I) {\n let b = g[I];\n return b === void 0 && (b = new Lh(), g[I] = b), b.getTargetRaySpace();\n }, this.getControllerGrip = function(I) {\n let b = g[I];\n return b === void 0 && (b = new Lh(), g[I] = b), b.getGripSpace();\n }, this.getHand = function(I) {\n let b = g[I];\n return b === void 0 && (b = new Lh(), g[I] = b), b.getHandSpace();\n };\n function T(I) {\n const b = f.get(I.inputSource);\n b && b.dispatchEvent({ type: I.type, data: I.inputSource });\n }\n function M() {\n f.forEach(function(I, b) {\n I.disconnect(b);\n }), f.clear(), w = null, S = null, r.bindXRFramebuffer(null), e.setRenderTarget(e.getRenderTarget()), P.stop(), i.isPresenting = !1, i.dispatchEvent({ type: \"sessionend\" });\n }\n this.setFramebufferScaleFactor = function(I) {\n o = I, i.isPresenting === !0 && console.warn(\"THREE.WebXRManager: Cannot change framebuffer scale while presenting.\");\n }, this.setReferenceSpaceType = function(I) {\n c = I, i.isPresenting === !0 && console.warn(\"THREE.WebXRManager: Cannot change reference space type while presenting.\");\n }, this.getReferenceSpace = function() {\n return a;\n }, this.getSession = function() {\n return s;\n }, this.setSession = async function(I) {\n if (s = I, s !== null) {\n s.addEventListener(\"select\", T), s.addEventListener(\"selectstart\", T), s.addEventListener(\"selectend\", T), s.addEventListener(\"squeeze\", T), s.addEventListener(\"squeezestart\", T), s.addEventListener(\"squeezeend\", T), s.addEventListener(\"end\", M), s.addEventListener(\"inputsourceschange\", x);\n const b = t.getContextAttributes();\n if (b.xrCompatible !== !0 && await t.makeXRCompatible(), s.renderState.layers === void 0) {\n const O = {\n antialias: b.antialias,\n alpha: b.alpha,\n depth: b.depth,\n stencil: b.stencil,\n framebufferScaleFactor: o\n }, N = new XRWebGLLayer(s, t, O);\n s.updateRenderState({ baseLayer: N });\n } else {\n let O = 0;\n b.depth && (O = b.stencil ? 34041 : 6402);\n const N = {\n colorFormat: b.alpha ? 6408 : 6407,\n depthFormat: O,\n scaleFactor: o\n };\n d = new XRWebGLBinding(s, t), p = d.createProjectionLayer(N), h = t.createFramebuffer(), s.updateRenderState({ layers: [p] });\n }\n a = await s.requestReferenceSpace(c), P.setContext(s), P.start(), i.isPresenting = !0, i.dispatchEvent({ type: \"sessionstart\" });\n }\n };\n function x(I) {\n const b = s.inputSources;\n for (let O = 0; O < g.length; O++)\n f.set(b[O], g[O]);\n for (let O = 0; O < I.removed.length; O++) {\n const N = I.removed[O], D = f.get(N);\n D && (D.dispatchEvent({ type: \"disconnected\", data: N }), f.delete(N));\n }\n for (let O = 0; O < I.added.length; O++) {\n const N = I.added[O], D = f.get(N);\n D && D.dispatchEvent({ type: \"connected\", data: N });\n }\n }\n const _ = new X(), E = new X();\n function L(I, b, O) {\n _.setFromMatrixPosition(b.matrixWorld), E.setFromMatrixPosition(O.matrixWorld);\n const N = _.distanceTo(E), D = b.projectionMatrix.elements, B = O.projectionMatrix.elements, U = D[14] / (D[10] - 1), k = D[14] / (D[10] + 1), K = (D[9] + 1) / D[5], ie = (D[9] - 1) / D[5], j = (D[8] - 1) / D[0], G = (B[8] + 1) / B[0], W = U * j, q = U * G, Q = N / (-j + G), ee = Q * -j;\n b.matrixWorld.decompose(I.position, I.quaternion, I.scale), I.translateX(ee), I.translateZ(Q), I.matrixWorld.compose(I.position, I.quaternion, I.scale), I.matrixWorldInverse.copy(I.matrixWorld).invert();\n const ne = U + Q, Y = k + Q, te = W - ee, F = q + (N - ee), $ = K * k / Y * ne, J = ie * k / Y * ne;\n I.projectionMatrix.makePerspective(te, F, $, J, ne, Y);\n }\n function R(I, b) {\n b === null ? I.matrixWorld.copy(I.matrix) : I.matrixWorld.multiplyMatrices(b.matrixWorld, I.matrix), I.matrixWorldInverse.copy(I.matrixWorld).invert();\n }\n this.updateCamera = function(I) {\n if (s === null) return;\n m.near = y.near = u.near = I.near, m.far = y.far = u.far = I.far, (w !== m.near || S !== m.far) && (s.updateRenderState({\n depthNear: m.near,\n depthFar: m.far\n }), w = m.near, S = m.far);\n const b = I.parent, O = m.cameras;\n R(m, b);\n for (let D = 0; D < O.length; D++)\n R(O[D], b);\n m.matrixWorld.decompose(m.position, m.quaternion, m.scale), I.position.copy(m.position), I.quaternion.copy(m.quaternion), I.scale.copy(m.scale), I.matrix.copy(m.matrix), I.matrixWorld.copy(m.matrixWorld);\n const N = I.children;\n for (let D = 0, B = N.length; D < B; D++)\n N[D].updateMatrixWorld(!0);\n O.length === 2 ? L(m, u, y) : m.projectionMatrix.copy(u.projectionMatrix);\n }, this.getCamera = function() {\n return m;\n };\n let C = null;\n function A(I, b) {\n if (l = b.getViewerPose(a), l !== null) {\n const N = l.views, D = s.renderState.baseLayer;\n s.renderState.layers === void 0 && r.bindXRFramebuffer(D.framebuffer);\n let B = !1;\n N.length !== m.cameras.length && (m.cameras.length = 0, B = !0);\n for (let U = 0; U < N.length; U++) {\n const k = N[U];\n let K = null;\n if (s.renderState.layers === void 0)\n K = D.getViewport(k);\n else {\n const j = d.getViewSubImage(p, k);\n r.bindXRFramebuffer(h), t.framebufferTexture2D(36160, 36064, 3553, j.colorTexture, 0), j.depthStencilTexture !== void 0 && t.framebufferTexture2D(36160, 36096, 3553, j.depthStencilTexture, 0), K = j.viewport;\n }\n const ie = v[U];\n ie.matrix.fromArray(k.transform.matrix), ie.projectionMatrix.fromArray(k.projectionMatrix), ie.viewport.set(K.x, K.y, K.width, K.height), U === 0 && m.matrix.copy(ie.matrix), B === !0 && m.cameras.push(ie);\n }\n }\n const O = s.inputSources;\n for (let N = 0; N < g.length; N++) {\n const D = g[N], B = O[N];\n D.update(B, b, a);\n }\n C && C(I, b);\n }\n const P = new Tx();\n P.setAnimationLoop(A), this.setAnimationLoop = function(I) {\n C = I;\n }, this.dispose = function() {\n };\n }\n}\nfunction DN(n) {\n function e(v, m) {\n v.fogColor.value.copy(m.color), m.isFog ? (v.fogNear.value = m.near, v.fogFar.value = m.far) : m.isFogExp2 && (v.fogDensity.value = m.density);\n }\n function t(v, m, w, S, T) {\n m.isMeshBasicMaterial ? i(v, m) : m.isMeshLambertMaterial ? (i(v, m), c(v, m)) : m.isMeshToonMaterial ? (i(v, m), d(v, m)) : m.isMeshPhongMaterial ? (i(v, m), l(v, m)) : m.isMeshStandardMaterial ? (i(v, m), m.isMeshPhysicalMaterial ? p(v, m, T) : h(v, m)) : m.isMeshMatcapMaterial ? (i(v, m), g(v, m)) : m.isMeshDepthMaterial ? (i(v, m), f(v, m)) : m.isMeshDistanceMaterial ? (i(v, m), u(v, m)) : m.isMeshNormalMaterial ? (i(v, m), y(v, m)) : m.isLineBasicMaterial ? (r(v, m), m.isLineDashedMaterial && s(v, m)) : m.isPointsMaterial ? o(v, m, w, S) : m.isSpriteMaterial ? a(v, m) : m.isShadowMaterial ? (v.color.value.copy(m.color), v.opacity.value = m.opacity) : m.isShaderMaterial && (m.uniformsNeedUpdate = !1);\n }\n function i(v, m) {\n v.opacity.value = m.opacity, m.color && v.diffuse.value.copy(m.color), m.emissive && v.emissive.value.copy(m.emissive).multiplyScalar(m.emissiveIntensity), m.map && (v.map.value = m.map), m.alphaMap && (v.alphaMap.value = m.alphaMap), m.specularMap && (v.specularMap.value = m.specularMap);\n const w = n.get(m).envMap;\n if (w) {\n v.envMap.value = w, v.flipEnvMap.value = w.isCubeTexture && w._needsFlipEnvMap ? -1 : 1, v.reflectivity.value = m.reflectivity, v.refractionRatio.value = m.refractionRatio;\n const M = n.get(w).__maxMipLevel;\n M !== void 0 && (v.maxMipLevel.value = M);\n }\n m.lightMap && (v.lightMap.value = m.lightMap, v.lightMapIntensity.value = m.lightMapIntensity), m.aoMap && (v.aoMap.value = m.aoMap, v.aoMapIntensity.value = m.aoMapIntensity);\n let S;\n m.map ? S = m.map : m.specularMap ? S = m.specularMap : m.displacementMap ? S = m.displacementMap : m.normalMap ? S = m.normalMap : m.bumpMap ? S = m.bumpMap : m.roughnessMap ? S = m.roughnessMap : m.metalnessMap ? S = m.metalnessMap : m.alphaMap ? S = m.alphaMap : m.emissiveMap ? S = m.emissiveMap : m.clearcoatMap ? S = m.clearcoatMap : m.clearcoatNormalMap ? S = m.clearcoatNormalMap : m.clearcoatRoughnessMap && (S = m.clearcoatRoughnessMap), S !== void 0 && (S.isWebGLRenderTarget && (S = S.texture), S.matrixAutoUpdate === !0 && S.updateMatrix(), v.uvTransform.value.copy(S.matrix));\n let T;\n m.aoMap ? T = m.aoMap : m.lightMap && (T = m.lightMap), T !== void 0 && (T.isWebGLRenderTarget && (T = T.texture), T.matrixAutoUpdate === !0 && T.updateMatrix(), v.uv2Transform.value.copy(T.matrix));\n }\n function r(v, m) {\n v.diffuse.value.copy(m.color), v.opacity.value = m.opacity;\n }\n function s(v, m) {\n v.dashSize.value = m.dashSize, v.totalSize.value = m.dashSize + m.gapSize, v.scale.value = m.scale;\n }\n function o(v, m, w, S) {\n v.diffuse.value.copy(m.color), v.opacity.value = m.opacity, v.size.value = m.size * w, v.scale.value = S * 0.5, m.map && (v.map.value = m.map), m.alphaMap && (v.alphaMap.value = m.alphaMap);\n let T;\n m.map ? T = m.map : m.alphaMap && (T = m.alphaMap), T !== void 0 && (T.matrixAutoUpdate === !0 && T.updateMatrix(), v.uvTransform.value.copy(T.matrix));\n }\n function a(v, m) {\n v.diffuse.value.copy(m.color), v.opacity.value = m.opacity, v.rotation.value = m.rotation, m.map && (v.map.value = m.map), m.alphaMap && (v.alphaMap.value = m.alphaMap);\n let w;\n m.map ? w = m.map : m.alphaMap && (w = m.alphaMap), w !== void 0 && (w.matrixAutoUpdate === !0 && w.updateMatrix(), v.uvTransform.value.copy(w.matrix));\n }\n function c(v, m) {\n m.emissiveMap && (v.emissiveMap.value = m.emissiveMap);\n }\n function l(v, m) {\n v.specular.value.copy(m.specular), v.shininess.value = Math.max(m.shininess, 1e-4), m.emissiveMap && (v.emissiveMap.value = m.emissiveMap), m.bumpMap && (v.bumpMap.value = m.bumpMap, v.bumpScale.value = m.bumpScale, m.side === qt && (v.bumpScale.value *= -1)), m.normalMap && (v.normalMap.value = m.normalMap, v.normalScale.value.copy(m.normalScale), m.side === qt && v.normalScale.value.negate()), m.displacementMap && (v.displacementMap.value = m.displacementMap, v.displacementScale.value = m.displacementScale, v.displacementBias.value = m.displacementBias);\n }\n function d(v, m) {\n m.gradientMap && (v.gradientMap.value = m.gradientMap), m.emissiveMap && (v.emissiveMap.value = m.emissiveMap), m.bumpMap && (v.bumpMap.value = m.bumpMap, v.bumpScale.value = m.bumpScale, m.side === qt && (v.bumpScale.value *= -1)), m.normalMap && (v.normalMap.value = m.normalMap, v.normalScale.value.copy(m.normalScale), m.side === qt && v.normalScale.value.negate()), m.displacementMap && (v.displacementMap.value = m.displacementMap, v.displacementScale.value = m.displacementScale, v.displacementBias.value = m.displacementBias);\n }\n function h(v, m) {\n v.roughness.value = m.roughness, v.metalness.value = m.metalness, m.roughnessMap && (v.roughnessMap.value = m.roughnessMap), m.metalnessMap && (v.metalnessMap.value = m.metalnessMap), m.emissiveMap && (v.emissiveMap.value = m.emissiveMap), m.bumpMap && (v.bumpMap.value = m.bumpMap, v.bumpScale.value = m.bumpScale, m.side === qt && (v.bumpScale.value *= -1)), m.normalMap && (v.normalMap.value = m.normalMap, v.normalScale.value.copy(m.normalScale), m.side === qt && v.normalScale.value.negate()), m.displacementMap && (v.displacementMap.value = m.displacementMap, v.displacementScale.value = m.displacementScale, v.displacementBias.value = m.displacementBias), n.get(m).envMap && (v.envMapIntensity.value = m.envMapIntensity);\n }\n function p(v, m, w) {\n h(v, m), v.reflectivity.value = m.reflectivity, v.clearcoat.value = m.clearcoat, v.clearcoatRoughness.value = m.clearcoatRoughness, m.sheen && v.sheen.value.copy(m.sheen), m.clearcoatMap && (v.clearcoatMap.value = m.clearcoatMap), m.clearcoatRoughnessMap && (v.clearcoatRoughnessMap.value = m.clearcoatRoughnessMap), m.clearcoatNormalMap && (v.clearcoatNormalScale.value.copy(m.clearcoatNormalScale), v.clearcoatNormalMap.value = m.clearcoatNormalMap, m.side === qt && v.clearcoatNormalScale.value.negate()), v.transmission.value = m.transmission, m.transmissionMap && (v.transmissionMap.value = m.transmissionMap), m.transmission > 0 && (v.transmissionSamplerMap.value = w.texture, v.transmissionSamplerSize.value.set(w.width, w.height)), v.thickness.value = m.thickness, m.thicknessMap && (v.thicknessMap.value = m.thicknessMap), v.attenuationDistance.value = m.attenuationDistance, v.attenuationColor.value.copy(m.attenuationColor);\n }\n function g(v, m) {\n m.matcap && (v.matcap.value = m.matcap), m.bumpMap && (v.bumpMap.value = m.bumpMap, v.bumpScale.value = m.bumpScale, m.side === qt && (v.bumpScale.value *= -1)), m.normalMap && (v.normalMap.value = m.normalMap, v.normalScale.value.copy(m.normalScale), m.side === qt && v.normalScale.value.negate()), m.displacementMap && (v.displacementMap.value = m.displacementMap, v.displacementScale.value = m.displacementScale, v.displacementBias.value = m.displacementBias);\n }\n function f(v, m) {\n m.displacementMap && (v.displacementMap.value = m.displacementMap, v.displacementScale.value = m.displacementScale, v.displacementBias.value = m.displacementBias);\n }\n function u(v, m) {\n m.displacementMap && (v.displacementMap.value = m.displacementMap, v.displacementScale.value = m.displacementScale, v.displacementBias.value = m.displacementBias), v.referencePosition.value.copy(m.referencePosition), v.nearDistance.value = m.nearDistance, v.farDistance.value = m.farDistance;\n }\n function y(v, m) {\n m.bumpMap && (v.bumpMap.value = m.bumpMap, v.bumpScale.value = m.bumpScale, m.side === qt && (v.bumpScale.value *= -1)), m.normalMap && (v.normalMap.value = m.normalMap, v.normalScale.value.copy(m.normalScale), m.side === qt && v.normalScale.value.negate()), m.displacementMap && (v.displacementMap.value = m.displacementMap, v.displacementScale.value = m.displacementScale, v.displacementBias.value = m.displacementBias);\n }\n return {\n refreshFogUniforms: e,\n refreshMaterialUniforms: t\n };\n}\nfunction NN() {\n const n = document.createElementNS(\"http://www.w3.org/1999/xhtml\", \"canvas\");\n return n.style.display = \"block\", n;\n}\nfunction Et(n = {}) {\n const e = n.canvas !== void 0 ? n.canvas : NN(), t = n.context !== void 0 ? n.context : null, i = n.alpha !== void 0 ? n.alpha : !1, r = n.depth !== void 0 ? n.depth : !0, s = n.stencil !== void 0 ? n.stencil : !0, o = n.antialias !== void 0 ? n.antialias : !1, a = n.premultipliedAlpha !== void 0 ? n.premultipliedAlpha : !0, c = n.preserveDrawingBuffer !== void 0 ? n.preserveDrawingBuffer : !1, l = n.powerPreference !== void 0 ? n.powerPreference : \"default\", d = n.failIfMajorPerformanceCaveat !== void 0 ? n.failIfMajorPerformanceCaveat : !1;\n let h = null, p = null;\n const g = [], f = [];\n this.domElement = e, this.debug = {\n /**\n * Enables error checking and reporting when shader programs are being compiled\n * @type {boolean}\n */\n checkShaderErrors: !0\n }, this.autoClear = !0, this.autoClearColor = !0, this.autoClearDepth = !0, this.autoClearStencil = !0, this.sortObjects = !0, this.clippingPlanes = [], this.localClippingEnabled = !1, this.gammaFactor = 2, this.outputEncoding = Dn, this.physicallyCorrectLights = !1, this.toneMapping = Vr, this.toneMappingExposure = 1;\n const u = this;\n let y = !1, v = 0, m = 0, w = null, S = -1, T = null;\n const M = new _t(), x = new _t();\n let _ = null, E = e.width, L = e.height, R = 1, C = null, A = null;\n const P = new _t(0, 0, E, L), I = new _t(0, 0, E, L);\n let b = !1;\n const O = [], N = new Ml();\n let D = !1, B = !1, U = null;\n const k = new $e(), K = new X(), ie = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: !0 };\n function j() {\n return w === null ? R : 1;\n }\n let G = t;\n function W(Z, ye) {\n for (let me = 0; me < Z.length; me++) {\n const Me = Z[me], Oe = e.getContext(Me, ye);\n if (Oe !== null) return Oe;\n }\n return null;\n }\n try {\n const Z = {\n alpha: i,\n depth: r,\n stencil: s,\n antialias: o,\n premultipliedAlpha: a,\n preserveDrawingBuffer: c,\n powerPreference: l,\n failIfMajorPerformanceCaveat: d\n };\n if (e.addEventListener(\"webglcontextlost\", et, !1), e.addEventListener(\"webglcontextrestored\", mt, !1), G === null) {\n const ye = [\"webgl2\", \"webgl\", \"experimental-webgl\"];\n if (u.isWebGL1Renderer === !0 && ye.shift(), G = W(ye, Z), G === null)\n throw W(ye) ? new Error(\"Error creating WebGL context with your selected attributes.\") : new Error(\"Error creating WebGL context.\");\n }\n G.getShaderPrecisionFormat === void 0 && (G.getShaderPrecisionFormat = function() {\n return { rangeMin: 1, rangeMax: 1, precision: 1 };\n });\n } catch (Z) {\n throw console.error(\"THREE.WebGLRenderer: \" + Z.message), Z;\n }\n let q, Q, ee, ne, Y, te, F, $, J, z, V, oe, ue, le, ve, xe, Te, de, we, se, Se, ge;\n function be() {\n q = new sD(G), Q = new nD(G, q, n), q.init(Q), Se = new Dx(G, q, Q), ee = new RN(G, q, Q), O[0] = 1029, ne = new lD(), Y = new bN(), te = new PN(G, q, ee, Y, Q, Se, ne), F = new rD(u), $ = new PI(G, Q), ge = new eD(G, q, $, Q), J = new oD(G, $, ne, ge), z = new dD(G, J, $, ne), de = new hD(G), ve = new iD(Y), V = new yN(u, F, q, Q, ge, ve), oe = new DN(Y), ue = new wN(Y), le = new AN(q, Q), Te = new Q3(u, F, ee, z, a), xe = new Ox(u, z, Q), we = new tD(G, q, ne, Q), se = new aD(G, q, ne, Q), ne.programs = V.programs, u.capabilities = Q, u.extensions = q, u.properties = Y, u.renderLists = ue, u.shadowMap = xe, u.state = ee, u.info = ne;\n }\n be();\n const Ie = new ON(u, G);\n this.xr = Ie, this.getContext = function() {\n return G;\n }, this.getContextAttributes = function() {\n return G.getContextAttributes();\n }, this.forceContextLoss = function() {\n const Z = q.get(\"WEBGL_lose_context\");\n Z && Z.loseContext();\n }, this.forceContextRestore = function() {\n const Z = q.get(\"WEBGL_lose_context\");\n Z && Z.restoreContext();\n }, this.getPixelRatio = function() {\n return R;\n }, this.setPixelRatio = function(Z) {\n Z !== void 0 && (R = Z, this.setSize(E, L, !1));\n }, this.getSize = function(Z) {\n return Z.set(E, L);\n }, this.setSize = function(Z, ye, me) {\n if (Ie.isPresenting) {\n console.warn(\"THREE.WebGLRenderer: Can't change size while VR device is presenting.\");\n return;\n }\n E = Z, L = ye, e.width = Math.floor(Z * R), e.height = Math.floor(ye * R), me !== !1 && (e.style.width = Z + \"px\", e.style.height = ye + \"px\"), this.setViewport(0, 0, Z, ye);\n }, this.getDrawingBufferSize = function(Z) {\n return Z.set(E * R, L * R).floor();\n }, this.setDrawingBufferSize = function(Z, ye, me) {\n E = Z, L = ye, R = me, e.width = Math.floor(Z * me), e.height = Math.floor(ye * me), this.setViewport(0, 0, Z, ye);\n }, this.getCurrentViewport = function(Z) {\n return Z.copy(M);\n }, this.getViewport = function(Z) {\n return Z.copy(P);\n }, this.setViewport = function(Z, ye, me, Me) {\n Z.isVector4 ? P.set(Z.x, Z.y, Z.z, Z.w) : P.set(Z, ye, me, Me), ee.viewport(M.copy(P).multiplyScalar(R).floor());\n }, this.getScissor = function(Z) {\n return Z.copy(I);\n }, this.setScissor = function(Z, ye, me, Me) {\n Z.isVector4 ? I.set(Z.x, Z.y, Z.z, Z.w) : I.set(Z, ye, me, Me), ee.scissor(x.copy(I).multiplyScalar(R).floor());\n }, this.getScissorTest = function() {\n return b;\n }, this.setScissorTest = function(Z) {\n ee.setScissorTest(b = Z);\n }, this.setOpaqueSort = function(Z) {\n C = Z;\n }, this.setTransparentSort = function(Z) {\n A = Z;\n }, this.getClearColor = function(Z) {\n return Z.copy(Te.getClearColor());\n }, this.setClearColor = function() {\n Te.setClearColor.apply(Te, arguments);\n }, this.getClearAlpha = function() {\n return Te.getClearAlpha();\n }, this.setClearAlpha = function() {\n Te.setClearAlpha.apply(Te, arguments);\n }, this.clear = function(Z, ye, me) {\n let Me = 0;\n (Z === void 0 || Z) && (Me |= 16384), (ye === void 0 || ye) && (Me |= 256), (me === void 0 || me) && (Me |= 1024), G.clear(Me);\n }, this.clearColor = function() {\n this.clear(!0, !1, !1);\n }, this.clearDepth = function() {\n this.clear(!1, !0, !1);\n }, this.clearStencil = function() {\n this.clear(!1, !1, !0);\n }, this.dispose = function() {\n e.removeEventListener(\"webglcontextlost\", et, !1), e.removeEventListener(\"webglcontextrestored\", mt, !1), ue.dispose(), le.dispose(), Y.dispose(), F.dispose(), z.dispose(), ge.dispose(), Ie.dispose(), Ie.removeEventListener(\"sessionstart\", pt), Ie.removeEventListener(\"sessionend\", Vt), U && (U.dispose(), U = null), Nt.stop();\n };\n function et(Z) {\n Z.preventDefault(), console.log(\"THREE.WebGLRenderer: Context Lost.\"), y = !0;\n }\n function mt() {\n console.log(\"THREE.WebGLRenderer: Context Restored.\"), y = !1;\n const Z = ne.autoReset, ye = xe.enabled, me = xe.autoUpdate, Me = xe.needsUpdate, Oe = xe.type;\n be(), ne.autoReset = Z, xe.enabled = ye, xe.autoUpdate = me, xe.needsUpdate = Me, xe.type = Oe;\n }\n function Ue(Z) {\n const ye = Z.target;\n ye.removeEventListener(\"dispose\", Ue), bt(ye);\n }\n function bt(Z) {\n Ve(Z), Y.remove(Z);\n }\n function Ve(Z) {\n const ye = Y.get(Z).programs;\n ye !== void 0 && ye.forEach(function(me) {\n V.releaseProgram(me);\n });\n }\n function lt(Z, ye) {\n Z.render(function(me) {\n u.renderBufferImmediate(me, ye);\n });\n }\n this.renderBufferImmediate = function(Z, ye) {\n ge.initAttributes();\n const me = Y.get(Z);\n Z.hasPositions && !me.position && (me.position = G.createBuffer()), Z.hasNormals && !me.normal && (me.normal = G.createBuffer()), Z.hasUvs && !me.uv && (me.uv = G.createBuffer()), Z.hasColors && !me.color && (me.color = G.createBuffer());\n const Me = ye.getAttributes();\n Z.hasPositions && (G.bindBuffer(34962, me.position), G.bufferData(34962, Z.positionArray, 35048), ge.enableAttribute(Me.position), G.vertexAttribPointer(Me.position, 3, 5126, !1, 0, 0)), Z.hasNormals && (G.bindBuffer(34962, me.normal), G.bufferData(34962, Z.normalArray, 35048), ge.enableAttribute(Me.normal), G.vertexAttribPointer(Me.normal, 3, 5126, !1, 0, 0)), Z.hasUvs && (G.bindBuffer(34962, me.uv), G.bufferData(34962, Z.uvArray, 35048), ge.enableAttribute(Me.uv), G.vertexAttribPointer(Me.uv, 2, 5126, !1, 0, 0)), Z.hasColors && (G.bindBuffer(34962, me.color), G.bufferData(34962, Z.colorArray, 35048), ge.enableAttribute(Me.color), G.vertexAttribPointer(Me.color, 3, 5126, !1, 0, 0)), ge.disableUnusedAttributes(), G.drawArrays(4, 0, Z.count), Z.count = 0;\n }, this.renderBufferDirect = function(Z, ye, me, Me, Oe, he) {\n ye === null && (ye = ie);\n const _e = Oe.isMesh && Oe.matrixWorld.determinant() < 0, Ce = Tt(Z, ye, Me, Oe);\n ee.setMaterial(Me, _e);\n let ke = me.index;\n const Ze = me.attributes.position;\n if (ke === null) {\n if (Ze === void 0 || Ze.count === 0) return;\n } else if (ke.count === 0)\n return;\n let Qe = 1;\n Me.wireframe === !0 && (ke = J.getWireframeAttribute(me), Qe = 2), (Me.morphTargets || Me.morphNormals) && de.update(Oe, me, Me, Ce), ge.setup(Oe, Me, Ce, me, ke);\n let qe, ut = we;\n ke !== null && (qe = $.get(ke), ut = se, ut.setIndex(qe));\n const Zt = ke !== null ? ke.count : Ze.count, hn = me.drawRange.start * Qe, os = me.drawRange.count * Qe, Rt = he !== null ? he.start * Qe : 0, as = he !== null ? he.count * Qe : 1 / 0, Tn = Math.max(hn, Rt), qw = Math.min(Zt, hn + os, Rt + as) - 1, Dl = Math.max(0, qw - Tn + 1);\n if (Dl !== 0) {\n if (Oe.isMesh)\n Me.wireframe === !0 ? (ee.setLineWidth(Me.wireframeLinewidth * j()), ut.setMode(1)) : ut.setMode(4);\n else if (Oe.isLine) {\n let ma = Me.linewidth;\n ma === void 0 && (ma = 1), ee.setLineWidth(ma * j()), Oe.isLineSegments ? ut.setMode(1) : Oe.isLineLoop ? ut.setMode(2) : ut.setMode(3);\n } else Oe.isPoints ? ut.setMode(0) : Oe.isSprite && ut.setMode(4);\n if (Oe.isInstancedMesh)\n ut.renderInstances(Tn, Dl, Oe.count);\n else if (me.isInstancedBufferGeometry) {\n const ma = Math.min(me.instanceCount, me._maxInstanceCount);\n ut.renderInstances(Tn, Dl, ma);\n } else\n ut.render(Tn, Dl);\n }\n }, this.compile = function(Z, ye) {\n p = le.get(Z), p.init(), Z.traverseVisible(function(me) {\n me.isLight && me.layers.test(ye.layers) && (p.pushLight(me), me.castShadow && p.pushShadow(me));\n }), p.setupLights(), Z.traverse(function(me) {\n const Me = me.material;\n if (Me)\n if (Array.isArray(Me))\n for (let Oe = 0; Oe < Me.length; Oe++) {\n const he = Me[Oe];\n rt(he, Z, me);\n }\n else\n rt(Me, Z, me);\n });\n };\n let tt = null;\n function xt(Z) {\n tt && tt(Z);\n }\n function pt() {\n Nt.stop();\n }\n function Vt() {\n Nt.start();\n }\n const Nt = new Tx();\n Nt.setAnimationLoop(xt), typeof window < \"u\" && Nt.setContext(window), this.setAnimationLoop = function(Z) {\n tt = Z, Ie.setAnimationLoop(Z), Z === null ? Nt.stop() : Nt.start();\n }, Ie.addEventListener(\"sessionstart\", pt), Ie.addEventListener(\"sessionend\", Vt), this.render = function(Z, ye) {\n if (ye !== void 0 && ye.isCamera !== !0) {\n console.error(\"THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.\");\n return;\n }\n if (y === !0) return;\n Z.autoUpdate === !0 && Z.updateMatrixWorld(), ye.parent === null && ye.updateMatrixWorld(), Ie.enabled === !0 && Ie.isPresenting === !0 && (Ie.cameraAutoUpdate === !0 && Ie.updateCamera(ye), ye = Ie.getCamera()), Z.isScene === !0 && Z.onBeforeRender(u, Z, ye, w), p = le.get(Z, f.length), p.init(), f.push(p), k.multiplyMatrices(ye.projectionMatrix, ye.matrixWorldInverse), N.setFromProjectionMatrix(k), B = this.localClippingEnabled, D = ve.init(this.clippingPlanes, B, ye), h = ue.get(Z, g.length), h.init(), g.push(h), re(Z, ye, 0, u.sortObjects), h.finish(), u.sortObjects === !0 && h.sort(C, A), D === !0 && ve.beginShadows();\n const me = p.state.shadowsArray;\n xe.render(me, Z, ye), p.setupLights(), p.setupLightsView(ye), D === !0 && ve.endShadows(), this.info.autoReset === !0 && this.info.reset(), Te.render(h, Z);\n const Me = h.opaque, Oe = h.transmissive, he = h.transparent;\n Me.length > 0 && Ne(Me, Z, ye), Oe.length > 0 && Ee(Me, Oe, Z, ye), he.length > 0 && Ne(he, Z, ye), w !== null && (te.updateMultisampleRenderTarget(w), te.updateRenderTargetMipmap(w)), Z.isScene === !0 && Z.onAfterRender(u, Z, ye), ee.buffers.depth.setTest(!0), ee.buffers.depth.setMask(!0), ee.buffers.color.setMask(!0), ee.setPolygonOffset(!1), ge.resetDefaultState(), S = -1, T = null, f.pop(), f.length > 0 ? p = f[f.length - 1] : p = null, g.pop(), g.length > 0 ? h = g[g.length - 1] : h = null;\n };\n function re(Z, ye, me, Me) {\n if (Z.visible === !1) return;\n if (Z.layers.test(ye.layers)) {\n if (Z.isGroup)\n me = Z.renderOrder;\n else if (Z.isLOD)\n Z.autoUpdate === !0 && Z.update(ye);\n else if (Z.isLight)\n p.pushLight(Z), Z.castShadow && p.pushShadow(Z);\n else if (Z.isSprite) {\n if (!Z.frustumCulled || N.intersectsSprite(Z)) {\n Me && K.setFromMatrixPosition(Z.matrixWorld).applyMatrix4(k);\n const _e = z.update(Z), Ce = Z.material;\n Ce.visible && h.push(Z, _e, Ce, me, K.z, null);\n }\n } else if (Z.isImmediateRenderObject)\n Me && K.setFromMatrixPosition(Z.matrixWorld).applyMatrix4(k), h.push(Z, null, Z.material, me, K.z, null);\n else if ((Z.isMesh || Z.isLine || Z.isPoints) && (Z.isSkinnedMesh && Z.skeleton.frame !== ne.render.frame && (Z.skeleton.update(), Z.skeleton.frame = ne.render.frame), !Z.frustumCulled || N.intersectsObject(Z))) {\n Me && K.setFromMatrixPosition(Z.matrixWorld).applyMatrix4(k);\n const _e = z.update(Z), Ce = Z.material;\n if (Array.isArray(Ce)) {\n const ke = _e.groups;\n for (let Ze = 0, Qe = ke.length; Ze < Qe; Ze++) {\n const qe = ke[Ze], ut = Ce[qe.materialIndex];\n ut && ut.visible && h.push(Z, _e, ut, me, K.z, qe);\n }\n } else Ce.visible && h.push(Z, _e, Ce, me, K.z, null);\n }\n }\n const he = Z.children;\n for (let _e = 0, Ce = he.length; _e < Ce; _e++)\n re(he[_e], ye, me, Me);\n }\n function Ee(Z, ye, me, Me) {\n if (U === null) {\n const Ce = o === !0 && Q.isWebGL2 === !0 ? Jf : bi;\n U = new Ce(1024, 1024, {\n generateMipmaps: !0,\n type: Se.convert(Ts) !== null ? Ts : Ps,\n minFilter: br,\n magFilter: Kt,\n wrapS: mn,\n wrapT: mn\n });\n }\n const Oe = u.getRenderTarget();\n u.setRenderTarget(U), u.clear();\n const he = u.toneMapping;\n u.toneMapping = Vr, Ne(Z, me, Me), u.toneMapping = he, te.updateMultisampleRenderTarget(U), te.updateRenderTargetMipmap(U), u.setRenderTarget(Oe), Ne(ye, me, Me);\n }\n function Ne(Z, ye, me) {\n const Me = ye.isScene === !0 ? ye.overrideMaterial : null;\n for (let Oe = 0, he = Z.length; Oe < he; Oe++) {\n const _e = Z[Oe], Ce = _e.object, ke = _e.geometry, Ze = Me === null ? _e.material : Me, Qe = _e.group;\n if (me.isArrayCamera) {\n const qe = me.cameras;\n for (let ut = 0, Zt = qe.length; ut < Zt; ut++) {\n const hn = qe[ut];\n Ce.layers.test(hn.layers) && (ee.viewport(M.copy(hn.viewport)), p.setupLightsView(hn), je(Ce, ye, hn, ke, Ze, Qe));\n }\n } else\n je(Ce, ye, me, ke, Ze, Qe);\n }\n }\n function je(Z, ye, me, Me, Oe, he) {\n if (Z.onBeforeRender(u, ye, me, Me, Oe, he), Z.modelViewMatrix.multiplyMatrices(me.matrixWorldInverse, Z.matrixWorld), Z.normalMatrix.getNormalMatrix(Z.modelViewMatrix), Z.isImmediateRenderObject) {\n const _e = Tt(me, ye, Oe, Z);\n ee.setMaterial(Oe), ge.reset(), lt(Z, _e);\n } else\n Oe.transparent === !0 && Oe.side === Yr ? (Oe.side = qt, Oe.needsUpdate = !0, u.renderBufferDirect(me, ye, Me, Oe, Z, he), Oe.side = Xr, Oe.needsUpdate = !0, u.renderBufferDirect(me, ye, Me, Oe, Z, he), Oe.side = Yr) : u.renderBufferDirect(me, ye, Me, Oe, Z, he);\n Z.onAfterRender(u, ye, me, Me, Oe, he);\n }\n function rt(Z, ye, me) {\n ye.isScene !== !0 && (ye = ie);\n const Me = Y.get(Z), Oe = p.state.lights, he = p.state.shadowsArray, _e = Oe.state.version, Ce = V.getParameters(Z, Oe.state, he, ye, me), ke = V.getProgramCacheKey(Ce);\n let Ze = Me.programs;\n Me.environment = Z.isMeshStandardMaterial ? ye.environment : null, Me.fog = ye.fog, Me.envMap = F.get(Z.envMap || Me.environment), Ze === void 0 && (Z.addEventListener(\"dispose\", Ue), Ze = /* @__PURE__ */ new Map(), Me.programs = Ze);\n let Qe = Ze.get(ke);\n if (Qe !== void 0) {\n if (Me.currentProgram === Qe && Me.lightsStateVersion === _e)\n return gt(Z, Ce), Qe;\n } else\n Ce.uniforms = V.getUniforms(Z), Z.onBuild(Ce, u), Z.onBeforeCompile(Ce, u), Qe = V.acquireProgram(Ce, ke), Ze.set(ke, Qe), Me.uniforms = Ce.uniforms;\n const qe = Me.uniforms;\n (!Z.isShaderMaterial && !Z.isRawShaderMaterial || Z.clipping === !0) && (qe.clippingPlanes = ve.uniform), gt(Z, Ce), Me.needsLights = kt(Z), Me.lightsStateVersion = _e, Me.needsLights && (qe.ambientLightColor.value = Oe.state.ambient, qe.lightProbe.value = Oe.state.probe, qe.directionalLights.value = Oe.state.directional, qe.directionalLightShadows.value = Oe.state.directionalShadow, qe.spotLights.value = Oe.state.spot, qe.spotLightShadows.value = Oe.state.spotShadow, qe.rectAreaLights.value = Oe.state.rectArea, qe.ltc_1.value = Oe.state.rectAreaLTC1, qe.ltc_2.value = Oe.state.rectAreaLTC2, qe.pointLights.value = Oe.state.point, qe.pointLightShadows.value = Oe.state.pointShadow, qe.hemisphereLights.value = Oe.state.hemi, qe.directionalShadowMap.value = Oe.state.directionalShadowMap, qe.directionalShadowMatrix.value = Oe.state.directionalShadowMatrix, qe.spotShadowMap.value = Oe.state.spotShadowMap, qe.spotShadowMatrix.value = Oe.state.spotShadowMatrix, qe.pointShadowMap.value = Oe.state.pointShadowMap, qe.pointShadowMatrix.value = Oe.state.pointShadowMatrix);\n const ut = Qe.getUniforms(), Zt = kr.seqWithValue(ut.seq, qe);\n return Me.currentProgram = Qe, Me.uniformsList = Zt, Qe;\n }\n function gt(Z, ye) {\n const me = Y.get(Z);\n me.outputEncoding = ye.outputEncoding, me.instancing = ye.instancing, me.skinning = ye.skinning, me.numClippingPlanes = ye.numClippingPlanes, me.numIntersection = ye.numClipIntersection, me.vertexAlphas = ye.vertexAlphas;\n }\n function Tt(Z, ye, me, Me) {\n ye.isScene !== !0 && (ye = ie), te.resetTextureUnits();\n const Oe = ye.fog, he = me.isMeshStandardMaterial ? ye.environment : null, _e = w === null ? u.outputEncoding : w.texture.encoding, Ce = F.get(me.envMap || he), ke = me.vertexColors === !0 && Me.geometry && Me.geometry.attributes.color && Me.geometry.attributes.color.itemSize === 4, Ze = Y.get(me), Qe = p.state.lights;\n if (D === !0 && (B === !0 || Z !== T)) {\n const Tn = Z === T && me.id === S;\n ve.setState(me, Z, Tn);\n }\n let qe = !1;\n me.version === Ze.__version ? (Ze.needsLights && Ze.lightsStateVersion !== Qe.state.version || Ze.outputEncoding !== _e || Me.isInstancedMesh && Ze.instancing === !1 || !Me.isInstancedMesh && Ze.instancing === !0 || Me.isSkinnedMesh && Ze.skinning === !1 || !Me.isSkinnedMesh && Ze.skinning === !0 || Ze.envMap !== Ce || me.fog && Ze.fog !== Oe || Ze.numClippingPlanes !== void 0 && (Ze.numClippingPlanes !== ve.numPlanes || Ze.numIntersection !== ve.numIntersection) || Ze.vertexAlphas !== ke) && (qe = !0) : (qe = !0, Ze.__version = me.version);\n let ut = Ze.currentProgram;\n qe === !0 && (ut = rt(me, ye, Me));\n let Zt = !1, hn = !1, os = !1;\n const Rt = ut.getUniforms(), as = Ze.uniforms;\n if (ee.useProgram(ut.program) && (Zt = !0, hn = !0, os = !0), me.id !== S && (S = me.id, hn = !0), Zt || T !== Z) {\n if (Rt.setValue(G, \"projectionMatrix\", Z.projectionMatrix), Q.logarithmicDepthBuffer && Rt.setValue(\n G,\n \"logDepthBufFC\",\n 2 / (Math.log(Z.far + 1) / Math.LN2)\n ), T !== Z && (T = Z, hn = !0, os = !0), me.isShaderMaterial || me.isMeshPhongMaterial || me.isMeshToonMaterial || me.isMeshStandardMaterial || me.envMap) {\n const Tn = Rt.map.cameraPosition;\n Tn !== void 0 && Tn.setValue(\n G,\n K.setFromMatrixPosition(Z.matrixWorld)\n );\n }\n (me.isMeshPhongMaterial || me.isMeshToonMaterial || me.isMeshLambertMaterial || me.isMeshBasicMaterial || me.isMeshStandardMaterial || me.isShaderMaterial) && Rt.setValue(G, \"isOrthographic\", Z.isOrthographicCamera === !0), (me.isMeshPhongMaterial || me.isMeshToonMaterial || me.isMeshLambertMaterial || me.isMeshBasicMaterial || me.isMeshStandardMaterial || me.isShaderMaterial || me.isShadowMaterial || Me.isSkinnedMesh) && Rt.setValue(G, \"viewMatrix\", Z.matrixWorldInverse);\n }\n if (Me.isSkinnedMesh) {\n Rt.setOptional(G, Me, \"bindMatrix\"), Rt.setOptional(G, Me, \"bindMatrixInverse\");\n const Tn = Me.skeleton;\n Tn && (Q.floatVertexTextures ? (Tn.boneTexture === null && Tn.computeBoneTexture(), Rt.setValue(G, \"boneTexture\", Tn.boneTexture, te), Rt.setValue(G, \"boneTextureSize\", Tn.boneTextureSize)) : Rt.setOptional(G, Tn, \"boneMatrices\"));\n }\n return (hn || Ze.receiveShadow !== Me.receiveShadow) && (Ze.receiveShadow = Me.receiveShadow, Rt.setValue(G, \"receiveShadow\", Me.receiveShadow)), hn && (Rt.setValue(G, \"toneMappingExposure\", u.toneMappingExposure), Ze.needsLights && Lt(as, os), Oe && me.fog && oe.refreshFogUniforms(as, Oe), oe.refreshMaterialUniforms(as, me, R, L, U), kr.upload(G, Ze.uniformsList, as, te)), me.isShaderMaterial && me.uniformsNeedUpdate === !0 && (kr.upload(G, Ze.uniformsList, as, te), me.uniformsNeedUpdate = !1), me.isSpriteMaterial && Rt.setValue(G, \"center\", Me.center), Rt.setValue(G, \"modelViewMatrix\", Me.modelViewMatrix), Rt.setValue(G, \"normalMatrix\", Me.normalMatrix), Rt.setValue(G, \"modelMatrix\", Me.matrixWorld), ut;\n }\n function Lt(Z, ye) {\n Z.ambientLightColor.needsUpdate = ye, Z.lightProbe.needsUpdate = ye, Z.directionalLights.needsUpdate = ye, Z.directionalLightShadows.needsUpdate = ye, Z.pointLights.needsUpdate = ye, Z.pointLightShadows.needsUpdate = ye, Z.spotLights.needsUpdate = ye, Z.spotLightShadows.needsUpdate = ye, Z.rectAreaLights.needsUpdate = ye, Z.hemisphereLights.needsUpdate = ye;\n }\n function kt(Z) {\n return Z.isMeshLambertMaterial || Z.isMeshToonMaterial || Z.isMeshPhongMaterial || Z.isMeshStandardMaterial || Z.isShadowMaterial || Z.isShaderMaterial && Z.lights === !0;\n }\n this.getActiveCubeFace = function() {\n return v;\n }, this.getActiveMipmapLevel = function() {\n return m;\n }, this.getRenderTarget = function() {\n return w;\n }, this.setRenderTarget = function(Z, ye = 0, me = 0) {\n w = Z, v = ye, m = me, Z && Y.get(Z).__webglFramebuffer === void 0 && te.setupRenderTarget(Z);\n let Me = null, Oe = !1, he = !1;\n if (Z) {\n const Ce = Z.texture;\n (Ce.isDataTexture3D || Ce.isDataTexture2DArray) && (he = !0);\n const ke = Y.get(Z).__webglFramebuffer;\n Z.isWebGLCubeRenderTarget ? (Me = ke[ye], Oe = !0) : Z.isWebGLMultisampleRenderTarget ? Me = Y.get(Z).__webglMultisampledFramebuffer : Me = ke, M.copy(Z.viewport), x.copy(Z.scissor), _ = Z.scissorTest;\n } else\n M.copy(P).multiplyScalar(R).floor(), x.copy(I).multiplyScalar(R).floor(), _ = b;\n if (ee.bindFramebuffer(36160, Me) && Q.drawBuffers) {\n let Ce = !1;\n if (Z)\n if (Z.isWebGLMultipleRenderTargets) {\n const ke = Z.texture;\n if (O.length !== ke.length || O[0] !== 36064) {\n for (let Ze = 0, Qe = ke.length; Ze < Qe; Ze++)\n O[Ze] = 36064 + Ze;\n O.length = ke.length, Ce = !0;\n }\n } else\n (O.length !== 1 || O[0] !== 36064) && (O[0] = 36064, O.length = 1, Ce = !0);\n else\n (O.length !== 1 || O[0] !== 1029) && (O[0] = 1029, O.length = 1, Ce = !0);\n Ce && (Q.isWebGL2 ? G.drawBuffers(O) : q.get(\"WEBGL_draw_buffers\").drawBuffersWEBGL(O));\n }\n if (ee.viewport(M), ee.scissor(x), ee.setScissorTest(_), Oe) {\n const Ce = Y.get(Z.texture);\n G.framebufferTexture2D(36160, 36064, 34069 + ye, Ce.__webglTexture, me);\n } else if (he) {\n const Ce = Y.get(Z.texture), ke = ye || 0;\n G.framebufferTextureLayer(36160, 36064, Ce.__webglTexture, me || 0, ke);\n }\n }, this.readRenderTargetPixels = function(Z, ye, me, Me, Oe, he, _e) {\n if (!(Z && Z.isWebGLRenderTarget)) {\n console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.\");\n return;\n }\n let Ce = Y.get(Z).__webglFramebuffer;\n if (Z.isWebGLCubeRenderTarget && _e !== void 0 && (Ce = Ce[_e]), Ce) {\n ee.bindFramebuffer(36160, Ce);\n try {\n const ke = Z.texture, Ze = ke.format, Qe = ke.type;\n if (Ze !== Yn && Se.convert(Ze) !== G.getParameter(35739)) {\n console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.\");\n return;\n }\n const qe = Qe === Ts && (q.has(\"EXT_color_buffer_half_float\") || Q.isWebGL2 && q.has(\"EXT_color_buffer_float\"));\n if (Qe !== Ps && Se.convert(Qe) !== G.getParameter(35738) && // Edge and Chrome Mac < 52 (#9513)\n !(Qe === nr && (Q.isWebGL2 || q.has(\"OES_texture_float\") || q.has(\"WEBGL_color_buffer_float\"))) && // Chrome Mac >= 52 and Firefox\n !qe) {\n console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.\");\n return;\n }\n G.checkFramebufferStatus(36160) === 36053 ? ye >= 0 && ye <= Z.width - Me && me >= 0 && me <= Z.height - Oe && G.readPixels(ye, me, Me, Oe, Se.convert(Ze), Se.convert(Qe), he) : console.error(\"THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.\");\n } finally {\n const ke = w !== null ? Y.get(w).__webglFramebuffer : null;\n ee.bindFramebuffer(36160, ke);\n }\n }\n }, this.copyFramebufferToTexture = function(Z, ye, me = 0) {\n const Me = Math.pow(2, -me), Oe = Math.floor(ye.image.width * Me), he = Math.floor(ye.image.height * Me);\n let _e = Se.convert(ye.format);\n Q.isWebGL2 && (_e === 6407 && (_e = 32849), _e === 6408 && (_e = 32856)), te.setTexture2D(ye, 0), G.copyTexImage2D(3553, me, _e, Z.x, Z.y, Oe, he, 0), ee.unbindTexture();\n }, this.copyTextureToTexture = function(Z, ye, me, Me = 0) {\n const Oe = ye.image.width, he = ye.image.height, _e = Se.convert(me.format), Ce = Se.convert(me.type);\n te.setTexture2D(me, 0), G.pixelStorei(37440, me.flipY), G.pixelStorei(37441, me.premultiplyAlpha), G.pixelStorei(3317, me.unpackAlignment), ye.isDataTexture ? G.texSubImage2D(3553, Me, Z.x, Z.y, Oe, he, _e, Ce, ye.image.data) : ye.isCompressedTexture ? G.compressedTexSubImage2D(3553, Me, Z.x, Z.y, ye.mipmaps[0].width, ye.mipmaps[0].height, _e, ye.mipmaps[0].data) : G.texSubImage2D(3553, Me, Z.x, Z.y, _e, Ce, ye.image), Me === 0 && me.generateMipmaps && G.generateMipmap(3553), ee.unbindTexture();\n }, this.copyTextureToTexture3D = function(Z, ye, me, Me, Oe = 0) {\n if (u.isWebGL1Renderer) {\n console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.\");\n return;\n }\n const he = Z.max.x - Z.min.x + 1, _e = Z.max.y - Z.min.y + 1, Ce = Z.max.z - Z.min.z + 1, ke = Se.convert(Me.format), Ze = Se.convert(Me.type);\n let Qe;\n if (Me.isDataTexture3D)\n te.setTexture3D(Me, 0), Qe = 32879;\n else if (Me.isDataTexture2DArray)\n te.setTexture2DArray(Me, 0), Qe = 35866;\n else {\n console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.\");\n return;\n }\n G.pixelStorei(37440, Me.flipY), G.pixelStorei(37441, Me.premultiplyAlpha), G.pixelStorei(3317, Me.unpackAlignment);\n const qe = G.getParameter(3314), ut = G.getParameter(32878), Zt = G.getParameter(3316), hn = G.getParameter(3315), os = G.getParameter(32877), Rt = me.isCompressedTexture ? me.mipmaps[0] : me.image;\n G.pixelStorei(3314, Rt.width), G.pixelStorei(32878, Rt.height), G.pixelStorei(3316, Z.min.x), G.pixelStorei(3315, Z.min.y), G.pixelStorei(32877, Z.min.z), me.isDataTexture || me.isDataTexture3D ? G.texSubImage3D(Qe, Oe, ye.x, ye.y, ye.z, he, _e, Ce, ke, Ze, Rt.data) : me.isCompressedTexture ? (console.warn(\"THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.\"), G.compressedTexSubImage3D(Qe, Oe, ye.x, ye.y, ye.z, he, _e, Ce, ke, Rt.data)) : G.texSubImage3D(Qe, Oe, ye.x, ye.y, ye.z, he, _e, Ce, ke, Ze, Rt), G.pixelStorei(3314, qe), G.pixelStorei(32878, ut), G.pixelStorei(3316, Zt), G.pixelStorei(3315, hn), G.pixelStorei(32877, os), Oe === 0 && Me.generateMipmaps && G.generateMipmap(Qe), ee.unbindTexture();\n }, this.initTexture = function(Z) {\n te.setTexture2D(Z, 0), ee.unbindTexture();\n }, this.resetState = function() {\n v = 0, m = 0, w = null, ee.reset(), ge.reset();\n }, typeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\", { detail: this }));\n}\nclass Nx extends Et {\n}\nNx.prototype.isWebGL1Renderer = !0;\nclass Sl {\n constructor(e, t = 25e-5) {\n this.name = \"\", this.color = new Fe(e), this.density = t;\n }\n clone() {\n return new Sl(this.color, this.density);\n }\n toJSON() {\n return {\n type: \"FogExp2\",\n color: this.color.getHex(),\n density: this.density\n };\n }\n}\nSl.prototype.isFogExp2 = !0;\nclass _l {\n constructor(e, t = 1, i = 1e3) {\n this.name = \"\", this.color = new Fe(e), this.near = t, this.far = i;\n }\n clone() {\n return new _l(this.color, this.near, this.far);\n }\n toJSON() {\n return {\n type: \"Fog\",\n color: this.color.getHex(),\n near: this.near,\n far: this.far\n };\n }\n}\n_l.prototype.isFog = !0;\nclass Nu extends ot {\n constructor() {\n super(), this.type = \"Scene\", this.background = null, this.environment = null, this.fog = null, this.overrideMaterial = null, this.autoUpdate = !0, typeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"observe\", { detail: this }));\n }\n copy(e, t) {\n return super.copy(e, t), e.background !== null && (this.background = e.background.clone()), e.environment !== null && (this.environment = e.environment.clone()), e.fog !== null && (this.fog = e.fog.clone()), e.overrideMaterial !== null && (this.overrideMaterial = e.overrideMaterial.clone()), this.autoUpdate = e.autoUpdate, this.matrixAutoUpdate = e.matrixAutoUpdate, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return this.fog !== null && (t.object.fog = this.fog.toJSON()), t;\n }\n}\nNu.prototype.isScene = !0;\nclass rs {\n constructor(e, t) {\n this.array = e, this.stride = t, this.count = e !== void 0 ? e.length / t : 0, this.usage = zo, this.updateRange = { offset: 0, count: -1 }, this.version = 0, this.uuid = Jn();\n }\n onUploadCallback() {\n }\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n setUsage(e) {\n return this.usage = e, this;\n }\n copy(e) {\n return this.array = new e.array.constructor(e.array), this.count = e.count, this.stride = e.stride, this.usage = e.usage, this;\n }\n copyAt(e, t, i) {\n e *= this.stride, i *= t.stride;\n for (let r = 0, s = this.stride; r < s; r++)\n this.array[e + r] = t.array[i + r];\n return this;\n }\n set(e, t = 0) {\n return this.array.set(e, t), this;\n }\n clone(e) {\n e.arrayBuffers === void 0 && (e.arrayBuffers = {}), this.array.buffer._uuid === void 0 && (this.array.buffer._uuid = Jn()), e.arrayBuffers[this.array.buffer._uuid] === void 0 && (e.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer);\n const t = new this.array.constructor(e.arrayBuffers[this.array.buffer._uuid]), i = new this.constructor(t, this.stride);\n return i.setUsage(this.usage), i;\n }\n onUpload(e) {\n return this.onUploadCallback = e, this;\n }\n toJSON(e) {\n return e.arrayBuffers === void 0 && (e.arrayBuffers = {}), this.array.buffer._uuid === void 0 && (this.array.buffer._uuid = Jn()), e.arrayBuffers[this.array.buffer._uuid] === void 0 && (e.arrayBuffers[this.array.buffer._uuid] = Array.prototype.slice.call(new Uint32Array(this.array.buffer))), {\n uuid: this.uuid,\n buffer: this.array.buffer._uuid,\n type: this.array.constructor.name,\n stride: this.stride\n };\n }\n}\nrs.prototype.isInterleavedBuffer = !0;\nconst Xt = /* @__PURE__ */ new X();\nclass fr {\n constructor(e, t, i, r = !1) {\n this.name = \"\", this.data = e, this.itemSize = t, this.offset = i, this.normalized = r === !0;\n }\n get count() {\n return this.data.count;\n }\n get array() {\n return this.data.array;\n }\n set needsUpdate(e) {\n this.data.needsUpdate = e;\n }\n applyMatrix4(e) {\n for (let t = 0, i = this.data.count; t < i; t++)\n Xt.x = this.getX(t), Xt.y = this.getY(t), Xt.z = this.getZ(t), Xt.applyMatrix4(e), this.setXYZ(t, Xt.x, Xt.y, Xt.z);\n return this;\n }\n applyNormalMatrix(e) {\n for (let t = 0, i = this.count; t < i; t++)\n Xt.x = this.getX(t), Xt.y = this.getY(t), Xt.z = this.getZ(t), Xt.applyNormalMatrix(e), this.setXYZ(t, Xt.x, Xt.y, Xt.z);\n return this;\n }\n transformDirection(e) {\n for (let t = 0, i = this.count; t < i; t++)\n Xt.x = this.getX(t), Xt.y = this.getY(t), Xt.z = this.getZ(t), Xt.transformDirection(e), this.setXYZ(t, Xt.x, Xt.y, Xt.z);\n return this;\n }\n setX(e, t) {\n return this.data.array[e * this.data.stride + this.offset] = t, this;\n }\n setY(e, t) {\n return this.data.array[e * this.data.stride + this.offset + 1] = t, this;\n }\n setZ(e, t) {\n return this.data.array[e * this.data.stride + this.offset + 2] = t, this;\n }\n setW(e, t) {\n return this.data.array[e * this.data.stride + this.offset + 3] = t, this;\n }\n getX(e) {\n return this.data.array[e * this.data.stride + this.offset];\n }\n getY(e) {\n return this.data.array[e * this.data.stride + this.offset + 1];\n }\n getZ(e) {\n return this.data.array[e * this.data.stride + this.offset + 2];\n }\n getW(e) {\n return this.data.array[e * this.data.stride + this.offset + 3];\n }\n setXY(e, t, i) {\n return e = e * this.data.stride + this.offset, this.data.array[e + 0] = t, this.data.array[e + 1] = i, this;\n }\n setXYZ(e, t, i, r) {\n return e = e * this.data.stride + this.offset, this.data.array[e + 0] = t, this.data.array[e + 1] = i, this.data.array[e + 2] = r, this;\n }\n setXYZW(e, t, i, r, s) {\n return e = e * this.data.stride + this.offset, this.data.array[e + 0] = t, this.data.array[e + 1] = i, this.data.array[e + 2] = r, this.data.array[e + 3] = s, this;\n }\n clone(e) {\n if (e === void 0) {\n console.log(\"THREE.InterleavedBufferAttribute.clone(): Cloning an interlaved buffer attribute will deinterleave buffer data.\");\n const t = [];\n for (let i = 0; i < this.count; i++) {\n const r = i * this.data.stride + this.offset;\n for (let s = 0; s < this.itemSize; s++)\n t.push(this.data.array[r + s]);\n }\n return new nt(new this.array.constructor(t), this.itemSize, this.normalized);\n } else\n return e.interleavedBuffers === void 0 && (e.interleavedBuffers = {}), e.interleavedBuffers[this.data.uuid] === void 0 && (e.interleavedBuffers[this.data.uuid] = this.data.clone(e)), new fr(e.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);\n }\n toJSON(e) {\n if (e === void 0) {\n console.log(\"THREE.InterleavedBufferAttribute.toJSON(): Serializing an interlaved buffer attribute will deinterleave buffer data.\");\n const t = [];\n for (let i = 0; i < this.count; i++) {\n const r = i * this.data.stride + this.offset;\n for (let s = 0; s < this.itemSize; s++)\n t.push(this.data.array[r + s]);\n }\n return {\n itemSize: this.itemSize,\n type: this.array.constructor.name,\n array: t,\n normalized: this.normalized\n };\n } else\n return e.interleavedBuffers === void 0 && (e.interleavedBuffers = {}), e.interleavedBuffers[this.data.uuid] === void 0 && (e.interleavedBuffers[this.data.uuid] = this.data.toJSON(e)), {\n isInterleavedBufferAttribute: !0,\n itemSize: this.itemSize,\n data: this.data.uuid,\n offset: this.offset,\n normalized: this.normalized\n };\n }\n}\nfr.prototype.isInterleavedBufferAttribute = !0;\nclass Tl extends sn {\n constructor(e) {\n super(), this.type = \"SpriteMaterial\", this.color = new Fe(16777215), this.map = null, this.alphaMap = null, this.rotation = 0, this.sizeAttenuation = !0, this.transparent = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.alphaMap = e.alphaMap, this.rotation = e.rotation, this.sizeAttenuation = e.sizeAttenuation, this;\n }\n}\nTl.prototype.isSpriteMaterial = !0;\nlet uo;\nconst _a = /* @__PURE__ */ new X(), ho = /* @__PURE__ */ new X(), fo = /* @__PURE__ */ new X(), po = /* @__PURE__ */ new Pe(), Ta = /* @__PURE__ */ new Pe(), Fx = /* @__PURE__ */ new $e(), ac = /* @__PURE__ */ new X(), Ea = /* @__PURE__ */ new X(), lc = /* @__PURE__ */ new X(), Vg = /* @__PURE__ */ new Pe(), Rh = /* @__PURE__ */ new Pe(), kg = /* @__PURE__ */ new Pe();\nclass El extends ot {\n constructor(e) {\n if (super(), this.type = \"Sprite\", uo === void 0) {\n uo = new Je();\n const t = new Float32Array([\n -0.5,\n -0.5,\n 0,\n 0,\n 0,\n 0.5,\n -0.5,\n 0,\n 1,\n 0,\n 0.5,\n 0.5,\n 0,\n 1,\n 1,\n -0.5,\n 0.5,\n 0,\n 0,\n 1\n ]), i = new rs(t, 5);\n uo.setIndex([0, 1, 2, 0, 2, 3]), uo.setAttribute(\"position\", new fr(i, 3, 0, !1)), uo.setAttribute(\"uv\", new fr(i, 2, 3, !1));\n }\n this.geometry = uo, this.material = e !== void 0 ? e : new Tl(), this.center = new Pe(0.5, 0.5);\n }\n raycast(e, t) {\n e.camera === null && console.error('THREE.Sprite: \"Raycaster.camera\" needs to be set in order to raycast against sprites.'), ho.setFromMatrixScale(this.matrixWorld), Fx.copy(e.camera.matrixWorld), this.modelViewMatrix.multiplyMatrices(e.camera.matrixWorldInverse, this.matrixWorld), fo.setFromMatrixPosition(this.modelViewMatrix), e.camera.isPerspectiveCamera && this.material.sizeAttenuation === !1 && ho.multiplyScalar(-fo.z);\n const i = this.material.rotation;\n let r, s;\n i !== 0 && (s = Math.cos(i), r = Math.sin(i));\n const o = this.center;\n cc(ac.set(-0.5, -0.5, 0), fo, o, ho, r, s), cc(Ea.set(0.5, -0.5, 0), fo, o, ho, r, s), cc(lc.set(0.5, 0.5, 0), fo, o, ho, r, s), Vg.set(0, 0), Rh.set(1, 0), kg.set(1, 1);\n let a = e.ray.intersectTriangle(ac, Ea, lc, !1, _a);\n if (a === null && (cc(Ea.set(-0.5, 0.5, 0), fo, o, ho, r, s), Rh.set(0, 1), a = e.ray.intersectTriangle(ac, lc, Ea, !1, _a), a === null))\n return;\n const c = e.ray.origin.distanceTo(_a);\n c < e.near || c > e.far || t.push({\n distance: c,\n point: _a.clone(),\n uv: Qt.getUV(_a, ac, Ea, lc, Vg, Rh, kg, new Pe()),\n face: null,\n object: this\n });\n }\n copy(e) {\n return super.copy(e), e.center !== void 0 && this.center.copy(e.center), this.material = e.material, this;\n }\n}\nEl.prototype.isSprite = !0;\nfunction cc(n, e, t, i, r, s) {\n po.subVectors(n, t).addScalar(0.5).multiply(i), r !== void 0 ? (Ta.x = s * po.x - r * po.y, Ta.y = r * po.x + s * po.y) : Ta.copy(po), n.copy(e), n.x += Ta.x, n.y += Ta.y, n.applyMatrix4(Fx);\n}\nconst uc = /* @__PURE__ */ new X(), Gg = /* @__PURE__ */ new X();\nclass Bx extends ot {\n constructor() {\n super(), this._currentLevel = 0, this.type = \"LOD\", Object.defineProperties(this, {\n levels: {\n enumerable: !0,\n value: []\n },\n isLOD: {\n value: !0\n }\n }), this.autoUpdate = !0;\n }\n copy(e) {\n super.copy(e, !1);\n const t = e.levels;\n for (let i = 0, r = t.length; i < r; i++) {\n const s = t[i];\n this.addLevel(s.object.clone(), s.distance);\n }\n return this.autoUpdate = e.autoUpdate, this;\n }\n addLevel(e, t = 0) {\n t = Math.abs(t);\n const i = this.levels;\n let r;\n for (r = 0; r < i.length && !(t < i[r].distance); r++)\n ;\n return i.splice(r, 0, { distance: t, object: e }), this.add(e), this;\n }\n getCurrentLevel() {\n return this._currentLevel;\n }\n getObjectForDistance(e) {\n const t = this.levels;\n if (t.length > 0) {\n let i, r;\n for (i = 1, r = t.length; i < r && !(e < t[i].distance); i++)\n ;\n return t[i - 1].object;\n }\n return null;\n }\n raycast(e, t) {\n if (this.levels.length > 0) {\n uc.setFromMatrixPosition(this.matrixWorld);\n const r = e.ray.origin.distanceTo(uc);\n this.getObjectForDistance(r).raycast(e, t);\n }\n }\n update(e) {\n const t = this.levels;\n if (t.length > 1) {\n uc.setFromMatrixPosition(e.matrixWorld), Gg.setFromMatrixPosition(this.matrixWorld);\n const i = uc.distanceTo(Gg) / e.zoom;\n t[0].object.visible = !0;\n let r, s;\n for (r = 1, s = t.length; r < s && i >= t[r].distance; r++)\n t[r - 1].object.visible = !1, t[r].object.visible = !0;\n for (this._currentLevel = r - 1; r < s; r++)\n t[r].object.visible = !1;\n }\n }\n toJSON(e) {\n const t = super.toJSON(e);\n this.autoUpdate === !1 && (t.object.autoUpdate = !1), t.object.levels = [];\n const i = this.levels;\n for (let r = 0, s = i.length; r < s; r++) {\n const o = i[r];\n t.object.levels.push({\n object: o.object.uuid,\n distance: o.distance\n });\n }\n return t;\n }\n}\nconst Hg = /* @__PURE__ */ new X(), Wg = /* @__PURE__ */ new _t(), jg = /* @__PURE__ */ new _t(), FN = /* @__PURE__ */ new X(), $g = /* @__PURE__ */ new $e();\nclass Al extends tn {\n constructor(e, t) {\n super(e, t), this.type = \"SkinnedMesh\", this.bindMode = \"attached\", this.bindMatrix = new $e(), this.bindMatrixInverse = new $e();\n }\n copy(e) {\n return super.copy(e), this.bindMode = e.bindMode, this.bindMatrix.copy(e.bindMatrix), this.bindMatrixInverse.copy(e.bindMatrixInverse), this.skeleton = e.skeleton, this;\n }\n bind(e, t) {\n this.skeleton = e, t === void 0 && (this.updateMatrixWorld(!0), this.skeleton.calculateInverses(), t = this.matrixWorld), this.bindMatrix.copy(t), this.bindMatrixInverse.copy(t).invert();\n }\n pose() {\n this.skeleton.pose();\n }\n normalizeSkinWeights() {\n const e = new _t(), t = this.geometry.attributes.skinWeight;\n for (let i = 0, r = t.count; i < r; i++) {\n e.x = t.getX(i), e.y = t.getY(i), e.z = t.getZ(i), e.w = t.getW(i);\n const s = 1 / e.manhattanLength();\n s !== 1 / 0 ? e.multiplyScalar(s) : e.set(1, 0, 0, 0), t.setXYZW(i, e.x, e.y, e.z, e.w);\n }\n }\n updateMatrixWorld(e) {\n super.updateMatrixWorld(e), this.bindMode === \"attached\" ? this.bindMatrixInverse.copy(this.matrixWorld).invert() : this.bindMode === \"detached\" ? this.bindMatrixInverse.copy(this.bindMatrix).invert() : console.warn(\"THREE.SkinnedMesh: Unrecognized bindMode: \" + this.bindMode);\n }\n boneTransform(e, t) {\n const i = this.skeleton, r = this.geometry;\n Wg.fromBufferAttribute(r.attributes.skinIndex, e), jg.fromBufferAttribute(r.attributes.skinWeight, e), Hg.fromBufferAttribute(r.attributes.position, e).applyMatrix4(this.bindMatrix), t.set(0, 0, 0);\n for (let s = 0; s < 4; s++) {\n const o = jg.getComponent(s);\n if (o !== 0) {\n const a = Wg.getComponent(s);\n $g.multiplyMatrices(i.bones[a].matrixWorld, i.boneInverses[a]), t.addScaledVector(FN.copy(Hg).applyMatrix4($g), o);\n }\n }\n return t.applyMatrix4(this.bindMatrixInverse);\n }\n}\nAl.prototype.isSkinnedMesh = !0;\nclass Cl extends ot {\n constructor() {\n super(), this.type = \"Bone\";\n }\n}\nCl.prototype.isBone = !0;\nclass Cs extends nn {\n constructor(e = null, t = 1, i = 1, r, s, o, a, c, l = Kt, d = Kt, h, p) {\n super(null, o, a, c, l, d, r, s, h, p), this.image = { data: e, width: t, height: i }, this.magFilter = l, this.minFilter = d, this.generateMipmaps = !1, this.flipY = !1, this.unpackAlignment = 1, this.needsUpdate = !0;\n }\n}\nCs.prototype.isDataTexture = !0;\nconst Zg = /* @__PURE__ */ new $e(), BN = /* @__PURE__ */ new $e();\nclass Ll {\n constructor(e = [], t = []) {\n this.uuid = Jn(), this.bones = e.slice(0), this.boneInverses = t, this.boneMatrices = null, this.boneTexture = null, this.boneTextureSize = 0, this.frame = -1, this.init();\n }\n init() {\n const e = this.bones, t = this.boneInverses;\n if (this.boneMatrices = new Float32Array(e.length * 16), t.length === 0)\n this.calculateInverses();\n else if (e.length !== t.length) {\n console.warn(\"THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.\"), this.boneInverses = [];\n for (let i = 0, r = this.bones.length; i < r; i++)\n this.boneInverses.push(new $e());\n }\n }\n calculateInverses() {\n this.boneInverses.length = 0;\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const i = new $e();\n this.bones[e] && i.copy(this.bones[e].matrixWorld).invert(), this.boneInverses.push(i);\n }\n }\n pose() {\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const i = this.bones[e];\n i && i.matrixWorld.copy(this.boneInverses[e]).invert();\n }\n for (let e = 0, t = this.bones.length; e < t; e++) {\n const i = this.bones[e];\n i && (i.parent && i.parent.isBone ? (i.matrix.copy(i.parent.matrixWorld).invert(), i.matrix.multiply(i.matrixWorld)) : i.matrix.copy(i.matrixWorld), i.matrix.decompose(i.position, i.quaternion, i.scale));\n }\n }\n update() {\n const e = this.bones, t = this.boneInverses, i = this.boneMatrices, r = this.boneTexture;\n for (let s = 0, o = e.length; s < o; s++) {\n const a = e[s] ? e[s].matrixWorld : BN;\n Zg.multiplyMatrices(a, t[s]), Zg.toArray(i, s * 16);\n }\n r !== null && (r.needsUpdate = !0);\n }\n clone() {\n return new Ll(this.bones, this.boneInverses);\n }\n computeBoneTexture() {\n let e = Math.sqrt(this.bones.length * 4);\n e = dx(e), e = Math.max(e, 4);\n const t = new Float32Array(e * e * 4);\n t.set(this.boneMatrices);\n const i = new Cs(t, e, e, Yn, nr);\n return this.boneMatrices = t, this.boneTexture = i, this.boneTextureSize = e, this;\n }\n getBoneByName(e) {\n for (let t = 0, i = this.bones.length; t < i; t++) {\n const r = this.bones[t];\n if (r.name === e)\n return r;\n }\n }\n dispose() {\n this.boneTexture !== null && (this.boneTexture.dispose(), this.boneTexture = null);\n }\n fromJSON(e, t) {\n this.uuid = e.uuid;\n for (let i = 0, r = e.bones.length; i < r; i++) {\n const s = e.bones[i];\n let o = t[s];\n o === void 0 && (console.warn(\"THREE.Skeleton: No bone found with UUID:\", s), o = new Cl()), this.bones.push(o), this.boneInverses.push(new $e().fromArray(e.boneInverses[i]));\n }\n return this.init(), this;\n }\n toJSON() {\n const e = {\n metadata: {\n version: 4.5,\n type: \"Skeleton\",\n generator: \"Skeleton.toJSON\"\n },\n bones: [],\n boneInverses: []\n };\n e.uuid = this.uuid;\n const t = this.bones, i = this.boneInverses;\n for (let r = 0, s = t.length; r < s; r++) {\n const o = t[r];\n e.bones.push(o.uuid);\n const a = i[r];\n e.boneInverses.push(a.toArray());\n }\n return e;\n }\n}\nconst Xg = /* @__PURE__ */ new $e(), Yg = /* @__PURE__ */ new $e(), hc = [], Aa = /* @__PURE__ */ new tn();\nclass tp extends tn {\n constructor(e, t, i) {\n super(e, t), this.instanceMatrix = new nt(new Float32Array(i * 16), 16), this.instanceColor = null, this.count = i, this.frustumCulled = !1;\n }\n copy(e) {\n return super.copy(e), this.instanceMatrix.copy(e.instanceMatrix), e.instanceColor !== null && (this.instanceColor = e.instanceColor.clone()), this.count = e.count, this;\n }\n getColorAt(e, t) {\n t.fromArray(this.instanceColor.array, e * 3);\n }\n getMatrixAt(e, t) {\n t.fromArray(this.instanceMatrix.array, e * 16);\n }\n raycast(e, t) {\n const i = this.matrixWorld, r = this.count;\n if (Aa.geometry = this.geometry, Aa.material = this.material, Aa.material !== void 0)\n for (let s = 0; s < r; s++) {\n this.getMatrixAt(s, Xg), Yg.multiplyMatrices(i, Xg), Aa.matrixWorld = Yg, Aa.raycast(e, hc);\n for (let o = 0, a = hc.length; o < a; o++) {\n const c = hc[o];\n c.instanceId = s, c.object = this, t.push(c);\n }\n hc.length = 0;\n }\n }\n setColorAt(e, t) {\n this.instanceColor === null && (this.instanceColor = new nt(new Float32Array(this.count * 3), 3)), t.toArray(this.instanceColor.array, e * 3);\n }\n setMatrixAt(e, t) {\n t.toArray(this.instanceMatrix.array, e * 16);\n }\n updateMorphTargets() {\n }\n dispose() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n}\ntp.prototype.isInstancedMesh = !0;\nclass un extends sn {\n constructor(e) {\n super(), this.type = \"LineBasicMaterial\", this.color = new Fe(16777215), this.linewidth = 1, this.linecap = \"round\", this.linejoin = \"round\", this.morphTargets = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.linewidth = e.linewidth, this.linecap = e.linecap, this.linejoin = e.linejoin, this.morphTargets = e.morphTargets, this;\n }\n}\nun.prototype.isLineBasicMaterial = !0;\nconst Jg = /* @__PURE__ */ new X(), qg = /* @__PURE__ */ new X(), Kg = /* @__PURE__ */ new $e(), Ph = /* @__PURE__ */ new is(), dc = /* @__PURE__ */ new xr();\nclass Ui extends ot {\n constructor(e = new Je(), t = new un()) {\n super(), this.type = \"Line\", this.geometry = e, this.material = t, this.updateMorphTargets();\n }\n copy(e) {\n return super.copy(e), this.material = e.material, this.geometry = e.geometry, this;\n }\n computeLineDistances() {\n const e = this.geometry;\n if (e.isBufferGeometry)\n if (e.index === null) {\n const t = e.attributes.position, i = [0];\n for (let r = 1, s = t.count; r < s; r++)\n Jg.fromBufferAttribute(t, r - 1), qg.fromBufferAttribute(t, r), i[r] = i[r - 1], i[r] += Jg.distanceTo(qg);\n e.setAttribute(\"lineDistance\", new We(i, 1));\n } else\n console.warn(\"THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n else e.isGeometry && console.error(\"THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n return this;\n }\n raycast(e, t) {\n const i = this.geometry, r = this.matrixWorld, s = e.params.Line.threshold, o = i.drawRange;\n if (i.boundingSphere === null && i.computeBoundingSphere(), dc.copy(i.boundingSphere), dc.applyMatrix4(r), dc.radius += s, e.ray.intersectsSphere(dc) === !1) return;\n Kg.copy(r).invert(), Ph.copy(e.ray).applyMatrix4(Kg);\n const a = s / ((this.scale.x + this.scale.y + this.scale.z) / 3), c = a * a, l = new X(), d = new X(), h = new X(), p = new X(), g = this.isLineSegments ? 2 : 1;\n if (i.isBufferGeometry) {\n const f = i.index, y = i.attributes.position;\n if (f !== null) {\n const v = Math.max(0, o.start), m = Math.min(f.count, o.start + o.count);\n for (let w = v, S = m - 1; w < S; w += g) {\n const T = f.getX(w), M = f.getX(w + 1);\n if (l.fromBufferAttribute(y, T), d.fromBufferAttribute(y, M), Ph.distanceSqToSegment(l, d, p, h) > c) continue;\n p.applyMatrix4(this.matrixWorld);\n const _ = e.ray.origin.distanceTo(p);\n _ < e.near || _ > e.far || t.push({\n distance: _,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: h.clone().applyMatrix4(this.matrixWorld),\n index: w,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n } else {\n const v = Math.max(0, o.start), m = Math.min(y.count, o.start + o.count);\n for (let w = v, S = m - 1; w < S; w += g) {\n if (l.fromBufferAttribute(y, w), d.fromBufferAttribute(y, w + 1), Ph.distanceSqToSegment(l, d, p, h) > c) continue;\n p.applyMatrix4(this.matrixWorld);\n const M = e.ray.origin.distanceTo(p);\n M < e.near || M > e.far || t.push({\n distance: M,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: h.clone().applyMatrix4(this.matrixWorld),\n index: w,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n }\n } else i.isGeometry && console.error(\"THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n updateMorphTargets() {\n const e = this.geometry;\n if (e.isBufferGeometry) {\n const t = e.morphAttributes, i = Object.keys(t);\n if (i.length > 0) {\n const r = t[i[0]];\n if (r !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let s = 0, o = r.length; s < o; s++) {\n const a = r[s].name || String(s);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[a] = s;\n }\n }\n }\n } else {\n const t = e.morphTargets;\n t !== void 0 && t.length > 0 && console.error(\"THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n }\n}\nUi.prototype.isLine = !0;\nconst Qg = /* @__PURE__ */ new X(), ev = /* @__PURE__ */ new X();\nclass Fn extends Ui {\n constructor(e, t) {\n super(e, t), this.type = \"LineSegments\";\n }\n computeLineDistances() {\n const e = this.geometry;\n if (e.isBufferGeometry)\n if (e.index === null) {\n const t = e.attributes.position, i = [];\n for (let r = 0, s = t.count; r < s; r += 2)\n Qg.fromBufferAttribute(t, r), ev.fromBufferAttribute(t, r + 1), i[r] = r === 0 ? 0 : i[r - 1], i[r + 1] = i[r] + Qg.distanceTo(ev);\n e.setAttribute(\"lineDistance\", new We(i, 1));\n } else\n console.warn(\"THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n else e.isGeometry && console.error(\"THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n return this;\n }\n}\nFn.prototype.isLineSegments = !0;\nclass Fu extends Ui {\n constructor(e, t) {\n super(e, t), this.type = \"LineLoop\";\n }\n}\nFu.prototype.isLineLoop = !0;\nclass ss extends sn {\n constructor(e) {\n super(), this.type = \"PointsMaterial\", this.color = new Fe(16777215), this.map = null, this.alphaMap = null, this.size = 1, this.sizeAttenuation = !0, this.morphTargets = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.alphaMap = e.alphaMap, this.size = e.size, this.sizeAttenuation = e.sizeAttenuation, this.morphTargets = e.morphTargets, this;\n }\n}\nss.prototype.isPointsMaterial = !0;\nconst tv = /* @__PURE__ */ new $e(), zd = /* @__PURE__ */ new is(), fc = /* @__PURE__ */ new xr(), pc = /* @__PURE__ */ new X();\nclass ha extends ot {\n constructor(e = new Je(), t = new ss()) {\n super(), this.type = \"Points\", this.geometry = e, this.material = t, this.updateMorphTargets();\n }\n copy(e) {\n return super.copy(e), this.material = e.material, this.geometry = e.geometry, this;\n }\n raycast(e, t) {\n const i = this.geometry, r = this.matrixWorld, s = e.params.Points.threshold, o = i.drawRange;\n if (i.boundingSphere === null && i.computeBoundingSphere(), fc.copy(i.boundingSphere), fc.applyMatrix4(r), fc.radius += s, e.ray.intersectsSphere(fc) === !1) return;\n tv.copy(r).invert(), zd.copy(e.ray).applyMatrix4(tv);\n const a = s / ((this.scale.x + this.scale.y + this.scale.z) / 3), c = a * a;\n if (i.isBufferGeometry) {\n const l = i.index, h = i.attributes.position;\n if (l !== null) {\n const p = Math.max(0, o.start), g = Math.min(l.count, o.start + o.count);\n for (let f = p, u = g; f < u; f++) {\n const y = l.getX(f);\n pc.fromBufferAttribute(h, y), nv(pc, y, c, r, e, t, this);\n }\n } else {\n const p = Math.max(0, o.start), g = Math.min(h.count, o.start + o.count);\n for (let f = p, u = g; f < u; f++)\n pc.fromBufferAttribute(h, f), nv(pc, f, c, r, e, t, this);\n }\n } else\n console.error(\"THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n updateMorphTargets() {\n const e = this.geometry;\n if (e.isBufferGeometry) {\n const t = e.morphAttributes, i = Object.keys(t);\n if (i.length > 0) {\n const r = t[i[0]];\n if (r !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (let s = 0, o = r.length; s < o; s++) {\n const a = r[s].name || String(s);\n this.morphTargetInfluences.push(0), this.morphTargetDictionary[a] = s;\n }\n }\n }\n } else {\n const t = e.morphTargets;\n t !== void 0 && t.length > 0 && console.error(\"THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n }\n}\nha.prototype.isPoints = !0;\nfunction nv(n, e, t, i, r, s, o) {\n const a = zd.distanceSqToPoint(n);\n if (a < t) {\n const c = new X();\n zd.closestPointToPoint(n, c), c.applyMatrix4(i);\n const l = r.ray.origin.distanceTo(c);\n if (l < r.near || l > r.far) return;\n s.push({\n distance: l,\n distanceToRay: Math.sqrt(a),\n point: c,\n index: e,\n face: null,\n object: o\n });\n }\n}\nclass zx extends nn {\n constructor(e, t, i, r, s, o, a, c, l) {\n super(e, t, i, r, s, o, a, c, l), this.format = a !== void 0 ? a : ar, this.minFilter = o !== void 0 ? o : jt, this.magFilter = s !== void 0 ? s : jt, this.generateMipmaps = !1;\n const d = this;\n function h() {\n d.needsUpdate = !0, e.requestVideoFrameCallback(h);\n }\n \"requestVideoFrameCallback\" in e && e.requestVideoFrameCallback(h);\n }\n clone() {\n return new this.constructor(this.image).copy(this);\n }\n update() {\n const e = this.image;\n \"requestVideoFrameCallback\" in e === !1 && e.readyState >= e.HAVE_CURRENT_DATA && (this.needsUpdate = !0);\n }\n}\nzx.prototype.isVideoTexture = !0;\nclass np extends nn {\n constructor(e, t, i, r, s, o, a, c, l, d, h, p) {\n super(null, o, a, c, l, d, r, s, h, p), this.image = { width: t, height: i }, this.mipmaps = e, this.flipY = !1, this.generateMipmaps = !1;\n }\n}\nnp.prototype.isCompressedTexture = !0;\nclass Ux extends nn {\n constructor(e, t, i, r, s, o, a, c, l) {\n super(e, t, i, r, s, o, a, c, l), this.needsUpdate = !0;\n }\n}\nUx.prototype.isCanvasTexture = !0;\nclass Vx extends nn {\n constructor(e, t, i, r, s, o, a, c, l, d) {\n if (d = d !== void 0 ? d : Es, d !== Es && d !== Fo)\n throw new Error(\"DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat\");\n i === void 0 && d === Es && (i = el), i === void 0 && d === Fo && (i = To), super(null, r, s, o, a, c, d, i, l), this.image = { width: e, height: t }, this.magFilter = a !== void 0 ? a : Kt, this.minFilter = c !== void 0 ? c : Kt, this.flipY = !1, this.generateMipmaps = !1;\n }\n}\nVx.prototype.isDepthTexture = !0;\nclass ko extends Je {\n constructor(e = 1, t = 8, i = 0, r = Math.PI * 2) {\n super(), this.type = \"CircleGeometry\", this.parameters = {\n radius: e,\n segments: t,\n thetaStart: i,\n thetaLength: r\n }, t = Math.max(3, t);\n const s = [], o = [], a = [], c = [], l = new X(), d = new Pe();\n o.push(0, 0, 0), a.push(0, 0, 1), c.push(0.5, 0.5);\n for (let h = 0, p = 3; h <= t; h++, p += 3) {\n const g = i + h / t * r;\n l.x = e * Math.cos(g), l.y = e * Math.sin(g), o.push(l.x, l.y, l.z), a.push(0, 0, 1), d.x = (o[p] / e + 1) / 2, d.y = (o[p + 1] / e + 1) / 2, c.push(d.x, d.y);\n }\n for (let h = 1; h <= t; h++)\n s.push(h, h + 1, 0);\n this.setIndex(s), this.setAttribute(\"position\", new We(o, 3)), this.setAttribute(\"normal\", new We(a, 3)), this.setAttribute(\"uv\", new We(c, 2));\n }\n static fromJSON(e) {\n return new ko(e.radius, e.segments, e.thetaStart, e.thetaLength);\n }\n}\nclass qr extends Je {\n constructor(e = 1, t = 1, i = 1, r = 8, s = 1, o = !1, a = 0, c = Math.PI * 2) {\n super(), this.type = \"CylinderGeometry\", this.parameters = {\n radiusTop: e,\n radiusBottom: t,\n height: i,\n radialSegments: r,\n heightSegments: s,\n openEnded: o,\n thetaStart: a,\n thetaLength: c\n };\n const l = this;\n r = Math.floor(r), s = Math.floor(s);\n const d = [], h = [], p = [], g = [];\n let f = 0;\n const u = [], y = i / 2;\n let v = 0;\n m(), o === !1 && (e > 0 && w(!0), t > 0 && w(!1)), this.setIndex(d), this.setAttribute(\"position\", new We(h, 3)), this.setAttribute(\"normal\", new We(p, 3)), this.setAttribute(\"uv\", new We(g, 2));\n function m() {\n const S = new X(), T = new X();\n let M = 0;\n const x = (t - e) / i;\n for (let _ = 0; _ <= s; _++) {\n const E = [], L = _ / s, R = L * (t - e) + e;\n for (let C = 0; C <= r; C++) {\n const A = C / r, P = A * c + a, I = Math.sin(P), b = Math.cos(P);\n T.x = R * I, T.y = -L * i + y, T.z = R * b, h.push(T.x, T.y, T.z), S.set(I, x, b).normalize(), p.push(S.x, S.y, S.z), g.push(A, 1 - L), E.push(f++);\n }\n u.push(E);\n }\n for (let _ = 0; _ < r; _++)\n for (let E = 0; E < s; E++) {\n const L = u[E][_], R = u[E + 1][_], C = u[E + 1][_ + 1], A = u[E][_ + 1];\n d.push(L, R, A), d.push(R, C, A), M += 6;\n }\n l.addGroup(v, M, 0), v += M;\n }\n function w(S) {\n const T = f, M = new Pe(), x = new X();\n let _ = 0;\n const E = S === !0 ? e : t, L = S === !0 ? 1 : -1;\n for (let C = 1; C <= r; C++)\n h.push(0, y * L, 0), p.push(0, L, 0), g.push(0.5, 0.5), f++;\n const R = f;\n for (let C = 0; C <= r; C++) {\n const P = C / r * c + a, I = Math.cos(P), b = Math.sin(P);\n x.x = E * b, x.y = y * L, x.z = E * I, h.push(x.x, x.y, x.z), p.push(0, L, 0), M.x = I * 0.5 + 0.5, M.y = b * 0.5 * L + 0.5, g.push(M.x, M.y), f++;\n }\n for (let C = 0; C < r; C++) {\n const A = T + C, P = R + C;\n S === !0 ? d.push(P, P + 1, A) : d.push(P + 1, P, A), _ += 3;\n }\n l.addGroup(v, _, S === !0 ? 1 : 2), v += _;\n }\n }\n static fromJSON(e) {\n return new qr(e.radiusTop, e.radiusBottom, e.height, e.radialSegments, e.heightSegments, e.openEnded, e.thetaStart, e.thetaLength);\n }\n}\nclass Go extends qr {\n constructor(e = 1, t = 1, i = 8, r = 1, s = !1, o = 0, a = Math.PI * 2) {\n super(0, e, t, i, r, s, o, a), this.type = \"ConeGeometry\", this.parameters = {\n radius: e,\n height: t,\n radialSegments: i,\n heightSegments: r,\n openEnded: s,\n thetaStart: o,\n thetaLength: a\n };\n }\n static fromJSON(e) {\n return new Go(e.radius, e.height, e.radialSegments, e.heightSegments, e.openEnded, e.thetaStart, e.thetaLength);\n }\n}\nclass Vi extends Je {\n constructor(e, t, i = 1, r = 0) {\n super(), this.type = \"PolyhedronGeometry\", this.parameters = {\n vertices: e,\n indices: t,\n radius: i,\n detail: r\n };\n const s = [], o = [];\n a(r), l(i), d(), this.setAttribute(\"position\", new We(s, 3)), this.setAttribute(\"normal\", new We(s.slice(), 3)), this.setAttribute(\"uv\", new We(o, 2)), r === 0 ? this.computeVertexNormals() : this.normalizeNormals();\n function a(m) {\n const w = new X(), S = new X(), T = new X();\n for (let M = 0; M < t.length; M += 3)\n g(t[M + 0], w), g(t[M + 1], S), g(t[M + 2], T), c(w, S, T, m);\n }\n function c(m, w, S, T) {\n const M = T + 1, x = [];\n for (let _ = 0; _ <= M; _++) {\n x[_] = [];\n const E = m.clone().lerp(S, _ / M), L = w.clone().lerp(S, _ / M), R = M - _;\n for (let C = 0; C <= R; C++)\n C === 0 && _ === M ? x[_][C] = E : x[_][C] = E.clone().lerp(L, C / R);\n }\n for (let _ = 0; _ < M; _++)\n for (let E = 0; E < 2 * (M - _) - 1; E++) {\n const L = Math.floor(E / 2);\n E % 2 === 0 ? (p(x[_][L + 1]), p(x[_ + 1][L]), p(x[_][L])) : (p(x[_][L + 1]), p(x[_ + 1][L + 1]), p(x[_ + 1][L]));\n }\n }\n function l(m) {\n const w = new X();\n for (let S = 0; S < s.length; S += 3)\n w.x = s[S + 0], w.y = s[S + 1], w.z = s[S + 2], w.normalize().multiplyScalar(m), s[S + 0] = w.x, s[S + 1] = w.y, s[S + 2] = w.z;\n }\n function d() {\n const m = new X();\n for (let w = 0; w < s.length; w += 3) {\n m.x = s[w + 0], m.y = s[w + 1], m.z = s[w + 2];\n const S = y(m) / 2 / Math.PI + 0.5, T = v(m) / Math.PI + 0.5;\n o.push(S, 1 - T);\n }\n f(), h();\n }\n function h() {\n for (let m = 0; m < o.length; m += 6) {\n const w = o[m + 0], S = o[m + 2], T = o[m + 4], M = Math.max(w, S, T), x = Math.min(w, S, T);\n M > 0.9 && x < 0.1 && (w < 0.2 && (o[m + 0] += 1), S < 0.2 && (o[m + 2] += 1), T < 0.2 && (o[m + 4] += 1));\n }\n }\n function p(m) {\n s.push(m.x, m.y, m.z);\n }\n function g(m, w) {\n const S = m * 3;\n w.x = e[S + 0], w.y = e[S + 1], w.z = e[S + 2];\n }\n function f() {\n const m = new X(), w = new X(), S = new X(), T = new X(), M = new Pe(), x = new Pe(), _ = new Pe();\n for (let E = 0, L = 0; E < s.length; E += 9, L += 6) {\n m.set(s[E + 0], s[E + 1], s[E + 2]), w.set(s[E + 3], s[E + 4], s[E + 5]), S.set(s[E + 6], s[E + 7], s[E + 8]), M.set(o[L + 0], o[L + 1]), x.set(o[L + 2], o[L + 3]), _.set(o[L + 4], o[L + 5]), T.copy(m).add(w).add(S).divideScalar(3);\n const R = y(T);\n u(M, L + 0, m, R), u(x, L + 2, w, R), u(_, L + 4, S, R);\n }\n }\n function u(m, w, S, T) {\n T < 0 && m.x === 1 && (o[w] = m.x - 1), S.x === 0 && S.z === 0 && (o[w] = T / 2 / Math.PI + 0.5);\n }\n function y(m) {\n return Math.atan2(m.z, -m.x);\n }\n function v(m) {\n return Math.atan2(-m.y, Math.sqrt(m.x * m.x + m.z * m.z));\n }\n }\n static fromJSON(e) {\n return new Vi(e.vertices, e.indices, e.radius, e.details);\n }\n}\nclass Ho extends Vi {\n constructor(e = 1, t = 0) {\n const i = (1 + Math.sqrt(5)) / 2, r = 1 / i, s = [\n // (±1, ±1, ±1)\n -1,\n -1,\n -1,\n -1,\n -1,\n 1,\n -1,\n 1,\n -1,\n -1,\n 1,\n 1,\n 1,\n -1,\n -1,\n 1,\n -1,\n 1,\n 1,\n 1,\n -1,\n 1,\n 1,\n 1,\n // (0, ±1/φ, ±φ)\n 0,\n -r,\n -i,\n 0,\n -r,\n i,\n 0,\n r,\n -i,\n 0,\n r,\n i,\n // (±1/φ, ±φ, 0)\n -r,\n -i,\n 0,\n -r,\n i,\n 0,\n r,\n -i,\n 0,\n r,\n i,\n 0,\n // (±φ, 0, ±1/φ)\n -i,\n 0,\n -r,\n i,\n 0,\n -r,\n -i,\n 0,\n r,\n i,\n 0,\n r\n ], o = [\n 3,\n 11,\n 7,\n 3,\n 7,\n 15,\n 3,\n 15,\n 13,\n 7,\n 19,\n 17,\n 7,\n 17,\n 6,\n 7,\n 6,\n 15,\n 17,\n 4,\n 8,\n 17,\n 8,\n 10,\n 17,\n 10,\n 6,\n 8,\n 0,\n 16,\n 8,\n 16,\n 2,\n 8,\n 2,\n 10,\n 0,\n 12,\n 1,\n 0,\n 1,\n 18,\n 0,\n 18,\n 16,\n 6,\n 10,\n 2,\n 6,\n 2,\n 13,\n 6,\n 13,\n 15,\n 2,\n 16,\n 18,\n 2,\n 18,\n 3,\n 2,\n 3,\n 13,\n 18,\n 1,\n 9,\n 18,\n 9,\n 11,\n 18,\n 11,\n 3,\n 4,\n 14,\n 12,\n 4,\n 12,\n 0,\n 4,\n 0,\n 8,\n 11,\n 9,\n 5,\n 11,\n 5,\n 19,\n 11,\n 19,\n 7,\n 19,\n 5,\n 14,\n 19,\n 14,\n 4,\n 19,\n 4,\n 17,\n 1,\n 12,\n 14,\n 1,\n 14,\n 5,\n 1,\n 5,\n 9\n ];\n super(s, o, e, t), this.type = \"DodecahedronGeometry\", this.parameters = {\n radius: e,\n detail: t\n };\n }\n static fromJSON(e) {\n return new Ho(e.radius, e.detail);\n }\n}\nconst mc = new X(), gc = new X(), Ih = new X(), vc = new Qt();\nclass ip extends Je {\n constructor(e, t) {\n if (super(), this.type = \"EdgesGeometry\", this.parameters = {\n thresholdAngle: t\n }, t = t !== void 0 ? t : 1, e.isGeometry === !0) {\n console.error(\"THREE.EdgesGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n return;\n }\n const r = Math.pow(10, 4), s = Math.cos(As * t), o = e.getIndex(), a = e.getAttribute(\"position\"), c = o ? o.count : a.count, l = [0, 0, 0], d = [\"a\", \"b\", \"c\"], h = new Array(3), p = {}, g = [];\n for (let f = 0; f < c; f += 3) {\n o ? (l[0] = o.getX(f), l[1] = o.getX(f + 1), l[2] = o.getX(f + 2)) : (l[0] = f, l[1] = f + 1, l[2] = f + 2);\n const { a: u, b: y, c: v } = vc;\n if (u.fromBufferAttribute(a, l[0]), y.fromBufferAttribute(a, l[1]), v.fromBufferAttribute(a, l[2]), vc.getNormal(Ih), h[0] = `${Math.round(u.x * r)},${Math.round(u.y * r)},${Math.round(u.z * r)}`, h[1] = `${Math.round(y.x * r)},${Math.round(y.y * r)},${Math.round(y.z * r)}`, h[2] = `${Math.round(v.x * r)},${Math.round(v.y * r)},${Math.round(v.z * r)}`, !(h[0] === h[1] || h[1] === h[2] || h[2] === h[0]))\n for (let m = 0; m < 3; m++) {\n const w = (m + 1) % 3, S = h[m], T = h[w], M = vc[d[m]], x = vc[d[w]], _ = `${S}_${T}`, E = `${T}_${S}`;\n E in p && p[E] ? (Ih.dot(p[E].normal) <= s && (g.push(M.x, M.y, M.z), g.push(x.x, x.y, x.z)), p[E] = null) : _ in p || (p[_] = {\n index0: l[m],\n index1: l[w],\n normal: Ih.clone()\n });\n }\n }\n for (const f in p)\n if (p[f]) {\n const { index0: u, index1: y } = p[f];\n mc.fromBufferAttribute(a, u), gc.fromBufferAttribute(a, y), g.push(mc.x, mc.y, mc.z), g.push(gc.x, gc.y, gc.z);\n }\n this.setAttribute(\"position\", new We(g, 3));\n }\n}\nclass Kn {\n constructor() {\n this.type = \"Curve\", this.arcLengthDivisions = 200;\n }\n // Virtual base class method to overwrite and implement in subclasses\n //\t- t [0 .. 1]\n getPoint() {\n return console.warn(\"THREE.Curve: .getPoint() not implemented.\"), null;\n }\n // Get point at relative position in curve according to arc length\n // - u [0 .. 1]\n getPointAt(e, t) {\n const i = this.getUtoTmapping(e);\n return this.getPoint(i, t);\n }\n // Get sequence of points using getPoint( t )\n getPoints(e = 5) {\n const t = [];\n for (let i = 0; i <= e; i++)\n t.push(this.getPoint(i / e));\n return t;\n }\n // Get sequence of points using getPointAt( u )\n getSpacedPoints(e = 5) {\n const t = [];\n for (let i = 0; i <= e; i++)\n t.push(this.getPointAt(i / e));\n return t;\n }\n // Get total curve arc length\n getLength() {\n const e = this.getLengths();\n return e[e.length - 1];\n }\n // Get list of cumulative segment lengths\n getLengths(e = this.arcLengthDivisions) {\n if (this.cacheArcLengths && this.cacheArcLengths.length === e + 1 && !this.needsUpdate)\n return this.cacheArcLengths;\n this.needsUpdate = !1;\n const t = [];\n let i, r = this.getPoint(0), s = 0;\n t.push(0);\n for (let o = 1; o <= e; o++)\n i = this.getPoint(o / e), s += i.distanceTo(r), t.push(s), r = i;\n return this.cacheArcLengths = t, t;\n }\n updateArcLengths() {\n this.needsUpdate = !0, this.getLengths();\n }\n // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant\n getUtoTmapping(e, t) {\n const i = this.getLengths();\n let r = 0;\n const s = i.length;\n let o;\n t ? o = t : o = e * i[s - 1];\n let a = 0, c = s - 1, l;\n for (; a <= c; )\n if (r = Math.floor(a + (c - a) / 2), l = i[r] - o, l < 0)\n a = r + 1;\n else if (l > 0)\n c = r - 1;\n else {\n c = r;\n break;\n }\n if (r = c, i[r] === o)\n return r / (s - 1);\n const d = i[r], p = i[r + 1] - d, g = (o - d) / p;\n return (r + g) / (s - 1);\n }\n // Returns a unit vector tangent at t\n // In case any sub curve does not implement its tangent derivation,\n // 2 points a small delta apart will be used to find its gradient\n // which seems to give a reasonable approximation\n getTangent(e, t) {\n let r = e - 1e-4, s = e + 1e-4;\n r < 0 && (r = 0), s > 1 && (s = 1);\n const o = this.getPoint(r), a = this.getPoint(s), c = t || (o.isVector2 ? new Pe() : new X());\n return c.copy(a).sub(o).normalize(), c;\n }\n getTangentAt(e, t) {\n const i = this.getUtoTmapping(e);\n return this.getTangent(i, t);\n }\n computeFrenetFrames(e, t) {\n const i = new X(), r = [], s = [], o = [], a = new X(), c = new $e();\n for (let g = 0; g <= e; g++) {\n const f = g / e;\n r[g] = this.getTangentAt(f, new X()), r[g].normalize();\n }\n s[0] = new X(), o[0] = new X();\n let l = Number.MAX_VALUE;\n const d = Math.abs(r[0].x), h = Math.abs(r[0].y), p = Math.abs(r[0].z);\n d <= l && (l = d, i.set(1, 0, 0)), h <= l && (l = h, i.set(0, 1, 0)), p <= l && i.set(0, 0, 1), a.crossVectors(r[0], i).normalize(), s[0].crossVectors(r[0], a), o[0].crossVectors(r[0], s[0]);\n for (let g = 1; g <= e; g++) {\n if (s[g] = s[g - 1].clone(), o[g] = o[g - 1].clone(), a.crossVectors(r[g - 1], r[g]), a.length() > Number.EPSILON) {\n a.normalize();\n const f = Math.acos(wn(r[g - 1].dot(r[g]), -1, 1));\n s[g].applyMatrix4(c.makeRotationAxis(a, f));\n }\n o[g].crossVectors(r[g], s[g]);\n }\n if (t === !0) {\n let g = Math.acos(wn(s[0].dot(s[e]), -1, 1));\n g /= e, r[0].dot(a.crossVectors(s[0], s[e])) > 0 && (g = -g);\n for (let f = 1; f <= e; f++)\n s[f].applyMatrix4(c.makeRotationAxis(r[f], g * f)), o[f].crossVectors(r[f], s[f]);\n }\n return {\n tangents: r,\n normals: s,\n binormals: o\n };\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.arcLengthDivisions = e.arcLengthDivisions, this;\n }\n toJSON() {\n const e = {\n metadata: {\n version: 4.5,\n type: \"Curve\",\n generator: \"Curve.toJSON\"\n }\n };\n return e.arcLengthDivisions = this.arcLengthDivisions, e.type = this.type, e;\n }\n fromJSON(e) {\n return this.arcLengthDivisions = e.arcLengthDivisions, this;\n }\n}\nclass Rl extends Kn {\n constructor(e = 0, t = 0, i = 1, r = 1, s = 0, o = Math.PI * 2, a = !1, c = 0) {\n super(), this.type = \"EllipseCurve\", this.aX = e, this.aY = t, this.xRadius = i, this.yRadius = r, this.aStartAngle = s, this.aEndAngle = o, this.aClockwise = a, this.aRotation = c;\n }\n getPoint(e, t) {\n const i = t || new Pe(), r = Math.PI * 2;\n let s = this.aEndAngle - this.aStartAngle;\n const o = Math.abs(s) < Number.EPSILON;\n for (; s < 0; ) s += r;\n for (; s > r; ) s -= r;\n s < Number.EPSILON && (o ? s = 0 : s = r), this.aClockwise === !0 && !o && (s === r ? s = -r : s = s - r);\n const a = this.aStartAngle + e * s;\n let c = this.aX + this.xRadius * Math.cos(a), l = this.aY + this.yRadius * Math.sin(a);\n if (this.aRotation !== 0) {\n const d = Math.cos(this.aRotation), h = Math.sin(this.aRotation), p = c - this.aX, g = l - this.aY;\n c = p * d - g * h + this.aX, l = p * h + g * d + this.aY;\n }\n return i.set(c, l);\n }\n copy(e) {\n return super.copy(e), this.aX = e.aX, this.aY = e.aY, this.xRadius = e.xRadius, this.yRadius = e.yRadius, this.aStartAngle = e.aStartAngle, this.aEndAngle = e.aEndAngle, this.aClockwise = e.aClockwise, this.aRotation = e.aRotation, this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.aX = this.aX, e.aY = this.aY, e.xRadius = this.xRadius, e.yRadius = this.yRadius, e.aStartAngle = this.aStartAngle, e.aEndAngle = this.aEndAngle, e.aClockwise = this.aClockwise, e.aRotation = this.aRotation, e;\n }\n fromJSON(e) {\n return super.fromJSON(e), this.aX = e.aX, this.aY = e.aY, this.xRadius = e.xRadius, this.yRadius = e.yRadius, this.aStartAngle = e.aStartAngle, this.aEndAngle = e.aEndAngle, this.aClockwise = e.aClockwise, this.aRotation = e.aRotation, this;\n }\n}\nRl.prototype.isEllipseCurve = !0;\nclass rp extends Rl {\n constructor(e, t, i, r, s, o) {\n super(e, t, i, i, r, s, o), this.type = \"ArcCurve\";\n }\n}\nrp.prototype.isArcCurve = !0;\nfunction sp() {\n let n = 0, e = 0, t = 0, i = 0;\n function r(s, o, a, c) {\n n = s, e = a, t = -3 * s + 3 * o - 2 * a - c, i = 2 * s - 2 * o + a + c;\n }\n return {\n initCatmullRom: function(s, o, a, c, l) {\n r(o, a, l * (a - s), l * (c - o));\n },\n initNonuniformCatmullRom: function(s, o, a, c, l, d, h) {\n let p = (o - s) / l - (a - s) / (l + d) + (a - o) / d, g = (a - o) / d - (c - o) / (d + h) + (c - a) / h;\n p *= d, g *= d, r(o, a, p, g);\n },\n calc: function(s) {\n const o = s * s, a = o * s;\n return n + e * s + t * o + i * a;\n }\n };\n}\nconst yc = new X(), Oh = new sp(), Dh = new sp(), Nh = new sp();\nclass op extends Kn {\n constructor(e = [], t = !1, i = \"centripetal\", r = 0.5) {\n super(), this.type = \"CatmullRomCurve3\", this.points = e, this.closed = t, this.curveType = i, this.tension = r;\n }\n getPoint(e, t = new X()) {\n const i = t, r = this.points, s = r.length, o = (s - (this.closed ? 0 : 1)) * e;\n let a = Math.floor(o), c = o - a;\n this.closed ? a += a > 0 ? 0 : (Math.floor(Math.abs(a) / s) + 1) * s : c === 0 && a === s - 1 && (a = s - 2, c = 1);\n let l, d;\n this.closed || a > 0 ? l = r[(a - 1) % s] : (yc.subVectors(r[0], r[1]).add(r[0]), l = yc);\n const h = r[a % s], p = r[(a + 1) % s];\n if (this.closed || a + 2 < s ? d = r[(a + 2) % s] : (yc.subVectors(r[s - 1], r[s - 2]).add(r[s - 1]), d = yc), this.curveType === \"centripetal\" || this.curveType === \"chordal\") {\n const g = this.curveType === \"chordal\" ? 0.5 : 0.25;\n let f = Math.pow(l.distanceToSquared(h), g), u = Math.pow(h.distanceToSquared(p), g), y = Math.pow(p.distanceToSquared(d), g);\n u < 1e-4 && (u = 1), f < 1e-4 && (f = u), y < 1e-4 && (y = u), Oh.initNonuniformCatmullRom(l.x, h.x, p.x, d.x, f, u, y), Dh.initNonuniformCatmullRom(l.y, h.y, p.y, d.y, f, u, y), Nh.initNonuniformCatmullRom(l.z, h.z, p.z, d.z, f, u, y);\n } else this.curveType === \"catmullrom\" && (Oh.initCatmullRom(l.x, h.x, p.x, d.x, this.tension), Dh.initCatmullRom(l.y, h.y, p.y, d.y, this.tension), Nh.initCatmullRom(l.z, h.z, p.z, d.z, this.tension));\n return i.set(\n Oh.calc(c),\n Dh.calc(c),\n Nh.calc(c)\n ), i;\n }\n copy(e) {\n super.copy(e), this.points = [];\n for (let t = 0, i = e.points.length; t < i; t++) {\n const r = e.points[t];\n this.points.push(r.clone());\n }\n return this.closed = e.closed, this.curveType = e.curveType, this.tension = e.tension, this;\n }\n toJSON() {\n const e = super.toJSON();\n e.points = [];\n for (let t = 0, i = this.points.length; t < i; t++) {\n const r = this.points[t];\n e.points.push(r.toArray());\n }\n return e.closed = this.closed, e.curveType = this.curveType, e.tension = this.tension, e;\n }\n fromJSON(e) {\n super.fromJSON(e), this.points = [];\n for (let t = 0, i = e.points.length; t < i; t++) {\n const r = e.points[t];\n this.points.push(new X().fromArray(r));\n }\n return this.closed = e.closed, this.curveType = e.curveType, this.tension = e.tension, this;\n }\n}\nop.prototype.isCatmullRomCurve3 = !0;\nfunction iv(n, e, t, i, r) {\n const s = (i - e) * 0.5, o = (r - t) * 0.5, a = n * n, c = n * a;\n return (2 * t - 2 * i + s + o) * c + (-3 * t + 3 * i - 2 * s - o) * a + s * n + t;\n}\nfunction zN(n, e) {\n const t = 1 - n;\n return t * t * e;\n}\nfunction UN(n, e) {\n return 2 * (1 - n) * n * e;\n}\nfunction VN(n, e) {\n return n * n * e;\n}\nfunction Ga(n, e, t, i) {\n return zN(n, e) + UN(n, t) + VN(n, i);\n}\nfunction kN(n, e) {\n const t = 1 - n;\n return t * t * t * e;\n}\nfunction GN(n, e) {\n const t = 1 - n;\n return 3 * t * t * n * e;\n}\nfunction HN(n, e) {\n return 3 * (1 - n) * n * n * e;\n}\nfunction WN(n, e) {\n return n * n * n * e;\n}\nfunction Ha(n, e, t, i, r) {\n return kN(n, e) + GN(n, t) + HN(n, i) + WN(n, r);\n}\nclass Bu extends Kn {\n constructor(e = new Pe(), t = new Pe(), i = new Pe(), r = new Pe()) {\n super(), this.type = \"CubicBezierCurve\", this.v0 = e, this.v1 = t, this.v2 = i, this.v3 = r;\n }\n getPoint(e, t = new Pe()) {\n const i = t, r = this.v0, s = this.v1, o = this.v2, a = this.v3;\n return i.set(\n Ha(e, r.x, s.x, o.x, a.x),\n Ha(e, r.y, s.y, o.y, a.y)\n ), i;\n }\n copy(e) {\n return super.copy(e), this.v0.copy(e.v0), this.v1.copy(e.v1), this.v2.copy(e.v2), this.v3.copy(e.v3), this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.v0 = this.v0.toArray(), e.v1 = this.v1.toArray(), e.v2 = this.v2.toArray(), e.v3 = this.v3.toArray(), e;\n }\n fromJSON(e) {\n return super.fromJSON(e), this.v0.fromArray(e.v0), this.v1.fromArray(e.v1), this.v2.fromArray(e.v2), this.v3.fromArray(e.v3), this;\n }\n}\nBu.prototype.isCubicBezierCurve = !0;\nclass ap extends Kn {\n constructor(e = new X(), t = new X(), i = new X(), r = new X()) {\n super(), this.type = \"CubicBezierCurve3\", this.v0 = e, this.v1 = t, this.v2 = i, this.v3 = r;\n }\n getPoint(e, t = new X()) {\n const i = t, r = this.v0, s = this.v1, o = this.v2, a = this.v3;\n return i.set(\n Ha(e, r.x, s.x, o.x, a.x),\n Ha(e, r.y, s.y, o.y, a.y),\n Ha(e, r.z, s.z, o.z, a.z)\n ), i;\n }\n copy(e) {\n return super.copy(e), this.v0.copy(e.v0), this.v1.copy(e.v1), this.v2.copy(e.v2), this.v3.copy(e.v3), this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.v0 = this.v0.toArray(), e.v1 = this.v1.toArray(), e.v2 = this.v2.toArray(), e.v3 = this.v3.toArray(), e;\n }\n fromJSON(e) {\n return super.fromJSON(e), this.v0.fromArray(e.v0), this.v1.fromArray(e.v1), this.v2.fromArray(e.v2), this.v3.fromArray(e.v3), this;\n }\n}\nap.prototype.isCubicBezierCurve3 = !0;\nclass Pl extends Kn {\n constructor(e = new Pe(), t = new Pe()) {\n super(), this.type = \"LineCurve\", this.v1 = e, this.v2 = t;\n }\n getPoint(e, t = new Pe()) {\n const i = t;\n return e === 1 ? i.copy(this.v2) : (i.copy(this.v2).sub(this.v1), i.multiplyScalar(e).add(this.v1)), i;\n }\n // Line curve is linear, so we can overwrite default getPointAt\n getPointAt(e, t) {\n return this.getPoint(e, t);\n }\n getTangent(e, t) {\n const i = t || new Pe();\n return i.copy(this.v2).sub(this.v1).normalize(), i;\n }\n copy(e) {\n return super.copy(e), this.v1.copy(e.v1), this.v2.copy(e.v2), this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.v1 = this.v1.toArray(), e.v2 = this.v2.toArray(), e;\n }\n fromJSON(e) {\n return super.fromJSON(e), this.v1.fromArray(e.v1), this.v2.fromArray(e.v2), this;\n }\n}\nPl.prototype.isLineCurve = !0;\nclass kx extends Kn {\n constructor(e = new X(), t = new X()) {\n super(), this.type = \"LineCurve3\", this.isLineCurve3 = !0, this.v1 = e, this.v2 = t;\n }\n getPoint(e, t = new X()) {\n const i = t;\n return e === 1 ? i.copy(this.v2) : (i.copy(this.v2).sub(this.v1), i.multiplyScalar(e).add(this.v1)), i;\n }\n // Line curve is linear, so we can overwrite default getPointAt\n getPointAt(e, t) {\n return this.getPoint(e, t);\n }\n copy(e) {\n return super.copy(e), this.v1.copy(e.v1), this.v2.copy(e.v2), this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.v1 = this.v1.toArray(), e.v2 = this.v2.toArray(), e;\n }\n fromJSON(e) {\n return super.fromJSON(e), this.v1.fromArray(e.v1), this.v2.fromArray(e.v2), this;\n }\n}\nclass zu extends Kn {\n constructor(e = new Pe(), t = new Pe(), i = new Pe()) {\n super(), this.type = \"QuadraticBezierCurve\", this.v0 = e, this.v1 = t, this.v2 = i;\n }\n getPoint(e, t = new Pe()) {\n const i = t, r = this.v0, s = this.v1, o = this.v2;\n return i.set(\n Ga(e, r.x, s.x, o.x),\n Ga(e, r.y, s.y, o.y)\n ), i;\n }\n copy(e) {\n return super.copy(e), this.v0.copy(e.v0), this.v1.copy(e.v1), this.v2.copy(e.v2), this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.v0 = this.v0.toArray(), e.v1 = this.v1.toArray(), e.v2 = this.v2.toArray(), e;\n }\n fromJSON(e) {\n return super.fromJSON(e), this.v0.fromArray(e.v0), this.v1.fromArray(e.v1), this.v2.fromArray(e.v2), this;\n }\n}\nzu.prototype.isQuadraticBezierCurve = !0;\nclass lp extends Kn {\n constructor(e = new X(), t = new X(), i = new X()) {\n super(), this.type = \"QuadraticBezierCurve3\", this.v0 = e, this.v1 = t, this.v2 = i;\n }\n getPoint(e, t = new X()) {\n const i = t, r = this.v0, s = this.v1, o = this.v2;\n return i.set(\n Ga(e, r.x, s.x, o.x),\n Ga(e, r.y, s.y, o.y),\n Ga(e, r.z, s.z, o.z)\n ), i;\n }\n copy(e) {\n return super.copy(e), this.v0.copy(e.v0), this.v1.copy(e.v1), this.v2.copy(e.v2), this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.v0 = this.v0.toArray(), e.v1 = this.v1.toArray(), e.v2 = this.v2.toArray(), e;\n }\n fromJSON(e) {\n return super.fromJSON(e), this.v0.fromArray(e.v0), this.v1.fromArray(e.v1), this.v2.fromArray(e.v2), this;\n }\n}\nlp.prototype.isQuadraticBezierCurve3 = !0;\nclass Uu extends Kn {\n constructor(e = []) {\n super(), this.type = \"SplineCurve\", this.points = e;\n }\n getPoint(e, t = new Pe()) {\n const i = t, r = this.points, s = (r.length - 1) * e, o = Math.floor(s), a = s - o, c = r[o === 0 ? o : o - 1], l = r[o], d = r[o > r.length - 2 ? r.length - 1 : o + 1], h = r[o > r.length - 3 ? r.length - 1 : o + 2];\n return i.set(\n iv(a, c.x, l.x, d.x, h.x),\n iv(a, c.y, l.y, d.y, h.y)\n ), i;\n }\n copy(e) {\n super.copy(e), this.points = [];\n for (let t = 0, i = e.points.length; t < i; t++) {\n const r = e.points[t];\n this.points.push(r.clone());\n }\n return this;\n }\n toJSON() {\n const e = super.toJSON();\n e.points = [];\n for (let t = 0, i = this.points.length; t < i; t++) {\n const r = this.points[t];\n e.points.push(r.toArray());\n }\n return e;\n }\n fromJSON(e) {\n super.fromJSON(e), this.points = [];\n for (let t = 0, i = e.points.length; t < i; t++) {\n const r = e.points[t];\n this.points.push(new Pe().fromArray(r));\n }\n return this;\n }\n}\nUu.prototype.isSplineCurve = !0;\nvar cp = /* @__PURE__ */ Object.freeze({\n __proto__: null,\n ArcCurve: rp,\n CatmullRomCurve3: op,\n CubicBezierCurve: Bu,\n CubicBezierCurve3: ap,\n EllipseCurve: Rl,\n LineCurve: Pl,\n LineCurve3: kx,\n QuadraticBezierCurve: zu,\n QuadraticBezierCurve3: lp,\n SplineCurve: Uu\n});\nconst jN = {\n triangulate: function(n, e, t = 2) {\n const i = e && e.length, r = i ? e[0] * t : n.length;\n let s = Gx(n, 0, r, t, !0);\n const o = [];\n if (!s || s.next === s.prev) return o;\n let a, c, l, d, h, p, g;\n if (i && (s = JN(n, e, s, t)), n.length > 80 * t) {\n a = l = n[0], c = d = n[1];\n for (let f = t; f < r; f += t)\n h = n[f], p = n[f + 1], h < a && (a = h), p < c && (c = p), h > l && (l = h), p > d && (d = p);\n g = Math.max(l - a, d - c), g = g !== 0 ? 1 / g : 0;\n }\n return il(s, o, t, a, c, g), o;\n }\n};\nfunction Gx(n, e, t, i, r) {\n let s, o;\n if (r === aF(n, e, t, i) > 0)\n for (s = e; s < t; s += i) o = rv(s, n[s], n[s + 1], o);\n else\n for (s = t - i; s >= e; s -= i) o = rv(s, n[s], n[s + 1], o);\n return o && Vu(o, o.next) && (sl(o), o = o.next), o;\n}\nfunction Kr(n, e) {\n if (!n) return n;\n e || (e = n);\n let t = n, i;\n do\n if (i = !1, !t.steiner && (Vu(t, t.next) || zt(t.prev, t, t.next) === 0)) {\n if (sl(t), t = e = t.prev, t === t.next) break;\n i = !0;\n } else\n t = t.next;\n while (i || t !== e);\n return e;\n}\nfunction il(n, e, t, i, r, s, o) {\n if (!n) return;\n !o && s && tF(n, i, r, s);\n let a = n, c, l;\n for (; n.prev !== n.next; ) {\n if (c = n.prev, l = n.next, s ? 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($ = -oe, J = V, z = Math.sqrt(ve)) : ($ = V, J = oe, z = Math.sqrt(ve / 2));\n }\n return new Pe($ / z, J / z);\n }\n const D = [];\n for (let Y = 0, te = P.length, F = te - 1, $ = Y + 1; Y < te; Y++, F++, $++)\n F === te && (F = 0), $ === te && ($ = 0), D[Y] = N(P[Y], P[F], P[$]);\n const B = [];\n let U, k = D.concat();\n for (let Y = 0, te = R.length; Y < te; Y++) {\n const F = R[Y];\n U = [];\n for (let $ = 0, J = F.length, z = J - 1, V = $ + 1; $ < J; $++, z++, V++)\n z === J && (z = 0), V === J && (V = 0), U[$] = N(F[$], F[z], F[V]);\n B.push(U), k = k.concat(U);\n }\n for (let Y = 0; Y < y; Y++) {\n const te = Y / y, F = g * Math.cos(te * Math.PI / 2), $ = f * Math.sin(te * Math.PI / 2) + u;\n for (let J = 0, z = P.length; J < z; J++) {\n const V = I(P[J], D[J], $);\n W(V.x, V.y, -F);\n }\n for (let J = 0, z = R.length; J < z; J++) {\n const V = R[J];\n U = B[J];\n for (let oe = 0, ue = V.length; oe < ue; oe++) {\n const le = I(V[oe], U[oe], $);\n W(le.x, le.y, -F);\n }\n }\n }\n const K = f + u;\n for (let Y = 0; Y < b; Y++) {\n const te = p ? I(L[Y], k[Y], K) : L[Y];\n S ? (x.copy(T.normals[0]).multiplyScalar(te.x), M.copy(T.binormals[0]).multiplyScalar(te.y), _.copy(w[0]).add(x).add(M), W(_.x, _.y, _.z)) : W(te.x, te.y, 0);\n }\n for (let Y = 1; Y <= d; Y++)\n for (let te = 0; te < b; te++) {\n const F = p ? I(L[te], k[te], K) : L[te];\n S ? (x.copy(T.normals[Y]).multiplyScalar(F.x), M.copy(T.binormals[Y]).multiplyScalar(F.y), _.copy(w[Y]).add(x).add(M), W(_.x, _.y, _.z)) : W(F.x, F.y, h / d * Y);\n }\n for (let Y = y - 1; Y >= 0; Y--) {\n const te = Y / y, F = g * Math.cos(te * Math.PI / 2), $ = f * Math.sin(te * Math.PI / 2) + u;\n for (let J = 0, z = P.length; J < z; J++) {\n const V = I(P[J], D[J], $);\n W(V.x, V.y, h + F);\n }\n for (let J = 0, z = R.length; J < z; J++) {\n const V = R[J];\n U = B[J];\n for (let oe = 0, ue = V.length; oe < ue; oe++) {\n const le = I(V[oe], U[oe], $);\n S ? W(le.x, le.y + w[d - 1].y, w[d - 1].x + F) : W(le.x, le.y, h + F);\n }\n }\n }\n ie(), j();\n function ie() {\n const Y = r.length / 3;\n if (p) {\n let te = 0, F = b * te;\n for (let $ = 0; $ < O; $++) {\n const J = A[$];\n q(J[2] + F, J[1] + F, J[0] + F);\n }\n te = d + y * 2, F = b * te;\n for (let $ = 0; $ < O; $++) {\n const J = A[$];\n q(J[0] + F, J[1] + F, J[2] + F);\n }\n } else {\n for (let te = 0; te < O; te++) {\n const F = A[te];\n q(F[2], F[1], F[0]);\n }\n for (let te = 0; te < O; te++) {\n const F = A[te];\n q(F[0] + b * d, F[1] + b * d, F[2] + b * d);\n }\n }\n i.addGroup(Y, r.length / 3 - Y, 0);\n }\n function j() {\n const Y = r.length / 3;\n let te = 0;\n G(P, te), te += P.length;\n for (let F = 0, $ = R.length; F < $; F++) {\n const J = R[F];\n G(J, te), te += J.length;\n }\n i.addGroup(Y, r.length / 3 - Y, 1);\n }\n function G(Y, te) {\n let F = Y.length;\n for (; --F >= 0; ) {\n const $ = F;\n let J = F - 1;\n J < 0 && (J = Y.length - 1);\n for (let z = 0, V = d + y * 2; z < V; z++) {\n const oe = b * z, ue = b * (z + 1), le = te + $ + oe, ve = te + J + oe, xe = te + J + ue, Te = te + $ + ue;\n Q(le, ve, xe, Te);\n }\n }\n }\n function W(Y, te, F) {\n c.push(Y), c.push(te), c.push(F);\n }\n function q(Y, te, F) {\n ee(Y), ee(te), ee(F);\n const $ = r.length / 3, J = m.generateTopUV(i, r, $ - 3, $ - 2, $ - 1);\n ne(J[0]), ne(J[1]), ne(J[2]);\n }\n function Q(Y, te, F, $) {\n ee(Y), ee(te), ee($), ee(te), ee(F), ee($);\n const J = r.length / 3, z = m.generateSideWallUV(i, r, J - 6, J - 3, J - 2, J - 1);\n ne(z[0]), ne(z[1]), ne(z[3]), ne(z[1]), ne(z[2]), ne(z[3]);\n }\n function ee(Y) {\n r.push(c[Y * 3 + 0]), r.push(c[Y * 3 + 1]), r.push(c[Y * 3 + 2]);\n }\n function ne(Y) {\n s.push(Y.x), s.push(Y.y);\n }\n }\n }\n toJSON() {\n const e = super.toJSON(), t = this.parameters.shapes, i = this.parameters.options;\n return cF(t, i, e);\n }\n static fromJSON(e, t) {\n const i = [];\n for (let s = 0, o = e.shapes.length; s < o; s++) {\n const a = t[e.shapes[s]];\n i.push(a);\n }\n const r = e.options.extrudePath;\n return r !== void 0 && (e.options.extrudePath = new cp[r.type]().fromJSON(r)), new wi(i, e.options);\n }\n}\nconst lF = {\n generateTopUV: function(n, e, t, i, r) {\n const s = e[t * 3], o = e[t * 3 + 1], a = e[i * 3], c = e[i * 3 + 1], l = e[r * 3], d = e[r * 3 + 1];\n return [\n new Pe(s, o),\n new Pe(a, c),\n new Pe(l, d)\n ];\n },\n generateSideWallUV: function(n, e, t, i, r, s) {\n const o = e[t * 3], a = e[t * 3 + 1], c = e[t * 3 + 2], l = e[i * 3], d = e[i * 3 + 1], h = e[i * 3 + 2], p = e[r * 3], g = e[r * 3 + 1], f = e[r * 3 + 2], u = e[s * 3], y = e[s * 3 + 1], v = e[s * 3 + 2];\n return Math.abs(a - d) < Math.abs(o - l) ? [\n new Pe(o, 1 - c),\n new Pe(l, 1 - h),\n new Pe(p, 1 - f),\n new Pe(u, 1 - v)\n ] : [\n new Pe(a, 1 - c),\n new Pe(d, 1 - h),\n new Pe(g, 1 - f),\n new Pe(y, 1 - v)\n ];\n }\n};\nfunction cF(n, e, t) {\n if (t.shapes = [], Array.isArray(n))\n for (let i = 0, r = n.length; i < r; i++) {\n const s = n[i];\n t.shapes.push(s.uuid);\n }\n else\n t.shapes.push(n.uuid);\n return e.extrudePath !== void 0 && (t.options.extrudePath = e.extrudePath.toJSON()), t;\n}\nclass Wo extends Vi {\n constructor(e = 1, t = 0) {\n const i = (1 + Math.sqrt(5)) / 2, r = [\n -1,\n i,\n 0,\n 1,\n i,\n 0,\n -1,\n -i,\n 0,\n 1,\n -i,\n 0,\n 0,\n -1,\n i,\n 0,\n 1,\n i,\n 0,\n -1,\n -i,\n 0,\n 1,\n -i,\n i,\n 0,\n -1,\n i,\n 0,\n 1,\n -i,\n 0,\n -1,\n -i,\n 0,\n 1\n ], s = [\n 0,\n 11,\n 5,\n 0,\n 5,\n 1,\n 0,\n 1,\n 7,\n 0,\n 7,\n 10,\n 0,\n 10,\n 11,\n 1,\n 5,\n 9,\n 5,\n 11,\n 4,\n 11,\n 10,\n 2,\n 10,\n 7,\n 6,\n 7,\n 1,\n 8,\n 3,\n 9,\n 4,\n 3,\n 4,\n 2,\n 3,\n 2,\n 6,\n 3,\n 6,\n 8,\n 3,\n 8,\n 9,\n 4,\n 9,\n 5,\n 2,\n 4,\n 11,\n 6,\n 2,\n 10,\n 8,\n 6,\n 7,\n 9,\n 8,\n 1\n ];\n super(r, s, e, t), this.type = \"IcosahedronGeometry\", this.parameters = {\n radius: e,\n detail: t\n };\n }\n static fromJSON(e) {\n return new Wo(e.radius, e.detail);\n }\n}\nclass jo extends Je {\n constructor(e, t = 12, i = 0, r = Math.PI * 2) {\n super(), this.type = \"LatheGeometry\", this.parameters = {\n points: e,\n segments: t,\n phiStart: i,\n phiLength: r\n }, t = Math.floor(t), r = wn(r, 0, Math.PI * 2);\n const s = [], o = [], a = [], c = 1 / t, l = new X(), d = new Pe();\n for (let h = 0; h <= t; h++) {\n const p = i + h * c * r, g = Math.sin(p), f = Math.cos(p);\n for (let u = 0; u <= e.length - 1; u++)\n l.x = e[u].x * g, l.y = e[u].y, l.z = e[u].x * f, o.push(l.x, l.y, l.z), d.x = h / t, d.y = u / (e.length - 1), a.push(d.x, d.y);\n }\n for (let h = 0; h < t; h++)\n for (let p = 0; p < e.length - 1; p++) {\n const g = p + h * e.length, f = g, u = g + e.length, y = g + e.length + 1, v = g + 1;\n s.push(f, u, v), s.push(u, y, v);\n }\n if (this.setIndex(s), this.setAttribute(\"position\", new We(o, 3)), this.setAttribute(\"uv\", new We(a, 2)), this.computeVertexNormals(), r === Math.PI * 2) {\n const h = this.attributes.normal.array, p = new X(), g = new X(), f = new X(), u = t * e.length * 3;\n for (let y = 0, v = 0; y < e.length; y++, v += 3)\n p.x = h[v + 0], p.y = h[v + 1], p.z = h[v + 2], g.x = h[u + v + 0], g.y = h[u + v + 1], g.z = h[u + v + 2], f.addVectors(p, g).normalize(), h[v + 0] = h[u + v + 0] = f.x, h[v + 1] = h[u + v + 1] = f.y, h[v + 2] = h[u + v + 2] = f.z;\n }\n }\n static fromJSON(e) {\n return new jo(e.points, e.segments, e.phiStart, e.phiLength);\n }\n}\nclass Ns extends Vi {\n constructor(e = 1, t = 0) {\n const i = [\n 1,\n 0,\n 0,\n -1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n -1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n -1\n ], r = [\n 0,\n 2,\n 4,\n 0,\n 4,\n 3,\n 0,\n 3,\n 5,\n 0,\n 5,\n 2,\n 1,\n 2,\n 5,\n 1,\n 5,\n 3,\n 1,\n 3,\n 4,\n 1,\n 4,\n 2\n ];\n super(i, r, e, t), this.type = \"OctahedronGeometry\", this.parameters = {\n radius: e,\n detail: t\n };\n }\n static fromJSON(e) {\n return new Ns(e.radius, e.detail);\n }\n}\nclass tu extends Je {\n constructor(e, t, i) {\n super(), this.type = \"ParametricGeometry\", this.parameters = {\n func: e,\n slices: t,\n stacks: i\n };\n const r = [], s = [], o = [], a = [], c = 1e-5, l = new X(), d = new X(), h = new X(), p = new X(), g = new X();\n e.length < 3 && console.error(\"THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.\");\n const f = t + 1;\n for (let u = 0; u <= i; u++) {\n const y = u / i;\n for (let v = 0; v <= t; v++) {\n const m = v / t;\n e(m, y, d), s.push(d.x, d.y, d.z), m - c >= 0 ? (e(m - c, y, h), p.subVectors(d, h)) : (e(m + c, y, h), p.subVectors(h, d)), y - c >= 0 ? (e(m, y - c, h), g.subVectors(d, h)) : (e(m, y + c, h), g.subVectors(h, d)), l.crossVectors(p, g).normalize(), o.push(l.x, l.y, l.z), a.push(m, y);\n }\n }\n for (let u = 0; u < i; u++)\n for (let y = 0; y < t; y++) {\n const v = u * f + y, m = u * f + y + 1, w = (u + 1) * f + y + 1, S = (u + 1) * f + y;\n r.push(v, m, S), r.push(m, w, S);\n }\n this.setIndex(r), this.setAttribute(\"position\", new We(s, 3)), this.setAttribute(\"normal\", new We(o, 3)), this.setAttribute(\"uv\", new We(a, 2));\n }\n}\nclass $o extends Je {\n constructor(e = 0.5, t = 1, i = 8, r = 1, s = 0, o = Math.PI * 2) {\n super(), this.type = \"RingGeometry\", this.parameters = {\n innerRadius: e,\n outerRadius: t,\n thetaSegments: i,\n phiSegments: r,\n thetaStart: s,\n thetaLength: o\n }, i = Math.max(3, i), r = Math.max(1, r);\n const a = [], c = [], l = [], d = [];\n let h = e;\n const p = (t - e) / r, g = new X(), f = new Pe();\n for (let u = 0; u <= r; u++) {\n for (let y = 0; y <= i; y++) {\n const v = s + y / i * o;\n g.x = h * Math.cos(v), g.y = h * Math.sin(v), c.push(g.x, g.y, g.z), l.push(0, 0, 1), f.x = (g.x / t + 1) / 2, f.y = (g.y / t + 1) / 2, d.push(f.x, f.y);\n }\n h += p;\n }\n for (let u = 0; u < r; u++) {\n const y = u * (i + 1);\n for (let v = 0; v < i; v++) {\n const m = v + y, w = m, S = m + i + 1, T = m + i + 2, M = m + 1;\n a.push(w, S, M), a.push(S, T, M);\n }\n }\n this.setIndex(a), this.setAttribute(\"position\", new We(c, 3)), this.setAttribute(\"normal\", new We(l, 3)), this.setAttribute(\"uv\", new We(d, 2));\n }\n static fromJSON(e) {\n return new $o(e.innerRadius, e.outerRadius, e.thetaSegments, e.phiSegments, e.thetaStart, e.thetaLength);\n }\n}\nclass Fs extends Je {\n constructor(e, t = 12) {\n super(), this.type = \"ShapeGeometry\", this.parameters = {\n shapes: e,\n curveSegments: t\n };\n const i = [], r = [], s = [], o = [];\n let a = 0, c = 0;\n if (Array.isArray(e) === !1)\n l(e);\n else\n for (let d = 0; d < e.length; d++)\n l(e[d]), this.addGroup(a, c, d), a += c, c = 0;\n this.setIndex(i), this.setAttribute(\"position\", new We(r, 3)), this.setAttribute(\"normal\", new We(s, 3)), this.setAttribute(\"uv\", new We(o, 2));\n function l(d) {\n const h = r.length / 3, p = d.extractPoints(t);\n let g = p.shape;\n const f = p.holes;\n Fi.isClockWise(g) === !1 && (g = g.reverse());\n for (let y = 0, v = f.length; y < v; y++) {\n const m = f[y];\n Fi.isClockWise(m) === !0 && (f[y] = m.reverse());\n }\n const u = Fi.triangulateShape(g, f);\n for (let y = 0, v = f.length; y < v; y++) {\n const m = f[y];\n g = g.concat(m);\n }\n for (let y = 0, v = g.length; y < v; y++) {\n const m = g[y];\n r.push(m.x, m.y, 0), s.push(0, 0, 1), o.push(m.x, m.y);\n }\n for (let y = 0, v = u.length; y < v; y++) {\n const m = u[y], w = m[0] + h, S = m[1] + h, T = m[2] + h;\n i.push(w, S, T), c += 3;\n }\n }\n }\n toJSON() {\n const e = super.toJSON(), t = this.parameters.shapes;\n return uF(t, e);\n }\n static fromJSON(e, t) {\n const i = [];\n for (let r = 0, s = e.shapes.length; r < s; r++) {\n const o = t[e.shapes[r]];\n i.push(o);\n }\n return new Fs(i, e.curveSegments);\n }\n}\nfunction uF(n, e) {\n if (e.shapes = [], Array.isArray(n))\n for (let t = 0, i = n.length; t < i; t++) {\n const r = n[t];\n e.shapes.push(r.uuid);\n }\n else\n e.shapes.push(n.uuid);\n return e;\n}\nclass Bs extends Je {\n constructor(e = 1, t = 8, i = 6, r = 0, s = Math.PI * 2, o = 0, a = Math.PI) {\n super(), this.type = \"SphereGeometry\", this.parameters = {\n radius: e,\n widthSegments: t,\n heightSegments: i,\n phiStart: r,\n phiLength: s,\n thetaStart: o,\n thetaLength: a\n }, t = Math.max(3, Math.floor(t)), i = Math.max(2, Math.floor(i));\n const c = Math.min(o + a, Math.PI);\n let l = 0;\n const d = [], h = new X(), p = new X(), g = [], f = [], u = [], y = [];\n for (let v = 0; v <= i; v++) {\n const m = [], w = v / i;\n let S = 0;\n v == 0 && o == 0 ? S = 0.5 / t : v == i && c == Math.PI && (S = -0.5 / t);\n for (let T = 0; T <= t; T++) {\n const M = T / t;\n h.x = -e * Math.cos(r + M * s) * Math.sin(o + w * a), h.y = e * Math.cos(o + w * a), h.z = e * Math.sin(r + M * s) * Math.sin(o + w * a), f.push(h.x, h.y, h.z), p.copy(h).normalize(), u.push(p.x, p.y, p.z), y.push(M + S, 1 - w), m.push(l++);\n }\n d.push(m);\n }\n for (let v = 0; v < i; v++)\n for (let m = 0; m < t; m++) {\n const w = d[v][m + 1], S = d[v][m], T = d[v + 1][m], M = d[v + 1][m + 1];\n (v !== 0 || o > 0) && g.push(w, S, M), (v !== i - 1 || c < Math.PI) && g.push(S, T, M);\n }\n this.setIndex(g), this.setAttribute(\"position\", new We(f, 3)), this.setAttribute(\"normal\", new We(u, 3)), this.setAttribute(\"uv\", new We(y, 2));\n }\n static fromJSON(e) {\n return new Bs(e.radius, e.widthSegments, e.heightSegments, e.phiStart, e.phiLength, e.thetaStart, e.thetaLength);\n }\n}\nclass Zo extends Vi {\n constructor(e = 1, t = 0) {\n const i = [\n 1,\n 1,\n 1,\n -1,\n -1,\n 1,\n -1,\n 1,\n -1,\n 1,\n -1,\n -1\n ], r = [\n 2,\n 1,\n 0,\n 0,\n 3,\n 2,\n 1,\n 3,\n 0,\n 2,\n 3,\n 1\n ];\n super(i, r, e, t), this.type = \"TetrahedronGeometry\", this.parameters = {\n radius: e,\n detail: t\n };\n }\n static fromJSON(e) {\n return new Zo(e.radius, e.detail);\n }\n}\nclass nu extends wi {\n constructor(e, t = {}) {\n const i = t.font;\n if (!(i && i.isFont))\n return console.error(\"THREE.TextGeometry: font parameter is not an instance of THREE.Font.\"), new Je();\n const r = i.generateShapes(e, t.size);\n t.depth = t.height !== void 0 ? t.height : 50, t.bevelThickness === void 0 && (t.bevelThickness = 10), t.bevelSize === void 0 && (t.bevelSize = 8), t.bevelEnabled === void 0 && (t.bevelEnabled = !1), super(r, t), this.type = \"TextGeometry\";\n }\n}\nclass Xo extends Je {\n constructor(e = 1, t = 0.4, i = 8, r = 6, s = Math.PI * 2) {\n super(), this.type = \"TorusGeometry\", this.parameters = {\n radius: e,\n tube: t,\n radialSegments: i,\n tubularSegments: r,\n arc: s\n }, i = Math.floor(i), r = Math.floor(r);\n const o = [], a = [], c = [], l = [], d = new X(), h = new X(), p = new X();\n for (let g = 0; g <= i; g++)\n for (let f = 0; f <= r; f++) {\n const u = f / r * s, y = g / i * Math.PI * 2;\n h.x = (e + t * Math.cos(y)) * Math.cos(u), h.y = (e + t * Math.cos(y)) * Math.sin(u), h.z = t * Math.sin(y), a.push(h.x, h.y, h.z), d.x = e * Math.cos(u), d.y = e * Math.sin(u), p.subVectors(h, d).normalize(), c.push(p.x, p.y, p.z), l.push(f / r), l.push(g / i);\n }\n for (let g = 1; g <= i; g++)\n for (let f = 1; f <= r; f++) {\n const u = (r + 1) * g + f - 1, y = (r + 1) * (g - 1) + f - 1, v = (r + 1) * (g - 1) + f, m = (r + 1) * g + f;\n o.push(u, y, m), o.push(y, v, m);\n }\n this.setIndex(o), this.setAttribute(\"position\", new We(a, 3)), this.setAttribute(\"normal\", new We(c, 3)), this.setAttribute(\"uv\", new We(l, 2));\n }\n static fromJSON(e) {\n return new Xo(e.radius, e.tube, e.radialSegments, e.tubularSegments, e.arc);\n }\n}\nclass Yo extends Je {\n constructor(e = 1, t = 0.4, i = 64, r = 8, s = 2, o = 3) {\n super(), this.type = \"TorusKnotGeometry\", this.parameters = {\n radius: e,\n tube: t,\n tubularSegments: i,\n radialSegments: r,\n p: s,\n q: o\n }, i = Math.floor(i), r = Math.floor(r);\n const a = [], c = [], l = [], d = [], h = new X(), p = new X(), g = new X(), f = new X(), u = new X(), y = new X(), v = new X();\n for (let w = 0; w <= i; ++w) {\n const S = w / i * s * Math.PI * 2;\n m(S, s, o, e, g), m(S + 0.01, s, o, e, f), y.subVectors(f, g), v.addVectors(f, g), u.crossVectors(y, v), v.crossVectors(u, y), u.normalize(), v.normalize();\n for (let T = 0; T <= r; ++T) {\n const M = T / r * Math.PI * 2, x = -t * Math.cos(M), _ = t * Math.sin(M);\n h.x = g.x + (x * v.x + _ * u.x), h.y = g.y + (x * v.y + _ * u.y), h.z = g.z + (x * v.z + _ * u.z), c.push(h.x, h.y, h.z), p.subVectors(h, g).normalize(), l.push(p.x, p.y, p.z), d.push(w / i), d.push(T / r);\n }\n }\n for (let w = 1; w <= i; w++)\n for (let S = 1; S <= r; S++) {\n const T = (r + 1) * (w - 1) + (S - 1), M = (r + 1) * w + (S - 1), x = (r + 1) * w + S, _ = (r + 1) * (w - 1) + S;\n a.push(T, M, _), a.push(M, x, _);\n }\n this.setIndex(a), this.setAttribute(\"position\", new We(c, 3)), this.setAttribute(\"normal\", new We(l, 3)), this.setAttribute(\"uv\", new We(d, 2));\n function m(w, S, T, M, x) {\n const _ = Math.cos(w), E = Math.sin(w), L = T / S * w, R = Math.cos(L);\n x.x = M * (2 + R) * 0.5 * _, x.y = M * (2 + R) * E * 0.5, x.z = M * Math.sin(L) * 0.5;\n }\n }\n static fromJSON(e) {\n return new Yo(e.radius, e.tube, e.tubularSegments, e.radialSegments, e.p, e.q);\n }\n}\nclass Jo extends Je {\n constructor(e, t = 64, i = 1, r = 8, s = !1) {\n super(), this.type = \"TubeGeometry\", this.parameters = {\n path: e,\n tubularSegments: t,\n radius: i,\n radialSegments: r,\n closed: s\n };\n const o = e.computeFrenetFrames(t, s);\n this.tangents = o.tangents, this.normals = o.normals, this.binormals = o.binormals;\n const a = new X(), c = new X(), l = new Pe();\n let d = new X();\n const h = [], p = [], g = [], f = [];\n u(), this.setIndex(f), this.setAttribute(\"position\", new We(h, 3)), this.setAttribute(\"normal\", new We(p, 3)), this.setAttribute(\"uv\", new We(g, 2));\n function u() {\n for (let w = 0; w < t; w++)\n y(w);\n y(s === !1 ? t : 0), m(), v();\n }\n function y(w) {\n d = e.getPointAt(w / t, d);\n const S = o.normals[w], T = o.binormals[w];\n for (let M = 0; M <= r; M++) {\n const x = M / r * Math.PI * 2, _ = Math.sin(x), E = -Math.cos(x);\n c.x = E * S.x + _ * T.x, c.y = E * S.y + _ * T.y, c.z = E * S.z + _ * T.z, c.normalize(), p.push(c.x, c.y, c.z), a.x = d.x + i * c.x, a.y = d.y + i * c.y, a.z = d.z + i * c.z, h.push(a.x, a.y, a.z);\n }\n }\n function v() {\n for (let w = 1; w <= t; w++)\n for (let S = 1; S <= r; S++) {\n const T = (r + 1) * (w - 1) + (S - 1), M = (r + 1) * w + (S - 1), x = (r + 1) * w + S, _ = (r + 1) * (w - 1) + S;\n f.push(T, M, _), f.push(M, x, _);\n }\n }\n function m() {\n for (let w = 0; w <= t; w++)\n for (let S = 0; S <= r; S++)\n l.x = w / t, l.y = S / r, g.push(l.x, l.y);\n }\n }\n toJSON() {\n const e = super.toJSON();\n return e.path = this.parameters.path.toJSON(), e;\n }\n static fromJSON(e) {\n return new Jo(\n new cp[e.path.type]().fromJSON(e.path),\n e.tubularSegments,\n e.radius,\n e.radialSegments,\n e.closed\n );\n }\n}\nclass up extends Je {\n constructor(e) {\n if (super(), this.type = \"WireframeGeometry\", e.isGeometry === !0) {\n console.error(\"THREE.WireframeGeometry no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n return;\n }\n const t = [], i = [0, 0], r = {}, s = new X();\n if (e.index !== null) {\n const o = e.attributes.position, a = e.index;\n let c = e.groups;\n c.length === 0 && (c = [{ start: 0, count: a.count, materialIndex: 0 }]);\n for (let l = 0, d = c.length; l < d; ++l) {\n const h = c[l], p = h.start, g = h.count;\n for (let f = p, u = p + g; f < u; f += 3)\n for (let y = 0; y < 3; y++) {\n const v = a.getX(f + y), m = a.getX(f + (y + 1) % 3);\n i[0] = Math.min(v, m), i[1] = Math.max(v, m);\n const w = i[0] + \",\" + i[1];\n r[w] === void 0 && (r[w] = { index1: i[0], index2: i[1] });\n }\n }\n for (const l in r) {\n const d = r[l];\n s.fromBufferAttribute(o, d.index1), t.push(s.x, s.y, s.z), s.fromBufferAttribute(o, d.index2), t.push(s.x, s.y, s.z);\n }\n } else {\n const o = e.attributes.position;\n for (let a = 0, c = o.count / 3; a < c; a++)\n for (let l = 0; l < 3; l++) {\n const d = 3 * a + l;\n s.fromBufferAttribute(o, d), t.push(s.x, s.y, s.z);\n const h = 3 * a + (l + 1) % 3;\n s.fromBufferAttribute(o, h), t.push(s.x, s.y, s.z);\n }\n }\n this.setAttribute(\"position\", new We(t, 3));\n }\n}\nvar av = /* @__PURE__ */ Object.freeze({\n __proto__: null,\n BoxGeometry: hr,\n BoxBufferGeometry: hr,\n CircleGeometry: ko,\n CircleBufferGeometry: ko,\n ConeGeometry: Go,\n ConeBufferGeometry: Go,\n CylinderGeometry: qr,\n CylinderBufferGeometry: qr,\n DodecahedronGeometry: Ho,\n DodecahedronBufferGeometry: Ho,\n EdgesGeometry: ip,\n ExtrudeGeometry: wi,\n ExtrudeBufferGeometry: wi,\n IcosahedronGeometry: Wo,\n IcosahedronBufferGeometry: Wo,\n LatheGeometry: jo,\n LatheBufferGeometry: jo,\n OctahedronGeometry: Ns,\n OctahedronBufferGeometry: Ns,\n ParametricGeometry: tu,\n ParametricBufferGeometry: tu,\n PlaneGeometry: Ds,\n PlaneBufferGeometry: Ds,\n PolyhedronGeometry: Vi,\n PolyhedronBufferGeometry: Vi,\n RingGeometry: $o,\n RingBufferGeometry: $o,\n ShapeGeometry: Fs,\n ShapeBufferGeometry: Fs,\n SphereGeometry: Bs,\n SphereBufferGeometry: Bs,\n TetrahedronGeometry: Zo,\n TetrahedronBufferGeometry: Zo,\n TextGeometry: nu,\n TextBufferGeometry: nu,\n TorusGeometry: Xo,\n TorusBufferGeometry: Xo,\n TorusKnotGeometry: Yo,\n TorusKnotBufferGeometry: Yo,\n TubeGeometry: Jo,\n TubeBufferGeometry: Jo,\n WireframeGeometry: up\n});\nclass hp extends sn {\n constructor(e) {\n super(), this.type = \"ShadowMaterial\", this.color = new Fe(0), this.transparent = !0, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this;\n }\n}\nhp.prototype.isShadowMaterial = !0;\nclass da extends dr {\n constructor(e) {\n super(e), this.type = \"RawShaderMaterial\";\n }\n}\nda.prototype.isRawShaderMaterial = !0;\nclass js extends sn {\n constructor(e) {\n super(), this.defines = { STANDARD: \"\" }, this.type = \"MeshStandardMaterial\", this.color = new Fe(16777215), this.roughness = 1, this.metalness = 0, this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.emissive = new Fe(0), this.emissiveIntensity = 1, this.emissiveMap = null, this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = ts, this.normalScale = new Pe(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.roughnessMap = null, this.metalnessMap = null, this.alphaMap = null, this.envMap = null, this.envMapIntensity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.morphTargets = !1, this.morphNormals = !1, this.flatShading = !1, this.vertexTangents = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.defines = { STANDARD: \"\" }, this.color.copy(e.color), this.roughness = e.roughness, this.metalness = e.metalness, this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.emissive.copy(e.emissive), this.emissiveMap = e.emissiveMap, this.emissiveIntensity = e.emissiveIntensity, this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.roughnessMap = e.roughnessMap, this.metalnessMap = e.metalnessMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.envMapIntensity = e.envMapIntensity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.morphTargets = e.morphTargets, this.morphNormals = e.morphNormals, this.flatShading = e.flatShading, this.vertexTangents = e.vertexTangents, this;\n }\n}\njs.prototype.isMeshStandardMaterial = !0;\nclass Il extends js {\n constructor(e) {\n super(), this.defines = {\n STANDARD: \"\",\n PHYSICAL: \"\"\n }, this.type = \"MeshPhysicalMaterial\", this.clearcoat = 0, this.clearcoatMap = null, this.clearcoatRoughness = 0, this.clearcoatRoughnessMap = null, this.clearcoatNormalScale = new Pe(1, 1), this.clearcoatNormalMap = null, this.reflectivity = 0.5, Object.defineProperty(this, \"ior\", {\n get: function() {\n return (1 + 0.4 * this.reflectivity) / (1 - 0.4 * this.reflectivity);\n },\n set: function(t) {\n this.reflectivity = wn(2.5 * (t - 1) / (t + 1), 0, 1);\n }\n }), this.sheen = null, this.transmission = 0, this.transmissionMap = null, this.thickness = 0.01, this.thicknessMap = null, this.attenuationDistance = 0, this.attenuationColor = new Fe(1, 1, 1), this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.defines = {\n STANDARD: \"\",\n PHYSICAL: \"\"\n }, this.clearcoat = e.clearcoat, this.clearcoatMap = e.clearcoatMap, this.clearcoatRoughness = e.clearcoatRoughness, this.clearcoatRoughnessMap = e.clearcoatRoughnessMap, this.clearcoatNormalMap = e.clearcoatNormalMap, this.clearcoatNormalScale.copy(e.clearcoatNormalScale), this.reflectivity = e.reflectivity, e.sheen ? this.sheen = (this.sheen || new Fe()).copy(e.sheen) : this.sheen = null, this.transmission = e.transmission, this.transmissionMap = e.transmissionMap, this.thickness = e.thickness, this.thicknessMap = e.thicknessMap, this.attenuationDistance = e.attenuationDistance, this.attenuationColor.copy(e.attenuationColor), this;\n }\n}\nIl.prototype.isMeshPhysicalMaterial = !0;\nclass dp extends sn {\n constructor(e) {\n super(), this.type = \"MeshPhongMaterial\", this.color = new Fe(16777215), this.specular = new Fe(1118481), this.shininess = 30, this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.emissive = new Fe(0), this.emissiveIntensity = 1, this.emissiveMap = null, this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = ts, this.normalScale = new Pe(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.specularMap = null, this.alphaMap = null, this.envMap = null, this.combine = vl, this.reflectivity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.morphTargets = !1, this.morphNormals = !1, this.flatShading = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.specular.copy(e.specular), this.shininess = e.shininess, this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.emissive.copy(e.emissive), this.emissiveMap = e.emissiveMap, this.emissiveIntensity = e.emissiveIntensity, this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.specularMap = e.specularMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.combine = e.combine, this.reflectivity = e.reflectivity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.morphTargets = e.morphTargets, this.morphNormals = e.morphNormals, this.flatShading = e.flatShading, this;\n }\n}\ndp.prototype.isMeshPhongMaterial = !0;\nclass fp extends sn {\n constructor(e) {\n super(), this.defines = { TOON: \"\" }, this.type = \"MeshToonMaterial\", this.color = new Fe(16777215), this.map = null, this.gradientMap = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.emissive = new Fe(0), this.emissiveIntensity = 1, this.emissiveMap = null, this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = ts, this.normalScale = new Pe(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.alphaMap = null, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.morphTargets = !1, this.morphNormals = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.gradientMap = e.gradientMap, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.emissive.copy(e.emissive), this.emissiveMap = e.emissiveMap, this.emissiveIntensity = e.emissiveIntensity, this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.alphaMap = e.alphaMap, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.morphTargets = e.morphTargets, this.morphNormals = e.morphNormals, this;\n }\n}\nfp.prototype.isMeshToonMaterial = !0;\nclass pp extends sn {\n constructor(e) {\n super(), this.type = \"MeshNormalMaterial\", this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = ts, this.normalScale = new Pe(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.wireframe = !1, this.wireframeLinewidth = 1, this.fog = !1, this.morphTargets = !1, this.morphNormals = !1, this.flatShading = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.morphTargets = e.morphTargets, this.morphNormals = e.morphNormals, this.flatShading = e.flatShading, this;\n }\n}\npp.prototype.isMeshNormalMaterial = !0;\nclass mp extends sn {\n constructor(e) {\n super(), this.type = \"MeshLambertMaterial\", this.color = new Fe(16777215), this.map = null, this.lightMap = null, this.lightMapIntensity = 1, this.aoMap = null, this.aoMapIntensity = 1, this.emissive = new Fe(0), this.emissiveIntensity = 1, this.emissiveMap = null, this.specularMap = null, this.alphaMap = null, this.envMap = null, this.combine = vl, this.reflectivity = 1, this.refractionRatio = 0.98, this.wireframe = !1, this.wireframeLinewidth = 1, this.wireframeLinecap = \"round\", this.wireframeLinejoin = \"round\", this.morphTargets = !1, this.morphNormals = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.map = e.map, this.lightMap = e.lightMap, this.lightMapIntensity = e.lightMapIntensity, this.aoMap = e.aoMap, this.aoMapIntensity = e.aoMapIntensity, this.emissive.copy(e.emissive), this.emissiveMap = e.emissiveMap, this.emissiveIntensity = e.emissiveIntensity, this.specularMap = e.specularMap, this.alphaMap = e.alphaMap, this.envMap = e.envMap, this.combine = e.combine, this.reflectivity = e.reflectivity, this.refractionRatio = e.refractionRatio, this.wireframe = e.wireframe, this.wireframeLinewidth = e.wireframeLinewidth, this.wireframeLinecap = e.wireframeLinecap, this.wireframeLinejoin = e.wireframeLinejoin, this.morphTargets = e.morphTargets, this.morphNormals = e.morphNormals, this;\n }\n}\nmp.prototype.isMeshLambertMaterial = !0;\nclass gp extends sn {\n constructor(e) {\n super(), this.defines = { MATCAP: \"\" }, this.type = \"MeshMatcapMaterial\", this.color = new Fe(16777215), this.matcap = null, this.map = null, this.bumpMap = null, this.bumpScale = 1, this.normalMap = null, this.normalMapType = ts, this.normalScale = new Pe(1, 1), this.displacementMap = null, this.displacementScale = 1, this.displacementBias = 0, this.alphaMap = null, this.morphTargets = !1, this.morphNormals = !1, this.flatShading = !1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.defines = { MATCAP: \"\" }, this.color.copy(e.color), this.matcap = e.matcap, this.map = e.map, this.bumpMap = e.bumpMap, this.bumpScale = e.bumpScale, this.normalMap = e.normalMap, this.normalMapType = e.normalMapType, this.normalScale.copy(e.normalScale), this.displacementMap = e.displacementMap, this.displacementScale = e.displacementScale, this.displacementBias = e.displacementBias, this.alphaMap = e.alphaMap, this.morphTargets = e.morphTargets, this.morphNormals = e.morphNormals, this.flatShading = e.flatShading, this;\n }\n}\ngp.prototype.isMeshMatcapMaterial = !0;\nclass vp extends un {\n constructor(e) {\n super(), this.type = \"LineDashedMaterial\", this.scale = 1, this.dashSize = 3, this.gapSize = 1, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.scale = e.scale, this.dashSize = e.dashSize, this.gapSize = e.gapSize, this;\n }\n}\nvp.prototype.isLineDashedMaterial = !0;\nvar hF = /* @__PURE__ */ Object.freeze({\n __proto__: null,\n ShadowMaterial: hp,\n SpriteMaterial: Tl,\n RawShaderMaterial: da,\n ShaderMaterial: dr,\n PointsMaterial: ss,\n MeshPhysicalMaterial: Il,\n MeshStandardMaterial: js,\n MeshPhongMaterial: dp,\n MeshToonMaterial: fp,\n MeshNormalMaterial: pp,\n MeshLambertMaterial: mp,\n MeshDepthMaterial: Ou,\n MeshDistanceMaterial: Du,\n MeshBasicMaterial: Vn,\n MeshMatcapMaterial: gp,\n LineDashedMaterial: vp,\n LineBasicMaterial: un,\n Material: sn\n});\nconst It = {\n // same as Array.prototype.slice, but also works on typed arrays\n arraySlice: function(n, e, t) {\n return It.isTypedArray(n) ? new n.constructor(n.subarray(e, t !== void 0 ? t : n.length)) : n.slice(e, t);\n },\n // converts an array to a specific type\n convertArray: function(n, e, t) {\n return !n || // let 'undefined' and 'null' pass\n !t && n.constructor === e ? n : typeof e.BYTES_PER_ELEMENT == \"number\" ? new e(n) : Array.prototype.slice.call(n);\n },\n isTypedArray: function(n) {\n return ArrayBuffer.isView(n) && !(n instanceof DataView);\n },\n // returns an array by which times and values can be sorted\n getKeyframeOrder: function(n) {\n function e(r, s) {\n return n[r] - n[s];\n }\n const t = n.length, i = new Array(t);\n for (let r = 0; r !== t; ++r) i[r] = r;\n return i.sort(e), i;\n },\n // uses the array previously returned by 'getKeyframeOrder' to sort data\n sortedArray: function(n, e, t) {\n const i = n.length, r = new n.constructor(i);\n for (let s = 0, o = 0; o !== i; ++s) {\n const a = t[s] * e;\n for (let c = 0; c !== e; ++c)\n r[o++] = n[a + c];\n }\n return r;\n },\n // function for parsing AOS keyframe formats\n flattenJSON: function(n, e, t, i) {\n let r = 1, s = n[0];\n for (; s !== void 0 && s[i] === void 0; )\n s = n[r++];\n if (s === void 0) return;\n let o = s[i];\n if (o !== void 0)\n if (Array.isArray(o))\n do\n o = s[i], o !== void 0 && (e.push(s.time), t.push.apply(t, o)), s = n[r++];\n while (s !== void 0);\n else if (o.toArray !== void 0)\n do\n o = s[i], o !== void 0 && (e.push(s.time), o.toArray(t, t.length)), s = n[r++];\n while (s !== void 0);\n else\n do\n o = s[i], o !== void 0 && (e.push(s.time), t.push(o)), s = n[r++];\n while (s !== void 0);\n },\n subclip: function(n, e, t, i, r = 30) {\n const s = n.clone();\n s.name = e;\n const o = [];\n for (let c = 0; c < s.tracks.length; ++c) {\n const l = s.tracks[c], d = l.getValueSize(), h = [], p = [];\n for (let g = 0; g < l.times.length; ++g) {\n const f = l.times[g] * r;\n if (!(f < t || f >= i)) {\n h.push(l.times[g]);\n for (let u = 0; u < d; ++u)\n p.push(l.values[g * d + u]);\n }\n }\n h.length !== 0 && (l.times = It.convertArray(h, l.times.constructor), l.values = It.convertArray(p, l.values.constructor), o.push(l));\n }\n s.tracks = o;\n let a = 1 / 0;\n for (let c = 0; c < s.tracks.length; ++c)\n a > s.tracks[c].times[0] && (a = s.tracks[c].times[0]);\n for (let c = 0; c < s.tracks.length; ++c)\n s.tracks[c].shift(-1 * a);\n return s.resetDuration(), s;\n },\n makeClipAdditive: function(n, e = 0, t = n, i = 30) {\n i <= 0 && (i = 30);\n const r = t.tracks.length, s = e / i;\n for (let o = 0; o < r; ++o) {\n const a = t.tracks[o], c = a.ValueTypeName;\n if (c === \"bool\" || c === \"string\") continue;\n const l = n.tracks.find(function(v) {\n return v.name === a.name && v.ValueTypeName === c;\n });\n if (l === void 0) continue;\n let d = 0;\n const h = a.getValueSize();\n a.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline && (d = h / 3);\n let p = 0;\n const g = l.getValueSize();\n l.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline && (p = g / 3);\n const f = a.times.length - 1;\n let u;\n if (s <= a.times[0]) {\n const v = d, m = h - d;\n u = It.arraySlice(a.values, v, m);\n } else if (s >= a.times[f]) {\n const v = f * h + d, m = v + h - d;\n u = It.arraySlice(a.values, v, m);\n } else {\n const v = a.createInterpolant(), m = d, w = h - d;\n v.evaluate(s), u = It.arraySlice(v.resultBuffer, m, w);\n }\n c === \"quaternion\" && new Sn().fromArray(u).normalize().conjugate().toArray(u);\n const y = l.times.length;\n for (let v = 0; v < y; ++v) {\n const m = v * g + p;\n if (c === \"quaternion\")\n Sn.multiplyQuaternionsFlat(\n l.values,\n m,\n u,\n 0,\n l.values,\n m\n );\n else {\n const w = g - p * 2;\n for (let S = 0; S < w; ++S)\n l.values[m + S] -= u[S];\n }\n }\n }\n return n.blendMode = Wf, n;\n }\n};\nclass ki {\n constructor(e, t, i, r) {\n this.parameterPositions = e, this._cachedIndex = 0, this.resultBuffer = r !== void 0 ? r : new t.constructor(i), this.sampleValues = t, this.valueSize = i, this.settings = null, this.DefaultSettings_ = {};\n }\n evaluate(e) {\n const t = this.parameterPositions;\n let i = this._cachedIndex, r = t[i], s = t[i - 1];\n e: {\n t: {\n let o;\n n: {\n i: if (!(e < r)) {\n for (let a = i + 2; ; ) {\n if (r === void 0) {\n if (e < s) break i;\n return i = t.length, this._cachedIndex = i, this.afterEnd_(i - 1, e, s);\n }\n if (i === a) break;\n if (s = r, r = t[++i], e < r)\n break t;\n }\n o = t.length;\n break n;\n }\n if (!(e >= s)) {\n const a = t[1];\n e < a && (i = 2, s = a);\n for (let c = i - 2; ; ) {\n if (s === void 0)\n return this._cachedIndex = 0, this.beforeStart_(0, e, r);\n if (i === c) break;\n if (r = s, s = t[--i - 1], e >= s)\n break t;\n }\n o = i, i = 0;\n break n;\n }\n break e;\n }\n for (; i < o; ) {\n const a = i + o >>> 1;\n e < t[a] ? o = a : i = a + 1;\n }\n if (r = t[i], s = t[i - 1], s === void 0)\n return this._cachedIndex = 0, this.beforeStart_(0, e, r);\n if (r === void 0)\n return i = t.length, this._cachedIndex = i, this.afterEnd_(i - 1, s, e);\n }\n this._cachedIndex = i, this.intervalChanged_(i, s, r);\n }\n return this.interpolate_(i, s, e, r);\n }\n getSettings_() {\n return this.settings || this.DefaultSettings_;\n }\n copySampleValue_(e) {\n const t = this.resultBuffer, i = this.sampleValues, r = this.valueSize, s = e * r;\n for (let o = 0; o !== r; ++o)\n t[o] = i[s + o];\n return t;\n }\n // Template methods for derived classes:\n interpolate_() {\n throw new Error(\"call to abstract method\");\n }\n intervalChanged_() {\n }\n}\nki.prototype.beforeStart_ = ki.prototype.copySampleValue_;\nki.prototype.afterEnd_ = ki.prototype.copySampleValue_;\nclass jx extends ki {\n constructor(e, t, i, r) {\n super(e, t, i, r), this._weightPrev = -0, this._offsetPrev = -0, this._weightNext = -0, this._offsetNext = -0, this.DefaultSettings_ = {\n endingStart: xs,\n endingEnd: xs\n };\n }\n intervalChanged_(e, t, i) {\n const r = this.parameterPositions;\n let s = e - 2, o = e + 1, a = r[s], c = r[o];\n if (a === void 0)\n switch (this.getSettings_().endingStart) {\n case ws:\n s = e, a = 2 * t - i;\n break;\n case tl:\n s = r.length - 2, a = t + r[s] - r[s + 1];\n break;\n default:\n s = e, a = i;\n }\n if (c === void 0)\n switch (this.getSettings_().endingEnd) {\n case ws:\n o = e, c = 2 * i - t;\n break;\n case tl:\n o = 1, c = i + r[1] - r[0];\n break;\n default:\n o = e - 1, c = t;\n }\n const l = (i - t) * 0.5, d = this.valueSize;\n this._weightPrev = l / (t - a), this._weightNext = l / (c - i), this._offsetPrev = s * d, this._offsetNext = o * d;\n }\n interpolate_(e, t, i, r) {\n const s = this.resultBuffer, o = this.sampleValues, a = this.valueSize, c = e * a, l = c - a, d = this._offsetPrev, h = this._offsetNext, p = this._weightPrev, g = this._weightNext, f = (i - t) / (r - t), u = f * f, y = u * f, v = -p * y + 2 * p * u - p * f, m = (1 + p) * y + (-1.5 - 2 * p) * u + (-0.5 + p) * f + 1, w = (-1 - g) * y + (1.5 + g) * u + 0.5 * f, S = g * y - g * u;\n for (let T = 0; T !== a; ++T)\n s[T] = v * o[d + T] + m * o[l + T] + w * o[c + T] + S * o[h + T];\n return s;\n }\n}\nclass yp extends ki {\n constructor(e, t, i, r) {\n super(e, t, i, r);\n }\n interpolate_(e, t, i, r) {\n const s = this.resultBuffer, o = this.sampleValues, a = this.valueSize, c = e * a, l = c - a, d = (i - t) / (r - t), h = 1 - d;\n for (let p = 0; p !== a; ++p)\n s[p] = o[l + p] * h + o[c + p] * d;\n return s;\n }\n}\nclass $x extends ki {\n constructor(e, t, i, r) {\n super(e, t, i, r);\n }\n interpolate_(e) {\n return this.copySampleValue_(e - 1);\n }\n}\nclass Ti {\n constructor(e, t, i, r) {\n if (e === void 0) throw new Error(\"THREE.KeyframeTrack: track name is undefined\");\n if (t === void 0 || t.length === 0) throw new Error(\"THREE.KeyframeTrack: no keyframes in track named \" + e);\n this.name = e, this.times = It.convertArray(t, this.TimeBufferType), this.values = It.convertArray(i, this.ValueBufferType), this.setInterpolation(r || this.DefaultInterpolation);\n }\n // Serialization (in static context, because of constructor invocation\n // and automatic invocation of .toJSON):\n static toJSON(e) {\n const t = e.constructor;\n let i;\n if (t.toJSON !== this.toJSON)\n i = t.toJSON(e);\n else {\n i = {\n name: e.name,\n times: It.convertArray(e.times, Array),\n values: It.convertArray(e.values, Array)\n };\n const r = e.getInterpolation();\n r !== e.DefaultInterpolation && (i.interpolation = r);\n }\n return i.type = e.ValueTypeName, i;\n }\n InterpolantFactoryMethodDiscrete(e) {\n return new $x(this.times, this.values, this.getValueSize(), e);\n }\n InterpolantFactoryMethodLinear(e) {\n return new yp(this.times, this.values, this.getValueSize(), e);\n }\n InterpolantFactoryMethodSmooth(e) {\n return new jx(this.times, this.values, this.getValueSize(), e);\n }\n setInterpolation(e) {\n let t;\n switch (e) {\n case Bo:\n t = this.InterpolantFactoryMethodDiscrete;\n break;\n case Is:\n t = this.InterpolantFactoryMethodLinear;\n break;\n case Vc:\n t = this.InterpolantFactoryMethodSmooth;\n break;\n }\n if (t === void 0) {\n const i = \"unsupported interpolation for \" + this.ValueTypeName + \" keyframe track named \" + this.name;\n if (this.createInterpolant === void 0)\n if (e !== this.DefaultInterpolation)\n this.setInterpolation(this.DefaultInterpolation);\n else\n throw new Error(i);\n return console.warn(\"THREE.KeyframeTrack:\", i), this;\n }\n return this.createInterpolant = t, this;\n }\n getInterpolation() {\n switch (this.createInterpolant) {\n case this.InterpolantFactoryMethodDiscrete:\n return Bo;\n case this.InterpolantFactoryMethodLinear:\n return Is;\n case this.InterpolantFactoryMethodSmooth:\n return Vc;\n }\n }\n getValueSize() {\n return this.values.length / this.times.length;\n }\n // move all keyframes either forwards or backwards in time\n shift(e) {\n if (e !== 0) {\n const t = this.times;\n for (let i = 0, r = t.length; i !== r; ++i)\n t[i] += e;\n }\n return this;\n }\n // scale all keyframe times by a factor (useful for frame <-> seconds conversions)\n scale(e) {\n if (e !== 1) {\n const t = this.times;\n for (let i = 0, r = t.length; i !== r; ++i)\n t[i] *= e;\n }\n return this;\n }\n // removes keyframes before and after animation without changing any values within the range [startTime, endTime].\n // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values\n trim(e, t) {\n const i = this.times, r = i.length;\n let s = 0, o = r - 1;\n for (; s !== r && i[s] < e; )\n ++s;\n for (; o !== -1 && i[o] > t; )\n --o;\n if (++o, s !== 0 || o !== r) {\n s >= o && (o = Math.max(o, 1), s = o - 1);\n const a = this.getValueSize();\n this.times = It.arraySlice(i, s, o), this.values = It.arraySlice(this.values, s * a, o * a);\n }\n return this;\n }\n // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable\n validate() {\n let e = !0;\n const t = this.getValueSize();\n t - Math.floor(t) !== 0 && (console.error(\"THREE.KeyframeTrack: Invalid value size in track.\", this), e = !1);\n const i = this.times, r = this.values, s = i.length;\n s === 0 && (console.error(\"THREE.KeyframeTrack: Track is empty.\", this), e = !1);\n let o = null;\n for (let a = 0; a !== s; a++) {\n const c = i[a];\n if (typeof c == \"number\" && isNaN(c)) {\n console.error(\"THREE.KeyframeTrack: Time is not a valid number.\", this, a, c), e = !1;\n break;\n }\n if (o !== null && o > c) {\n console.error(\"THREE.KeyframeTrack: Out of order keys.\", this, a, c, o), e = !1;\n break;\n }\n o = c;\n }\n if (r !== void 0 && It.isTypedArray(r))\n for (let a = 0, c = r.length; a !== c; ++a) {\n const l = r[a];\n if (isNaN(l)) {\n console.error(\"THREE.KeyframeTrack: Value is not a valid number.\", this, a, l), e = !1;\n break;\n }\n }\n return e;\n }\n // removes equivalent sequential keys as common in morph target sequences\n // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)\n optimize() {\n const e = It.arraySlice(this.times), t = It.arraySlice(this.values), i = this.getValueSize(), r = this.getInterpolation() === Vc, s = e.length - 1;\n let o = 1;\n for (let a = 1; a < s; ++a) {\n let c = !1;\n const l = e[a], d = e[a + 1];\n if (l !== d && (a !== 1 || l !== e[0]))\n if (r)\n c = !0;\n else {\n const h = a * i, p = h - i, g = h + i;\n for (let f = 0; f !== i; ++f) {\n const u = t[h + f];\n if (u !== t[p + f] || u !== t[g + f]) {\n c = !0;\n break;\n }\n }\n }\n if (c) {\n if (a !== o) {\n e[o] = e[a];\n const h = a * i, p = o * i;\n for (let g = 0; g !== i; ++g)\n t[p + g] = t[h + g];\n }\n ++o;\n }\n }\n if (s > 0) {\n e[o] = e[s];\n for (let a = s * i, c = o * i, l = 0; l !== i; ++l)\n t[c + l] = t[a + l];\n ++o;\n }\n return o !== e.length ? (this.times = It.arraySlice(e, 0, o), this.values = It.arraySlice(t, 0, o * i)) : (this.times = e, this.values = t), this;\n }\n clone() {\n const e = It.arraySlice(this.times, 0), t = It.arraySlice(this.values, 0), i = this.constructor, r = new i(this.name, e, t);\n return r.createInterpolant = this.createInterpolant, r;\n }\n}\nTi.prototype.TimeBufferType = Float32Array;\nTi.prototype.ValueBufferType = Float32Array;\nTi.prototype.DefaultInterpolation = Is;\nclass $s extends Ti {\n}\n$s.prototype.ValueTypeName = \"bool\";\n$s.prototype.ValueBufferType = Array;\n$s.prototype.DefaultInterpolation = Bo;\n$s.prototype.InterpolantFactoryMethodLinear = void 0;\n$s.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass bp extends Ti {\n}\nbp.prototype.ValueTypeName = \"color\";\nclass qo extends Ti {\n}\nqo.prototype.ValueTypeName = \"number\";\nclass Zx extends ki {\n constructor(e, t, i, r) {\n super(e, t, i, r);\n }\n interpolate_(e, t, i, r) {\n const s = this.resultBuffer, o = this.sampleValues, a = this.valueSize, c = (i - t) / (r - t);\n let l = e * a;\n for (let d = l + a; l !== d; l += 4)\n Sn.slerpFlat(s, 0, o, l - a, o, l, c);\n return s;\n }\n}\nclass Zs extends Ti {\n InterpolantFactoryMethodLinear(e) {\n return new Zx(this.times, this.values, this.getValueSize(), e);\n }\n}\nZs.prototype.ValueTypeName = \"quaternion\";\nZs.prototype.DefaultInterpolation = Is;\nZs.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass Xs extends Ti {\n}\nXs.prototype.ValueTypeName = \"string\";\nXs.prototype.ValueBufferType = Array;\nXs.prototype.DefaultInterpolation = Bo;\nXs.prototype.InterpolantFactoryMethodLinear = void 0;\nXs.prototype.InterpolantFactoryMethodSmooth = void 0;\nclass Ko extends Ti {\n}\nKo.prototype.ValueTypeName = \"vector\";\nclass Qo {\n constructor(e, t = -1, i, r = Eu) {\n this.name = e, this.tracks = i, this.duration = t, this.blendMode = r, this.uuid = Jn(), this.duration < 0 && this.resetDuration();\n }\n static parse(e) {\n const t = [], i = e.tracks, r = 1 / (e.fps || 1);\n for (let o = 0, a = i.length; o !== a; ++o)\n t.push(fF(i[o]).scale(r));\n const s = new this(e.name, e.duration, t, e.blendMode);\n return s.uuid = e.uuid, s;\n }\n static toJSON(e) {\n const t = [], i = e.tracks, r = {\n name: e.name,\n duration: e.duration,\n tracks: t,\n uuid: e.uuid,\n blendMode: e.blendMode\n };\n for (let s = 0, o = i.length; s !== o; ++s)\n t.push(Ti.toJSON(i[s]));\n return r;\n }\n static CreateFromMorphTargetSequence(e, t, i, r) {\n const s = t.length, o = [];\n for (let a = 0; a < s; a++) {\n let c = [], l = [];\n c.push(\n (a + s - 1) % s,\n a,\n (a + 1) % s\n ), l.push(0, 1, 0);\n const d = It.getKeyframeOrder(c);\n c = It.sortedArray(c, 1, d), l = It.sortedArray(l, 1, d), !r && c[0] === 0 && (c.push(s), l.push(l[0])), o.push(\n new qo(\n \".morphTargetInfluences[\" + t[a].name + \"]\",\n c,\n l\n ).scale(1 / i)\n );\n }\n return new this(e, -1, o);\n }\n static findByName(e, t) {\n let i = e;\n if (!Array.isArray(e)) {\n const r = e;\n i = r.geometry && r.geometry.animations || r.animations;\n }\n for (let r = 0; r < i.length; r++)\n if (i[r].name === t)\n return i[r];\n return null;\n }\n static CreateClipsFromMorphTargetSequences(e, t, i) {\n const r = {}, s = /^([\\w-]*?)([\\d]+)$/;\n for (let a = 0, c = e.length; a < c; a++) {\n const l = e[a], d = l.name.match(s);\n if (d && d.length > 1) {\n const h = d[1];\n let p = r[h];\n p || (r[h] = p = []), p.push(l);\n }\n }\n const o = [];\n for (const a in r)\n o.push(this.CreateFromMorphTargetSequence(a, r[a], t, i));\n return o;\n }\n // parse the animation.hierarchy format\n static parseAnimation(e, t) {\n if (!e)\n return console.error(\"THREE.AnimationClip: No animation in JSONLoader data.\"), null;\n const i = function(h, p, g, f, u) {\n if (g.length !== 0) {\n const y = [], v = [];\n It.flattenJSON(g, y, v, f), y.length !== 0 && u.push(new h(p, y, v));\n }\n }, r = [], s = e.name || \"default\", o = e.fps || 30, a = e.blendMode;\n let c = e.length || -1;\n const l = e.hierarchy || [];\n for (let h = 0; h < l.length; h++) {\n const p = l[h].keys;\n if (!(!p || p.length === 0))\n if (p[0].morphTargets) {\n const g = {};\n let f;\n for (f = 0; f < p.length; f++)\n if (p[f].morphTargets)\n for (let u = 0; u < p[f].morphTargets.length; u++)\n g[p[f].morphTargets[u]] = -1;\n for (const u in g) {\n const y = [], v = [];\n for (let m = 0; m !== p[f].morphTargets.length; ++m) {\n const w = p[f];\n y.push(w.time), v.push(w.morphTarget === u ? 1 : 0);\n }\n r.push(new qo(\".morphTargetInfluence[\" + u + \"]\", y, v));\n }\n c = g.length * (o || 1);\n } else {\n const g = \".bones[\" + t[h].name + \"]\";\n i(\n Ko,\n g + \".position\",\n p,\n \"pos\",\n r\n ), i(\n Zs,\n g + \".quaternion\",\n p,\n \"rot\",\n r\n ), i(\n Ko,\n g + \".scale\",\n p,\n \"scl\",\n r\n );\n }\n }\n return r.length === 0 ? null : new this(s, c, r, a);\n }\n resetDuration() {\n const e = this.tracks;\n let t = 0;\n for (let i = 0, r = e.length; i !== r; ++i) {\n const s = this.tracks[i];\n t = Math.max(t, s.times[s.times.length - 1]);\n }\n return this.duration = t, this;\n }\n trim() {\n for (let e = 0; e < this.tracks.length; e++)\n this.tracks[e].trim(0, this.duration);\n return this;\n }\n validate() {\n let e = !0;\n for (let t = 0; t < this.tracks.length; t++)\n e = e && this.tracks[t].validate();\n return e;\n }\n optimize() {\n for (let e = 0; e < this.tracks.length; e++)\n this.tracks[e].optimize();\n return this;\n }\n clone() {\n const e = [];\n for (let t = 0; t < this.tracks.length; t++)\n e.push(this.tracks[t].clone());\n return new this.constructor(this.name, this.duration, e, this.blendMode);\n }\n toJSON() {\n return this.constructor.toJSON(this);\n }\n}\nfunction dF(n) {\n switch (n.toLowerCase()) {\n case \"scalar\":\n case \"double\":\n case \"float\":\n case \"number\":\n case \"integer\":\n return qo;\n case \"vector\":\n case \"vector2\":\n case \"vector3\":\n case \"vector4\":\n return Ko;\n case \"color\":\n return bp;\n case \"quaternion\":\n return Zs;\n case \"bool\":\n case \"boolean\":\n return $s;\n case \"string\":\n return Xs;\n }\n throw new Error(\"THREE.KeyframeTrack: Unsupported typeName: \" + n);\n}\nfunction fF(n) {\n if (n.type === void 0)\n throw new Error(\"THREE.KeyframeTrack: track type undefined, can not parse\");\n const e = dF(n.type);\n if (n.times === void 0) {\n const t = [], i = [];\n It.flattenJSON(n.keys, t, i, \"value\"), n.times = t, n.values = i;\n }\n return e.parse !== void 0 ? e.parse(n) : new e(n.name, n.times, n.values, n.interpolation);\n}\nconst zs = {\n enabled: !1,\n files: {},\n add: function(n, e) {\n this.enabled !== !1 && (this.files[n] = e);\n },\n get: function(n) {\n if (this.enabled !== !1)\n return this.files[n];\n },\n remove: function(n) {\n delete this.files[n];\n },\n clear: function() {\n this.files = {};\n }\n};\nclass xp {\n constructor(e, t, i) {\n const r = this;\n let s = !1, o = 0, a = 0, c;\n const l = [];\n this.onStart = void 0, this.onLoad = e, this.onProgress = t, this.onError = i, this.itemStart = function(d) {\n a++, s === !1 && r.onStart !== void 0 && r.onStart(d, o, a), s = !0;\n }, this.itemEnd = function(d) {\n o++, r.onProgress !== void 0 && r.onProgress(d, o, a), o === a && (s = !1, r.onLoad !== void 0 && r.onLoad());\n }, this.itemError = function(d) {\n r.onError !== void 0 && r.onError(d);\n }, this.resolveURL = function(d) {\n return c ? c(d) : d;\n }, this.setURLModifier = function(d) {\n return c = d, this;\n }, this.addHandler = function(d, h) {\n return l.push(d, h), this;\n }, this.removeHandler = function(d) {\n const h = l.indexOf(d);\n return h !== -1 && l.splice(h, 2), this;\n }, this.getHandler = function(d) {\n for (let h = 0, p = l.length; h < p; h += 2) {\n const g = l[h], f = l[h + 1];\n if (g.global && (g.lastIndex = 0), g.test(d))\n return f;\n }\n return null;\n };\n }\n}\nconst Xx = new xp();\nclass _n {\n constructor(e) {\n this.manager = e !== void 0 ? e : Xx, this.crossOrigin = \"anonymous\", this.withCredentials = !1, this.path = \"\", this.resourcePath = \"\", this.requestHeader = {};\n }\n load() {\n }\n loadAsync(e, t) {\n const i = this;\n return new Promise(function(r, s) {\n i.load(e, r, t, s);\n });\n }\n parse() {\n }\n setCrossOrigin(e) {\n return this.crossOrigin = e, this;\n }\n setWithCredentials(e) {\n return this.withCredentials = e, this;\n }\n setPath(e) {\n return this.path = e, this;\n }\n setResourcePath(e) {\n return this.resourcePath = e, this;\n }\n setRequestHeader(e) {\n return this.requestHeader = e, this;\n }\n}\nconst pi = {};\nclass Qn extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n e === void 0 && (e = \"\"), this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const s = this, o = zs.get(e);\n if (o !== void 0)\n return s.manager.itemStart(e), setTimeout(function() {\n t && t(o), s.manager.itemEnd(e);\n }, 0), o;\n if (pi[e] !== void 0) {\n pi[e].push({\n onLoad: t,\n onProgress: i,\n onError: r\n });\n return;\n }\n const a = /^data:(.*?)(;base64)?,(.*)$/, c = e.match(a);\n let l;\n if (c) {\n const d = c[1], h = !!c[2];\n let p = c[3];\n p = decodeURIComponent(p), h && (p = atob(p));\n try {\n let g;\n const f = (this.responseType || \"\").toLowerCase();\n switch (f) {\n case \"arraybuffer\":\n case \"blob\":\n const u = new Uint8Array(p.length);\n for (let v = 0; v < p.length; v++)\n u[v] = p.charCodeAt(v);\n f === \"blob\" ? g = new Blob([u.buffer], { type: d }) : g = u.buffer;\n break;\n case \"document\":\n g = new DOMParser().parseFromString(p, d);\n break;\n case \"json\":\n g = JSON.parse(p);\n break;\n default:\n g = p;\n break;\n }\n setTimeout(function() {\n t && t(g), s.manager.itemEnd(e);\n }, 0);\n } catch (g) {\n setTimeout(function() {\n r && r(g), s.manager.itemError(e), s.manager.itemEnd(e);\n }, 0);\n }\n } else {\n pi[e] = [], pi[e].push({\n onLoad: t,\n onProgress: i,\n onError: r\n }), l = new XMLHttpRequest(), l.open(\"GET\", e, !0), l.addEventListener(\"load\", function(d) {\n const h = this.response, p = pi[e];\n if (delete pi[e], this.status === 200 || this.status === 0) {\n this.status === 0 && console.warn(\"THREE.FileLoader: HTTP Status 0 received.\"), zs.add(e, h);\n for (let g = 0, f = p.length; g < f; g++) {\n const u = p[g];\n u.onLoad && u.onLoad(h);\n }\n s.manager.itemEnd(e);\n } else {\n for (let g = 0, f = p.length; g < f; g++) {\n const u = p[g];\n u.onError && u.onError(d);\n }\n s.manager.itemError(e), s.manager.itemEnd(e);\n }\n }, !1), l.addEventListener(\"progress\", function(d) {\n const h = pi[e];\n for (let p = 0, g = h.length; p < g; p++) {\n const f = h[p];\n f.onProgress && f.onProgress(d);\n }\n }, !1), l.addEventListener(\"error\", function(d) {\n const h = pi[e];\n delete pi[e];\n for (let p = 0, g = h.length; p < g; p++) {\n const f = h[p];\n f.onError && f.onError(d);\n }\n s.manager.itemError(e), s.manager.itemEnd(e);\n }, !1), l.addEventListener(\"abort\", function(d) {\n const h = pi[e];\n delete pi[e];\n for (let p = 0, g = h.length; p < g; p++) {\n const f = h[p];\n f.onError && f.onError(d);\n }\n s.manager.itemError(e), s.manager.itemEnd(e);\n }, !1), this.responseType !== void 0 && (l.responseType = this.responseType), this.withCredentials !== void 0 && (l.withCredentials = this.withCredentials), l.overrideMimeType && l.overrideMimeType(this.mimeType !== void 0 ? this.mimeType : \"text/plain\");\n for (const d in this.requestHeader)\n l.setRequestHeader(d, this.requestHeader[d]);\n l.send(null);\n }\n return s.manager.itemStart(e), l;\n }\n setResponseType(e) {\n return this.responseType = e, this;\n }\n setMimeType(e) {\n return this.mimeType = e, this;\n }\n}\nclass pF extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = this, o = new Qn(this.manager);\n o.setPath(this.path), o.setRequestHeader(this.requestHeader), o.setWithCredentials(this.withCredentials), o.load(e, function(a) {\n try {\n t(s.parse(JSON.parse(a)));\n } catch (c) {\n r ? r(c) : console.error(c), s.manager.itemError(e);\n }\n }, i, r);\n }\n parse(e) {\n const t = [];\n for (let i = 0; i < e.length; i++) {\n const r = Qo.parse(e[i]);\n t.push(r);\n }\n return t;\n }\n}\nclass mF extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = this, o = [], a = new np(), c = new Qn(this.manager);\n c.setPath(this.path), c.setResponseType(\"arraybuffer\"), c.setRequestHeader(this.requestHeader), c.setWithCredentials(s.withCredentials);\n let l = 0;\n function d(h) {\n c.load(e[h], function(p) {\n const g = s.parse(p, !0);\n o[h] = {\n width: g.width,\n height: g.height,\n format: g.format,\n mipmaps: g.mipmaps\n }, l += 1, l === 6 && (g.mipmapCount === 1 && (a.minFilter = jt), a.image = o, a.format = g.format, a.needsUpdate = !0, t && t(a));\n }, i, r);\n }\n if (Array.isArray(e))\n for (let h = 0, p = e.length; h < p; ++h)\n d(h);\n else\n c.load(e, function(h) {\n const p = s.parse(h, !0);\n if (p.isCubemap) {\n const g = p.mipmaps.length / p.mipmapCount;\n for (let f = 0; f < g; f++) {\n o[f] = { mipmaps: [] };\n for (let u = 0; u < p.mipmapCount; u++)\n o[f].mipmaps.push(p.mipmaps[f * p.mipmapCount + u]), o[f].format = p.format, o[f].width = p.width, o[f].height = p.height;\n }\n a.image = o;\n } else\n a.image.width = p.width, a.image.height = p.height, a.mipmaps = p.mipmaps;\n p.mipmapCount === 1 && (a.minFilter = jt), a.format = p.format, a.needsUpdate = !0, t && t(a);\n }, i, r);\n return a;\n }\n}\nclass ol extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const s = this, o = zs.get(e);\n if (o !== void 0)\n return s.manager.itemStart(e), setTimeout(function() {\n t && t(o), s.manager.itemEnd(e);\n }, 0), o;\n const a = document.createElementNS(\"http://www.w3.org/1999/xhtml\", \"img\");\n function c() {\n a.removeEventListener(\"load\", c, !1), a.removeEventListener(\"error\", l, !1), zs.add(e, this), t && t(this), s.manager.itemEnd(e);\n }\n function l(d) {\n a.removeEventListener(\"load\", c, !1), a.removeEventListener(\"error\", l, !1), r && r(d), s.manager.itemError(e), s.manager.itemEnd(e);\n }\n return a.addEventListener(\"load\", c, !1), a.addEventListener(\"error\", l, !1), e.substr(0, 5) !== \"data:\" && this.crossOrigin !== void 0 && (a.crossOrigin = this.crossOrigin), s.manager.itemStart(e), a.src = e, a;\n }\n}\nclass Yx extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = new ca(), o = new ol(this.manager);\n o.setCrossOrigin(this.crossOrigin), o.setPath(this.path);\n let a = 0;\n function c(l) {\n o.load(e[l], function(d) {\n s.images[l] = d, a++, a === 6 && (s.needsUpdate = !0, t && t(s));\n }, void 0, r);\n }\n for (let l = 0; l < e.length; ++l)\n c(l);\n return s;\n }\n}\nclass Jx extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = this, o = new Cs(), a = new Qn(this.manager);\n return a.setResponseType(\"arraybuffer\"), a.setRequestHeader(this.requestHeader), a.setPath(this.path), a.setWithCredentials(s.withCredentials), a.load(e, function(c) {\n const l = s.parse(c);\n l && (l.image !== void 0 ? o.image = l.image : l.data !== void 0 && (o.image.width = l.width, o.image.height = l.height, o.image.data = l.data), o.wrapS = l.wrapS !== void 0 ? l.wrapS : mn, o.wrapT = l.wrapT !== void 0 ? l.wrapT : mn, o.magFilter = l.magFilter !== void 0 ? l.magFilter : jt, o.minFilter = l.minFilter !== void 0 ? l.minFilter : jt, o.anisotropy = l.anisotropy !== void 0 ? l.anisotropy : 1, l.encoding !== void 0 && (o.encoding = l.encoding), l.flipY !== void 0 && (o.flipY = l.flipY), l.format !== void 0 && (o.format = l.format), l.type !== void 0 && (o.type = l.type), l.mipmaps !== void 0 && (o.mipmaps = l.mipmaps, o.minFilter = br), l.mipmapCount === 1 && (o.minFilter = jt), l.generateMipmaps !== void 0 && (o.generateMipmaps = l.generateMipmaps), o.needsUpdate = !0, t && t(o, l));\n }, i, r), o;\n }\n}\nclass wp extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = new nn(), o = new ol(this.manager);\n return o.setCrossOrigin(this.crossOrigin), o.setPath(this.path), o.load(e, function(a) {\n s.image = a;\n const c = e.search(/\\.jpe?g($|\\?)/i) > 0 || e.search(/^data\\:image\\/jpeg/) === 0;\n s.format = c ? ar : Yn, s.needsUpdate = !0, t !== void 0 && t(s);\n }, i, r), s;\n }\n}\nclass qx extends Kn {\n constructor() {\n super(), this.type = \"CurvePath\", this.curves = [], this.autoClose = !1;\n }\n add(e) {\n this.curves.push(e);\n }\n closePath() {\n const e = this.curves[0].getPoint(0), t = this.curves[this.curves.length - 1].getPoint(1);\n e.equals(t) || this.curves.push(new Pl(t, e));\n }\n // To get accurate point with reference to\n // entire path distance at time t,\n // following has to be done:\n // 1. Length of each sub path have to be known\n // 2. Locate and identify type of curve\n // 3. Get t for the curve\n // 4. Return curve.getPointAt(t')\n getPoint(e) {\n const t = e * this.getLength(), i = this.getCurveLengths();\n let r = 0;\n for (; r < i.length; ) {\n if (i[r] >= t) {\n const s = i[r] - t, o = this.curves[r], a = o.getLength(), c = a === 0 ? 0 : 1 - s / a;\n return o.getPointAt(c);\n }\n r++;\n }\n return null;\n }\n // We cannot use the default THREE.Curve getPoint() with getLength() because in\n // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath\n // getPoint() depends on getLength\n getLength() {\n const e = this.getCurveLengths();\n return e[e.length - 1];\n }\n // cacheLengths must be recalculated.\n updateArcLengths() {\n this.needsUpdate = !0, this.cacheLengths = null, this.getCurveLengths();\n }\n // Compute lengths and cache them\n // We cannot overwrite getLengths() because UtoT mapping uses it.\n getCurveLengths() {\n if (this.cacheLengths && this.cacheLengths.length === this.curves.length)\n return this.cacheLengths;\n const e = [];\n let t = 0;\n for (let i = 0, r = this.curves.length; i < r; i++)\n t += this.curves[i].getLength(), e.push(t);\n return this.cacheLengths = e, e;\n }\n getSpacedPoints(e = 40) {\n const t = [];\n for (let i = 0; i <= e; i++)\n t.push(this.getPoint(i / e));\n return this.autoClose && t.push(t[0]), t;\n }\n getPoints(e = 12) {\n const t = [];\n let i;\n for (let r = 0, s = this.curves; r < s.length; r++) {\n const o = s[r], a = o && o.isEllipseCurve ? e * 2 : o && (o.isLineCurve || o.isLineCurve3) ? 1 : o && o.isSplineCurve ? e * o.points.length : e, c = o.getPoints(a);\n for (let l = 0; l < c.length; l++) {\n const d = c[l];\n i && i.equals(d) || (t.push(d), i = d);\n }\n }\n return this.autoClose && t.length > 1 && !t[t.length - 1].equals(t[0]) && t.push(t[0]), t;\n }\n copy(e) {\n super.copy(e), this.curves = [];\n for (let t = 0, i = e.curves.length; t < i; t++) {\n const r = e.curves[t];\n this.curves.push(r.clone());\n }\n return this.autoClose = e.autoClose, this;\n }\n toJSON() {\n const e = super.toJSON();\n e.autoClose = this.autoClose, e.curves = [];\n for (let t = 0, i = this.curves.length; t < i; t++) {\n const r = this.curves[t];\n e.curves.push(r.toJSON());\n }\n return e;\n }\n fromJSON(e) {\n super.fromJSON(e), this.autoClose = e.autoClose, this.curves = [];\n for (let t = 0, i = e.curves.length; t < i; t++) {\n const r = e.curves[t];\n this.curves.push(new cp[r.type]().fromJSON(r));\n }\n return this;\n }\n}\nclass al extends qx {\n constructor(e) {\n super(), this.type = \"Path\", this.currentPoint = new Pe(), e && this.setFromPoints(e);\n }\n setFromPoints(e) {\n this.moveTo(e[0].x, e[0].y);\n for (let t = 1, i = e.length; t < i; t++)\n this.lineTo(e[t].x, e[t].y);\n return this;\n }\n moveTo(e, t) {\n return this.currentPoint.set(e, t), this;\n }\n lineTo(e, t) {\n const i = new Pl(this.currentPoint.clone(), new Pe(e, t));\n return this.curves.push(i), this.currentPoint.set(e, t), this;\n }\n quadraticCurveTo(e, t, i, r) {\n const s = new zu(\n this.currentPoint.clone(),\n new Pe(e, t),\n new Pe(i, r)\n );\n return this.curves.push(s), this.currentPoint.set(i, r), this;\n }\n bezierCurveTo(e, t, i, r, s, o) {\n const a = new Bu(\n this.currentPoint.clone(),\n new Pe(e, t),\n new Pe(i, r),\n new Pe(s, o)\n );\n return this.curves.push(a), this.currentPoint.set(s, o), this;\n }\n splineThru(e) {\n const t = [this.currentPoint.clone()].concat(e), i = new Uu(t);\n return this.curves.push(i), this.currentPoint.copy(e[e.length - 1]), this;\n }\n arc(e, t, i, r, s, o) {\n const a = this.currentPoint.x, c = this.currentPoint.y;\n return this.absarc(\n e + a,\n t + c,\n i,\n r,\n s,\n o\n ), this;\n }\n absarc(e, t, i, r, s, o) {\n return this.absellipse(e, t, i, i, r, s, o), this;\n }\n ellipse(e, t, i, r, s, o, a, c) {\n const l = this.currentPoint.x, d = this.currentPoint.y;\n return this.absellipse(e + l, t + d, i, r, s, o, a, c), this;\n }\n absellipse(e, t, i, r, s, o, a, c) {\n const l = new Rl(e, t, i, r, s, o, a, c);\n if (this.curves.length > 0) {\n const h = l.getPoint(0);\n h.equals(this.currentPoint) || this.lineTo(h.x, h.y);\n }\n this.curves.push(l);\n const d = l.getPoint(1);\n return this.currentPoint.copy(d), this;\n }\n copy(e) {\n return super.copy(e), this.currentPoint.copy(e.currentPoint), this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.currentPoint = this.currentPoint.toArray(), e;\n }\n fromJSON(e) {\n return super.fromJSON(e), this.currentPoint.fromArray(e.currentPoint), this;\n }\n}\nclass Gr extends al {\n constructor(e) {\n super(e), this.uuid = Jn(), this.type = \"Shape\", this.holes = [];\n }\n getPointsHoles(e) {\n const t = [];\n for (let i = 0, r = this.holes.length; i < r; i++)\n t[i] = this.holes[i].getPoints(e);\n return t;\n }\n // get points of shape and holes (keypoints based on segments parameter)\n extractPoints(e) {\n return {\n shape: this.getPoints(e),\n holes: this.getPointsHoles(e)\n };\n }\n copy(e) {\n super.copy(e), this.holes = [];\n for (let t = 0, i = e.holes.length; t < i; t++) {\n const r = e.holes[t];\n this.holes.push(r.clone());\n }\n return this;\n }\n toJSON() {\n const e = super.toJSON();\n e.uuid = this.uuid, e.holes = [];\n for (let t = 0, i = this.holes.length; t < i; t++) {\n const r = this.holes[t];\n e.holes.push(r.toJSON());\n }\n return e;\n }\n fromJSON(e) {\n super.fromJSON(e), this.uuid = e.uuid, this.holes = [];\n for (let t = 0, i = e.holes.length; t < i; t++) {\n const r = e.holes[t];\n this.holes.push(new al().fromJSON(r));\n }\n return this;\n }\n}\nclass Mi extends ot {\n constructor(e, t = 1) {\n super(), this.type = \"Light\", this.color = new Fe(e), this.intensity = t;\n }\n dispose() {\n }\n copy(e) {\n return super.copy(e), this.color.copy(e.color), this.intensity = e.intensity, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.color = this.color.getHex(), t.object.intensity = this.intensity, this.groundColor !== void 0 && (t.object.groundColor = this.groundColor.getHex()), this.distance !== void 0 && (t.object.distance = this.distance), this.angle !== void 0 && (t.object.angle = this.angle), this.decay !== void 0 && (t.object.decay = this.decay), this.penumbra !== void 0 && (t.object.penumbra = this.penumbra), this.shadow !== void 0 && (t.object.shadow = this.shadow.toJSON()), t;\n }\n}\nMi.prototype.isLight = !0;\nclass Mp extends Mi {\n constructor(e, t, i) {\n super(e, i), this.type = \"HemisphereLight\", this.position.copy(ot.DefaultUp), this.updateMatrix(), this.groundColor = new Fe(t);\n }\n copy(e) {\n return Mi.prototype.copy.call(this, e), this.groundColor.copy(e.groundColor), this;\n }\n}\nMp.prototype.isHemisphereLight = !0;\nconst lv = /* @__PURE__ */ new $e(), cv = /* @__PURE__ */ new X(), uv = /* @__PURE__ */ new X();\nclass Sp {\n constructor(e) {\n this.camera = e, this.bias = 0, this.normalBias = 0, this.radius = 1, this.mapSize = new Pe(512, 512), this.map = null, this.mapPass = null, this.matrix = new $e(), this.autoUpdate = !0, this.needsUpdate = !1, this._frustum = new Ml(), this._frameExtents = new Pe(1, 1), this._viewportCount = 1, this._viewports = [\n new _t(0, 0, 1, 1)\n ];\n }\n getViewportCount() {\n return this._viewportCount;\n }\n getFrustum() {\n return this._frustum;\n }\n updateMatrices(e) {\n const t = this.camera, i = this.matrix;\n cv.setFromMatrixPosition(e.matrixWorld), t.position.copy(cv), uv.setFromMatrixPosition(e.target.matrixWorld), t.lookAt(uv), t.updateMatrixWorld(), lv.multiplyMatrices(t.projectionMatrix, t.matrixWorldInverse), this._frustum.setFromProjectionMatrix(lv), i.set(\n 0.5,\n 0,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0.5,\n 0,\n 0,\n 0.5,\n 0.5,\n 0,\n 0,\n 0,\n 1\n ), i.multiply(t.projectionMatrix), i.multiply(t.matrixWorldInverse);\n }\n getViewport(e) {\n return this._viewports[e];\n }\n getFrameExtents() {\n return this._frameExtents;\n }\n dispose() {\n this.map && this.map.dispose(), this.mapPass && this.mapPass.dispose();\n }\n copy(e) {\n return this.camera = e.camera.clone(), this.bias = e.bias, this.radius = e.radius, this.mapSize.copy(e.mapSize), this;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n toJSON() {\n const e = {};\n return this.bias !== 0 && (e.bias = this.bias), this.normalBias !== 0 && (e.normalBias = this.normalBias), this.radius !== 1 && (e.radius = this.radius), (this.mapSize.x !== 512 || this.mapSize.y !== 512) && (e.mapSize = this.mapSize.toArray()), e.camera = this.camera.toJSON(!1).object, delete e.camera.matrix, e;\n }\n}\nclass Kx extends Sp {\n constructor() {\n super(new an(50, 1, 0.5, 500)), this.focus = 1;\n }\n updateMatrices(e) {\n const t = this.camera, i = nl * 2 * e.angle * this.focus, r = this.mapSize.width / this.mapSize.height, s = e.distance || t.far;\n (i !== t.fov || r !== t.aspect || s !== t.far) && (t.fov = i, t.aspect = r, t.far = s, t.updateProjectionMatrix()), super.updateMatrices(e);\n }\n copy(e) {\n return super.copy(e), this.focus = e.focus, this;\n }\n}\nKx.prototype.isSpotLightShadow = !0;\nclass ku extends Mi {\n constructor(e, t, i = 0, r = Math.PI / 3, s = 0, o = 1) {\n super(e, t), this.type = \"SpotLight\", this.position.copy(ot.DefaultUp), this.updateMatrix(), this.target = new ot(), this.distance = i, this.angle = r, this.penumbra = s, this.decay = o, this.shadow = new Kx();\n }\n get power() {\n return this.intensity * Math.PI;\n }\n set power(e) {\n this.intensity = e / Math.PI;\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e) {\n return super.copy(e), this.distance = e.distance, this.angle = e.angle, this.penumbra = e.penumbra, this.decay = e.decay, this.target = e.target.clone(), this.shadow = e.shadow.clone(), this;\n }\n}\nku.prototype.isSpotLight = !0;\nconst hv = /* @__PURE__ */ new $e(), Ca = /* @__PURE__ */ new X(), Fh = /* @__PURE__ */ new X();\nclass Qx extends Sp {\n constructor() {\n super(new an(90, 1, 0.5, 500)), this._frameExtents = new Pe(4, 2), this._viewportCount = 6, this._viewports = [\n // These viewports map a cube-map onto a 2D texture with the\n // following orientation:\n //\n // xzXZ\n // y Y\n //\n // X - Positive x direction\n // x - Negative x direction\n // Y - Positive y direction\n // y - Negative y direction\n // Z - Positive z direction\n // z - Negative z direction\n // positive X\n new _t(2, 1, 1, 1),\n // negative X\n new _t(0, 1, 1, 1),\n // positive Z\n new _t(3, 1, 1, 1),\n // negative Z\n new _t(1, 1, 1, 1),\n // positive Y\n new _t(3, 0, 1, 1),\n // negative Y\n new _t(1, 0, 1, 1)\n ], this._cubeDirections = [\n new X(1, 0, 0),\n new X(-1, 0, 0),\n new X(0, 0, 1),\n new X(0, 0, -1),\n new X(0, 1, 0),\n new X(0, -1, 0)\n ], this._cubeUps = [\n new X(0, 1, 0),\n new X(0, 1, 0),\n new X(0, 1, 0),\n new X(0, 1, 0),\n new X(0, 0, 1),\n new X(0, 0, -1)\n ];\n }\n updateMatrices(e, t = 0) {\n const i = this.camera, r = this.matrix, s = e.distance || i.far;\n s !== i.far && (i.far = s, i.updateProjectionMatrix()), Ca.setFromMatrixPosition(e.matrixWorld), i.position.copy(Ca), Fh.copy(i.position), Fh.add(this._cubeDirections[t]), i.up.copy(this._cubeUps[t]), i.lookAt(Fh), i.updateMatrixWorld(), r.makeTranslation(-Ca.x, -Ca.y, -Ca.z), hv.multiplyMatrices(i.projectionMatrix, i.matrixWorldInverse), this._frustum.setFromProjectionMatrix(hv);\n }\n}\nQx.prototype.isPointLightShadow = !0;\nclass Gu extends Mi {\n constructor(e, t, i = 0, r = 1) {\n super(e, t), this.type = \"PointLight\", this.distance = i, this.decay = r, this.shadow = new Qx();\n }\n get power() {\n return this.intensity * 4 * Math.PI;\n }\n set power(e) {\n this.intensity = e / (4 * Math.PI);\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e) {\n return super.copy(e), this.distance = e.distance, this.decay = e.decay, this.shadow = e.shadow.clone(), this;\n }\n}\nGu.prototype.isPointLight = !0;\nclass fa extends wl {\n constructor(e = -1, t = 1, i = 1, r = -1, s = 0.1, o = 2e3) {\n super(), this.type = \"OrthographicCamera\", this.zoom = 1, this.view = null, this.left = e, this.right = t, this.top = i, this.bottom = r, this.near = s, this.far = o, this.updateProjectionMatrix();\n }\n copy(e, t) {\n return super.copy(e, t), this.left = e.left, this.right = e.right, this.top = e.top, this.bottom = e.bottom, this.near = e.near, this.far = e.far, this.zoom = e.zoom, this.view = e.view === null ? null : Object.assign({}, e.view), this;\n }\n setViewOffset(e, t, i, r, s, o) {\n this.view === null && (this.view = {\n enabled: !0,\n fullWidth: 1,\n fullHeight: 1,\n offsetX: 0,\n offsetY: 0,\n width: 1,\n height: 1\n }), this.view.enabled = !0, this.view.fullWidth = e, this.view.fullHeight = t, this.view.offsetX = i, this.view.offsetY = r, this.view.width = s, this.view.height = o, this.updateProjectionMatrix();\n }\n clearViewOffset() {\n this.view !== null && (this.view.enabled = !1), this.updateProjectionMatrix();\n }\n updateProjectionMatrix() {\n const e = (this.right - this.left) / (2 * this.zoom), t = (this.top - this.bottom) / (2 * this.zoom), i = (this.right + this.left) / 2, r = (this.top + this.bottom) / 2;\n let s = i - e, o = i + e, a = r + t, c = r - t;\n if (this.view !== null && this.view.enabled) {\n const l = (this.right - this.left) / this.view.fullWidth / this.zoom, d = (this.top - this.bottom) / this.view.fullHeight / this.zoom;\n s += l * this.view.offsetX, o = s + l * this.view.width, a -= d * this.view.offsetY, c = a - d * this.view.height;\n }\n this.projectionMatrix.makeOrthographic(s, o, a, c, this.near, this.far), this.projectionMatrixInverse.copy(this.projectionMatrix).invert();\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.zoom = this.zoom, t.object.left = this.left, t.object.right = this.right, t.object.top = this.top, t.object.bottom = this.bottom, t.object.near = this.near, t.object.far = this.far, this.view !== null && (t.object.view = Object.assign({}, this.view)), t;\n }\n}\nfa.prototype.isOrthographicCamera = !0;\nclass ew extends Sp {\n constructor() {\n super(new fa(-5, 5, 5, -5, 0.5, 500));\n }\n}\new.prototype.isDirectionalLightShadow = !0;\nclass Hu extends Mi {\n constructor(e, t) {\n super(e, t), this.type = \"DirectionalLight\", this.position.copy(ot.DefaultUp), this.updateMatrix(), this.target = new ot(), this.shadow = new ew();\n }\n dispose() {\n this.shadow.dispose();\n }\n copy(e) {\n return super.copy(e), this.target = e.target.clone(), this.shadow = e.shadow.clone(), this;\n }\n}\nHu.prototype.isDirectionalLight = !0;\nclass _p extends Mi {\n constructor(e, t) {\n super(e, t), this.type = \"AmbientLight\";\n }\n}\n_p.prototype.isAmbientLight = !0;\nclass Tp extends Mi {\n constructor(e, t, i = 10, r = 10) {\n super(e, t), this.type = \"RectAreaLight\", this.width = i, this.height = r;\n }\n copy(e) {\n return super.copy(e), this.width = e.width, this.height = e.height, this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.width = this.width, t.object.height = this.height, t;\n }\n}\nTp.prototype.isRectAreaLight = !0;\nclass Ep {\n constructor() {\n this.coefficients = [];\n for (let e = 0; e < 9; e++)\n this.coefficients.push(new X());\n }\n set(e) {\n for (let t = 0; t < 9; t++)\n this.coefficients[t].copy(e[t]);\n return this;\n }\n zero() {\n for (let e = 0; e < 9; e++)\n this.coefficients[e].set(0, 0, 0);\n return this;\n }\n // get the radiance in the direction of the normal\n // target is a Vector3\n getAt(e, t) {\n const i = e.x, r = e.y, s = e.z, o = this.coefficients;\n return t.copy(o[0]).multiplyScalar(0.282095), t.addScaledVector(o[1], 0.488603 * r), t.addScaledVector(o[2], 0.488603 * s), t.addScaledVector(o[3], 0.488603 * i), t.addScaledVector(o[4], 1.092548 * (i * r)), t.addScaledVector(o[5], 1.092548 * (r * s)), t.addScaledVector(o[6], 0.315392 * (3 * s * s - 1)), t.addScaledVector(o[7], 1.092548 * (i * s)), t.addScaledVector(o[8], 0.546274 * (i * i - r * r)), t;\n }\n // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal\n // target is a Vector3\n // https://graphics.stanford.edu/papers/envmap/envmap.pdf\n getIrradianceAt(e, t) {\n const i = e.x, r = e.y, s = e.z, o = this.coefficients;\n return t.copy(o[0]).multiplyScalar(0.886227), t.addScaledVector(o[1], 2 * 0.511664 * r), t.addScaledVector(o[2], 2 * 0.511664 * s), t.addScaledVector(o[3], 2 * 0.511664 * i), t.addScaledVector(o[4], 2 * 0.429043 * i * r), t.addScaledVector(o[5], 2 * 0.429043 * r * s), t.addScaledVector(o[6], 0.743125 * s * s - 0.247708), t.addScaledVector(o[7], 2 * 0.429043 * i * s), t.addScaledVector(o[8], 0.429043 * (i * i - r * r)), t;\n }\n add(e) {\n for (let t = 0; t < 9; t++)\n this.coefficients[t].add(e.coefficients[t]);\n return this;\n }\n addScaledSH(e, t) {\n for (let i = 0; i < 9; i++)\n this.coefficients[i].addScaledVector(e.coefficients[i], t);\n return this;\n }\n scale(e) {\n for (let t = 0; t < 9; t++)\n this.coefficients[t].multiplyScalar(e);\n return this;\n }\n lerp(e, t) {\n for (let i = 0; i < 9; i++)\n this.coefficients[i].lerp(e.coefficients[i], t);\n return this;\n }\n equals(e) {\n for (let t = 0; t < 9; t++)\n if (!this.coefficients[t].equals(e.coefficients[t]))\n return !1;\n return !0;\n }\n copy(e) {\n return this.set(e.coefficients);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n fromArray(e, t = 0) {\n const i = this.coefficients;\n for (let r = 0; r < 9; r++)\n i[r].fromArray(e, t + r * 3);\n return this;\n }\n toArray(e = [], t = 0) {\n const i = this.coefficients;\n for (let r = 0; r < 9; r++)\n i[r].toArray(e, t + r * 3);\n return e;\n }\n // evaluate the basis functions\n // shBasis is an Array[ 9 ]\n static getBasisAt(e, t) {\n const i = e.x, r = e.y, s = e.z;\n t[0] = 0.282095, t[1] = 0.488603 * r, t[2] = 0.488603 * s, t[3] = 0.488603 * i, t[4] = 1.092548 * i * r, t[5] = 1.092548 * r * s, t[6] = 0.315392 * (3 * s * s - 1), t[7] = 1.092548 * i * s, t[8] = 0.546274 * (i * i - r * r);\n }\n}\nEp.prototype.isSphericalHarmonics3 = !0;\nclass Ol extends Mi {\n constructor(e = new Ep(), t = 1) {\n super(void 0, t), this.sh = e;\n }\n copy(e) {\n return super.copy(e), this.sh.copy(e.sh), this;\n }\n fromJSON(e) {\n return this.intensity = e.intensity, this.sh.fromArray(e.sh), this;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.object.sh = this.sh.toArray(), t;\n }\n}\nOl.prototype.isLightProbe = !0;\nclass tw extends _n {\n constructor(e) {\n super(e), this.textures = {};\n }\n load(e, t, i, r) {\n const s = this, o = new Qn(s.manager);\n o.setPath(s.path), o.setRequestHeader(s.requestHeader), o.setWithCredentials(s.withCredentials), o.load(e, function(a) {\n try {\n t(s.parse(JSON.parse(a)));\n } catch (c) {\n r ? r(c) : console.error(c), s.manager.itemError(e);\n }\n }, i, r);\n }\n parse(e) {\n const t = this.textures;\n function i(s) {\n return t[s] === void 0 && console.warn(\"THREE.MaterialLoader: Undefined texture\", s), t[s];\n }\n const r = new hF[e.type]();\n if (e.uuid !== void 0 && (r.uuid = e.uuid), e.name !== void 0 && (r.name = e.name), e.color !== void 0 && r.color !== void 0 && r.color.setHex(e.color), e.roughness !== void 0 && (r.roughness = e.roughness), e.metalness !== void 0 && (r.metalness = e.metalness), e.sheen !== void 0 && (r.sheen = new Fe().setHex(e.sheen)), e.emissive !== void 0 && r.emissive !== void 0 && r.emissive.setHex(e.emissive), e.specular !== void 0 && r.specular !== void 0 && r.specular.setHex(e.specular), e.shininess !== void 0 && (r.shininess = e.shininess), e.clearcoat !== void 0 && (r.clearcoat = e.clearcoat), e.clearcoatRoughness !== void 0 && (r.clearcoatRoughness = e.clearcoatRoughness), e.transmission !== void 0 && (r.transmission = e.transmission), e.thickness !== void 0 && (r.thickness = e.thickness), e.attenuationDistance !== void 0 && (r.attenuationDistance = e.attenuationDistance), e.attenuationColor !== void 0 && r.attenuationColor !== void 0 && r.attenuationColor.setHex(e.attenuationColor), e.fog !== void 0 && (r.fog = e.fog), e.flatShading !== void 0 && (r.flatShading = e.flatShading), e.blending !== void 0 && (r.blending = e.blending), e.combine !== void 0 && (r.combine = e.combine), e.side !== void 0 && (r.side = e.side), e.shadowSide !== void 0 && (r.shadowSide = e.shadowSide), e.opacity !== void 0 && (r.opacity = e.opacity), e.transparent !== void 0 && (r.transparent = e.transparent), e.alphaTest !== void 0 && (r.alphaTest = e.alphaTest), e.depthTest !== void 0 && (r.depthTest = e.depthTest), e.depthWrite !== void 0 && (r.depthWrite = e.depthWrite), e.colorWrite !== void 0 && (r.colorWrite = e.colorWrite), e.stencilWrite !== void 0 && (r.stencilWrite = e.stencilWrite), e.stencilWriteMask !== void 0 && (r.stencilWriteMask = e.stencilWriteMask), e.stencilFunc !== void 0 && (r.stencilFunc = e.stencilFunc), e.stencilRef !== void 0 && (r.stencilRef = e.stencilRef), e.stencilFuncMask !== void 0 && (r.stencilFuncMask = e.stencilFuncMask), e.stencilFail !== void 0 && (r.stencilFail = e.stencilFail), e.stencilZFail !== void 0 && (r.stencilZFail = e.stencilZFail), e.stencilZPass !== void 0 && (r.stencilZPass = e.stencilZPass), e.wireframe !== void 0 && (r.wireframe = e.wireframe), e.wireframeLinewidth !== void 0 && (r.wireframeLinewidth = e.wireframeLinewidth), e.wireframeLinecap !== void 0 && (r.wireframeLinecap = e.wireframeLinecap), e.wireframeLinejoin !== void 0 && (r.wireframeLinejoin = e.wireframeLinejoin), e.rotation !== void 0 && (r.rotation = e.rotation), e.linewidth !== 1 && (r.linewidth = e.linewidth), e.dashSize !== void 0 && (r.dashSize = e.dashSize), e.gapSize !== void 0 && (r.gapSize = e.gapSize), e.scale !== void 0 && (r.scale = e.scale), e.polygonOffset !== void 0 && (r.polygonOffset = e.polygonOffset), e.polygonOffsetFactor !== void 0 && (r.polygonOffsetFactor = e.polygonOffsetFactor), e.polygonOffsetUnits !== void 0 && (r.polygonOffsetUnits = e.polygonOffsetUnits), e.morphTargets !== void 0 && (r.morphTargets = e.morphTargets), e.morphNormals !== void 0 && (r.morphNormals = e.morphNormals), e.dithering !== void 0 && (r.dithering = e.dithering), e.alphaToCoverage !== void 0 && (r.alphaToCoverage = e.alphaToCoverage), e.premultipliedAlpha !== void 0 && (r.premultipliedAlpha = e.premultipliedAlpha), e.vertexTangents !== void 0 && (r.vertexTangents = e.vertexTangents), e.visible !== void 0 && (r.visible = e.visible), e.toneMapped !== void 0 && (r.toneMapped = e.toneMapped), e.userData !== void 0 && (r.userData = e.userData), e.vertexColors !== void 0 && (typeof e.vertexColors == \"number\" ? r.vertexColors = e.vertexColors > 0 : r.vertexColors = e.vertexColors), e.uniforms !== void 0)\n for (const s in e.uniforms) {\n const o = e.uniforms[s];\n switch (r.uniforms[s] = {}, o.type) {\n case \"t\":\n r.uniforms[s].value = i(o.value);\n break;\n case \"c\":\n r.uniforms[s].value = new Fe().setHex(o.value);\n break;\n case \"v2\":\n r.uniforms[s].value = new Pe().fromArray(o.value);\n break;\n case \"v3\":\n r.uniforms[s].value = new X().fromArray(o.value);\n break;\n case \"v4\":\n r.uniforms[s].value = new _t().fromArray(o.value);\n break;\n case \"m3\":\n r.uniforms[s].value = new ln().fromArray(o.value);\n break;\n case \"m4\":\n r.uniforms[s].value = new $e().fromArray(o.value);\n break;\n default:\n r.uniforms[s].value = o.value;\n }\n }\n if (e.defines !== void 0 && (r.defines = e.defines), e.vertexShader !== void 0 && (r.vertexShader = e.vertexShader), e.fragmentShader !== void 0 && (r.fragmentShader = e.fragmentShader), e.extensions !== void 0)\n for (const s in e.extensions)\n r.extensions[s] = e.extensions[s];\n if (e.shading !== void 0 && (r.flatShading = e.shading === 1), e.size !== void 0 && (r.size = e.size), e.sizeAttenuation !== void 0 && (r.sizeAttenuation = e.sizeAttenuation), e.map !== void 0 && (r.map = i(e.map)), e.matcap !== void 0 && (r.matcap = i(e.matcap)), e.alphaMap !== void 0 && (r.alphaMap = i(e.alphaMap)), e.bumpMap !== void 0 && (r.bumpMap = i(e.bumpMap)), e.bumpScale !== void 0 && (r.bumpScale = e.bumpScale), e.normalMap !== void 0 && (r.normalMap = i(e.normalMap)), e.normalMapType !== void 0 && (r.normalMapType = e.normalMapType), e.normalScale !== void 0) {\n let s = e.normalScale;\n Array.isArray(s) === !1 && (s = [s, s]), r.normalScale = new Pe().fromArray(s);\n }\n return e.displacementMap !== void 0 && (r.displacementMap = i(e.displacementMap)), e.displacementScale !== void 0 && (r.displacementScale = e.displacementScale), e.displacementBias !== void 0 && (r.displacementBias = e.displacementBias), e.roughnessMap !== void 0 && (r.roughnessMap = i(e.roughnessMap)), e.metalnessMap !== void 0 && (r.metalnessMap = i(e.metalnessMap)), e.emissiveMap !== void 0 && (r.emissiveMap = i(e.emissiveMap)), e.emissiveIntensity !== void 0 && (r.emissiveIntensity = e.emissiveIntensity), e.specularMap !== void 0 && (r.specularMap = i(e.specularMap)), e.envMap !== void 0 && (r.envMap = i(e.envMap)), e.envMapIntensity !== void 0 && (r.envMapIntensity = e.envMapIntensity), e.reflectivity !== void 0 && (r.reflectivity = e.reflectivity), e.refractionRatio !== void 0 && (r.refractionRatio = e.refractionRatio), e.lightMap !== void 0 && (r.lightMap = i(e.lightMap)), e.lightMapIntensity !== void 0 && (r.lightMapIntensity = e.lightMapIntensity), e.aoMap !== void 0 && (r.aoMap = i(e.aoMap)), e.aoMapIntensity !== void 0 && (r.aoMapIntensity = e.aoMapIntensity), e.gradientMap !== void 0 && (r.gradientMap = i(e.gradientMap)), e.clearcoatMap !== void 0 && (r.clearcoatMap = i(e.clearcoatMap)), e.clearcoatRoughnessMap !== void 0 && (r.clearcoatRoughnessMap = i(e.clearcoatRoughnessMap)), e.clearcoatNormalMap !== void 0 && (r.clearcoatNormalMap = i(e.clearcoatNormalMap)), e.clearcoatNormalScale !== void 0 && (r.clearcoatNormalScale = new Pe().fromArray(e.clearcoatNormalScale)), e.transmissionMap !== void 0 && (r.transmissionMap = i(e.transmissionMap)), e.thicknessMap !== void 0 && (r.thicknessMap = i(e.thicknessMap)), r;\n }\n setTextures(e) {\n return this.textures = e, this;\n }\n}\nclass lr {\n static decodeText(e) {\n if (typeof TextDecoder < \"u\")\n return new TextDecoder().decode(e);\n let t = \"\";\n for (let i = 0, r = e.length; i < r; i++)\n t += String.fromCharCode(e[i]);\n try {\n return decodeURIComponent(escape(t));\n } catch {\n return t;\n }\n }\n static extractUrlBase(e) {\n const t = e.lastIndexOf(\"/\");\n return t === -1 ? \"./\" : e.substr(0, t + 1);\n }\n}\nclass Ap extends Je {\n constructor() {\n super(), this.type = \"InstancedBufferGeometry\", this.instanceCount = 1 / 0;\n }\n copy(e) {\n return super.copy(e), this.instanceCount = e.instanceCount, this;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n toJSON() {\n const e = super.toJSON(this);\n return e.instanceCount = this.instanceCount, e.isInstancedBufferGeometry = !0, e;\n }\n}\nAp.prototype.isInstancedBufferGeometry = !0;\nclass Cp extends nt {\n constructor(e, t, i, r = 1) {\n typeof i == \"number\" && (r = i, i = !1, console.error(\"THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.\")), super(e, t, i), this.meshPerAttribute = r;\n }\n copy(e) {\n return super.copy(e), this.meshPerAttribute = e.meshPerAttribute, this;\n }\n toJSON() {\n const e = super.toJSON();\n return e.meshPerAttribute = this.meshPerAttribute, e.isInstancedBufferAttribute = !0, e;\n }\n}\nCp.prototype.isInstancedBufferAttribute = !0;\nclass nw extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = this, o = new Qn(s.manager);\n o.setPath(s.path), o.setRequestHeader(s.requestHeader), o.setWithCredentials(s.withCredentials), o.load(e, function(a) {\n try {\n t(s.parse(JSON.parse(a)));\n } catch (c) {\n r ? r(c) : console.error(c), s.manager.itemError(e);\n }\n }, i, r);\n }\n parse(e) {\n const t = {}, i = {};\n function r(g, f) {\n if (t[f] !== void 0) return t[f];\n const y = g.interleavedBuffers[f], v = s(g, y.buffer), m = Mo(y.type, v), w = new rs(m, y.stride);\n return w.uuid = y.uuid, t[f] = w, w;\n }\n function s(g, f) {\n if (i[f] !== void 0) return i[f];\n const y = g.arrayBuffers[f], v = new Uint32Array(y).buffer;\n return i[f] = v, v;\n }\n const o = e.isInstancedBufferGeometry ? new Ap() : new Je(), a = e.data.index;\n if (a !== void 0) {\n const g = Mo(a.type, a.array);\n o.setIndex(new nt(g, 1));\n }\n const c = e.data.attributes;\n for (const g in c) {\n const f = c[g];\n let u;\n if (f.isInterleavedBufferAttribute) {\n const y = r(e.data, f.data);\n u = new fr(y, f.itemSize, f.offset, f.normalized);\n } else {\n const y = Mo(f.type, f.array), v = f.isInstancedBufferAttribute ? Cp : nt;\n u = new v(y, f.itemSize, f.normalized);\n }\n f.name !== void 0 && (u.name = f.name), f.usage !== void 0 && u.setUsage(f.usage), f.updateRange !== void 0 && (u.updateRange.offset = f.updateRange.offset, u.updateRange.count = f.updateRange.count), o.setAttribute(g, u);\n }\n const l = e.data.morphAttributes;\n if (l)\n for (const g in l) {\n const f = l[g], u = [];\n for (let y = 0, v = f.length; y < v; y++) {\n const m = f[y];\n let w;\n if (m.isInterleavedBufferAttribute) {\n const S = r(e.data, m.data);\n w = new fr(S, m.itemSize, m.offset, m.normalized);\n } else {\n const S = Mo(m.type, m.array);\n w = new nt(S, m.itemSize, m.normalized);\n }\n m.name !== void 0 && (w.name = m.name), u.push(w);\n }\n o.morphAttributes[g] = u;\n }\n e.data.morphTargetsRelative && (o.morphTargetsRelative = !0);\n const h = e.data.groups || e.data.drawcalls || e.data.offsets;\n if (h !== void 0)\n for (let g = 0, f = h.length; g !== f; ++g) {\n const u = h[g];\n o.addGroup(u.start, u.count, u.materialIndex);\n }\n const p = e.data.boundingSphere;\n if (p !== void 0) {\n const g = new X();\n p.center !== void 0 && g.fromArray(p.center), o.boundingSphere = new xr(g, p.radius);\n }\n return e.name && (o.name = e.name), e.userData && (o.userData = e.userData), o;\n }\n}\nclass gF extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = this, o = this.path === \"\" ? lr.extractUrlBase(e) : this.path;\n this.resourcePath = this.resourcePath || o;\n const a = new Qn(this.manager);\n a.setPath(this.path), a.setRequestHeader(this.requestHeader), a.setWithCredentials(this.withCredentials), a.load(e, function(c) {\n let l = null;\n try {\n l = JSON.parse(c);\n } catch (h) {\n r !== void 0 && r(h), console.error(\"THREE:ObjectLoader: Can't parse \" + e + \".\", h.message);\n return;\n }\n const d = l.metadata;\n if (d === void 0 || d.type === void 0 || d.type.toLowerCase() === \"geometry\") {\n console.error(\"THREE.ObjectLoader: Can't load \" + e);\n return;\n }\n s.parse(l, t);\n }, i, r);\n }\n async loadAsync(e, t) {\n const i = this, r = this.path === \"\" ? lr.extractUrlBase(e) : this.path;\n this.resourcePath = this.resourcePath || r;\n const s = new Qn(this.manager);\n s.setPath(this.path), s.setRequestHeader(this.requestHeader), s.setWithCredentials(this.withCredentials);\n const o = await s.loadAsync(e, t), a = JSON.parse(o), c = a.metadata;\n if (c === void 0 || c.type === void 0 || c.type.toLowerCase() === \"geometry\")\n throw new Error(\"THREE.ObjectLoader: Can't load \" + e);\n return await i.parseAsync(a);\n }\n parse(e, t) {\n const i = this.parseAnimations(e.animations), r = this.parseShapes(e.shapes), s = this.parseGeometries(e.geometries, r), o = this.parseImages(e.images, function() {\n t !== void 0 && t(l);\n }), a = this.parseTextures(e.textures, o), c = this.parseMaterials(e.materials, a), l = this.parseObject(e.object, s, c, a, i), d = this.parseSkeletons(e.skeletons, l);\n if (this.bindSkeletons(l, d), t !== void 0) {\n let h = !1;\n for (const p in o)\n if (o[p] instanceof HTMLImageElement) {\n h = !0;\n break;\n }\n h === !1 && t(l);\n }\n return l;\n }\n async parseAsync(e) {\n const t = this.parseAnimations(e.animations), i = this.parseShapes(e.shapes), r = this.parseGeometries(e.geometries, i), s = await this.parseImagesAsync(e.images), o = this.parseTextures(e.textures, s), a = this.parseMaterials(e.materials, o), c = this.parseObject(e.object, r, a, o, t), l = this.parseSkeletons(e.skeletons, c);\n return this.bindSkeletons(c, l), c;\n }\n parseShapes(e) {\n const t = {};\n if (e !== void 0)\n for (let i = 0, r = e.length; i < r; i++) {\n const s = new Gr().fromJSON(e[i]);\n t[s.uuid] = s;\n }\n return t;\n }\n parseSkeletons(e, t) {\n const i = {}, r = {};\n if (t.traverse(function(s) {\n s.isBone && (r[s.uuid] = s);\n }), e !== void 0)\n for (let s = 0, o = e.length; s < o; s++) {\n const a = new Ll().fromJSON(e[s], r);\n i[a.uuid] = a;\n }\n return i;\n }\n parseGeometries(e, t) {\n const i = {};\n if (e !== void 0) {\n const r = new nw();\n for (let s = 0, o = e.length; s < o; s++) {\n let a;\n const c = e[s];\n switch (c.type) {\n case \"BufferGeometry\":\n case \"InstancedBufferGeometry\":\n a = r.parse(c);\n break;\n case \"Geometry\":\n console.error(\"THREE.ObjectLoader: The legacy Geometry type is no longer supported.\");\n break;\n default:\n c.type in av ? a = av[c.type].fromJSON(c, t) : console.warn(`THREE.ObjectLoader: Unsupported geometry type \"${c.type}\"`);\n }\n a.uuid = c.uuid, c.name !== void 0 && (a.name = c.name), a.isBufferGeometry === !0 && c.userData !== void 0 && (a.userData = c.userData), i[c.uuid] = a;\n }\n }\n return i;\n }\n parseMaterials(e, t) {\n const i = {}, r = {};\n if (e !== void 0) {\n const s = new tw();\n s.setTextures(t);\n for (let o = 0, a = e.length; o < a; o++) {\n const c = e[o];\n if (c.type === \"MultiMaterial\") {\n const l = [];\n for (let d = 0; d < c.materials.length; d++) {\n const h = c.materials[d];\n i[h.uuid] === void 0 && (i[h.uuid] = s.parse(h)), l.push(i[h.uuid]);\n }\n r[c.uuid] = l;\n } else\n i[c.uuid] === void 0 && (i[c.uuid] = s.parse(c)), r[c.uuid] = i[c.uuid];\n }\n }\n return r;\n }\n parseAnimations(e) {\n const t = {};\n if (e !== void 0)\n for (let i = 0; i < e.length; i++) {\n const r = e[i], s = Qo.parse(r);\n t[s.uuid] = s;\n }\n return t;\n }\n parseImages(e, t) {\n const i = this, r = {};\n let s;\n function o(c) {\n return i.manager.itemStart(c), s.load(c, function() {\n i.manager.itemEnd(c);\n }, void 0, function() {\n i.manager.itemError(c), i.manager.itemEnd(c);\n });\n }\n function a(c) {\n if (typeof c == \"string\") {\n const l = c, d = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(l) ? l : i.resourcePath + l;\n return o(d);\n } else\n return c.data ? {\n data: Mo(c.type, c.data),\n width: c.width,\n height: c.height\n } : null;\n }\n if (e !== void 0 && e.length > 0) {\n const c = new xp(t);\n s = new ol(c), s.setCrossOrigin(this.crossOrigin);\n for (let l = 0, d = e.length; l < d; l++) {\n const h = e[l], p = h.url;\n if (Array.isArray(p)) {\n r[h.uuid] = [];\n for (let g = 0, f = p.length; g < f; g++) {\n const u = p[g], y = a(u);\n y !== null && (y instanceof HTMLImageElement ? r[h.uuid].push(y) : r[h.uuid].push(new Cs(y.data, y.width, y.height)));\n }\n } else {\n const g = a(h.url);\n g !== null && (r[h.uuid] = g);\n }\n }\n }\n return r;\n }\n async parseImagesAsync(e) {\n const t = this, i = {};\n let r;\n async function s(o) {\n if (typeof o == \"string\") {\n const a = o, c = /^(\\/\\/)|([a-z]+:(\\/\\/)?)/i.test(a) ? a : t.resourcePath + a;\n return await r.loadAsync(c);\n } else\n return o.data ? {\n data: Mo(o.type, o.data),\n width: o.width,\n height: o.height\n } : null;\n }\n if (e !== void 0 && e.length > 0) {\n r = new ol(this.manager), r.setCrossOrigin(this.crossOrigin);\n for (let o = 0, a = e.length; o < a; o++) {\n const c = e[o], l = c.url;\n if (Array.isArray(l)) {\n i[c.uuid] = [];\n for (let d = 0, h = l.length; d < h; d++) {\n const p = l[d], g = await s(p);\n g !== null && (g instanceof HTMLImageElement ? i[c.uuid].push(g) : i[c.uuid].push(new Cs(g.data, g.width, g.height)));\n }\n } else {\n const d = await s(c.url);\n d !== null && (i[c.uuid] = d);\n }\n }\n }\n return i;\n }\n parseTextures(e, t) {\n function i(s, o) {\n return typeof s == \"number\" ? s : (console.warn(\"THREE.ObjectLoader.parseTexture: Constant should be in numeric form.\", s), o[s]);\n }\n const r = {};\n if (e !== void 0)\n for (let s = 0, o = e.length; s < o; s++) {\n const a = e[s];\n a.image === void 0 && console.warn('THREE.ObjectLoader: No \"image\" specified for', a.uuid), t[a.image] === void 0 && console.warn(\"THREE.ObjectLoader: Undefined image\", a.image);\n let c;\n const l = t[a.image];\n Array.isArray(l) ? (c = new ca(l), l.length === 6 && (c.needsUpdate = !0)) : (l && l.data ? c = new Cs(l.data, l.width, l.height) : c = new nn(l), l && (c.needsUpdate = !0)), c.uuid = a.uuid, a.name !== void 0 && (c.name = a.name), a.mapping !== void 0 && (c.mapping = i(a.mapping, vF)), a.offset !== void 0 && c.offset.fromArray(a.offset), a.repeat !== void 0 && c.repeat.fromArray(a.repeat), a.center !== void 0 && c.center.fromArray(a.center), a.rotation !== void 0 && (c.rotation = a.rotation), a.wrap !== void 0 && (c.wrapS = i(a.wrap[0], dv), c.wrapT = i(a.wrap[1], dv)), a.format !== void 0 && (c.format = a.format), a.type !== void 0 && (c.type = a.type), a.encoding !== void 0 && (c.encoding = a.encoding), a.minFilter !== void 0 && (c.minFilter = i(a.minFilter, fv)), a.magFilter !== void 0 && (c.magFilter = i(a.magFilter, fv)), a.anisotropy !== void 0 && (c.anisotropy = a.anisotropy), a.flipY !== void 0 && (c.flipY = a.flipY), a.premultiplyAlpha !== void 0 && (c.premultiplyAlpha = a.premultiplyAlpha), a.unpackAlignment !== void 0 && (c.unpackAlignment = a.unpackAlignment), r[a.uuid] = c;\n }\n return r;\n }\n parseObject(e, t, i, r, s) {\n let o;\n function a(p) {\n return t[p] === void 0 && console.warn(\"THREE.ObjectLoader: Undefined geometry\", p), t[p];\n }\n function c(p) {\n if (p !== void 0) {\n if (Array.isArray(p)) {\n const g = [];\n for (let f = 0, u = p.length; f < u; f++) {\n const y = p[f];\n i[y] === void 0 && console.warn(\"THREE.ObjectLoader: Undefined material\", y), g.push(i[y]);\n }\n return g;\n }\n return i[p] === void 0 && console.warn(\"THREE.ObjectLoader: Undefined material\", p), i[p];\n }\n }\n function l(p) {\n return r[p] === void 0 && console.warn(\"THREE.ObjectLoader: Undefined texture\", p), r[p];\n }\n let d, h;\n switch (e.type) {\n case \"Scene\":\n o = new Nu(), e.background !== void 0 && (Number.isInteger(e.background) ? o.background = new Fe(e.background) : o.background = l(e.background)), e.environment !== void 0 && (o.environment = l(e.environment)), e.fog !== void 0 && (e.fog.type === \"Fog\" ? o.fog = new _l(e.fog.color, e.fog.near, e.fog.far) : e.fog.type === \"FogExp2\" && (o.fog = new Sl(e.fog.color, e.fog.density)));\n break;\n case \"PerspectiveCamera\":\n o = new an(e.fov, e.aspect, e.near, e.far), e.focus !== void 0 && (o.focus = e.focus), e.zoom !== void 0 && (o.zoom = e.zoom), e.filmGauge !== void 0 && (o.filmGauge = e.filmGauge), e.filmOffset !== void 0 && (o.filmOffset = e.filmOffset), e.view !== void 0 && (o.view = Object.assign({}, e.view));\n break;\n case \"OrthographicCamera\":\n o = new fa(e.left, e.right, e.top, e.bottom, e.near, e.far), e.zoom !== void 0 && (o.zoom = e.zoom), e.view !== void 0 && (o.view = Object.assign({}, e.view));\n break;\n case \"AmbientLight\":\n o = new _p(e.color, e.intensity);\n break;\n case \"DirectionalLight\":\n o = new Hu(e.color, e.intensity);\n break;\n case \"PointLight\":\n o = new Gu(e.color, e.intensity, e.distance, e.decay);\n break;\n case \"RectAreaLight\":\n o = new Tp(e.color, e.intensity, e.width, e.height);\n break;\n case \"SpotLight\":\n o = new ku(e.color, e.intensity, e.distance, e.angle, e.penumbra, e.decay);\n break;\n case \"HemisphereLight\":\n o = new Mp(e.color, e.groundColor, e.intensity);\n break;\n case \"LightProbe\":\n o = new Ol().fromJSON(e);\n break;\n case \"SkinnedMesh\":\n d = a(e.geometry), h = c(e.material), o = new Al(d, h), e.bindMode !== void 0 && (o.bindMode = e.bindMode), e.bindMatrix !== void 0 && o.bindMatrix.fromArray(e.bindMatrix), e.skeleton !== void 0 && (o.skeleton = e.skeleton);\n break;\n case \"Mesh\":\n d = a(e.geometry), h = c(e.material), o = new tn(d, h);\n break;\n case \"InstancedMesh\":\n d = a(e.geometry), h = c(e.material);\n const p = e.count, g = e.instanceMatrix, f = e.instanceColor;\n o = new tp(d, h, p), o.instanceMatrix = new nt(new Float32Array(g.array), 16), f !== void 0 && (o.instanceColor = new nt(new Float32Array(f.array), f.itemSize));\n break;\n case \"LOD\":\n o = new Bx();\n break;\n case \"Line\":\n o = new Ui(a(e.geometry), c(e.material));\n break;\n case \"LineLoop\":\n o = new Fu(a(e.geometry), c(e.material));\n break;\n case \"LineSegments\":\n o = new Fn(a(e.geometry), c(e.material));\n break;\n case \"PointCloud\":\n case \"Points\":\n o = new ha(a(e.geometry), c(e.material));\n break;\n case \"Sprite\":\n o = new El(c(e.material));\n break;\n case \"Group\":\n o = new Pi();\n break;\n case \"Bone\":\n o = new Cl();\n break;\n default:\n o = new ot();\n }\n if (o.uuid = e.uuid, e.name !== void 0 && (o.name = e.name), e.matrix !== void 0 ? (o.matrix.fromArray(e.matrix), e.matrixAutoUpdate !== void 0 && (o.matrixAutoUpdate = e.matrixAutoUpdate), o.matrixAutoUpdate && o.matrix.decompose(o.position, o.quaternion, o.scale)) : (e.position !== void 0 && o.position.fromArray(e.position), e.rotation !== void 0 && o.rotation.fromArray(e.rotation), e.quaternion !== void 0 && o.quaternion.fromArray(e.quaternion), e.scale !== void 0 && o.scale.fromArray(e.scale)), e.castShadow !== void 0 && (o.castShadow = e.castShadow), e.receiveShadow !== void 0 && (o.receiveShadow = e.receiveShadow), e.shadow && (e.shadow.bias !== void 0 && (o.shadow.bias = e.shadow.bias), e.shadow.normalBias !== void 0 && (o.shadow.normalBias = e.shadow.normalBias), e.shadow.radius !== void 0 && (o.shadow.radius = e.shadow.radius), e.shadow.mapSize !== void 0 && o.shadow.mapSize.fromArray(e.shadow.mapSize), e.shadow.camera !== void 0 && (o.shadow.camera = this.parseObject(e.shadow.camera))), e.visible !== void 0 && (o.visible = e.visible), e.frustumCulled !== void 0 && (o.frustumCulled = e.frustumCulled), e.renderOrder !== void 0 && (o.renderOrder = e.renderOrder), e.userData !== void 0 && (o.userData = e.userData), e.layers !== void 0 && (o.layers.mask = e.layers), e.children !== void 0) {\n const p = e.children;\n for (let g = 0; g < p.length; g++)\n o.add(this.parseObject(p[g], t, i, r, s));\n }\n if (e.animations !== void 0) {\n const p = e.animations;\n for (let g = 0; g < p.length; g++) {\n const f = p[g];\n o.animations.push(s[f]);\n }\n }\n if (e.type === \"LOD\") {\n e.autoUpdate !== void 0 && (o.autoUpdate = e.autoUpdate);\n const p = e.levels;\n for (let g = 0; g < p.length; g++) {\n const f = p[g], u = o.getObjectByProperty(\"uuid\", f.object);\n u !== void 0 && o.addLevel(u, f.distance);\n }\n }\n return o;\n }\n bindSkeletons(e, t) {\n Object.keys(t).length !== 0 && e.traverse(function(i) {\n if (i.isSkinnedMesh === !0 && i.skeleton !== void 0) {\n const r = t[i.skeleton];\n r === void 0 ? console.warn(\"THREE.ObjectLoader: No skeleton found with UUID:\", i.skeleton) : i.bind(r, i.bindMatrix);\n }\n });\n }\n /* DEPRECATED */\n setTexturePath(e) {\n return console.warn(\"THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().\"), this.setResourcePath(e);\n }\n}\nconst vF = {\n UVMapping: _u,\n CubeReflectionMapping: yl,\n CubeRefractionMapping: bl,\n EquirectangularReflectionMapping: Qc,\n EquirectangularRefractionMapping: eu,\n CubeUVReflectionMapping: la,\n CubeUVRefractionMapping: xl\n}, dv = {\n RepeatWrapping: Jr,\n ClampToEdgeWrapping: mn,\n MirroredRepeatWrapping: No\n}, fv = {\n NearestFilter: Kt,\n NearestMipmapNearestFilter: Ka,\n NearestMipmapLinearFilter: Qa,\n LinearFilter: jt,\n LinearMipmapNearestFilter: Tu,\n LinearMipmapLinearFilter: br\n};\nclass Lp extends _n {\n constructor(e) {\n super(e), typeof createImageBitmap > \"u\" && console.warn(\"THREE.ImageBitmapLoader: createImageBitmap() not supported.\"), typeof fetch > \"u\" && console.warn(\"THREE.ImageBitmapLoader: fetch() not supported.\"), this.options = { premultiplyAlpha: \"none\" };\n }\n setOptions(e) {\n return this.options = e, this;\n }\n load(e, t, i, r) {\n e === void 0 && (e = \"\"), this.path !== void 0 && (e = this.path + e), e = this.manager.resolveURL(e);\n const s = this, o = zs.get(e);\n if (o !== void 0)\n return s.manager.itemStart(e), setTimeout(function() {\n t && t(o), s.manager.itemEnd(e);\n }, 0), o;\n const a = {};\n a.credentials = this.crossOrigin === \"anonymous\" ? \"same-origin\" : \"include\", a.headers = this.requestHeader, fetch(e, a).then(function(c) {\n return c.blob();\n }).then(function(c) {\n return createImageBitmap(c, Object.assign(s.options, { colorSpaceConversion: \"none\" }));\n }).then(function(c) {\n zs.add(e, c), t && t(c), s.manager.itemEnd(e);\n }).catch(function(c) {\n r && r(c), s.manager.itemError(e), s.manager.itemEnd(e);\n }), s.manager.itemStart(e);\n }\n}\nLp.prototype.isImageBitmapLoader = !0;\nclass iw {\n constructor() {\n this.type = \"ShapePath\", this.color = new Fe(), this.subPaths = [], this.currentPath = null;\n }\n moveTo(e, t) {\n return this.currentPath = new al(), this.subPaths.push(this.currentPath), this.currentPath.moveTo(e, t), this;\n }\n lineTo(e, t) {\n return this.currentPath.lineTo(e, t), this;\n }\n quadraticCurveTo(e, t, i, r) {\n return this.currentPath.quadraticCurveTo(e, t, i, r), this;\n }\n bezierCurveTo(e, t, i, r, s, o) {\n return this.currentPath.bezierCurveTo(e, t, i, r, s, o), this;\n }\n splineThru(e) {\n return this.currentPath.splineThru(e), this;\n }\n toShapes(e, t) {\n function i(m) {\n const w = [];\n for (let S = 0, T = m.length; S < T; S++) {\n const M = m[S], x = new Gr();\n x.curves = M.curves, w.push(x);\n }\n return w;\n }\n function r(m, w) {\n const S = w.length;\n let T = !1;\n for (let M = S - 1, x = 0; x < S; M = x++) {\n let _ = w[M], E = w[x], L = E.x - _.x, R = E.y - _.y;\n if (Math.abs(R) > Number.EPSILON) {\n if (R < 0 && (_ = w[x], L = -L, E = w[M], R = -R), m.y < _.y || m.y > E.y) continue;\n if (m.y === _.y) {\n if (m.x === _.x) return !0;\n } else {\n const C = R * (m.x - _.x) - L * (m.y - _.y);\n if (C === 0) return !0;\n if (C < 0) continue;\n T = !T;\n }\n } else {\n if (m.y !== _.y) continue;\n if (E.x <= m.x && m.x <= _.x || _.x <= m.x && m.x <= E.x) return !0;\n }\n }\n return T;\n }\n const s = Fi.isClockWise, o = this.subPaths;\n if (o.length === 0) return [];\n if (t === !0) return i(o);\n let a, c, l;\n const d = [];\n if (o.length === 1)\n return c = o[0], l = new Gr(), l.curves = c.curves, d.push(l), d;\n let h = !s(o[0].getPoints());\n h = e ? !h : h;\n const p = [], g = [];\n let f = [], u = 0, y;\n g[u] = void 0, f[u] = [];\n for (let m = 0, w = o.length; m < w; m++)\n c = o[m], y = c.getPoints(), a = s(y), a = e ? !a : a, a ? (!h && g[u] && u++, g[u] = { s: new Gr(), p: y }, g[u].s.curves = c.curves, h && u++, f[u] = []) : f[u].push({ h: c, p: y[0] });\n if (!g[0]) return i(o);\n if (g.length > 1) {\n let m = !1;\n const w = [];\n for (let S = 0, T = g.length; S < T; S++)\n p[S] = [];\n for (let S = 0, T = g.length; S < T; S++) {\n const M = f[S];\n for (let x = 0; x < M.length; x++) {\n const _ = M[x];\n let E = !0;\n for (let L = 0; L < g.length; L++)\n r(_.p, g[L].p) && (S !== L && w.push({ froms: S, tos: L, hole: x }), E ? (E = !1, p[L].push(_)) : m = !0);\n E && p[S].push(_);\n }\n }\n w.length > 0 && (m || (f = p));\n }\n let v;\n for (let m = 0, w = g.length; m < w; m++) {\n l = g[m].s, d.push(l), v = f[m];\n for (let S = 0, T = v.length; S < T; S++)\n l.holes.push(v[S].h);\n }\n return d;\n }\n}\nclass Rp {\n constructor(e) {\n this.type = \"Font\", this.data = e;\n }\n generateShapes(e, t = 100) {\n const i = [], r = yF(e, t, this.data);\n for (let s = 0, o = r.length; s < o; s++)\n Array.prototype.push.apply(i, r[s].toShapes());\n return i;\n }\n}\nfunction yF(n, e, t) {\n const i = Array.from(n), r = e / t.resolution, s = (t.boundingBox.yMax - t.boundingBox.yMin + t.underlineThickness) * r, o = [];\n let a = 0, c = 0;\n for (let l = 0; l < i.length; l++) {\n const d = i[l];\n if (d === `\n`)\n a = 0, c -= s;\n else {\n const h = bF(d, r, a, c, t);\n a += h.offsetX, o.push(h.path);\n }\n }\n return o;\n}\nfunction bF(n, e, t, i, r) {\n const s = r.glyphs[n] || r.glyphs[\"?\"];\n if (!s) {\n console.error('THREE.Font: character \"' + n + '\" does not exists in font family ' + r.familyName + \".\");\n return;\n }\n const o = new iw();\n let a, c, l, d, h, p, g, f;\n if (s.o) {\n const u = s._cachedOutline || (s._cachedOutline = s.o.split(\" \"));\n for (let y = 0, v = u.length; y < v; )\n switch (u[y++]) {\n case \"m\":\n a = u[y++] * e + t, c = u[y++] * e + i, o.moveTo(a, c);\n break;\n case \"l\":\n a = u[y++] * e + t, c = u[y++] * e + i, o.lineTo(a, c);\n break;\n case \"q\":\n l = u[y++] * e + t, d = u[y++] * e + i, h = u[y++] * e + t, p = u[y++] * e + i, o.quadraticCurveTo(h, p, l, d);\n break;\n case \"b\":\n l = u[y++] * e + t, d = u[y++] * e + i, h = u[y++] * e + t, p = u[y++] * e + i, g = u[y++] * e + t, f = u[y++] * e + i, o.bezierCurveTo(h, p, g, f, l, d);\n break;\n }\n }\n return { offsetX: s.ha * e, path: o };\n}\nRp.prototype.isFont = !0;\nclass xF extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = this, o = new Qn(this.manager);\n o.setPath(this.path), o.setRequestHeader(this.requestHeader), o.setWithCredentials(s.withCredentials), o.load(e, function(a) {\n let c;\n try {\n c = JSON.parse(a);\n } catch {\n console.warn(\"THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.\"), c = JSON.parse(a.substring(65, a.length - 2));\n }\n const l = s.parse(c);\n t && t(l);\n }, i, r);\n }\n parse(e) {\n return new Rp(e);\n }\n}\nlet wc;\nconst Pp = {\n getContext: function() {\n return wc === void 0 && (wc = new (window.AudioContext || window.webkitAudioContext)()), wc;\n },\n setContext: function(n) {\n wc = n;\n }\n};\nclass rw extends _n {\n constructor(e) {\n super(e);\n }\n load(e, t, i, r) {\n const s = this, o = new Qn(this.manager);\n o.setResponseType(\"arraybuffer\"), o.setPath(this.path), o.setRequestHeader(this.requestHeader), o.setWithCredentials(this.withCredentials), o.load(e, function(a) {\n try {\n const c = a.slice(0);\n Pp.getContext().decodeAudioData(c, function(d) {\n t(d);\n });\n } catch (c) {\n r ? r(c) : console.error(c), s.manager.itemError(e);\n }\n }, i, r);\n }\n}\nclass sw extends Ol {\n constructor(e, t, i = 1) {\n super(void 0, i);\n const r = new Fe().set(e), s = new Fe().set(t), o = new X(r.r, r.g, r.b), a = new X(s.r, s.g, s.b), c = Math.sqrt(Math.PI), l = c * Math.sqrt(0.75);\n this.sh.coefficients[0].copy(o).add(a).multiplyScalar(c), this.sh.coefficients[1].copy(o).sub(a).multiplyScalar(l);\n }\n}\nsw.prototype.isHemisphereLightProbe = !0;\nclass ow extends Ol {\n constructor(e, t = 1) {\n super(void 0, t);\n const i = new Fe().set(e);\n this.sh.coefficients[0].set(i.r, i.g, i.b).multiplyScalar(2 * Math.sqrt(Math.PI));\n }\n}\now.prototype.isAmbientLightProbe = !0;\nconst pv = /* @__PURE__ */ new $e(), mv = /* @__PURE__ */ new $e();\nclass wF {\n constructor() {\n this.type = \"StereoCamera\", this.aspect = 1, this.eyeSep = 0.064, this.cameraL = new an(), this.cameraL.layers.enable(1), this.cameraL.matrixAutoUpdate = !1, this.cameraR = new an(), this.cameraR.layers.enable(2), this.cameraR.matrixAutoUpdate = !1, this._cache = {\n focus: null,\n fov: null,\n aspect: null,\n near: null,\n far: null,\n zoom: null,\n eyeSep: null\n };\n }\n update(e) {\n const t = this._cache;\n if (t.focus !== e.focus || t.fov !== e.fov || t.aspect !== e.aspect * this.aspect || t.near !== e.near || t.far !== e.far || t.zoom !== e.zoom || t.eyeSep !== this.eyeSep) {\n t.focus = e.focus, t.fov = e.fov, t.aspect = e.aspect * this.aspect, t.near = e.near, t.far = e.far, t.zoom = e.zoom, t.eyeSep = this.eyeSep;\n const r = e.projectionMatrix.clone(), s = t.eyeSep / 2, o = s * t.near / t.focus, a = t.near * Math.tan(As * t.fov * 0.5) / t.zoom;\n let c, l;\n mv.elements[12] = -s, pv.elements[12] = s, c = -a * t.aspect + o, l = a * t.aspect + o, r.elements[0] = 2 * t.near / (l - c), r.elements[8] = (l + c) / (l - c), this.cameraL.projectionMatrix.copy(r), c = -a * t.aspect - o, l = a * t.aspect - o, r.elements[0] = 2 * t.near / (l - c), r.elements[8] = (l + c) / (l - c), this.cameraR.projectionMatrix.copy(r);\n }\n this.cameraL.matrixWorld.copy(e.matrixWorld).multiply(mv), this.cameraR.matrixWorld.copy(e.matrixWorld).multiply(pv);\n }\n}\nclass aw {\n constructor(e = !0) {\n this.autoStart = e, this.startTime = 0, this.oldTime = 0, this.elapsedTime = 0, this.running = !1;\n }\n start() {\n this.startTime = gv(), this.oldTime = this.startTime, this.elapsedTime = 0, this.running = !0;\n }\n stop() {\n this.getElapsedTime(), this.running = !1, this.autoStart = !1;\n }\n getElapsedTime() {\n return this.getDelta(), this.elapsedTime;\n }\n getDelta() {\n let e = 0;\n if (this.autoStart && !this.running)\n return this.start(), 0;\n if (this.running) {\n const t = gv();\n e = (t - this.oldTime) / 1e3, this.oldTime = t, this.elapsedTime += e;\n }\n return e;\n }\n}\nfunction gv() {\n return (typeof performance > \"u\" ? Date : performance).now();\n}\nconst hs = /* @__PURE__ */ new X(), vv = /* @__PURE__ */ new Sn(), MF = /* @__PURE__ */ new X(), ds = /* @__PURE__ */ new X();\nclass SF extends ot {\n constructor() {\n super(), this.type = \"AudioListener\", this.context = Pp.getContext(), this.gain = this.context.createGain(), this.gain.connect(this.context.destination), this.filter = null, this.timeDelta = 0, this._clock = new aw();\n }\n getInput() {\n return this.gain;\n }\n removeFilter() {\n return this.filter !== null && (this.gain.disconnect(this.filter), this.filter.disconnect(this.context.destination), this.gain.connect(this.context.destination), this.filter = null), this;\n }\n getFilter() {\n return this.filter;\n }\n setFilter(e) {\n return this.filter !== null ? (this.gain.disconnect(this.filter), this.filter.disconnect(this.context.destination)) : this.gain.disconnect(this.context.destination), this.filter = e, this.gain.connect(this.filter), this.filter.connect(this.context.destination), this;\n }\n getMasterVolume() {\n return this.gain.gain.value;\n }\n setMasterVolume(e) {\n return this.gain.gain.setTargetAtTime(e, this.context.currentTime, 0.01), this;\n }\n updateMatrixWorld(e) {\n super.updateMatrixWorld(e);\n const t = this.context.listener, i = this.up;\n if (this.timeDelta = this._clock.getDelta(), this.matrixWorld.decompose(hs, vv, MF), ds.set(0, 0, -1).applyQuaternion(vv), t.positionX) {\n const r = this.context.currentTime + this.timeDelta;\n t.positionX.linearRampToValueAtTime(hs.x, r), t.positionY.linearRampToValueAtTime(hs.y, r), t.positionZ.linearRampToValueAtTime(hs.z, r), t.forwardX.linearRampToValueAtTime(ds.x, r), t.forwardY.linearRampToValueAtTime(ds.y, r), t.forwardZ.linearRampToValueAtTime(ds.z, r), t.upX.linearRampToValueAtTime(i.x, r), t.upY.linearRampToValueAtTime(i.y, r), t.upZ.linearRampToValueAtTime(i.z, r);\n } else\n t.setPosition(hs.x, hs.y, hs.z), t.setOrientation(ds.x, ds.y, ds.z, i.x, i.y, i.z);\n }\n}\nclass Ip extends ot {\n constructor(e) {\n super(), this.type = \"Audio\", this.listener = e, this.context = e.context, this.gain = this.context.createGain(), this.gain.connect(e.getInput()), this.autoplay = !1, this.buffer = null, this.detune = 0, this.loop = !1, this.loopStart = 0, this.loopEnd = 0, this.offset = 0, this.duration = void 0, this.playbackRate = 1, this.isPlaying = !1, this.hasPlaybackControl = !0, this.source = null, this.sourceType = \"empty\", this._startedAt = 0, this._progress = 0, this._connected = !1, this.filters = [];\n }\n getOutput() {\n return this.gain;\n }\n setNodeSource(e) {\n return this.hasPlaybackControl = !1, this.sourceType = \"audioNode\", this.source = e, this.connect(), this;\n }\n setMediaElementSource(e) {\n return this.hasPlaybackControl = !1, this.sourceType = \"mediaNode\", this.source = this.context.createMediaElementSource(e), this.connect(), this;\n }\n setMediaStreamSource(e) {\n return this.hasPlaybackControl = !1, this.sourceType = \"mediaStreamNode\", this.source = this.context.createMediaStreamSource(e), this.connect(), this;\n }\n setBuffer(e) {\n return this.buffer = e, this.sourceType = \"buffer\", this.autoplay && this.play(), this;\n }\n play(e = 0) {\n if (this.isPlaying === !0) {\n console.warn(\"THREE.Audio: Audio is already playing.\");\n return;\n }\n if (this.hasPlaybackControl === !1) {\n console.warn(\"THREE.Audio: this Audio has no playback control.\");\n return;\n }\n this._startedAt = this.context.currentTime + e;\n const t = this.context.createBufferSource();\n return t.buffer = this.buffer, t.loop = this.loop, t.loopStart = this.loopStart, t.loopEnd = this.loopEnd, t.onended = this.onEnded.bind(this), t.start(this._startedAt, this._progress + this.offset, this.duration), this.isPlaying = !0, this.source = t, this.setDetune(this.detune), this.setPlaybackRate(this.playbackRate), this.connect();\n }\n pause() {\n if (this.hasPlaybackControl === !1) {\n console.warn(\"THREE.Audio: this Audio has no playback control.\");\n return;\n }\n return this.isPlaying === !0 && (this._progress += Math.max(this.context.currentTime - this._startedAt, 0) * this.playbackRate, this.loop === !0 && (this._progress = this._progress % (this.duration || this.buffer.duration)), this.source.stop(), this.source.onended = null, this.isPlaying = !1), this;\n }\n stop() {\n if (this.hasPlaybackControl === !1) {\n console.warn(\"THREE.Audio: this Audio has no playback control.\");\n return;\n }\n return this._progress = 0, this.source.stop(), this.source.onended = null, this.isPlaying = !1, this;\n }\n connect() {\n if (this.filters.length > 0) {\n this.source.connect(this.filters[0]);\n for (let e = 1, t = this.filters.length; e < t; e++)\n this.filters[e - 1].connect(this.filters[e]);\n this.filters[this.filters.length - 1].connect(this.getOutput());\n } else\n this.source.connect(this.getOutput());\n return this._connected = !0, this;\n }\n disconnect() {\n if (this.filters.length > 0) {\n this.source.disconnect(this.filters[0]);\n for (let e = 1, t = this.filters.length; e < t; e++)\n this.filters[e - 1].disconnect(this.filters[e]);\n this.filters[this.filters.length - 1].disconnect(this.getOutput());\n } else\n this.source.disconnect(this.getOutput());\n return this._connected = !1, this;\n }\n getFilters() {\n return this.filters;\n }\n setFilters(e) {\n return e || (e = []), this._connected === !0 ? (this.disconnect(), this.filters = e.slice(), this.connect()) : this.filters = e.slice(), this;\n }\n setDetune(e) {\n if (this.detune = e, this.source.detune !== void 0)\n return this.isPlaying === !0 && this.source.detune.setTargetAtTime(this.detune, this.context.currentTime, 0.01), this;\n }\n getDetune() {\n return this.detune;\n }\n getFilter() {\n return this.getFilters()[0];\n }\n setFilter(e) {\n return this.setFilters(e ? [e] : []);\n }\n setPlaybackRate(e) {\n if (this.hasPlaybackControl === !1) {\n console.warn(\"THREE.Audio: this Audio has no playback control.\");\n return;\n }\n return this.playbackRate = e, this.isPlaying === !0 && this.source.playbackRate.setTargetAtTime(this.playbackRate, this.context.currentTime, 0.01), this;\n }\n getPlaybackRate() {\n return this.playbackRate;\n }\n onEnded() {\n this.isPlaying = !1;\n }\n getLoop() {\n return this.hasPlaybackControl === !1 ? (console.warn(\"THREE.Audio: this Audio has no playback control.\"), !1) : this.loop;\n }\n setLoop(e) {\n if (this.hasPlaybackControl === !1) {\n console.warn(\"THREE.Audio: this Audio has no playback control.\");\n return;\n }\n return this.loop = e, this.isPlaying === !0 && (this.source.loop = this.loop), this;\n }\n setLoopStart(e) {\n return this.loopStart = e, this;\n }\n setLoopEnd(e) {\n return this.loopEnd = e, this;\n }\n getVolume() {\n return this.gain.gain.value;\n }\n setVolume(e) {\n return this.gain.gain.setTargetAtTime(e, this.context.currentTime, 0.01), this;\n }\n}\nconst fs = /* @__PURE__ */ new X(), yv = /* @__PURE__ */ new Sn(), _F = /* @__PURE__ */ new X(), ps = /* @__PURE__ */ new X();\nclass TF extends Ip {\n constructor(e) {\n super(e), this.panner = this.context.createPanner(), this.panner.panningModel = \"HRTF\", this.panner.connect(this.gain);\n }\n getOutput() {\n return this.panner;\n }\n getRefDistance() {\n return this.panner.refDistance;\n }\n setRefDistance(e) {\n return this.panner.refDistance = e, this;\n }\n getRolloffFactor() {\n return this.panner.rolloffFactor;\n }\n setRolloffFactor(e) {\n return this.panner.rolloffFactor = e, this;\n }\n getDistanceModel() {\n return this.panner.distanceModel;\n }\n setDistanceModel(e) {\n return this.panner.distanceModel = e, this;\n }\n getMaxDistance() {\n return this.panner.maxDistance;\n }\n setMaxDistance(e) {\n return this.panner.maxDistance = e, this;\n }\n setDirectionalCone(e, t, i) {\n return this.panner.coneInnerAngle = e, this.panner.coneOuterAngle = t, this.panner.coneOuterGain = i, this;\n }\n updateMatrixWorld(e) {\n if (super.updateMatrixWorld(e), this.hasPlaybackControl === !0 && this.isPlaying === !1) return;\n this.matrixWorld.decompose(fs, yv, _F), ps.set(0, 0, 1).applyQuaternion(yv);\n const t = this.panner;\n if (t.positionX) {\n const i = this.context.currentTime + this.listener.timeDelta;\n t.positionX.linearRampToValueAtTime(fs.x, i), t.positionY.linearRampToValueAtTime(fs.y, i), t.positionZ.linearRampToValueAtTime(fs.z, i), t.orientationX.linearRampToValueAtTime(ps.x, i), t.orientationY.linearRampToValueAtTime(ps.y, i), t.orientationZ.linearRampToValueAtTime(ps.z, i);\n } else\n t.setPosition(fs.x, fs.y, fs.z), t.setOrientation(ps.x, ps.y, ps.z);\n }\n}\nclass lw {\n constructor(e, t = 2048) {\n this.analyser = e.context.createAnalyser(), this.analyser.fftSize = t, this.data = new Uint8Array(this.analyser.frequencyBinCount), e.getOutput().connect(this.analyser);\n }\n getFrequencyData() {\n return this.analyser.getByteFrequencyData(this.data), this.data;\n }\n getAverageFrequency() {\n let e = 0;\n const t = this.getFrequencyData();\n for (let i = 0; i < t.length; i++)\n e += t[i];\n return e / t.length;\n }\n}\nclass cw {\n constructor(e, t, i) {\n this.binding = e, this.valueSize = i;\n let r, s, o;\n switch (t) {\n case \"quaternion\":\n r = this._slerp, s = this._slerpAdditive, o = this._setAdditiveIdentityQuaternion, this.buffer = new Float64Array(i * 6), this._workIndex = 5;\n break;\n case \"string\":\n case \"bool\":\n r = this._select, s = this._select, o = this._setAdditiveIdentityOther, this.buffer = new Array(i * 5);\n break;\n default:\n r = this._lerp, s = this._lerpAdditive, o = this._setAdditiveIdentityNumeric, this.buffer = new Float64Array(i * 5);\n }\n this._mixBufferRegion = r, this._mixBufferRegionAdditive = s, this._setIdentity = o, this._origIndex = 3, this._addIndex = 4, this.cumulativeWeight = 0, this.cumulativeWeightAdditive = 0, this.useCount = 0, this.referenceCount = 0;\n }\n // accumulate data in the 'incoming' region into 'accu'\n accumulate(e, t) {\n const i = this.buffer, r = this.valueSize, s = e * r + r;\n let o = this.cumulativeWeight;\n if (o === 0) {\n for (let a = 0; a !== r; ++a)\n i[s + a] = i[a];\n o = t;\n } else {\n o += t;\n const a = t / o;\n this._mixBufferRegion(i, s, 0, a, r);\n }\n this.cumulativeWeight = o;\n }\n // accumulate data in the 'incoming' region into 'add'\n accumulateAdditive(e) {\n const t = this.buffer, i = this.valueSize, r = i * this._addIndex;\n this.cumulativeWeightAdditive === 0 && this._setIdentity(), this._mixBufferRegionAdditive(t, r, 0, e, i), this.cumulativeWeightAdditive += e;\n }\n // apply the state of 'accu' to the binding when accus differ\n apply(e) {\n const t = this.valueSize, i = this.buffer, r = e * t + t, s = this.cumulativeWeight, o = this.cumulativeWeightAdditive, a = this.binding;\n if (this.cumulativeWeight = 0, this.cumulativeWeightAdditive = 0, s < 1) {\n const c = t * this._origIndex;\n this._mixBufferRegion(\n i,\n r,\n c,\n 1 - s,\n t\n );\n }\n o > 0 && this._mixBufferRegionAdditive(i, r, this._addIndex * t, 1, t);\n for (let c = t, l = t + t; c !== l; ++c)\n if (i[c] !== i[c + t]) {\n a.setValue(i, r);\n break;\n }\n }\n // remember the state of the bound property and copy it to both accus\n saveOriginalState() {\n const e = this.binding, t = this.buffer, i = this.valueSize, r = i * this._origIndex;\n e.getValue(t, r);\n for (let s = i, o = r; s !== o; ++s)\n t[s] = t[r + s % i];\n this._setIdentity(), this.cumulativeWeight = 0, this.cumulativeWeightAdditive = 0;\n }\n // apply the state previously taken via 'saveOriginalState' to the binding\n restoreOriginalState() {\n const e = this.valueSize * 3;\n this.binding.setValue(this.buffer, e);\n }\n _setAdditiveIdentityNumeric() {\n const e = this._addIndex * this.valueSize, t = e + this.valueSize;\n for (let i = e; i < t; i++)\n this.buffer[i] = 0;\n }\n _setAdditiveIdentityQuaternion() {\n this._setAdditiveIdentityNumeric(), this.buffer[this._addIndex * this.valueSize + 3] = 1;\n }\n _setAdditiveIdentityOther() {\n const e = this._origIndex * this.valueSize, t = this._addIndex * this.valueSize;\n for (let i = 0; i < this.valueSize; i++)\n this.buffer[t + i] = this.buffer[e + i];\n }\n // mix functions\n _select(e, t, i, r, s) {\n if (r >= 0.5)\n for (let o = 0; o !== s; ++o)\n e[t + o] = e[i + o];\n }\n _slerp(e, t, i, r) {\n Sn.slerpFlat(e, t, e, t, e, i, r);\n }\n _slerpAdditive(e, t, i, r, s) {\n const o = this._workIndex * s;\n Sn.multiplyQuaternionsFlat(e, o, e, t, e, i), Sn.slerpFlat(e, t, e, t, e, o, r);\n }\n _lerp(e, t, i, r, s) {\n const o = 1 - r;\n for (let a = 0; a !== s; ++a) {\n const c = t + a;\n e[c] = e[c] * o + e[i + a] * r;\n }\n }\n _lerpAdditive(e, t, i, r, s) {\n for (let o = 0; o !== s; ++o) {\n const a = t + o;\n e[a] = e[a] + e[i + o] * r;\n }\n }\n}\nconst Op = \"\\\\[\\\\]\\\\.:\\\\/\", EF = new RegExp(\"[\" + Op + \"]\", \"g\"), Dp = \"[^\" + Op + \"]\", AF = \"[^\" + Op.replace(\"\\\\.\", \"\") + \"]\", CF = /((?:WC+[\\/:])*)/.source.replace(\"WC\", Dp), LF = /(WCOD+)?/.source.replace(\"WCOD\", AF), RF = /(?:\\.(WC+)(?:\\[(.+)\\])?)?/.source.replace(\"WC\", Dp), PF = /\\.(WC+)(?:\\[(.+)\\])?/.source.replace(\"WC\", Dp), IF = new RegExp(\n \"^\" + CF + LF + RF + PF + \"$\"\n), OF = [\"material\", \"materials\", \"bones\"];\nclass DF {\n constructor(e, t, i) {\n const r = i || ft.parseTrackName(t);\n this._targetGroup = e, this._bindings = e.subscribe_(t, r);\n }\n getValue(e, t) {\n this.bind();\n const i = this._targetGroup.nCachedObjects_, r = this._bindings[i];\n r !== void 0 && r.getValue(e, t);\n }\n setValue(e, t) {\n const i = this._bindings;\n for (let r = this._targetGroup.nCachedObjects_, s = i.length; r !== s; ++r)\n i[r].setValue(e, t);\n }\n bind() {\n const e = this._bindings;\n for (let t = this._targetGroup.nCachedObjects_, i = e.length; t !== i; ++t)\n e[t].bind();\n }\n unbind() {\n const e = this._bindings;\n for (let t = this._targetGroup.nCachedObjects_, i = e.length; t !== i; ++t)\n e[t].unbind();\n }\n}\nclass ft {\n constructor(e, t, i) {\n this.path = t, this.parsedPath = i || ft.parseTrackName(t), this.node = ft.findNode(e, this.parsedPath.nodeName) || e, this.rootNode = e, this.getValue = this._getValue_unbound, this.setValue = this._setValue_unbound;\n }\n static create(e, t, i) {\n return e && e.isAnimationObjectGroup ? new ft.Composite(e, t, i) : new ft(e, t, i);\n }\n /**\n * Replaces spaces with underscores and removes unsupported characters from\n * node names, to ensure compatibility with parseTrackName().\n *\n * @param {string} name Node name to be sanitized.\n * @return {string}\n */\n static sanitizeNodeName(e) {\n return e.replace(/\\s/g, \"_\").replace(EF, \"\");\n }\n static parseTrackName(e) {\n const t = IF.exec(e);\n if (!t)\n throw new Error(\"PropertyBinding: Cannot parse trackName: \" + e);\n const i = {\n // directoryName: matches[ 1 ], // (tschw) currently unused\n nodeName: t[2],\n objectName: t[3],\n objectIndex: t[4],\n propertyName: t[5],\n // required\n propertyIndex: t[6]\n }, r = i.nodeName && i.nodeName.lastIndexOf(\".\");\n if (r !== void 0 && r !== -1) {\n const s = i.nodeName.substring(r + 1);\n OF.indexOf(s) !== -1 && (i.nodeName = i.nodeName.substring(0, r), i.objectName = s);\n }\n if (i.propertyName === null || i.propertyName.length === 0)\n throw new Error(\"PropertyBinding: can not parse propertyName from trackName: \" + e);\n return i;\n }\n static findNode(e, t) {\n if (!t || t === \"\" || t === \".\" || t === -1 || t === e.name || t === e.uuid)\n return e;\n if (e.skeleton) {\n const i = e.skeleton.getBoneByName(t);\n if (i !== void 0)\n return i;\n }\n if (e.children) {\n const i = function(s) {\n for (let o = 0; o < s.length; o++) {\n const a = s[o];\n if (a.name === t || a.uuid === t)\n return a;\n const c = i(a.children);\n if (c) return c;\n }\n return null;\n }, r = i(e.children);\n if (r)\n return r;\n }\n return null;\n }\n // these are used to \"bind\" a nonexistent property\n _getValue_unavailable() {\n }\n _setValue_unavailable() {\n }\n // Getters\n _getValue_direct(e, t) {\n e[t] = this.node[this.propertyName];\n }\n _getValue_array(e, t) {\n const i = this.resolvedProperty;\n for (let r = 0, s = i.length; r !== s; ++r)\n e[t++] = i[r];\n }\n _getValue_arrayElement(e, t) {\n e[t] = this.resolvedProperty[this.propertyIndex];\n }\n _getValue_toArray(e, t) {\n this.resolvedProperty.toArray(e, t);\n }\n // Direct\n _setValue_direct(e, t) {\n this.targetObject[this.propertyName] = e[t];\n }\n _setValue_direct_setNeedsUpdate(e, t) {\n this.targetObject[this.propertyName] = e[t], this.targetObject.needsUpdate = !0;\n }\n _setValue_direct_setMatrixWorldNeedsUpdate(e, t) {\n this.targetObject[this.propertyName] = e[t], this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // EntireArray\n _setValue_array(e, t) {\n const i = this.resolvedProperty;\n for (let r = 0, s = i.length; r !== s; ++r)\n i[r] = e[t++];\n }\n _setValue_array_setNeedsUpdate(e, t) {\n const i = this.resolvedProperty;\n for (let r = 0, s = i.length; r !== s; ++r)\n i[r] = e[t++];\n this.targetObject.needsUpdate = !0;\n }\n _setValue_array_setMatrixWorldNeedsUpdate(e, t) {\n const i = this.resolvedProperty;\n for (let r = 0, s = i.length; r !== s; ++r)\n i[r] = e[t++];\n this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // ArrayElement\n _setValue_arrayElement(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t];\n }\n _setValue_arrayElement_setNeedsUpdate(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t], this.targetObject.needsUpdate = !0;\n }\n _setValue_arrayElement_setMatrixWorldNeedsUpdate(e, t) {\n this.resolvedProperty[this.propertyIndex] = e[t], this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n // HasToFromArray\n _setValue_fromArray(e, t) {\n this.resolvedProperty.fromArray(e, t);\n }\n _setValue_fromArray_setNeedsUpdate(e, t) {\n this.resolvedProperty.fromArray(e, t), this.targetObject.needsUpdate = !0;\n }\n _setValue_fromArray_setMatrixWorldNeedsUpdate(e, t) {\n this.resolvedProperty.fromArray(e, t), this.targetObject.matrixWorldNeedsUpdate = !0;\n }\n _getValue_unbound(e, t) {\n this.bind(), this.getValue(e, t);\n }\n _setValue_unbound(e, t) {\n this.bind(), this.setValue(e, t);\n }\n // create getter / setter pair for a property in the scene graph\n bind() {\n let e = this.node;\n const t = this.parsedPath, i = t.objectName, r = t.propertyName;\n let s = t.propertyIndex;\n if (e || (e = ft.findNode(this.rootNode, t.nodeName) || this.rootNode, this.node = e), this.getValue = this._getValue_unavailable, this.setValue = this._setValue_unavailable, !e) {\n console.error(\"THREE.PropertyBinding: Trying to update node for track: \" + this.path + \" but it wasn't found.\");\n return;\n }\n if (i) {\n let l = t.objectIndex;\n switch (i) {\n case \"materials\":\n if (!e.material) {\n console.error(\"THREE.PropertyBinding: Can not bind to material as node does not have a material.\", this);\n return;\n }\n if (!e.material.materials) {\n console.error(\"THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.\", this);\n return;\n }\n e = e.material.materials;\n break;\n case \"bones\":\n if (!e.skeleton) {\n console.error(\"THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.\", this);\n return;\n }\n e = e.skeleton.bones;\n for (let d = 0; d < e.length; d++)\n if (e[d].name === l) {\n l = d;\n break;\n }\n break;\n default:\n if (e[i] === void 0) {\n console.error(\"THREE.PropertyBinding: Can not bind to objectName of node undefined.\", this);\n return;\n }\n e = e[i];\n }\n if (l !== void 0) {\n if (e[l] === void 0) {\n console.error(\"THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.\", this, e);\n return;\n }\n e = e[l];\n }\n }\n const o = e[r];\n if (o === void 0) {\n const l = t.nodeName;\n console.error(\"THREE.PropertyBinding: Trying to update property for track: \" + l + \".\" + r + \" but it wasn't found.\", e);\n return;\n }\n let a = this.Versioning.None;\n this.targetObject = e, e.needsUpdate !== void 0 ? a = this.Versioning.NeedsUpdate : e.matrixWorldNeedsUpdate !== void 0 && (a = this.Versioning.MatrixWorldNeedsUpdate);\n let c = this.BindingType.Direct;\n if (s !== void 0) {\n if (r === \"morphTargetInfluences\") {\n if (!e.geometry) {\n console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.\", this);\n return;\n }\n if (e.geometry.isBufferGeometry) {\n if (!e.geometry.morphAttributes) {\n console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.\", this);\n return;\n }\n e.morphTargetDictionary[s] !== void 0 && (s = e.morphTargetDictionary[s]);\n } else {\n console.error(\"THREE.PropertyBinding: Can not bind to morphTargetInfluences on THREE.Geometry. Use THREE.BufferGeometry instead.\", this);\n return;\n }\n }\n c = this.BindingType.ArrayElement, this.resolvedProperty = o, this.propertyIndex = s;\n } else o.fromArray !== void 0 && o.toArray !== void 0 ? (c = this.BindingType.HasFromToArray, this.resolvedProperty = o) : Array.isArray(o) ? (c = this.BindingType.EntireArray, this.resolvedProperty = o) : this.propertyName = r;\n this.getValue = this.GetterByBindingType[c], this.setValue = this.SetterByBindingTypeAndVersioning[c][a];\n }\n unbind() {\n this.node = null, this.getValue = this._getValue_unbound, this.setValue = this._setValue_unbound;\n }\n}\nft.Composite = DF;\nft.prototype.BindingType = {\n Direct: 0,\n EntireArray: 1,\n ArrayElement: 2,\n HasFromToArray: 3\n};\nft.prototype.Versioning = {\n None: 0,\n NeedsUpdate: 1,\n MatrixWorldNeedsUpdate: 2\n};\nft.prototype.GetterByBindingType = [\n ft.prototype._getValue_direct,\n ft.prototype._getValue_array,\n ft.prototype._getValue_arrayElement,\n ft.prototype._getValue_toArray\n];\nft.prototype.SetterByBindingTypeAndVersioning = [\n [\n // Direct\n ft.prototype._setValue_direct,\n ft.prototype._setValue_direct_setNeedsUpdate,\n ft.prototype._setValue_direct_setMatrixWorldNeedsUpdate\n ],\n [\n // EntireArray\n ft.prototype._setValue_array,\n ft.prototype._setValue_array_setNeedsUpdate,\n ft.prototype._setValue_array_setMatrixWorldNeedsUpdate\n ],\n [\n // ArrayElement\n ft.prototype._setValue_arrayElement,\n ft.prototype._setValue_arrayElement_setNeedsUpdate,\n ft.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate\n ],\n [\n // HasToFromArray\n ft.prototype._setValue_fromArray,\n ft.prototype._setValue_fromArray_setNeedsUpdate,\n ft.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate\n ]\n];\nclass uw {\n constructor() {\n this.uuid = Jn(), this._objects = Array.prototype.slice.call(arguments), this.nCachedObjects_ = 0;\n const e = {};\n this._indicesByUUID = e;\n for (let i = 0, r = arguments.length; i !== r; ++i)\n e[arguments[i].uuid] = i;\n this._paths = [], this._parsedPaths = [], this._bindings = [], this._bindingsIndicesByPath = {};\n const t = this;\n this.stats = {\n objects: {\n get total() {\n return t._objects.length;\n },\n get inUse() {\n return this.total - t.nCachedObjects_;\n }\n },\n get bindingsPerObject() {\n return t._bindings.length;\n }\n };\n }\n add() {\n const e = this._objects, t = this._indicesByUUID, i = this._paths, r = this._parsedPaths, s = this._bindings, o = s.length;\n let a, c = e.length, l = this.nCachedObjects_;\n for (let d = 0, h = arguments.length; d !== h; ++d) {\n const p = arguments[d], g = p.uuid;\n let f = t[g];\n if (f === void 0) {\n f = c++, t[g] = f, e.push(p);\n for (let u = 0, y = o; u !== y; ++u)\n s[u].push(new ft(p, i[u], r[u]));\n } else if (f < l) {\n a = e[f];\n const u = --l, y = e[u];\n t[y.uuid] = f, e[f] = y, t[g] = u, e[u] = p;\n for (let v = 0, m = o; v !== m; ++v) {\n const w = s[v], S = w[u];\n let T = w[f];\n w[f] = S, T === void 0 && (T = new ft(p, i[v], r[v])), w[u] = T;\n }\n } else e[f] !== a && console.error(\"THREE.AnimationObjectGroup: Different objects with the same UUID detected. Clean the caches or recreate your infrastructure when reloading scenes.\");\n }\n this.nCachedObjects_ = l;\n }\n remove() {\n const e = this._objects, t = this._indicesByUUID, i = this._bindings, r = i.length;\n let s = this.nCachedObjects_;\n for (let o = 0, a = arguments.length; o !== a; ++o) {\n const c = arguments[o], l = c.uuid, d = t[l];\n if (d !== void 0 && d >= s) {\n const h = s++, p = e[h];\n t[p.uuid] = d, e[d] = p, t[l] = h, e[h] = c;\n for (let g = 0, f = r; g !== f; ++g) {\n const u = i[g], y = u[h], v = u[d];\n u[d] = y, u[h] = v;\n }\n }\n }\n this.nCachedObjects_ = s;\n }\n // remove & forget\n uncache() {\n const e = this._objects, t = this._indicesByUUID, i = this._bindings, r = i.length;\n let s = this.nCachedObjects_, o = e.length;\n for (let a = 0, c = arguments.length; a !== c; ++a) {\n const l = arguments[a], d = l.uuid, h = t[d];\n if (h !== void 0)\n if (delete t[d], h < s) {\n const p = --s, g = e[p], f = --o, u = e[f];\n t[g.uuid] = h, e[h] = g, t[u.uuid] = p, e[p] = u, e.pop();\n for (let y = 0, v = r; y !== v; ++y) {\n const m = i[y], w = m[p], S = m[f];\n m[h] = w, m[p] = S, m.pop();\n }\n } else {\n const p = --o, g = e[p];\n p > 0 && (t[g.uuid] = h), e[h] = g, e.pop();\n for (let f = 0, u = r; f !== u; ++f) {\n const y = i[f];\n y[h] = y[p], y.pop();\n }\n }\n }\n this.nCachedObjects_ = s;\n }\n // Internal interface used by befriended PropertyBinding.Composite:\n subscribe_(e, t) {\n const i = this._bindingsIndicesByPath;\n let r = i[e];\n const s = this._bindings;\n if (r !== void 0) return s[r];\n const o = this._paths, a = this._parsedPaths, c = this._objects, l = c.length, d = this.nCachedObjects_, h = new Array(l);\n r = s.length, i[e] = r, o.push(e), a.push(t), s.push(h);\n for (let p = d, g = c.length; p !== g; ++p) {\n const f = c[p];\n h[p] = new ft(f, e, t);\n }\n return h;\n }\n unsubscribe_(e) {\n const t = this._bindingsIndicesByPath, i = t[e];\n if (i !== void 0) {\n const r = this._paths, s = this._parsedPaths, o = this._bindings, a = o.length - 1, c = o[a], l = e[a];\n t[l] = i, o[i] = c, o.pop(), s[i] = s[a], s.pop(), r[i] = r[a], r.pop();\n }\n }\n}\nuw.prototype.isAnimationObjectGroup = !0;\nclass NF {\n constructor(e, t, i = null, r = t.blendMode) {\n this._mixer = e, this._clip = t, this._localRoot = i, this.blendMode = r;\n const s = t.tracks, o = s.length, a = new Array(o), c = {\n endingStart: xs,\n endingEnd: xs\n };\n for (let l = 0; l !== o; ++l) {\n const d = s[l].createInterpolant(null);\n a[l] = d, d.settings = c;\n }\n this._interpolantSettings = c, this._interpolants = a, this._propertyBindings = new Array(o), this._cacheIndex = null, this._byClipCacheIndex = null, this._timeScaleInterpolant = null, this._weightInterpolant = null, this.loop = ix, this._loopCount = -1, this._startTime = null, this.time = 0, this.timeScale = 1, this._effectiveTimeScale = 1, this.weight = 1, this._effectiveWeight = 1, this.repetitions = 1 / 0, this.paused = !1, this.enabled = !0, this.clampWhenFinished = !1, this.zeroSlopeAtStart = !0, this.zeroSlopeAtEnd = !0;\n }\n // State & Scheduling\n play() {\n return this._mixer._activateAction(this), this;\n }\n stop() {\n return this._mixer._deactivateAction(this), this.reset();\n }\n reset() {\n return this.paused = !1, this.enabled = !0, this.time = 0, this._loopCount = -1, this._startTime = null, this.stopFading().stopWarping();\n }\n isRunning() {\n return this.enabled && !this.paused && this.timeScale !== 0 && this._startTime === null && this._mixer._isActiveAction(this);\n }\n // return true when play has been called\n isScheduled() {\n return this._mixer._isActiveAction(this);\n }\n startAt(e) {\n return this._startTime = e, this;\n }\n setLoop(e, t) {\n return this.loop = e, this.repetitions = t, this;\n }\n // Weight\n // set the weight stopping any scheduled fading\n // although .enabled = false yields an effective weight of zero, this\n // method does *not* change .enabled, because it would be confusing\n setEffectiveWeight(e) {\n return this.weight = e, this._effectiveWeight = this.enabled ? e : 0, this.stopFading();\n }\n // return the weight considering fading and .enabled\n getEffectiveWeight() {\n return this._effectiveWeight;\n }\n fadeIn(e) {\n return this._scheduleFading(e, 0, 1);\n }\n fadeOut(e) {\n return this._scheduleFading(e, 1, 0);\n }\n crossFadeFrom(e, t, i) {\n if (e.fadeOut(t), this.fadeIn(t), i) {\n const r = this._clip.duration, s = e._clip.duration, o = s / r, a = r / s;\n e.warp(1, o, t), this.warp(a, 1, t);\n }\n return this;\n }\n crossFadeTo(e, t, i) {\n return e.crossFadeFrom(this, t, i);\n }\n stopFading() {\n const e = this._weightInterpolant;\n return e !== null && (this._weightInterpolant = null, this._mixer._takeBackControlInterpolant(e)), this;\n }\n // Time Scale Control\n // set the time scale stopping any scheduled warping\n // although .paused = true yields an effective time scale of zero, this\n // method does *not* change .paused, because it would be confusing\n setEffectiveTimeScale(e) {\n return this.timeScale = e, this._effectiveTimeScale = this.paused ? 0 : e, this.stopWarping();\n }\n // return the time scale considering warping and .paused\n getEffectiveTimeScale() {\n return this._effectiveTimeScale;\n }\n setDuration(e) {\n return this.timeScale = this._clip.duration / e, this.stopWarping();\n }\n syncWith(e) {\n return this.time = e.time, this.timeScale = e.timeScale, this.stopWarping();\n }\n halt(e) {\n return this.warp(this._effectiveTimeScale, 0, e);\n }\n warp(e, t, i) {\n const r = this._mixer, s = r.time, o = this.timeScale;\n let a = this._timeScaleInterpolant;\n a === null && (a = r._lendControlInterpolant(), this._timeScaleInterpolant = a);\n const c = a.parameterPositions, l = a.sampleValues;\n return c[0] = s, c[1] = s + i, l[0] = e / o, l[1] = t / o, this;\n }\n stopWarping() {\n const e = this._timeScaleInterpolant;\n return e !== null && (this._timeScaleInterpolant = null, this._mixer._takeBackControlInterpolant(e)), this;\n }\n // Object Accessors\n getMixer() {\n return this._mixer;\n }\n getClip() {\n return this._clip;\n }\n getRoot() {\n return this._localRoot || this._mixer._root;\n }\n // Interna\n _update(e, t, i, r) {\n if (!this.enabled) {\n this._updateWeight(e);\n return;\n }\n const s = this._startTime;\n if (s !== null) {\n const c = (e - s) * i;\n if (c < 0 || i === 0)\n return;\n this._startTime = null, t = i * c;\n }\n t *= this._updateTimeScale(e);\n const o = this._updateTime(t), a = this._updateWeight(e);\n if (a > 0) {\n const c = this._interpolants, l = this._propertyBindings;\n switch (this.blendMode) {\n case Wf:\n for (let d = 0, h = c.length; d !== h; ++d)\n c[d].evaluate(o), l[d].accumulateAdditive(a);\n break;\n case Eu:\n default:\n for (let d = 0, h = c.length; d !== h; ++d)\n c[d].evaluate(o), l[d].accumulate(r, a);\n }\n }\n }\n _updateWeight(e) {\n let t = 0;\n if (this.enabled) {\n t = this.weight;\n const i = this._weightInterpolant;\n if (i !== null) {\n const r = i.evaluate(e)[0];\n t *= r, e > i.parameterPositions[1] && (this.stopFading(), r === 0 && (this.enabled = !1));\n }\n }\n return this._effectiveWeight = t, t;\n }\n _updateTimeScale(e) {\n let t = 0;\n if (!this.paused) {\n t = this.timeScale;\n const i = this._timeScaleInterpolant;\n if (i !== null) {\n const r = i.evaluate(e)[0];\n t *= r, e > i.parameterPositions[1] && (this.stopWarping(), t === 0 ? this.paused = !0 : this.timeScale = t);\n }\n }\n return this._effectiveTimeScale = t, t;\n }\n _updateTime(e) {\n const t = this._clip.duration, i = this.loop;\n let r = this.time + e, s = this._loopCount;\n const o = i === rx;\n if (e === 0)\n return s === -1 ? r : o && (s & 1) === 1 ? t - r : r;\n if (i === nx) {\n s === -1 && (this._loopCount = 0, this._setEndings(!0, !0, !1));\n e: {\n if (r >= t)\n r = t;\n else if (r < 0)\n r = 0;\n else {\n this.time = r;\n break e;\n }\n this.clampWhenFinished ? this.paused = !0 : this.enabled = !1, this.time = r, this._mixer.dispatchEvent({\n type: \"finished\",\n action: this,\n direction: e < 0 ? -1 : 1\n });\n }\n } else {\n if (s === -1 && (e >= 0 ? (s = 0, this._setEndings(!0, this.repetitions === 0, o)) : this._setEndings(this.repetitions === 0, !0, o)), r >= t || r < 0) {\n const a = Math.floor(r / t);\n r -= t * a, s += Math.abs(a);\n const c = this.repetitions - s;\n if (c <= 0)\n this.clampWhenFinished ? this.paused = !0 : this.enabled = !1, r = e > 0 ? t : 0, this.time = r, this._mixer.dispatchEvent({\n type: \"finished\",\n action: this,\n direction: e > 0 ? 1 : -1\n });\n else {\n if (c === 1) {\n const l = e < 0;\n this._setEndings(l, !l, o);\n } else\n this._setEndings(!1, !1, o);\n this._loopCount = s, this.time = r, this._mixer.dispatchEvent({\n type: \"loop\",\n action: this,\n loopDelta: a\n });\n }\n } else\n this.time = r;\n if (o && (s & 1) === 1)\n return t - r;\n }\n return r;\n }\n _setEndings(e, t, i) {\n const r = this._interpolantSettings;\n i ? (r.endingStart = ws, r.endingEnd = ws) : (e ? r.endingStart = this.zeroSlopeAtStart ? ws : xs : r.endingStart = tl, t ? r.endingEnd = this.zeroSlopeAtEnd ? ws : xs : r.endingEnd = tl);\n }\n _scheduleFading(e, t, i) {\n const r = this._mixer, s = r.time;\n let o = this._weightInterpolant;\n o === null && (o = r._lendControlInterpolant(), this._weightInterpolant = o);\n const a = o.parameterPositions, c = o.sampleValues;\n return a[0] = s, c[0] = t, a[1] = s + e, c[1] = i, this;\n }\n}\nclass hw extends ns {\n constructor(e) {\n super(), this._root = e, this._initMemoryManager(), this._accuIndex = 0, this.time = 0, this.timeScale = 1;\n }\n _bindAction(e, t) {\n const i = e._localRoot || this._root, r = e._clip.tracks, s = r.length, o = e._propertyBindings, a = e._interpolants, c = i.uuid, l = this._bindingsByRootAndName;\n let d = l[c];\n d === void 0 && (d = {}, l[c] = d);\n for (let h = 0; h !== s; ++h) {\n const p = r[h], g = p.name;\n let f = d[g];\n if (f !== void 0)\n o[h] = f;\n else {\n if (f = o[h], f !== void 0) {\n f._cacheIndex === null && (++f.referenceCount, this._addInactiveBinding(f, c, g));\n continue;\n }\n const u = t && t._propertyBindings[h].binding.parsedPath;\n f = new cw(\n ft.create(i, g, u),\n p.ValueTypeName,\n p.getValueSize()\n ), ++f.referenceCount, this._addInactiveBinding(f, c, g), o[h] = f;\n }\n a[h].resultBuffer = f.buffer;\n }\n }\n _activateAction(e) {\n if (!this._isActiveAction(e)) {\n if (e._cacheIndex === null) {\n const i = (e._localRoot || this._root).uuid, r = e._clip.uuid, s = this._actionsByClip[r];\n this._bindAction(\n e,\n s && s.knownActions[0]\n ), this._addInactiveAction(e, r, i);\n }\n const t = e._propertyBindings;\n for (let i = 0, r = t.length; i !== r; ++i) {\n const s = t[i];\n s.useCount++ === 0 && (this._lendBinding(s), s.saveOriginalState());\n }\n this._lendAction(e);\n }\n }\n _deactivateAction(e) {\n if (this._isActiveAction(e)) {\n const t = e._propertyBindings;\n for (let i = 0, r = t.length; i !== r; ++i) {\n const s = t[i];\n --s.useCount === 0 && (s.restoreOriginalState(), this._takeBackBinding(s));\n }\n this._takeBackAction(e);\n }\n }\n // Memory manager\n _initMemoryManager() {\n this._actions = [], this._nActiveActions = 0, this._actionsByClip = {}, this._bindings = [], this._nActiveBindings = 0, this._bindingsByRootAndName = {}, this._controlInterpolants = [], this._nActiveControlInterpolants = 0;\n const e = this;\n this.stats = {\n actions: {\n get total() {\n return e._actions.length;\n },\n get inUse() {\n return e._nActiveActions;\n }\n },\n bindings: {\n get total() {\n return e._bindings.length;\n },\n get inUse() {\n return e._nActiveBindings;\n }\n },\n controlInterpolants: {\n get total() {\n return e._controlInterpolants.length;\n },\n get inUse() {\n return e._nActiveControlInterpolants;\n }\n }\n };\n }\n // Memory management for AnimationAction objects\n _isActiveAction(e) {\n const t = e._cacheIndex;\n return t !== null && t < this._nActiveActions;\n }\n _addInactiveAction(e, t, i) {\n const r = this._actions, s = this._actionsByClip;\n let o = s[t];\n if (o === void 0)\n o = {\n knownActions: [e],\n actionByRoot: {}\n }, e._byClipCacheIndex = 0, s[t] = o;\n else {\n const a = o.knownActions;\n e._byClipCacheIndex = a.length, a.push(e);\n }\n e._cacheIndex = r.length, r.push(e), o.actionByRoot[i] = e;\n }\n _removeInactiveAction(e) {\n const t = this._actions, i = t[t.length - 1], r = e._cacheIndex;\n i._cacheIndex = r, t[r] = i, t.pop(), e._cacheIndex = null;\n const s = e._clip.uuid, o = this._actionsByClip, a = o[s], c = a.knownActions, l = c[c.length - 1], d = e._byClipCacheIndex;\n l._byClipCacheIndex = d, c[d] = l, c.pop(), e._byClipCacheIndex = null;\n const h = a.actionByRoot, p = (e._localRoot || this._root).uuid;\n delete h[p], c.length === 0 && delete o[s], this._removeInactiveBindingsForAction(e);\n }\n _removeInactiveBindingsForAction(e) {\n const t = e._propertyBindings;\n for (let i = 0, r = t.length; i !== r; ++i) {\n const s = t[i];\n --s.referenceCount === 0 && this._removeInactiveBinding(s);\n }\n }\n _lendAction(e) {\n const t = this._actions, i = e._cacheIndex, r = this._nActiveActions++, s = t[r];\n e._cacheIndex = r, t[r] = e, s._cacheIndex = i, t[i] = s;\n }\n _takeBackAction(e) {\n const t = this._actions, i = e._cacheIndex, r = --this._nActiveActions, s = t[r];\n e._cacheIndex = r, t[r] = e, s._cacheIndex = i, t[i] = s;\n }\n // Memory management for PropertyMixer objects\n _addInactiveBinding(e, t, i) {\n const r = this._bindingsByRootAndName, s = this._bindings;\n let o = r[t];\n o === void 0 && (o = {}, r[t] = o), o[i] = e, e._cacheIndex = s.length, s.push(e);\n }\n _removeInactiveBinding(e) {\n const t = this._bindings, i = e.binding, r = i.rootNode.uuid, s = i.path, o = this._bindingsByRootAndName, a = o[r], c = t[t.length - 1], l = e._cacheIndex;\n c._cacheIndex = l, t[l] = c, t.pop(), delete a[s], Object.keys(a).length === 0 && delete o[r];\n }\n _lendBinding(e) {\n const t = this._bindings, i = e._cacheIndex, r = this._nActiveBindings++, s = t[r];\n e._cacheIndex = r, t[r] = e, s._cacheIndex = i, t[i] = s;\n }\n _takeBackBinding(e) {\n const t = this._bindings, i = e._cacheIndex, r = --this._nActiveBindings, s = t[r];\n e._cacheIndex = r, t[r] = e, s._cacheIndex = i, t[i] = s;\n }\n // Memory management of Interpolants for weight and time scale\n _lendControlInterpolant() {\n const e = this._controlInterpolants, t = this._nActiveControlInterpolants++;\n let i = e[t];\n return i === void 0 && (i = new yp(\n new Float32Array(2),\n new Float32Array(2),\n 1,\n this._controlInterpolantsResultBuffer\n ), i.__cacheIndex = t, e[t] = i), i;\n }\n _takeBackControlInterpolant(e) {\n const t = this._controlInterpolants, i = e.__cacheIndex, r = --this._nActiveControlInterpolants, s = t[r];\n e.__cacheIndex = r, t[r] = e, s.__cacheIndex = i, t[i] = s;\n }\n // return an action for a clip optionally using a custom root target\n // object (this method allocates a lot of dynamic memory in case a\n // previously unknown clip/root combination is specified)\n clipAction(e, t, i) {\n const r = t || this._root, s = r.uuid;\n let o = typeof e == \"string\" ? Qo.findByName(r, e) : e;\n const a = o !== null ? o.uuid : e, c = this._actionsByClip[a];\n let l = null;\n if (i === void 0 && (o !== null ? i = o.blendMode : i = Eu), c !== void 0) {\n const h = c.actionByRoot[s];\n if (h !== void 0 && h.blendMode === i)\n return h;\n l = c.knownActions[0], o === null && (o = l._clip);\n }\n if (o === null) return null;\n const d = new NF(this, o, t, i);\n return this._bindAction(d, l), this._addInactiveAction(d, a, s), d;\n }\n // get an existing action\n existingAction(e, t) {\n const i = t || this._root, r = i.uuid, s = typeof e == \"string\" ? Qo.findByName(i, e) : e, o = s ? s.uuid : e, a = this._actionsByClip[o];\n return a !== void 0 && a.actionByRoot[r] || null;\n }\n // deactivates all previously scheduled actions\n stopAllAction() {\n const e = this._actions, t = this._nActiveActions;\n for (let i = t - 1; i >= 0; --i)\n e[i].stop();\n return this;\n }\n // advance the time and update apply the animation\n update(e) {\n e *= this.timeScale;\n const t = this._actions, i = this._nActiveActions, r = this.time += e, s = Math.sign(e), o = this._accuIndex ^= 1;\n for (let l = 0; l !== i; ++l)\n t[l]._update(r, e, s, o);\n const a = this._bindings, c = this._nActiveBindings;\n for (let l = 0; l !== c; ++l)\n a[l].apply(o);\n return this;\n }\n // Allows you to seek to a specific time in an animation.\n setTime(e) {\n this.time = 0;\n for (let t = 0; t < this._actions.length; t++)\n this._actions[t].time = 0;\n return this.update(e);\n }\n // return this mixer's root target object\n getRoot() {\n return this._root;\n }\n // free all resources specific to a particular clip\n uncacheClip(e) {\n const t = this._actions, i = e.uuid, r = this._actionsByClip, s = r[i];\n if (s !== void 0) {\n const o = s.knownActions;\n for (let a = 0, c = o.length; a !== c; ++a) {\n const l = o[a];\n this._deactivateAction(l);\n const d = l._cacheIndex, h = t[t.length - 1];\n l._cacheIndex = null, l._byClipCacheIndex = null, h._cacheIndex = d, t[d] = h, t.pop(), this._removeInactiveBindingsForAction(l);\n }\n delete r[i];\n }\n }\n // free all resources specific to a particular root target object\n uncacheRoot(e) {\n const t = e.uuid, i = this._actionsByClip;\n for (const o in i) {\n const a = i[o].actionByRoot, c = a[t];\n c !== void 0 && (this._deactivateAction(c), this._removeInactiveAction(c));\n }\n const r = this._bindingsByRootAndName, s = r[t];\n if (s !== void 0)\n for (const o in s) {\n const a = s[o];\n a.restoreOriginalState(), this._removeInactiveBinding(a);\n }\n }\n // remove a targeted clip from the cache\n uncacheAction(e, t) {\n const i = this.existingAction(e, t);\n i !== null && (this._deactivateAction(i), this._removeInactiveAction(i));\n }\n}\nhw.prototype._controlInterpolantsResultBuffer = new Float32Array(1);\nclass Wu {\n constructor(e) {\n typeof e == \"string\" && (console.warn(\"THREE.Uniform: Type parameter is no longer needed.\"), e = arguments[1]), this.value = e;\n }\n clone() {\n return new Wu(this.value.clone === void 0 ? this.value : this.value.clone());\n }\n}\nclass dw extends rs {\n constructor(e, t, i = 1) {\n super(e, t), this.meshPerAttribute = i;\n }\n copy(e) {\n return super.copy(e), this.meshPerAttribute = e.meshPerAttribute, this;\n }\n clone(e) {\n const t = super.clone(e);\n return t.meshPerAttribute = this.meshPerAttribute, t;\n }\n toJSON(e) {\n const t = super.toJSON(e);\n return t.isInstancedInterleavedBuffer = !0, t.meshPerAttribute = this.meshPerAttribute, t;\n }\n}\ndw.prototype.isInstancedInterleavedBuffer = !0;\nclass fw {\n constructor(e, t, i, r, s) {\n this.buffer = e, this.type = t, this.itemSize = i, this.elementSize = r, this.count = s, this.version = 0;\n }\n set needsUpdate(e) {\n e === !0 && this.version++;\n }\n setBuffer(e) {\n return this.buffer = e, this;\n }\n setType(e, t) {\n return this.type = e, this.elementSize = t, this;\n }\n setItemSize(e) {\n return this.itemSize = e, this;\n }\n setCount(e) {\n return this.count = e, this;\n }\n}\nfw.prototype.isGLBufferAttribute = !0;\nclass FF {\n constructor(e, t, i = 0, r = 1 / 0) {\n this.ray = new is(e, t), this.near = i, this.far = r, this.camera = null, this.layers = new qf(), this.params = {\n Mesh: {},\n Line: { threshold: 1 },\n LOD: {},\n Points: { threshold: 1 },\n Sprite: {}\n };\n }\n set(e, t) {\n this.ray.set(e, t);\n }\n setFromCamera(e, t) {\n t && t.isPerspectiveCamera ? (this.ray.origin.setFromMatrixPosition(t.matrixWorld), this.ray.direction.set(e.x, e.y, 0.5).unproject(t).sub(this.ray.origin).normalize(), this.camera = t) : t && t.isOrthographicCamera ? (this.ray.origin.set(e.x, e.y, (t.near + t.far) / (t.near - t.far)).unproject(t), this.ray.direction.set(0, 0, -1).transformDirection(t.matrixWorld), this.camera = t) : console.error(\"THREE.Raycaster: Unsupported camera type: \" + t.type);\n }\n intersectObject(e, t = !1, i = []) {\n return kd(e, this, i, t), i.sort(bv), i;\n }\n intersectObjects(e, t = !1, i = []) {\n for (let r = 0, s = e.length; r < s; r++)\n kd(e[r], this, i, t);\n return i.sort(bv), i;\n }\n}\nfunction bv(n, e) {\n return n.distance - e.distance;\n}\nfunction kd(n, e, t, i) {\n if (n.layers.test(e.layers) && n.raycast(e, t), i === !0) {\n const r = n.children;\n for (let s = 0, o = r.length; s < o; s++)\n kd(r[s], e, t, !0);\n }\n}\nclass BF {\n constructor(e = 1, t = 0, i = 0) {\n return this.radius = e, this.phi = t, this.theta = i, this;\n }\n set(e, t, i) {\n return this.radius = e, this.phi = t, this.theta = i, this;\n }\n copy(e) {\n return this.radius = e.radius, this.phi = e.phi, this.theta = e.theta, this;\n }\n // restrict phi to be betwee EPS and PI-EPS\n makeSafe() {\n return this.phi = Math.max(1e-6, Math.min(Math.PI - 1e-6, this.phi)), this;\n }\n setFromVector3(e) {\n return this.setFromCartesianCoords(e.x, e.y, e.z);\n }\n setFromCartesianCoords(e, t, i) {\n return this.radius = Math.sqrt(e * e + t * t + i * i), this.radius === 0 ? (this.theta = 0, this.phi = 0) : (this.theta = Math.atan2(e, i), this.phi = Math.acos(wn(t / this.radius, -1, 1))), this;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass zF {\n constructor(e = 1, t = 0, i = 0) {\n return this.radius = e, this.theta = t, this.y = i, this;\n }\n set(e, t, i) {\n return this.radius = e, this.theta = t, this.y = i, this;\n }\n copy(e) {\n return this.radius = e.radius, this.theta = e.theta, this.y = e.y, this;\n }\n setFromVector3(e) {\n return this.setFromCartesianCoords(e.x, e.y, e.z);\n }\n setFromCartesianCoords(e, t, i) {\n return this.radius = Math.sqrt(e * e + i * i), this.theta = Math.atan2(e, i), this.y = t, this;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nconst xv = /* @__PURE__ */ new Pe();\nclass pa {\n constructor(e = new Pe(1 / 0, 1 / 0), t = new Pe(-1 / 0, -1 / 0)) {\n this.min = e, this.max = t;\n }\n set(e, t) {\n return this.min.copy(e), this.max.copy(t), this;\n }\n setFromPoints(e) {\n this.makeEmpty();\n for (let t = 0, i = e.length; t < i; t++)\n this.expandByPoint(e[t]);\n return this;\n }\n setFromCenterAndSize(e, t) {\n const i = xv.copy(t).multiplyScalar(0.5);\n return this.min.copy(e).sub(i), this.max.copy(e).add(i), this;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(e) {\n return this.min.copy(e.min), this.max.copy(e.max), this;\n }\n makeEmpty() {\n return this.min.x = this.min.y = 1 / 0, this.max.x = this.max.y = -1 / 0, this;\n }\n isEmpty() {\n return this.max.x < this.min.x || this.max.y < this.min.y;\n }\n getCenter(e) {\n return this.isEmpty() ? e.set(0, 0) : e.addVectors(this.min, this.max).multiplyScalar(0.5);\n }\n getSize(e) {\n return this.isEmpty() ? e.set(0, 0) : e.subVectors(this.max, this.min);\n }\n expandByPoint(e) {\n return this.min.min(e), this.max.max(e), this;\n }\n expandByVector(e) {\n return this.min.sub(e), this.max.add(e), this;\n }\n expandByScalar(e) {\n return this.min.addScalar(-e), this.max.addScalar(e), this;\n }\n containsPoint(e) {\n return !(e.x < this.min.x || e.x > this.max.x || e.y < this.min.y || e.y > this.max.y);\n }\n containsBox(e) {\n return this.min.x <= e.min.x && e.max.x <= this.max.x && this.min.y <= e.min.y && e.max.y <= this.max.y;\n }\n getParameter(e, t) {\n return t.set(\n (e.x - this.min.x) / (this.max.x - this.min.x),\n (e.y - this.min.y) / (this.max.y - this.min.y)\n );\n }\n intersectsBox(e) {\n return !(e.max.x < this.min.x || e.min.x > this.max.x || e.max.y < this.min.y || e.min.y > this.max.y);\n }\n clampPoint(e, t) {\n return t.copy(e).clamp(this.min, this.max);\n }\n distanceToPoint(e) {\n return xv.copy(e).clamp(this.min, this.max).sub(e).length();\n }\n intersect(e) {\n return this.min.max(e.min), this.max.min(e.max), this;\n }\n union(e) {\n return this.min.min(e.min), this.max.max(e.max), this;\n }\n translate(e) {\n return this.min.add(e), this.max.add(e), this;\n }\n equals(e) {\n return e.min.equals(this.min) && e.max.equals(this.max);\n }\n}\npa.prototype.isBox2 = !0;\nconst wv = /* @__PURE__ */ new X(), Mc = /* @__PURE__ */ new X();\nclass pw {\n constructor(e = new X(), t = new X()) {\n this.start = e, this.end = t;\n }\n set(e, t) {\n return this.start.copy(e), this.end.copy(t), this;\n }\n copy(e) {\n return this.start.copy(e.start), this.end.copy(e.end), this;\n }\n getCenter(e) {\n return e.addVectors(this.start, this.end).multiplyScalar(0.5);\n }\n delta(e) {\n return e.subVectors(this.end, this.start);\n }\n distanceSq() {\n return this.start.distanceToSquared(this.end);\n }\n distance() {\n return this.start.distanceTo(this.end);\n }\n at(e, t) {\n return this.delta(t).multiplyScalar(e).add(this.start);\n }\n closestPointToPointParameter(e, t) {\n wv.subVectors(e, this.start), Mc.subVectors(this.end, this.start);\n const i = Mc.dot(Mc);\n let s = Mc.dot(wv) / i;\n return t && (s = wn(s, 0, 1)), s;\n }\n closestPointToPoint(e, t, i) {\n const r = this.closestPointToPointParameter(e, t);\n return this.delta(i).multiplyScalar(r).add(this.start);\n }\n applyMatrix4(e) {\n return this.start.applyMatrix4(e), this.end.applyMatrix4(e), this;\n }\n equals(e) {\n return e.start.equals(this.start) && e.end.equals(this.end);\n }\n clone() {\n return new this.constructor().copy(this);\n }\n}\nclass mw extends ot {\n constructor(e) {\n super(), this.material = e, this.render = function() {\n }, this.hasPositions = !1, this.hasNormals = !1, this.hasColors = !1, this.hasUvs = !1, this.positionArray = null, this.normalArray = null, this.colorArray = null, this.uvArray = null, this.count = 0;\n }\n}\nmw.prototype.isImmediateRenderObject = !0;\nconst Mv = /* @__PURE__ */ new X();\nclass UF extends ot {\n constructor(e, t) {\n super(), this.light = e, this.light.updateMatrixWorld(), this.matrix = e.matrixWorld, this.matrixAutoUpdate = !1, this.color = t;\n const i = new Je(), r = [\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 1,\n 0,\n 0,\n 0,\n -1,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 1,\n 0,\n 0,\n 0,\n 0,\n -1,\n 1\n ];\n for (let o = 0, a = 1, c = 32; o < c; o++, a++) {\n const l = o / c * Math.PI * 2, d = a / c * Math.PI * 2;\n r.push(\n Math.cos(l),\n Math.sin(l),\n 1,\n Math.cos(d),\n Math.sin(d),\n 1\n );\n }\n i.setAttribute(\"position\", new We(r, 3));\n const s = new un({ fog: !1, toneMapped: !1 });\n this.cone = new Fn(i, s), this.add(this.cone), this.update();\n }\n dispose() {\n this.cone.geometry.dispose(), this.cone.material.dispose();\n }\n update() {\n this.light.updateMatrixWorld();\n const e = this.light.distance ? this.light.distance : 1e3, t = e * Math.tan(this.light.angle);\n this.cone.scale.set(t, t, e), Mv.setFromMatrixPosition(this.light.target.matrixWorld), this.cone.lookAt(Mv), this.color !== void 0 ? this.cone.material.color.set(this.color) : this.cone.material.color.copy(this.light.color);\n }\n}\nconst Rr = /* @__PURE__ */ new X(), Sc = /* @__PURE__ */ new $e(), Bh = /* @__PURE__ */ new $e();\nclass gw extends Fn {\n constructor(e) {\n const t = vw(e), i = new Je(), r = [], s = [], o = new Fe(0, 0, 1), a = new Fe(0, 1, 0);\n for (let l = 0; l < t.length; l++) {\n const d = t[l];\n d.parent && d.parent.isBone && (r.push(0, 0, 0), r.push(0, 0, 0), s.push(o.r, o.g, o.b), s.push(a.r, a.g, a.b));\n }\n i.setAttribute(\"position\", new We(r, 3)), i.setAttribute(\"color\", new We(s, 3));\n const c = new un({ vertexColors: !0, depthTest: !1, depthWrite: !1, toneMapped: !1, transparent: !0 });\n super(i, c), this.type = \"SkeletonHelper\", this.isSkeletonHelper = !0, this.root = e, this.bones = t, this.matrix = e.matrixWorld, this.matrixAutoUpdate = !1;\n }\n updateMatrixWorld(e) {\n const t = this.bones, i = this.geometry, r = i.getAttribute(\"position\");\n Bh.copy(this.root.matrixWorld).invert();\n for (let s = 0, o = 0; s < t.length; s++) {\n const a = t[s];\n a.parent && a.parent.isBone && (Sc.multiplyMatrices(Bh, a.matrixWorld), Rr.setFromMatrixPosition(Sc), r.setXYZ(o, Rr.x, Rr.y, Rr.z), Sc.multiplyMatrices(Bh, a.parent.matrixWorld), Rr.setFromMatrixPosition(Sc), r.setXYZ(o + 1, Rr.x, Rr.y, Rr.z), o += 2);\n }\n i.getAttribute(\"position\").needsUpdate = !0, super.updateMatrixWorld(e);\n }\n}\nfunction vw(n) {\n const e = [];\n n && n.isBone && e.push(n);\n for (let t = 0; t < n.children.length; t++)\n e.push.apply(e, vw(n.children[t]));\n return e;\n}\nclass VF extends tn {\n constructor(e, t, i) {\n const r = new Bs(t, 4, 2), s = new Vn({ wireframe: !0, fog: !1, toneMapped: !1 });\n super(r, s), this.light = e, this.light.updateMatrixWorld(), this.color = i, this.type = \"PointLightHelper\", this.matrix = this.light.matrixWorld, this.matrixAutoUpdate = !1, this.update();\n }\n dispose() {\n this.geometry.dispose(), this.material.dispose();\n }\n update() {\n this.color !== void 0 ? this.material.color.set(this.color) : this.material.color.copy(this.light.color);\n }\n}\nconst kF = /* @__PURE__ */ new X(), Sv = /* @__PURE__ */ new Fe(), _v = /* @__PURE__ */ new Fe();\nclass GF extends ot {\n constructor(e, t, i) {\n super(), this.light = e, this.light.updateMatrixWorld(), this.matrix = e.matrixWorld, this.matrixAutoUpdate = !1, this.color = i;\n const r = new Ns(t);\n r.rotateY(Math.PI * 0.5), this.material = new Vn({ wireframe: !0, fog: !1, toneMapped: !1 }), this.color === void 0 && (this.material.vertexColors = !0);\n const s = r.getAttribute(\"position\"), o = new Float32Array(s.count * 3);\n r.setAttribute(\"color\", new nt(o, 3)), this.add(new tn(r, this.material)), this.update();\n }\n dispose() {\n this.children[0].geometry.dispose(), this.children[0].material.dispose();\n }\n update() {\n const e = this.children[0];\n if (this.color !== void 0)\n this.material.color.set(this.color);\n else {\n const t = e.geometry.getAttribute(\"color\");\n Sv.copy(this.light.color), _v.copy(this.light.groundColor);\n for (let i = 0, r = t.count; i < r; i++) {\n const s = i < r / 2 ? Sv : _v;\n t.setXYZ(i, s.r, s.g, s.b);\n }\n t.needsUpdate = !0;\n }\n e.lookAt(kF.setFromMatrixPosition(this.light.matrixWorld).negate());\n }\n}\nclass yw extends Fn {\n constructor(e = 10, t = 10, i = 4473924, r = 8947848) {\n i = new Fe(i), r = new Fe(r);\n const s = t / 2, o = e / t, a = e / 2, c = [], l = [];\n for (let p = 0, g = 0, f = -a; p <= t; p++, f += o) {\n c.push(-a, 0, f, a, 0, f), c.push(f, 0, -a, f, 0, a);\n const u = p === s ? i : r;\n u.toArray(l, g), g += 3, u.toArray(l, g), g += 3, u.toArray(l, g), g += 3, u.toArray(l, g), g += 3;\n }\n const d = new Je();\n d.setAttribute(\"position\", new We(c, 3)), d.setAttribute(\"color\", new We(l, 3));\n const h = new un({ vertexColors: !0, toneMapped: !1 });\n super(d, h), this.type = \"GridHelper\";\n }\n}\nclass HF extends Fn {\n constructor(e = 10, t = 16, i = 8, r = 64, s = 4473924, o = 8947848) {\n s = new Fe(s), o = new Fe(o);\n const a = [], c = [];\n for (let h = 0; h <= t; h++) {\n const p = h / t * (Math.PI * 2), g = Math.sin(p) * e, f = Math.cos(p) * e;\n a.push(0, 0, 0), a.push(g, 0, f);\n const u = h & 1 ? s : o;\n c.push(u.r, u.g, u.b), c.push(u.r, u.g, u.b);\n }\n for (let h = 0; h <= i; h++) {\n const p = h & 1 ? s : o, g = e - e / i * h;\n for (let f = 0; f < r; f++) {\n let u = f / r * (Math.PI * 2), y = Math.sin(u) * g, v = Math.cos(u) * g;\n a.push(y, 0, v), c.push(p.r, p.g, p.b), u = (f + 1) / r * (Math.PI * 2), y = Math.sin(u) * g, v = Math.cos(u) * g, a.push(y, 0, v), c.push(p.r, p.g, p.b);\n }\n }\n const l = new Je();\n l.setAttribute(\"position\", new We(a, 3)), l.setAttribute(\"color\", new We(c, 3));\n const d = new un({ vertexColors: !0, toneMapped: !1 });\n super(l, d), this.type = \"PolarGridHelper\";\n }\n}\nconst Tv = /* @__PURE__ */ new X(), _c = /* @__PURE__ */ new X(), Ev = /* @__PURE__ */ new X();\nclass WF extends ot {\n constructor(e, t, i) {\n super(), this.light = e, this.light.updateMatrixWorld(), this.matrix = e.matrixWorld, this.matrixAutoUpdate = !1, this.color = i, t === void 0 && (t = 1);\n let r = new Je();\n r.setAttribute(\"position\", new We([\n -t,\n t,\n 0,\n t,\n t,\n 0,\n t,\n -t,\n 0,\n -t,\n -t,\n 0,\n -t,\n t,\n 0\n ], 3));\n const s = new un({ fog: !1, toneMapped: !1 });\n this.lightPlane = new Ui(r, s), this.add(this.lightPlane), r = new Je(), r.setAttribute(\"position\", new We([0, 0, 0, 0, 0, 1], 3)), this.targetLine = new Ui(r, s), this.add(this.targetLine), this.update();\n }\n dispose() {\n this.lightPlane.geometry.dispose(), this.lightPlane.material.dispose(), this.targetLine.geometry.dispose(), this.targetLine.material.dispose();\n }\n update() {\n Tv.setFromMatrixPosition(this.light.matrixWorld), _c.setFromMatrixPosition(this.light.target.matrixWorld), Ev.subVectors(_c, Tv), this.lightPlane.lookAt(_c), this.color !== void 0 ? (this.lightPlane.material.color.set(this.color), this.targetLine.material.color.set(this.color)) : (this.lightPlane.material.color.copy(this.light.color), this.targetLine.material.color.copy(this.light.color)), this.targetLine.lookAt(_c), this.targetLine.scale.z = Ev.length();\n }\n}\nconst Tc = /* @__PURE__ */ new X(), Gt = /* @__PURE__ */ new wl();\nclass jF extends Fn {\n constructor(e) {\n const t = new Je(), i = new un({ color: 16777215, vertexColors: !0, toneMapped: !1 }), r = [], s = [], o = {}, a = new Fe(16755200), c = new Fe(16711680), l = new Fe(43775), d = new Fe(16777215), h = new Fe(3355443);\n p(\"n1\", \"n2\", a), p(\"n2\", \"n4\", a), p(\"n4\", \"n3\", a), p(\"n3\", \"n1\", a), p(\"f1\", \"f2\", a), p(\"f2\", \"f4\", a), p(\"f4\", \"f3\", a), p(\"f3\", \"f1\", a), p(\"n1\", \"f1\", a), p(\"n2\", \"f2\", a), p(\"n3\", \"f3\", a), p(\"n4\", \"f4\", a), p(\"p\", \"n1\", c), p(\"p\", \"n2\", c), p(\"p\", \"n3\", c), p(\"p\", \"n4\", c), p(\"u1\", \"u2\", l), p(\"u2\", \"u3\", l), p(\"u3\", \"u1\", l), p(\"c\", \"t\", d), p(\"p\", \"c\", h), p(\"cn1\", \"cn2\", h), p(\"cn3\", \"cn4\", h), p(\"cf1\", \"cf2\", h), p(\"cf3\", \"cf4\", h);\n function p(f, u, y) {\n g(f, y), g(u, y);\n }\n function g(f, u) {\n r.push(0, 0, 0), s.push(u.r, u.g, u.b), o[f] === void 0 && (o[f] = []), o[f].push(r.length / 3 - 1);\n }\n t.setAttribute(\"position\", new We(r, 3)), t.setAttribute(\"color\", new We(s, 3)), super(t, i), this.type = \"CameraHelper\", this.camera = e, this.camera.updateProjectionMatrix && this.camera.updateProjectionMatrix(), this.matrix = e.matrixWorld, this.matrixAutoUpdate = !1, this.pointMap = o, this.update();\n }\n update() {\n const e = this.geometry, t = this.pointMap, i = 1, r = 1;\n Gt.projectionMatrixInverse.copy(this.camera.projectionMatrixInverse), Yt(\"c\", t, e, Gt, 0, 0, -1), Yt(\"t\", t, e, Gt, 0, 0, 1), Yt(\"n1\", t, e, Gt, -i, -r, -1), Yt(\"n2\", t, e, Gt, i, -r, -1), Yt(\"n3\", t, e, Gt, -i, r, -1), Yt(\"n4\", t, e, Gt, i, r, -1), Yt(\"f1\", t, e, Gt, -i, -r, 1), Yt(\"f2\", t, e, Gt, i, -r, 1), Yt(\"f3\", t, e, Gt, -i, r, 1), Yt(\"f4\", t, e, Gt, i, r, 1), Yt(\"u1\", t, e, Gt, i * 0.7, r * 1.1, -1), Yt(\"u2\", t, e, Gt, -i * 0.7, r * 1.1, -1), Yt(\"u3\", t, e, Gt, 0, r * 2, -1), Yt(\"cf1\", t, e, Gt, -i, 0, 1), Yt(\"cf2\", t, e, Gt, i, 0, 1), Yt(\"cf3\", t, e, Gt, 0, -r, 1), Yt(\"cf4\", t, e, Gt, 0, r, 1), Yt(\"cn1\", t, e, Gt, -i, 0, -1), Yt(\"cn2\", t, e, Gt, i, 0, -1), Yt(\"cn3\", t, e, Gt, 0, -r, -1), Yt(\"cn4\", t, e, Gt, 0, r, -1), e.getAttribute(\"position\").needsUpdate = !0;\n }\n dispose() {\n this.geometry.dispose(), this.material.dispose();\n }\n}\nfunction Yt(n, e, t, i, r, s, o) {\n Tc.set(r, s, o).unproject(i);\n const a = e[n];\n if (a !== void 0) {\n const c = t.getAttribute(\"position\");\n for (let l = 0, d = a.length; l < d; l++)\n c.setXYZ(a[l], Tc.x, Tc.y, Tc.z);\n }\n}\nconst Ec = /* @__PURE__ */ new Hn();\nclass bw extends Fn {\n constructor(e, t = 16776960) {\n const i = 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]), r = new Float32Array(8 * 3), s = new Je();\n s.setIndex(new nt(i, 1)), s.setAttribute(\"position\", new nt(r, 3)), super(s, new un({ color: t, toneMapped: !1 })), this.object = e, this.type = \"BoxHelper\", this.matrixAutoUpdate = !1, this.update();\n }\n update(e) {\n if (e !== void 0 && console.warn(\"THREE.BoxHelper: .update() has no longer arguments.\"), this.object !== void 0 && Ec.setFromObject(this.object), Ec.isEmpty()) return;\n const t = Ec.min, i = Ec.max, r = this.geometry.attributes.position, s = r.array;\n s[0] = i.x, s[1] = i.y, s[2] = i.z, s[3] = t.x, s[4] = i.y, s[5] = i.z, s[6] = t.x, s[7] = t.y, s[8] = i.z, s[9] = i.x, s[10] = t.y, s[11] = i.z, s[12] = i.x, s[13] = i.y, s[14] = t.z, s[15] = t.x, s[16] = i.y, s[17] = t.z, s[18] = t.x, s[19] = t.y, s[20] = t.z, s[21] = i.x, s[22] = t.y, s[23] = t.z, r.needsUpdate = !0, this.geometry.computeBoundingSphere();\n }\n setFromObject(e) {\n return this.object = e, this.update(), this;\n }\n copy(e) {\n return Fn.prototype.copy.call(this, e), this.object = e.object, this;\n }\n}\nclass $F extends Fn {\n constructor(e, t = 16776960) {\n const i = 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]), r = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1, 1, 1, -1, -1, 1, -1, -1, -1, -1, 1, -1, -1], s = new Je();\n s.setIndex(new nt(i, 1)), s.setAttribute(\"position\", new We(r, 3)), super(s, new un({ color: t, toneMapped: !1 })), this.box = e, this.type = \"Box3Helper\", this.geometry.computeBoundingSphere();\n }\n updateMatrixWorld(e) {\n const t = this.box;\n t.isEmpty() || (t.getCenter(this.position), t.getSize(this.scale), this.scale.multiplyScalar(0.5), super.updateMatrixWorld(e));\n }\n}\nclass ZF extends Ui {\n constructor(e, t = 1, i = 16776960) {\n const r = i, s = [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], o = new Je();\n o.setAttribute(\"position\", new We(s, 3)), o.computeBoundingSphere(), super(o, new un({ color: r, toneMapped: !1 })), this.type = \"PlaneHelper\", this.plane = e, this.size = t;\n const a = [1, 1, 1, -1, 1, 1, -1, -1, 1, 1, 1, 1, -1, -1, 1, 1, -1, 1], c = new Je();\n c.setAttribute(\"position\", new We(a, 3)), c.computeBoundingSphere(), this.add(new tn(c, new Vn({ color: r, opacity: 0.2, transparent: !0, depthWrite: !1, toneMapped: !1 })));\n }\n updateMatrixWorld(e) {\n let t = -this.plane.constant;\n Math.abs(t) < 1e-8 && (t = 1e-8), this.scale.set(0.5 * this.size, 0.5 * this.size, t), this.children[0].material.side = t < 0 ? qt : Xr, this.lookAt(this.plane.normal), super.updateMatrixWorld(e);\n }\n}\nconst Av = /* @__PURE__ */ new X();\nlet Ac, zh;\nclass XF extends ot {\n // dir is assumed to be normalized\n constructor(e = new X(0, 0, 1), t = new X(0, 0, 0), i = 1, r = 16776960, s = i * 0.2, o = s * 0.2) {\n super(), this.type = \"ArrowHelper\", Ac === void 0 && (Ac = new Je(), Ac.setAttribute(\"position\", new We([0, 0, 0, 0, 1, 0], 3)), zh = new qr(0, 0.5, 1, 5, 1), zh.translate(0, -0.5, 0)), this.position.copy(t), this.line = new Ui(Ac, new un({ color: r, toneMapped: !1 })), this.line.matrixAutoUpdate = !1, this.add(this.line), this.cone = new tn(zh, new Vn({ color: r, toneMapped: !1 })), this.cone.matrixAutoUpdate = !1, this.add(this.cone), this.setDirection(e), this.setLength(i, s, o);\n }\n setDirection(e) {\n if (e.y > 0.99999)\n this.quaternion.set(0, 0, 0, 1);\n else if (e.y < -0.99999)\n this.quaternion.set(1, 0, 0, 0);\n else {\n Av.set(e.z, 0, -e.x).normalize();\n const t = Math.acos(e.y);\n this.quaternion.setFromAxisAngle(Av, t);\n }\n }\n setLength(e, t = e * 0.2, i = t * 0.2) {\n this.line.scale.set(1, Math.max(1e-4, e - t), 1), this.line.updateMatrix(), this.cone.scale.set(i, t, i), this.cone.position.y = e, this.cone.updateMatrix();\n }\n setColor(e) {\n this.line.material.color.set(e), this.cone.material.color.set(e);\n }\n copy(e) {\n return super.copy(e, !1), this.line.copy(e.line), this.cone.copy(e.cone), this;\n }\n}\nclass xw extends Fn {\n constructor(e = 1) {\n const t = [\n 0,\n 0,\n 0,\n e,\n 0,\n 0,\n 0,\n 0,\n 0,\n 0,\n e,\n 0,\n 0,\n 0,\n 0,\n 0,\n 0,\n e\n ], i = [\n 1,\n 0,\n 0,\n 1,\n 0.6,\n 0,\n 0,\n 1,\n 0,\n 0.6,\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0.6,\n 1\n ], r = new Je();\n r.setAttribute(\"position\", new We(t, 3)), r.setAttribute(\"color\", new We(i, 3));\n const s = new un({ vertexColors: !0, toneMapped: !1 });\n super(r, s), this.type = \"AxesHelper\";\n }\n setColors(e, t, i) {\n const r = new Fe(), s = this.geometry.attributes.color.array;\n return r.set(e), r.toArray(s, 0), r.toArray(s, 3), r.set(t), r.toArray(s, 6), r.toArray(s, 9), r.set(i), r.toArray(s, 12), r.toArray(s, 15), this.geometry.attributes.color.needsUpdate = !0, this;\n }\n dispose() {\n this.geometry.dispose(), this.material.dispose();\n }\n}\nconst ww = new Float32Array(1), YF = new Int32Array(ww.buffer);\nclass JF {\n // Converts float32 to float16 (stored as uint16 value).\n static toHalfFloat(e) {\n ww[0] = e;\n const t = YF[0];\n let i = t >> 16 & 32768, r = t >> 12 & 2047;\n const s = t >> 23 & 255;\n return s < 103 ? i : s > 142 ? (i |= 31744, i |= (s == 255 ? 0 : 1) && t & 8388607, i) : s < 113 ? (r |= 2048, i |= (r >> 114 - s) + (r >> 113 - s & 1), i) : (i |= s - 112 << 10 | r >> 1, i += r & 1, i);\n }\n}\nconst Eo = 4, Hr = 8, Ci = Math.pow(2, Hr), Mw = [0.125, 0.215, 0.35, 0.446, 0.526, 0.582], Sw = Hr - Eo + 1 + Mw.length, mo = 20, Ii = {\n [Dn]: 0,\n [Os]: 1,\n [Cu]: 2,\n [$f]: 3,\n [Zf]: 4,\n [Xf]: 5,\n [Au]: 6\n}, ms = new Vn({\n side: qt,\n depthWrite: !1,\n depthTest: !1\n}), qF = new tn(new hr(), ms), Uh = /* @__PURE__ */ new fa(), { _lodPlanes: La, _sizeLods: Cv, _sigmas: Cc } = /* @__PURE__ */ eB(), Lv = /* @__PURE__ */ new Fe();\nlet Vh = null;\nconst gs = (1 + Math.sqrt(5)) / 2, go = 1 / gs, Rv = [\n /* @__PURE__ */ new X(1, 1, 1),\n /* @__PURE__ */ new X(-1, 1, 1),\n /* @__PURE__ */ new X(1, 1, -1),\n /* @__PURE__ */ new X(-1, 1, -1),\n /* @__PURE__ */ new X(0, gs, go),\n /* @__PURE__ */ new X(0, gs, -go),\n /* @__PURE__ */ new X(go, 0, gs),\n /* @__PURE__ */ new X(-go, 0, gs),\n /* @__PURE__ */ new X(gs, go, 0),\n /* @__PURE__ */ new X(-gs, go, 0)\n];\nfunction Pv(n) {\n const e = Math.max(n.r, n.g, n.b), t = Math.min(Math.max(Math.ceil(Math.log2(e)), -128), 127);\n return n.multiplyScalar(Math.pow(2, -t)), (t + 128) / 255;\n}\nclass KF {\n constructor(e) {\n this._renderer = e, this._pingPongRenderTarget = null, this._blurMaterial = tB(mo), this._equirectShader = null, this._cubemapShader = null, this._compileMaterial(this._blurMaterial);\n }\n /**\n * Generates a PMREM from a supplied Scene, which can be faster than using an\n * image if networking bandwidth is low. Optional sigma specifies a blur radius\n * in radians to be applied to the scene before PMREM generation. Optional near\n * and far planes ensure the scene is rendered in its entirety (the cubeCamera\n * is placed at the origin).\n */\n fromScene(e, t = 0, i = 0.1, r = 100) {\n Vh = this._renderer.getRenderTarget();\n const s = this._allocateTargets();\n return this._sceneToCubeUV(e, i, r, s), t > 0 && this._blur(s, 0, 0, t), this._applyPMREM(s), this._cleanup(s), s;\n }\n /**\n * Generates a PMREM from an equirectangular texture, which can be either LDR\n * (RGBFormat) or HDR (RGBEFormat). The ideal input image size is 1k (1024 x 512),\n * as this matches best with the 256 x 256 cubemap output.\n */\n fromEquirectangular(e) {\n return this._fromTexture(e);\n }\n /**\n * Generates a PMREM from an cubemap texture, which can be either LDR\n * (RGBFormat) or HDR (RGBEFormat). The ideal input cube size is 256 x 256,\n * as this matches best with the 256 x 256 cubemap output.\n */\n fromCubemap(e) {\n return this._fromTexture(e);\n }\n /**\n * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during\n * your texture's network fetch for increased concurrency.\n */\n compileCubemapShader() {\n this._cubemapShader === null && (this._cubemapShader = Dv(), this._compileMaterial(this._cubemapShader));\n }\n /**\n * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during\n * your texture's network fetch for increased concurrency.\n */\n compileEquirectangularShader() {\n this._equirectShader === null && (this._equirectShader = Ov(), this._compileMaterial(this._equirectShader));\n }\n /**\n * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,\n * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on\n * one of them will cause any others to also become unusable.\n */\n dispose() {\n this._blurMaterial.dispose(), this._cubemapShader !== null && this._cubemapShader.dispose(), this._equirectShader !== null && this._equirectShader.dispose();\n for (let e = 0; e < La.length; e++)\n La[e].dispose();\n }\n // private interface\n _cleanup(e) {\n this._pingPongRenderTarget.dispose(), this._renderer.setRenderTarget(Vh), e.scissorTest = !1, Lc(e, 0, 0, e.width, e.height);\n }\n _fromTexture(e) {\n Vh = this._renderer.getRenderTarget();\n const t = this._allocateTargets(e);\n return this._textureToCubeUV(e, t), this._applyPMREM(t), this._cleanup(t), t;\n }\n _allocateTargets(e) {\n const t = {\n magFilter: Kt,\n minFilter: Kt,\n generateMipmaps: !1,\n type: Ps,\n format: bb,\n encoding: QF(e) ? e.encoding : Cu,\n depthBuffer: !1\n }, i = Iv(t);\n return i.depthBuffer = !e, this._pingPongRenderTarget = Iv(t), i;\n }\n _compileMaterial(e) {\n const t = new tn(La[0], e);\n this._renderer.compile(t, Uh);\n }\n _sceneToCubeUV(e, t, i, r) {\n const a = new an(90, 1, t, i), c = [1, -1, 1, 1, 1, 1], l = [1, 1, 1, -1, -1, -1], d = this._renderer, h = d.autoClear, p = d.outputEncoding, g = d.toneMapping;\n d.getClearColor(Lv), d.toneMapping = Vr, d.outputEncoding = Dn, d.autoClear = !1;\n let f = !1;\n const u = e.background;\n if (u) {\n if (u.isColor) {\n ms.color.copy(u).convertSRGBToLinear(), e.background = null;\n const y = Pv(ms.color);\n ms.opacity = y, f = !0;\n }\n } else {\n ms.color.copy(Lv).convertSRGBToLinear();\n const y = Pv(ms.color);\n ms.opacity = y, f = !0;\n }\n for (let y = 0; y < 6; y++) {\n const v = y % 3;\n v == 0 ? (a.up.set(0, c[y], 0), a.lookAt(l[y], 0, 0)) : v == 1 ? (a.up.set(0, 0, c[y]), a.lookAt(0, l[y], 0)) : (a.up.set(0, c[y], 0), a.lookAt(0, 0, l[y])), Lc(\n r,\n v * Ci,\n y > 2 ? Ci : 0,\n Ci,\n Ci\n ), d.setRenderTarget(r), f && d.render(qF, a), d.render(e, a);\n }\n d.toneMapping = g, d.outputEncoding = p, d.autoClear = h;\n }\n _textureToCubeUV(e, t) {\n const i = this._renderer;\n e.isCubeTexture ? this._cubemapShader == null && (this._cubemapShader = Dv()) : this._equirectShader == null && (this._equirectShader = Ov());\n const r = e.isCubeTexture ? this._cubemapShader : this._equirectShader, s = new tn(La[0], r), o = r.uniforms;\n o.envMap.value = e, e.isCubeTexture || o.texelSize.value.set(1 / e.image.width, 1 / e.image.height), o.inputEncoding.value = Ii[e.encoding], o.outputEncoding.value = Ii[t.texture.encoding], Lc(t, 0, 0, 3 * Ci, 2 * Ci), i.setRenderTarget(t), i.render(s, Uh);\n }\n _applyPMREM(e) {\n const t = this._renderer, i = t.autoClear;\n t.autoClear = !1;\n for (let r = 1; r < Sw; r++) {\n const s = Math.sqrt(Cc[r] * Cc[r] - Cc[r - 1] * Cc[r - 1]), o = Rv[(r - 1) % Rv.length];\n this._blur(e, r - 1, r, s, o);\n }\n t.autoClear = i;\n }\n /**\n * This is a two-pass Gaussian blur for a cubemap. Normally this is done\n * vertically and horizontally, but this breaks down on a cube. Here we apply\n * the blur latitudinally (around the poles), and then longitudinally (towards\n * the poles) to approximate the orthogonally-separable blur. It is least\n * accurate at the poles, but still does a decent job.\n */\n _blur(e, t, i, r, s) {\n const o = this._pingPongRenderTarget;\n this._halfBlur(\n e,\n o,\n t,\n i,\n r,\n \"latitudinal\",\n s\n ), this._halfBlur(\n o,\n e,\n i,\n i,\n r,\n \"longitudinal\",\n s\n );\n }\n _halfBlur(e, t, i, r, s, o, a) {\n const c = this._renderer, l = this._blurMaterial;\n o !== \"latitudinal\" && o !== \"longitudinal\" && console.error(\n \"blur direction must be either latitudinal or longitudinal!\"\n );\n const d = 3, h = new tn(La[r], l), p = l.uniforms, g = Cv[i] - 1, f = isFinite(s) ? Math.PI / (2 * g) : 2 * Math.PI / (2 * mo - 1), u = s / f, y = isFinite(s) ? 1 + Math.floor(d * u) : mo;\n y > mo && console.warn(`sigmaRadians, ${s}, is too large and will clip, as it requested ${y} samples when the maximum is set to ${mo}`);\n const v = [];\n let m = 0;\n for (let M = 0; M < mo; ++M) {\n const x = M / u, _ = Math.exp(-x * x / 2);\n v.push(_), M == 0 ? m += _ : M < y && (m += 2 * _);\n }\n for (let M = 0; M < v.length; M++)\n v[M] = v[M] / m;\n p.envMap.value = e.texture, p.samples.value = y, p.weights.value = v, p.latitudinal.value = o === \"latitudinal\", a && (p.poleAxis.value = a), p.dTheta.value = f, p.mipInt.value = Hr - i, p.inputEncoding.value = Ii[e.texture.encoding], p.outputEncoding.value = Ii[e.texture.encoding];\n const w = Cv[r], S = 3 * Math.max(0, Ci - 2 * w), T = (r === 0 ? 0 : 2 * Ci) + 2 * w * (r > Hr - Eo ? r - Hr + Eo : 0);\n Lc(t, S, T, 3 * w, 2 * w), c.setRenderTarget(t), c.render(h, Uh);\n }\n}\nfunction QF(n) {\n return n === void 0 || n.type !== Ps ? !1 : n.encoding === Dn || n.encoding === Os || n.encoding === Au;\n}\nfunction eB() {\n const n = [], e = [], t = [];\n let i = Hr;\n for (let r = 0; r < Sw; r++) {\n const s = Math.pow(2, i);\n e.push(s);\n let o = 1 / s;\n r > Hr - Eo ? o = Mw[r - Hr + Eo - 1] : r == 0 && (o = 0), t.push(o);\n const a = 1 / (s - 1), c = -a / 2, l = 1 + a / 2, d = [c, c, l, c, l, l, c, c, l, l, c, l], h = 6, p = 6, g = 3, f = 2, u = 1, y = new Float32Array(g * p * h), v = new Float32Array(f * p * h), m = new Float32Array(u * p * h);\n for (let S = 0; S < h; S++) {\n const T = S % 3 * 2 / 3 - 1, M = S > 2 ? 0 : -1, x = [\n T,\n M,\n 0,\n T + 2 / 3,\n M,\n 0,\n T + 2 / 3,\n M + 1,\n 0,\n T,\n M,\n 0,\n T + 2 / 3,\n M + 1,\n 0,\n T,\n M + 1,\n 0\n ];\n y.set(x, g * p * S), v.set(d, f * p * S);\n const _ = [S, S, S, S, S, S];\n m.set(_, u * p * S);\n }\n const w = new Je();\n w.setAttribute(\"position\", new nt(y, g)), w.setAttribute(\"uv\", new nt(v, f)), w.setAttribute(\"faceIndex\", new nt(m, u)), n.push(w), i > Eo && i--;\n }\n return { _lodPlanes: n, _sizeLods: e, _sigmas: t };\n}\nfunction Iv(n) {\n const e = new bi(3 * Ci, 3 * Ci, n);\n return e.texture.mapping = la, e.texture.name = \"PMREM.cubeUv\", e.scissorTest = !0, e;\n}\nfunction Lc(n, e, t, i, r) {\n n.viewport.set(e, t, i, r), n.scissor.set(e, t, i, r);\n}\nfunction tB(n) {\n const e = new Float32Array(n), t = new X(0, 1, 0);\n return new da({\n name: \"SphericalGaussianBlur\",\n defines: { n },\n uniforms: {\n envMap: { value: null },\n samples: { value: 1 },\n weights: { value: e },\n latitudinal: { value: !1 },\n dTheta: { value: 0 },\n mipInt: { value: 0 },\n poleAxis: { value: t },\n inputEncoding: { value: Ii[Dn] },\n outputEncoding: { value: Ii[Dn] }\n },\n vertexShader: Np(),\n fragmentShader: (\n /* glsl */\n `\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${Fp()}\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 blending: or,\n depthTest: !1,\n depthWrite: !1\n });\n}\nfunction Ov() {\n const n = new Pe(1, 1);\n return new da({\n name: \"EquirectangularToCubeUV\",\n uniforms: {\n envMap: { value: null },\n texelSize: { value: n },\n inputEncoding: { value: Ii[Dn] },\n outputEncoding: { value: Ii[Dn] }\n },\n vertexShader: Np(),\n fragmentShader: (\n /* glsl */\n `\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${Fp()}\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tvec2 f = fract( uv / texelSize - 0.5 );\n\t\t\t\tuv -= f * texelSize;\n\t\t\t\tvec3 tl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x += texelSize.x;\n\t\t\t\tvec3 tr = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.y += texelSize.y;\n\t\t\t\tvec3 br = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\t\t\t\tuv.x -= texelSize.x;\n\t\t\t\tvec3 bl = envMapTexelToLinear( texture2D ( envMap, uv ) ).rgb;\n\n\t\t\t\tvec3 tm = mix( tl, tr, f.x );\n\t\t\t\tvec3 bm = mix( bl, br, f.x );\n\t\t\t\tgl_FragColor.rgb = mix( tm, bm, f.y );\n\n\t\t\t\tgl_FragColor = linearToOutputTexel( gl_FragColor );\n\n\t\t\t}\n\t\t`\n ),\n blending: or,\n depthTest: !1,\n depthWrite: !1\n });\n}\nfunction Dv() {\n return new da({\n name: \"CubemapToCubeUV\",\n uniforms: {\n envMap: { value: null },\n inputEncoding: { value: Ii[Dn] },\n outputEncoding: { value: Ii[Dn] }\n },\n vertexShader: Np(),\n fragmentShader: (\n /* glsl */\n `\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\t${Fp()}\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 blending: or,\n depthTest: !1,\n depthWrite: !1\n });\n}\nfunction Np() {\n return (\n /* glsl */\n `\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}\nfunction Fp() {\n return (\n /* glsl */\n `\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}\nconst nB = 0, iB = 1, rB = 0, sB = 1, oB = 2;\nfunction aB(n) {\n return console.warn(\"THREE.MeshFaceMaterial has been removed. Use an Array instead.\"), n;\n}\nfunction lB(n = []) {\n return console.warn(\"THREE.MultiMaterial has been removed. Use an Array instead.\"), n.isMultiMaterial = !0, n.materials = n, n.clone = function() {\n return n.slice();\n }, n;\n}\nfunction cB(n, e) {\n return console.warn(\"THREE.PointCloud has been renamed to THREE.Points.\"), new ha(n, e);\n}\nfunction uB(n) {\n return console.warn(\"THREE.Particle has been renamed to THREE.Sprite.\"), new El(n);\n}\nfunction hB(n, e) {\n return console.warn(\"THREE.ParticleSystem has been renamed to THREE.Points.\"), new ha(n, e);\n}\nfunction dB(n) {\n return console.warn(\"THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.\"), new ss(n);\n}\nfunction fB(n) {\n return console.warn(\"THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.\"), new ss(n);\n}\nfunction pB(n) {\n return console.warn(\"THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.\"), new ss(n);\n}\nfunction mB(n, e, t) {\n return console.warn(\"THREE.Vertex has been removed. Use THREE.Vector3 instead.\"), new X(n, e, t);\n}\nfunction gB(n, e) {\n return console.warn(\"THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setUsage( THREE.DynamicDrawUsage ) instead.\"), new nt(n, e).setUsage(Uo);\n}\nfunction vB(n, e) {\n return console.warn(\"THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.\"), new gx(n, e);\n}\nfunction yB(n, e) {\n return console.warn(\"THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.\"), new vx(n, e);\n}\nfunction bB(n, e) {\n return console.warn(\"THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.\"), new yx(n, e);\n}\nfunction xB(n, e) {\n return console.warn(\"THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.\"), new bx(n, e);\n}\nfunction wB(n, e) {\n return console.warn(\"THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.\"), new Lu(n, e);\n}\nfunction MB(n, e) {\n return console.warn(\"THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.\"), new xx(n, e);\n}\nfunction SB(n, e) {\n return console.warn(\"THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.\"), new Ru(n, e);\n}\nfunction _B(n, e) {\n return console.warn(\"THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.\"), new We(n, e);\n}\nfunction TB(n, e) {\n return console.warn(\"THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.\"), new Mx(n, e);\n}\nKn.create = function(n, e) {\n return console.log(\"THREE.Curve.create() has been deprecated\"), n.prototype = Object.create(Kn.prototype), n.prototype.constructor = n, n.prototype.getPoint = e, n;\n};\nal.prototype.fromPoints = function(n) {\n return console.warn(\"THREE.Path: .fromPoints() has been renamed to .setFromPoints().\"), this.setFromPoints(n);\n};\nfunction EB(n) {\n return console.warn(\"THREE.AxisHelper has been renamed to THREE.AxesHelper.\"), new xw(n);\n}\nfunction AB(n, e) {\n return console.warn(\"THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.\"), new bw(n, e);\n}\nfunction CB(n, e) {\n return console.warn(\"THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.\"), new Fn(new ip(n.geometry), new un({ color: e !== void 0 ? e : 16777215 }));\n}\nyw.prototype.setColors = function() {\n console.error(\"THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.\");\n};\ngw.prototype.update = function() {\n console.error(\"THREE.SkeletonHelper: update() no longer needs to be called.\");\n};\nfunction LB(n, e) {\n return console.warn(\"THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.\"), new Fn(new up(n.geometry), new un({ color: e !== void 0 ? e : 16777215 }));\n}\n_n.prototype.extractUrlBase = function(n) {\n return console.warn(\"THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.\"), lr.extractUrlBase(n);\n};\n_n.Handlers = {\n add: function() {\n console.error(\"THREE.Loader: Handlers.add() has been removed. Use LoadingManager.addHandler() instead.\");\n },\n get: function() {\n console.error(\"THREE.Loader: Handlers.get() has been removed. Use LoadingManager.getHandler() instead.\");\n }\n};\nfunction RB(n) {\n return console.warn(\"THREE.XHRLoader has been renamed to THREE.FileLoader.\"), new Qn(n);\n}\nfunction PB(n) {\n return console.warn(\"THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.\"), new Jx(n);\n}\npa.prototype.center = function(n) {\n return console.warn(\"THREE.Box2: .center() has been renamed to .getCenter().\"), this.getCenter(n);\n};\npa.prototype.empty = function() {\n return console.warn(\"THREE.Box2: .empty() has been renamed to .isEmpty().\"), this.isEmpty();\n};\npa.prototype.isIntersectionBox = function(n) {\n return console.warn(\"THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().\"), this.intersectsBox(n);\n};\npa.prototype.size = function(n) {\n return console.warn(\"THREE.Box2: .size() has been renamed to .getSize().\"), this.getSize(n);\n};\nHn.prototype.center = function(n) {\n return console.warn(\"THREE.Box3: .center() has been renamed to .getCenter().\"), this.getCenter(n);\n};\nHn.prototype.empty = function() {\n return console.warn(\"THREE.Box3: .empty() has been renamed to .isEmpty().\"), this.isEmpty();\n};\nHn.prototype.isIntersectionBox = function(n) {\n return console.warn(\"THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().\"), this.intersectsBox(n);\n};\nHn.prototype.isIntersectionSphere = function(n) {\n return console.warn(\"THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().\"), this.intersectsSphere(n);\n};\nHn.prototype.size = function(n) {\n return console.warn(\"THREE.Box3: .size() has been renamed to .getSize().\"), this.getSize(n);\n};\nxr.prototype.empty = function() {\n return console.warn(\"THREE.Sphere: .empty() has been renamed to .isEmpty().\"), this.isEmpty();\n};\nMl.prototype.setFromMatrix = function(n) {\n return console.warn(\"THREE.Frustum: .setFromMatrix() has been renamed to .setFromProjectionMatrix().\"), this.setFromProjectionMatrix(n);\n};\npw.prototype.center = function(n) {\n return console.warn(\"THREE.Line3: .center() has been renamed to .getCenter().\"), this.getCenter(n);\n};\nln.prototype.flattenToArrayOffset = function(n, e) {\n return console.warn(\"THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\"), this.toArray(n, e);\n};\nln.prototype.multiplyVector3 = function(n) {\n return console.warn(\"THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.\"), n.applyMatrix3(this);\n};\nln.prototype.multiplyVector3Array = function() {\n console.error(\"THREE.Matrix3: .multiplyVector3Array() has been removed.\");\n};\nln.prototype.applyToBufferAttribute = function(n) {\n return console.warn(\"THREE.Matrix3: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix3( matrix ) instead.\"), n.applyMatrix3(this);\n};\nln.prototype.applyToVector3Array = function() {\n console.error(\"THREE.Matrix3: .applyToVector3Array() has been removed.\");\n};\nln.prototype.getInverse = function(n) {\n return console.warn(\"THREE.Matrix3: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.\"), this.copy(n).invert();\n};\n$e.prototype.extractPosition = function(n) {\n return console.warn(\"THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().\"), this.copyPosition(n);\n};\n$e.prototype.flattenToArrayOffset = function(n, e) {\n return console.warn(\"THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead.\"), this.toArray(n, e);\n};\n$e.prototype.getPosition = function() {\n return console.warn(\"THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.\"), new X().setFromMatrixColumn(this, 3);\n};\n$e.prototype.setRotationFromQuaternion = function(n) {\n return console.warn(\"THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().\"), this.makeRotationFromQuaternion(n);\n};\n$e.prototype.multiplyToArray = function() {\n console.warn(\"THREE.Matrix4: .multiplyToArray() has been removed.\");\n};\n$e.prototype.multiplyVector3 = function(n) {\n return console.warn(\"THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.\"), n.applyMatrix4(this);\n};\n$e.prototype.multiplyVector4 = function(n) {\n return console.warn(\"THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.\"), n.applyMatrix4(this);\n};\n$e.prototype.multiplyVector3Array = function() {\n console.error(\"THREE.Matrix4: .multiplyVector3Array() has been removed.\");\n};\n$e.prototype.rotateAxis = function(n) {\n console.warn(\"THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.\"), n.transformDirection(this);\n};\n$e.prototype.crossVector = function(n) {\n return console.warn(\"THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.\"), n.applyMatrix4(this);\n};\n$e.prototype.translate = function() {\n console.error(\"THREE.Matrix4: .translate() has been removed.\");\n};\n$e.prototype.rotateX = function() {\n console.error(\"THREE.Matrix4: .rotateX() has been removed.\");\n};\n$e.prototype.rotateY = function() {\n console.error(\"THREE.Matrix4: .rotateY() has been removed.\");\n};\n$e.prototype.rotateZ = function() {\n console.error(\"THREE.Matrix4: .rotateZ() has been removed.\");\n};\n$e.prototype.rotateByAxis = function() {\n console.error(\"THREE.Matrix4: .rotateByAxis() has been removed.\");\n};\n$e.prototype.applyToBufferAttribute = function(n) {\n return console.warn(\"THREE.Matrix4: .applyToBufferAttribute() has been removed. Use attribute.applyMatrix4( matrix ) instead.\"), n.applyMatrix4(this);\n};\n$e.prototype.applyToVector3Array = function() {\n console.error(\"THREE.Matrix4: .applyToVector3Array() has been removed.\");\n};\n$e.prototype.makeFrustum = function(n, e, t, i, r, s) {\n return console.warn(\"THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.\"), this.makePerspective(n, e, i, t, r, s);\n};\n$e.prototype.getInverse = function(n) {\n return console.warn(\"THREE.Matrix4: .getInverse() has been removed. Use matrixInv.copy( matrix ).invert(); instead.\"), this.copy(n).invert();\n};\nLi.prototype.isIntersectionLine = function(n) {\n return console.warn(\"THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().\"), this.intersectsLine(n);\n};\nSn.prototype.multiplyVector3 = function(n) {\n return console.warn(\"THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.\"), n.applyQuaternion(this);\n};\nSn.prototype.inverse = function() {\n return console.warn(\"THREE.Quaternion: .inverse() has been renamed to invert().\"), this.invert();\n};\nis.prototype.isIntersectionBox = function(n) {\n return console.warn(\"THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().\"), this.intersectsBox(n);\n};\nis.prototype.isIntersectionPlane = function(n) {\n return console.warn(\"THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().\"), this.intersectsPlane(n);\n};\nis.prototype.isIntersectionSphere = function(n) {\n return console.warn(\"THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().\"), this.intersectsSphere(n);\n};\nQt.prototype.area = function() {\n return console.warn(\"THREE.Triangle: .area() has been renamed to .getArea().\"), this.getArea();\n};\nQt.prototype.barycoordFromPoint = function(n, e) {\n return console.warn(\"THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().\"), this.getBarycoord(n, e);\n};\nQt.prototype.midpoint = function(n) {\n return console.warn(\"THREE.Triangle: .midpoint() has been renamed to .getMidpoint().\"), this.getMidpoint(n);\n};\nQt.prototypenormal = function(n) {\n return console.warn(\"THREE.Triangle: .normal() has been renamed to .getNormal().\"), this.getNormal(n);\n};\nQt.prototype.plane = function(n) {\n return console.warn(\"THREE.Triangle: .plane() has been renamed to .getPlane().\"), this.getPlane(n);\n};\nQt.barycoordFromPoint = function(n, e, t, i, r) {\n return console.warn(\"THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().\"), Qt.getBarycoord(n, e, t, i, r);\n};\nQt.normal = function(n, e, t, i) {\n return console.warn(\"THREE.Triangle: .normal() has been renamed to .getNormal().\"), Qt.getNormal(n, e, t, i);\n};\nGr.prototype.extractAllPoints = function(n) {\n return console.warn(\"THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.\"), this.extractPoints(n);\n};\nGr.prototype.extrude = function(n) {\n return console.warn(\"THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.\"), new wi(this, n);\n};\nGr.prototype.makeGeometry = function(n) {\n return console.warn(\"THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.\"), new Fs(this, n);\n};\nPe.prototype.fromAttribute = function(n, e, t) {\n return console.warn(\"THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().\"), this.fromBufferAttribute(n, e, t);\n};\nPe.prototype.distanceToManhattan = function(n) {\n return console.warn(\"THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().\"), this.manhattanDistanceTo(n);\n};\nPe.prototype.lengthManhattan = function() {\n return console.warn(\"THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().\"), this.manhattanLength();\n};\nX.prototype.setEulerFromRotationMatrix = function() {\n console.error(\"THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.\");\n};\nX.prototype.setEulerFromQuaternion = function() {\n console.error(\"THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.\");\n};\nX.prototype.getPositionFromMatrix = function(n) {\n return console.warn(\"THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().\"), this.setFromMatrixPosition(n);\n};\nX.prototype.getScaleFromMatrix = function(n) {\n return console.warn(\"THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().\"), this.setFromMatrixScale(n);\n};\nX.prototype.getColumnFromMatrix = function(n, e) {\n return console.warn(\"THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().\"), this.setFromMatrixColumn(e, n);\n};\nX.prototype.applyProjection = function(n) {\n return console.warn(\"THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.\"), this.applyMatrix4(n);\n};\nX.prototype.fromAttribute = function(n, e, t) {\n return console.warn(\"THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().\"), this.fromBufferAttribute(n, e, t);\n};\nX.prototype.distanceToManhattan = function(n) {\n return console.warn(\"THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().\"), this.manhattanDistanceTo(n);\n};\nX.prototype.lengthManhattan = function() {\n return console.warn(\"THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().\"), this.manhattanLength();\n};\n_t.prototype.fromAttribute = function(n, e, t) {\n return console.warn(\"THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().\"), this.fromBufferAttribute(n, e, t);\n};\n_t.prototype.lengthManhattan = function() {\n return console.warn(\"THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().\"), this.manhattanLength();\n};\not.prototype.getChildByName = function(n) {\n return console.warn(\"THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().\"), this.getObjectByName(n);\n};\not.prototype.renderDepth = function() {\n console.warn(\"THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.\");\n};\not.prototype.translate = function(n, e) {\n return console.warn(\"THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.\"), this.translateOnAxis(e, n);\n};\not.prototype.getWorldRotation = function() {\n console.error(\"THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.\");\n};\not.prototype.applyMatrix = function(n) {\n return console.warn(\"THREE.Object3D: .applyMatrix() has been renamed to .applyMatrix4().\"), this.applyMatrix4(n);\n};\nObject.defineProperties(ot.prototype, {\n eulerOrder: {\n get: function() {\n return console.warn(\"THREE.Object3D: .eulerOrder is now .rotation.order.\"), this.rotation.order;\n },\n set: function(n) {\n console.warn(\"THREE.Object3D: .eulerOrder is now .rotation.order.\"), this.rotation.order = n;\n }\n },\n useQuaternion: {\n get: function() {\n console.warn(\"THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.\");\n },\n set: function() {\n console.warn(\"THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.\");\n }\n }\n});\ntn.prototype.setDrawMode = function() {\n console.error(\"THREE.Mesh: .setDrawMode() has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.\");\n};\nObject.defineProperties(tn.prototype, {\n drawMode: {\n get: function() {\n return console.error(\"THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode.\"), sx;\n },\n set: function() {\n console.error(\"THREE.Mesh: .drawMode has been removed. The renderer now always assumes THREE.TrianglesDrawMode. Transform your geometry via BufferGeometryUtils.toTrianglesDrawMode() if necessary.\");\n }\n }\n});\nAl.prototype.initBones = function() {\n console.error(\"THREE.SkinnedMesh: initBones() has been removed.\");\n};\nan.prototype.setLens = function(n, e) {\n console.warn(\"THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup.\"), e !== void 0 && (this.filmGauge = e), this.setFocalLength(n);\n};\nObject.defineProperties(Mi.prototype, {\n onlyShadow: {\n set: function() {\n console.warn(\"THREE.Light: .onlyShadow has been removed.\");\n }\n },\n shadowCameraFov: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowCameraFov is now .shadow.camera.fov.\"), this.shadow.camera.fov = n;\n }\n },\n shadowCameraLeft: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowCameraLeft is now .shadow.camera.left.\"), this.shadow.camera.left = n;\n }\n },\n shadowCameraRight: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowCameraRight is now .shadow.camera.right.\"), this.shadow.camera.right = n;\n }\n },\n shadowCameraTop: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowCameraTop is now .shadow.camera.top.\"), this.shadow.camera.top = n;\n }\n },\n shadowCameraBottom: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.\"), this.shadow.camera.bottom = n;\n }\n },\n shadowCameraNear: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowCameraNear is now .shadow.camera.near.\"), this.shadow.camera.near = n;\n }\n },\n shadowCameraFar: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowCameraFar is now .shadow.camera.far.\"), this.shadow.camera.far = n;\n }\n },\n shadowCameraVisible: {\n set: function() {\n console.warn(\"THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.\");\n }\n },\n shadowBias: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowBias is now .shadow.bias.\"), this.shadow.bias = n;\n }\n },\n shadowDarkness: {\n set: function() {\n console.warn(\"THREE.Light: .shadowDarkness has been removed.\");\n }\n },\n shadowMapWidth: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.\"), this.shadow.mapSize.width = n;\n }\n },\n shadowMapHeight: {\n set: function(n) {\n console.warn(\"THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.\"), this.shadow.mapSize.height = n;\n }\n }\n});\nObject.defineProperties(nt.prototype, {\n length: {\n get: function() {\n return console.warn(\"THREE.BufferAttribute: .length has been deprecated. Use .count instead.\"), this.array.length;\n }\n },\n dynamic: {\n get: function() {\n return console.warn(\"THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.\"), this.usage === Uo;\n },\n set: function() {\n console.warn(\"THREE.BufferAttribute: .dynamic has been deprecated. Use .usage instead.\"), this.setUsage(Uo);\n }\n }\n});\nnt.prototype.setDynamic = function(n) {\n return console.warn(\"THREE.BufferAttribute: .setDynamic() has been deprecated. Use .setUsage() instead.\"), this.setUsage(n === !0 ? Uo : zo), this;\n};\nnt.prototype.copyIndicesArray = function() {\n console.error(\"THREE.BufferAttribute: .copyIndicesArray() has been removed.\");\n}, nt.prototype.setArray = function() {\n console.error(\"THREE.BufferAttribute: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers\");\n};\nJe.prototype.addIndex = function(n) {\n console.warn(\"THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().\"), this.setIndex(n);\n};\nJe.prototype.addAttribute = function(n, e) {\n return console.warn(\"THREE.BufferGeometry: .addAttribute() has been renamed to .setAttribute().\"), !(e && e.isBufferAttribute) && !(e && e.isInterleavedBufferAttribute) ? (console.warn(\"THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).\"), this.setAttribute(n, new nt(arguments[1], arguments[2]))) : n === \"index\" ? (console.warn(\"THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.\"), this.setIndex(e), this) : this.setAttribute(n, e);\n};\nJe.prototype.addDrawCall = function(n, e, t) {\n t !== void 0 && console.warn(\"THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.\"), console.warn(\"THREE.BufferGeometry: .addDrawCall() is now .addGroup().\"), this.addGroup(n, e);\n};\nJe.prototype.clearDrawCalls = function() {\n console.warn(\"THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().\"), this.clearGroups();\n};\nJe.prototype.computeOffsets = function() {\n console.warn(\"THREE.BufferGeometry: .computeOffsets() has been removed.\");\n};\nJe.prototype.removeAttribute = function(n) {\n return console.warn(\"THREE.BufferGeometry: .removeAttribute() has been renamed to .deleteAttribute().\"), this.deleteAttribute(n);\n};\nJe.prototype.applyMatrix = function(n) {\n return console.warn(\"THREE.BufferGeometry: .applyMatrix() has been renamed to .applyMatrix4().\"), this.applyMatrix4(n);\n};\nObject.defineProperties(Je.prototype, {\n drawcalls: {\n get: function() {\n return console.error(\"THREE.BufferGeometry: .drawcalls has been renamed to .groups.\"), this.groups;\n }\n },\n offsets: {\n get: function() {\n return console.warn(\"THREE.BufferGeometry: .offsets has been renamed to .groups.\"), this.groups;\n }\n }\n});\nrs.prototype.setDynamic = function(n) {\n return console.warn(\"THREE.InterleavedBuffer: .setDynamic() has been deprecated. Use .setUsage() instead.\"), this.setUsage(n === !0 ? Uo : zo), this;\n};\nrs.prototype.setArray = function() {\n console.error(\"THREE.InterleavedBuffer: .setArray has been removed. Use BufferGeometry .setAttribute to replace/resize attribute buffers\");\n};\nwi.prototype.getArrays = function() {\n console.error(\"THREE.ExtrudeGeometry: .getArrays() has been removed.\");\n};\nwi.prototype.addShapeList = function() {\n console.error(\"THREE.ExtrudeGeometry: .addShapeList() has been removed.\");\n};\nwi.prototype.addShape = function() {\n console.error(\"THREE.ExtrudeGeometry: .addShape() has been removed.\");\n};\nNu.prototype.dispose = function() {\n console.error(\"THREE.Scene: .dispose() has been removed.\");\n};\nWu.prototype.onUpdate = function() {\n return console.warn(\"THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.\"), this;\n};\nObject.defineProperties(sn.prototype, {\n wrapAround: {\n get: function() {\n console.warn(\"THREE.Material: .wrapAround has been removed.\");\n },\n set: function() {\n console.warn(\"THREE.Material: .wrapAround has been removed.\");\n }\n },\n overdraw: {\n get: function() {\n console.warn(\"THREE.Material: .overdraw has been removed.\");\n },\n set: function() {\n console.warn(\"THREE.Material: .overdraw has been removed.\");\n }\n },\n wrapRGB: {\n get: function() {\n return console.warn(\"THREE.Material: .wrapRGB has been removed.\"), new Fe();\n }\n },\n shading: {\n get: function() {\n console.error(\"THREE.\" + this.type + \": .shading has been removed. Use the boolean .flatShading instead.\");\n },\n set: function(n) {\n console.warn(\"THREE.\" + this.type + \": .shading has been removed. Use the boolean .flatShading instead.\"), this.flatShading = n === kf;\n }\n },\n stencilMask: {\n get: function() {\n return console.warn(\"THREE.\" + this.type + \": .stencilMask has been removed. Use .stencilFuncMask instead.\"), this.stencilFuncMask;\n },\n set: function(n) {\n console.warn(\"THREE.\" + this.type + \": .stencilMask has been removed. Use .stencilFuncMask instead.\"), this.stencilFuncMask = n;\n }\n }\n});\nObject.defineProperties(dr.prototype, {\n derivatives: {\n get: function() {\n return console.warn(\"THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.\"), this.extensions.derivatives;\n },\n set: function(n) {\n console.warn(\"THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.\"), this.extensions.derivatives = n;\n }\n }\n});\nEt.prototype.clearTarget = function(n, e, t, i) {\n console.warn(\"THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.\"), this.setRenderTarget(n), this.clear(e, t, i);\n};\nEt.prototype.animate = function(n) {\n console.warn(\"THREE.WebGLRenderer: .animate() is now .setAnimationLoop().\"), this.setAnimationLoop(n);\n};\nEt.prototype.getCurrentRenderTarget = function() {\n return console.warn(\"THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().\"), this.getRenderTarget();\n};\nEt.prototype.getMaxAnisotropy = function() {\n return console.warn(\"THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().\"), this.capabilities.getMaxAnisotropy();\n};\nEt.prototype.getPrecision = function() {\n return console.warn(\"THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.\"), this.capabilities.precision;\n};\nEt.prototype.resetGLState = function() {\n return console.warn(\"THREE.WebGLRenderer: .resetGLState() is now .state.reset().\"), this.state.reset();\n};\nEt.prototype.supportsFloatTextures = function() {\n return console.warn(\"THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( 'OES_texture_float' ).\"), this.extensions.get(\"OES_texture_float\");\n};\nEt.prototype.supportsHalfFloatTextures = function() {\n return console.warn(\"THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( 'OES_texture_half_float' ).\"), this.extensions.get(\"OES_texture_half_float\");\n};\nEt.prototype.supportsStandardDerivatives = function() {\n return console.warn(\"THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( 'OES_standard_derivatives' ).\"), this.extensions.get(\"OES_standard_derivatives\");\n};\nEt.prototype.supportsCompressedTextureS3TC = function() {\n return console.warn(\"THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( 'WEBGL_compressed_texture_s3tc' ).\"), this.extensions.get(\"WEBGL_compressed_texture_s3tc\");\n};\nEt.prototype.supportsCompressedTexturePVRTC = function() {\n return console.warn(\"THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( 'WEBGL_compressed_texture_pvrtc' ).\"), this.extensions.get(\"WEBGL_compressed_texture_pvrtc\");\n};\nEt.prototype.supportsBlendMinMax = function() {\n return console.warn(\"THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( 'EXT_blend_minmax' ).\"), this.extensions.get(\"EXT_blend_minmax\");\n};\nEt.prototype.supportsVertexTextures = function() {\n return console.warn(\"THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.\"), this.capabilities.vertexTextures;\n};\nEt.prototype.supportsInstancedArrays = function() {\n return console.warn(\"THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( 'ANGLE_instanced_arrays' ).\"), this.extensions.get(\"ANGLE_instanced_arrays\");\n};\nEt.prototype.enableScissorTest = function(n) {\n console.warn(\"THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().\"), this.setScissorTest(n);\n};\nEt.prototype.initMaterial = function() {\n console.warn(\"THREE.WebGLRenderer: .initMaterial() has been removed.\");\n};\nEt.prototype.addPrePlugin = function() {\n console.warn(\"THREE.WebGLRenderer: .addPrePlugin() has been removed.\");\n};\nEt.prototype.addPostPlugin = function() {\n console.warn(\"THREE.WebGLRenderer: .addPostPlugin() has been removed.\");\n};\nEt.prototype.updateShadowMap = function() {\n console.warn(\"THREE.WebGLRenderer: .updateShadowMap() has been removed.\");\n};\nEt.prototype.setFaceCulling = function() {\n console.warn(\"THREE.WebGLRenderer: .setFaceCulling() has been removed.\");\n};\nEt.prototype.allocTextureUnit = function() {\n console.warn(\"THREE.WebGLRenderer: .allocTextureUnit() has been removed.\");\n};\nEt.prototype.setTexture = function() {\n console.warn(\"THREE.WebGLRenderer: .setTexture() has been removed.\");\n};\nEt.prototype.setTexture2D = function() {\n console.warn(\"THREE.WebGLRenderer: .setTexture2D() has been removed.\");\n};\nEt.prototype.setTextureCube = function() {\n console.warn(\"THREE.WebGLRenderer: .setTextureCube() has been removed.\");\n};\nEt.prototype.getActiveMipMapLevel = function() {\n return console.warn(\"THREE.WebGLRenderer: .getActiveMipMapLevel() is now .getActiveMipmapLevel().\"), this.getActiveMipmapLevel();\n};\nObject.defineProperties(Et.prototype, {\n shadowMapEnabled: {\n get: function() {\n return this.shadowMap.enabled;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.\"), this.shadowMap.enabled = n;\n }\n },\n shadowMapType: {\n get: function() {\n return this.shadowMap.type;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.\"), this.shadowMap.type = n;\n }\n },\n shadowMapCullFace: {\n get: function() {\n console.warn(\"THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.\");\n },\n set: function() {\n console.warn(\"THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.\");\n }\n },\n context: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderer: .context has been removed. Use .getContext() instead.\"), this.getContext();\n }\n },\n vr: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderer: .vr has been renamed to .xr\"), this.xr;\n }\n },\n gammaInput: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.\"), !1;\n },\n set: function() {\n console.warn(\"THREE.WebGLRenderer: .gammaInput has been removed. Set the encoding for textures via Texture.encoding instead.\");\n }\n },\n gammaOutput: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.\"), !1;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderer: .gammaOutput has been removed. Set WebGLRenderer.outputEncoding instead.\"), this.outputEncoding = n === !0 ? Os : Dn;\n }\n },\n toneMappingWhitePoint: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.\"), 1;\n },\n set: function() {\n console.warn(\"THREE.WebGLRenderer: .toneMappingWhitePoint has been removed.\");\n }\n }\n});\nObject.defineProperties(Ox.prototype, {\n cullFace: {\n get: function() {\n console.warn(\"THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.\");\n },\n set: function() {\n console.warn(\"THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.\");\n }\n },\n renderReverseSided: {\n get: function() {\n console.warn(\"THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.\");\n },\n set: function() {\n console.warn(\"THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.\");\n }\n },\n renderSingleSided: {\n get: function() {\n console.warn(\"THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.\");\n },\n set: function() {\n console.warn(\"THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.\");\n }\n }\n});\nfunction IB(n, e, t) {\n return console.warn(\"THREE.WebGLRenderTargetCube( width, height, options ) is now WebGLCubeRenderTarget( size, options ).\"), new Iu(n, t);\n}\nObject.defineProperties(bi.prototype, {\n wrapS: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.\"), this.texture.wrapS;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.\"), this.texture.wrapS = n;\n }\n },\n wrapT: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.\"), this.texture.wrapT;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.\"), this.texture.wrapT = n;\n }\n },\n magFilter: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.\"), this.texture.magFilter;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.\"), this.texture.magFilter = n;\n }\n },\n minFilter: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.\"), this.texture.minFilter;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.\"), this.texture.minFilter = n;\n }\n },\n anisotropy: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.\"), this.texture.anisotropy;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.\"), this.texture.anisotropy = n;\n }\n },\n offset: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .offset is now .texture.offset.\"), this.texture.offset;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .offset is now .texture.offset.\"), this.texture.offset = n;\n }\n },\n repeat: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .repeat is now .texture.repeat.\"), this.texture.repeat;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .repeat is now .texture.repeat.\"), this.texture.repeat = n;\n }\n },\n format: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .format is now .texture.format.\"), this.texture.format;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .format is now .texture.format.\"), this.texture.format = n;\n }\n },\n type: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .type is now .texture.type.\"), this.texture.type;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .type is now .texture.type.\"), this.texture.type = n;\n }\n },\n generateMipmaps: {\n get: function() {\n return console.warn(\"THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.\"), this.texture.generateMipmaps;\n },\n set: function(n) {\n console.warn(\"THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.\"), this.texture.generateMipmaps = n;\n }\n }\n});\nIp.prototype.load = function(n) {\n console.warn(\"THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.\");\n const e = this;\n return new rw().load(n, function(i) {\n e.setBuffer(i);\n }), this;\n};\nlw.prototype.getData = function() {\n return console.warn(\"THREE.AudioAnalyser: .getData() is now .getFrequencyData().\"), this.getFrequencyData();\n};\nPu.prototype.updateCubeMap = function(n, e) {\n return console.warn(\"THREE.CubeCamera: .updateCubeMap() is now .update().\"), this.update(n, e);\n};\nPu.prototype.clear = function(n, e, t, i) {\n return console.warn(\"THREE.CubeCamera: .clear() is now .renderTarget.clear().\"), this.renderTarget.clear(n, e, t, i);\n};\nHs.crossOrigin = void 0;\nHs.loadTexture = function(n, e, t, i) {\n console.warn(\"THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.\");\n const r = new wp();\n r.setCrossOrigin(this.crossOrigin);\n const s = r.load(n, t, void 0, i);\n return e && (s.mapping = e), s;\n};\nHs.loadTextureCube = function(n, e, t, i) {\n console.warn(\"THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.\");\n const r = new Yx();\n r.setCrossOrigin(this.crossOrigin);\n const s = r.load(n, t, void 0, i);\n return e && (s.mapping = e), s;\n};\nHs.loadCompressedTexture = function() {\n console.error(\"THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.\");\n};\nHs.loadCompressedTextureCube = function() {\n console.error(\"THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.\");\n};\nfunction OB() {\n console.error(\"THREE.CanvasRenderer has been removed\");\n}\nfunction DB() {\n console.error(\"THREE.JSONLoader has been removed.\");\n}\nconst NB = {\n createMultiMaterialObject: function() {\n console.error(\"THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js\");\n },\n detach: function() {\n console.error(\"THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js\");\n },\n attach: function() {\n console.error(\"THREE.SceneUtils has been moved to /examples/jsm/utils/SceneUtils.js\");\n }\n};\nfunction FB() {\n console.error(\"THREE.LensFlare has been moved to /examples/jsm/objects/Lensflare.js\");\n}\ntypeof __THREE_DEVTOOLS__ < \"u\" && __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent(\"register\", { detail: {\n revision: Uf\n} }));\ntypeof window < \"u\" && (window.__THREE__ ? console.warn(\"WARNING: Multiple instances of Three.js being imported.\") : window.__THREE__ = Uf);\nconst BB = /* @__PURE__ */ Object.freeze(/* @__PURE__ */ Object.defineProperty({\n __proto__: null,\n ACESFilmicToneMapping: lb,\n AddEquation: ys,\n AddOperation: rb,\n AdditiveAnimationBlendMode: Wf,\n AdditiveBlending: bd,\n AlphaFormat: gb,\n AlwaysDepth: qy,\n AlwaysStencilFunc: hx,\n AmbientLight: _p,\n AmbientLightProbe: ow,\n AnimationClip: Qo,\n AnimationLoader: pF,\n AnimationMixer: hw,\n AnimationObjectGroup: uw,\n AnimationUtils: It,\n ArcCurve: rp,\n ArrayCamera: ep,\n ArrowHelper: XF,\n Audio: Ip,\n AudioAnalyser: lw,\n AudioContext: Pp,\n AudioListener: SF,\n AudioLoader: rw,\n AxesHelper: xw,\n AxisHelper: EB,\n BackSide: qt,\n BasicDepthPacking: lx,\n BasicShadowMap: CP,\n BinaryTextureLoader: PB,\n Bone: Cl,\n BooleanKeyframeTrack: $s,\n BoundingBoxHelper: AB,\n Box2: pa,\n Box3: Hn,\n Box3Helper: $F,\n BoxBufferGeometry: hr,\n BoxGeometry: hr,\n BoxHelper: bw,\n BufferAttribute: nt,\n BufferGeometry: Je,\n BufferGeometryLoader: nw,\n ByteType: ub,\n Cache: zs,\n Camera: wl,\n CameraHelper: jF,\n CanvasRenderer: OB,\n CanvasTexture: Ux,\n CatmullRomCurve3: op,\n CineonToneMapping: ab,\n CircleBufferGeometry: ko,\n CircleGeometry: ko,\n ClampToEdgeWrapping: mn,\n Clock: aw,\n Color: Fe,\n ColorKeyframeTrack: bp,\n CompressedTexture: np,\n CompressedTextureLoader: mF,\n ConeBufferGeometry: Go,\n ConeGeometry: Go,\n CubeCamera: Pu,\n CubeReflectionMapping: yl,\n CubeRefractionMapping: bl,\n CubeTexture: ca,\n CubeTextureLoader: Yx,\n CubeUVReflectionMapping: la,\n CubeUVRefractionMapping: xl,\n CubicBezierCurve: Bu,\n CubicBezierCurve3: ap,\n CubicInterpolant: jx,\n CullFaceBack: yd,\n CullFaceFront: Fy,\n CullFaceFrontBack: AP,\n CullFaceNone: Ny,\n Curve: Kn,\n CurvePath: qx,\n CustomBlending: zy,\n CustomToneMapping: cb,\n CylinderBufferGeometry: qr,\n CylinderGeometry: qr,\n Cylindrical: zF,\n DataTexture: Cs,\n DataTexture2DArray: Kf,\n DataTexture3D: Qf,\n DataTextureLoader: Jx,\n DataUtils: JF,\n DecrementStencilOp: BP,\n DecrementWrapStencilOp: UP,\n DefaultLoadingManager: Xx,\n DepthFormat: Es,\n DepthStencilFormat: Fo,\n DepthTexture: Vx,\n DirectionalLight: Hu,\n DirectionalLightHelper: WF,\n DiscreteInterpolant: $x,\n DodecahedronBufferGeometry: Ho,\n DodecahedronGeometry: Ho,\n DoubleSide: Yr,\n DstAlphaFactor: jy,\n DstColorFactor: Zy,\n DynamicBufferAttribute: gB,\n DynamicCopyUsage: QP,\n DynamicDrawUsage: Uo,\n DynamicReadUsage: JP,\n EdgesGeometry: ip,\n EdgesHelper: CB,\n EllipseCurve: Rl,\n EqualDepth: Qy,\n EqualStencilFunc: HP,\n EquirectangularReflectionMapping: Qc,\n EquirectangularRefractionMapping: eu,\n Euler: Ws,\n EventDispatcher: ns,\n ExtrudeBufferGeometry: wi,\n ExtrudeGeometry: wi,\n FaceColors: sB,\n FileLoader: Qn,\n FlatShading: kf,\n Float16BufferAttribute: wx,\n Float32Attribute: _B,\n Float32BufferAttribute: We,\n Float64Attribute: TB,\n Float64BufferAttribute: Mx,\n FloatType: nr,\n Fog: _l,\n FogExp2: Sl,\n Font: Rp,\n FontLoader: xF,\n FrontSide: Xr,\n Frustum: Ml,\n GLBufferAttribute: fw,\n GLSL1: 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LOD: Bx,\n LatheBufferGeometry: jo,\n LatheGeometry: jo,\n Layers: qf,\n LensFlare: FB,\n LessDepth: Ky,\n LessEqualDepth: Kc,\n LessEqualStencilFunc: WP,\n LessStencilFunc: GP,\n Light: Mi,\n LightProbe: Ol,\n Line: Ui,\n Line3: pw,\n LineBasicMaterial: un,\n LineCurve: Pl,\n LineCurve3: kx,\n LineDashedMaterial: vp,\n LineLoop: Fu,\n LinePieces: iB,\n LineSegments: Fn,\n LineStrip: nB,\n LinearEncoding: Dn,\n LinearFilter: jt,\n LinearInterpolant: yp,\n LinearMipMapLinearFilter: OP,\n LinearMipMapNearestFilter: IP,\n LinearMipmapLinearFilter: br,\n LinearMipmapNearestFilter: Tu,\n LinearToneMapping: sb,\n Loader: _n,\n LoaderUtils: lr,\n LoadingManager: xp,\n LogLuvEncoding: ax,\n LoopOnce: nx,\n LoopPingPong: rx,\n LoopRepeat: ix,\n LuminanceAlphaFormat: yb,\n LuminanceFormat: vb,\n MOUSE: TP,\n Material: sn,\n MaterialLoader: tw,\n Math: Fd,\n MathUtils: Fd,\n Matrix3: ln,\n Matrix4: $e,\n MaxEquation: Sd,\n Mesh: tn,\n MeshBasicMaterial: Vn,\n MeshDepthMaterial: Ou,\n MeshDistanceMaterial: Du,\n MeshFaceMaterial: aB,\n MeshLambertMaterial: mp,\n MeshMatcapMaterial: gp,\n MeshNormalMaterial: pp,\n MeshPhongMaterial: dp,\n MeshPhysicalMaterial: Il,\n MeshStandardMaterial: js,\n MeshToonMaterial: fp,\n MinEquation: Md,\n MirroredRepeatWrapping: No,\n MixOperation: ib,\n MultiMaterial: lB,\n MultiplyBlending: wd,\n MultiplyOperation: vl,\n NearestFilter: Kt,\n NearestMipMapLinearFilter: PP,\n NearestMipMapNearestFilter: RP,\n NearestMipmapLinearFilter: Qa,\n NearestMipmapNearestFilter: Ka,\n NeverDepth: Jy,\n NeverStencilFunc: kP,\n NoBlending: or,\n NoColors: rB,\n NoToneMapping: Vr,\n NormalAnimationBlendMode: Eu,\n NormalBlending: _o,\n NotEqualDepth: nb,\n NotEqualStencilFunc: $P,\n NumberKeyframeTrack: qo,\n Object3D: ot,\n ObjectLoader: gF,\n ObjectSpaceNormalMap: ux,\n OctahedronBufferGeometry: Ns,\n OctahedronGeometry: Ns,\n OneFactor: Gy,\n OneMinusDstAlphaFactor: $y,\n OneMinusDstColorFactor: Xy,\n OneMinusSrcAlphaFactor: Hf,\n 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window : Fr, function() {\n if (typeof window > \"u\")\n return null;\n var t = typeof window < \"u\" && window.Math == Math ? window : typeof self < \"u\" && self.Math == Math ? self : Function(\"return this\")(), i = t.requestAnimationFrame || t.mozRequestAnimationFrame || t.webkitRequestAnimationFrame || function(d) {\n return t.setTimeout(d, 20);\n }, r = t.cancelAnimationFrame || t.mozCancelAnimationFrame || t.webkitCancelAnimationFrame || function(d) {\n t.clearTimeout(d);\n };\n function s(d, h) {\n var p = Object.prototype.toString.call(d), g = p === \"[object Array]\" || p === \"[object NodeList]\" || p === \"[object HTMLCollection]\" || p === \"[object Object]\" || typeof jQuery < \"u\" && d instanceof jQuery || typeof Elements < \"u\" && d instanceof Elements, f = 0, u = d.length;\n if (g)\n for (; f < u; f++)\n h(d[f]);\n else\n h(d);\n }\n function o(d) {\n if (!d.getBoundingClientRect)\n return {\n width: d.offsetWidth,\n height: d.offsetHeight\n };\n var h = d.getBoundingClientRect();\n return {\n width: Math.round(h.width),\n height: Math.round(h.height)\n };\n }\n function a(d, h) {\n Object.keys(h).forEach(function(p) {\n d.style[p] = h[p];\n });\n }\n var c = function(d, h) {\n var p = 0;\n function g() {\n var u = [];\n this.add = function(m) {\n u.push(m);\n };\n var y, v;\n this.call = function(m) {\n for (y = 0, v = u.length; y < v; y++)\n u[y].call(this, m);\n }, this.remove = function(m) {\n var w = [];\n for (y = 0, v = u.length; y < v; y++)\n u[y] !== m && w.push(u[y]);\n u = w;\n }, this.length = function() {\n return u.length;\n };\n }\n function f(u, y) {\n if (u) {\n if (u.resizedAttached) {\n u.resizedAttached.add(y);\n return;\n }\n u.resizedAttached = new g(), u.resizedAttached.add(y), u.resizeSensor = document.createElement(\"div\"), u.resizeSensor.dir = \"ltr\", u.resizeSensor.className = \"resize-sensor\";\n var v = {\n pointerEvents: \"none\",\n position: \"absolute\",\n left: \"0px\",\n top: \"0px\",\n right: \"0px\",\n bottom: \"0px\",\n overflow: \"hidden\",\n zIndex: \"-1\",\n visibility: \"hidden\",\n maxWidth: \"100%\"\n }, m = {\n position: \"absolute\",\n left: \"0px\",\n top: \"0px\",\n transition: \"0s\"\n };\n a(u.resizeSensor, v);\n var w = document.createElement(\"div\");\n w.className = \"resize-sensor-expand\", a(w, v);\n var S = document.createElement(\"div\");\n a(S, m), w.appendChild(S);\n var T = document.createElement(\"div\");\n T.className = \"resize-sensor-shrink\", a(T, v);\n var M = document.createElement(\"div\");\n a(M, m), a(M, { width: \"200%\", height: \"200%\" }), T.appendChild(M), u.resizeSensor.appendChild(w), u.resizeSensor.appendChild(T), u.appendChild(u.resizeSensor);\n var x = window.getComputedStyle(u), _ = x ? 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B.attachEvent(\"on\" + U, k) : B.addEventListener(U, k);\n };\n D(w, \"scroll\", N), D(T, \"scroll\", N), p = i(function() {\n p = 0, b();\n });\n }\n }\n s(d, function(u) {\n f(u, h);\n }), this.detach = function(u) {\n p || (r(p), p = 0), c.detach(d, u);\n }, this.reset = function() {\n d.resizeSensor.resetSensor();\n };\n };\n if (c.reset = function(d) {\n s(d, function(h) {\n h.resizeSensor.resetSensor();\n });\n }, c.detach = function(d, h) {\n s(d, function(p) {\n p && (p.resizedAttached && typeof h == \"function\" && (p.resizedAttached.remove(h), p.resizedAttached.length()) || p.resizeSensor && (p.contains(p.resizeSensor) && p.removeChild(p.resizeSensor), delete p.resizeSensor, delete p.resizedAttached));\n });\n }, typeof MutationObserver < \"u\") {\n var l = new MutationObserver(function(d) {\n for (var h in d)\n if (d.hasOwnProperty(h))\n for (var p = d[h].addedNodes, g = 0; g < p.length; g++)\n p[g].resizeSensor && c.reset(p[g]);\n });\n document.addEventListener(\"DOMContentLoaded\", function(d) {\n l.observe(document.body, {\n childList: !0,\n subtree: !0\n });\n });\n }\n return c;\n });\n }(kh)), kh.exports;\n}\nclass iz extends _n {\n constructor(e) {\n super(e), this.dracoLoader = null, this.ktx2Loader = null, this.meshoptDecoder = null, this.pluginCallbacks = [], this.register(function(t) {\n return new az(t);\n }), this.register(function(t) {\n return new cz(t);\n }), this.register(function(t) {\n return new uz(t);\n }), this.register(function(t) {\n return new lz(t);\n }), this.register(function(t) {\n return new sz(t);\n }), this.register(function(t) {\n return new hz(t);\n });\n }\n load(e, t, i, r) {\n const s = this;\n let o;\n this.resourcePath !== \"\" ? o = this.resourcePath : this.path !== \"\" ? o = this.path : o = lr.extractUrlBase(e), this.manager.itemStart(e);\n const a = function(l) {\n r ? r(l) : console.error(l), s.manager.itemError(e), s.manager.itemEnd(e);\n }, c = new Qn(this.manager);\n c.setPath(this.path), c.setResponseType(\"arraybuffer\"), c.setRequestHeader(this.requestHeader), c.setWithCredentials(this.withCredentials), c.load(e, function(l) {\n try {\n s.parse(l, o, function(d) {\n t(d), s.manager.itemEnd(e);\n }, a);\n } catch (d) {\n a(d);\n }\n }, i, a);\n }\n setDRACOLoader(e) {\n return this.dracoLoader = e, this;\n }\n setDDSLoader() {\n throw new Error(\n 'THREE.GLTFLoader: \"MSFT_texture_dds\" no longer supported. Please update to \"KHR_texture_basisu\".'\n );\n }\n setKTX2Loader(e) {\n return this.ktx2Loader = e, this;\n }\n setMeshoptDecoder(e) {\n return this.meshoptDecoder = e, this;\n }\n register(e) {\n return this.pluginCallbacks.indexOf(e) === -1 && this.pluginCallbacks.push(e), this;\n }\n unregister(e) {\n return this.pluginCallbacks.indexOf(e) !== -1 && this.pluginCallbacks.splice(this.pluginCallbacks.indexOf(e), 1), this;\n }\n parse(e, t, i, r) {\n let s;\n const o = {}, a = {};\n if (typeof e == \"string\")\n s = e;\n else if (lr.decodeText(new Uint8Array(e, 0, 4)) === Tw) {\n try {\n o[vt.KHR_BINARY_GLTF] = new dz(e);\n } catch (h) {\n r && r(h);\n return;\n }\n s = o[vt.KHR_BINARY_GLTF].content;\n } else\n s = lr.decodeText(new Uint8Array(e));\n const c = JSON.parse(s);\n if (c.asset === void 0 || c.asset.version[0] < 2) {\n r && r(new Error(\"THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.\"));\n return;\n }\n const l = new Mz(c, {\n path: t || this.resourcePath || \"\",\n crossOrigin: this.crossOrigin,\n requestHeader: this.requestHeader,\n manager: this.manager,\n ktx2Loader: this.ktx2Loader,\n meshoptDecoder: this.meshoptDecoder\n });\n l.fileLoader.setRequestHeader(this.requestHeader);\n for (let d = 0; d < this.pluginCallbacks.length; d++) {\n const h = this.pluginCallbacks[d](l);\n a[h.name] = h, o[h.name] = !0;\n }\n if (c.extensionsUsed)\n for (let d = 0; d < c.extensionsUsed.length; ++d) {\n const h = c.extensionsUsed[d], p = c.extensionsRequired || [];\n switch (h) {\n case vt.KHR_MATERIALS_UNLIT:\n o[h] = new oz();\n break;\n case vt.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS:\n o[h] = new mz();\n break;\n case vt.KHR_DRACO_MESH_COMPRESSION:\n o[h] = new fz(c, this.dracoLoader);\n break;\n case vt.KHR_TEXTURE_TRANSFORM:\n o[h] = new pz();\n break;\n case vt.KHR_MESH_QUANTIZATION:\n o[h] = new gz();\n break;\n default:\n p.indexOf(h) >= 0 && a[h] === void 0 && console.warn('THREE.GLTFLoader: Unknown extension \"' + h + '\".');\n }\n }\n l.setExtensions(o), l.setPlugins(a), l.parse(i, r);\n }\n}\nfunction rz() {\n let n = {};\n return {\n get: function(e) {\n return n[e];\n },\n add: function(e, t) {\n n[e] = t;\n },\n remove: function(e) {\n delete n[e];\n },\n removeAll: function() {\n n = {};\n }\n };\n}\nconst vt = {\n KHR_BINARY_GLTF: \"KHR_binary_glTF\",\n KHR_DRACO_MESH_COMPRESSION: \"KHR_draco_mesh_compression\",\n KHR_LIGHTS_PUNCTUAL: \"KHR_lights_punctual\",\n KHR_MATERIALS_CLEARCOAT: \"KHR_materials_clearcoat\",\n KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: \"KHR_materials_pbrSpecularGlossiness\",\n KHR_MATERIALS_TRANSMISSION: \"KHR_materials_transmission\",\n KHR_MATERIALS_UNLIT: \"KHR_materials_unlit\",\n KHR_TEXTURE_BASISU: \"KHR_texture_basisu\",\n KHR_TEXTURE_TRANSFORM: \"KHR_texture_transform\",\n KHR_MESH_QUANTIZATION: \"KHR_mesh_quantization\",\n EXT_TEXTURE_WEBP: \"EXT_texture_webp\",\n EXT_MESHOPT_COMPRESSION: \"EXT_meshopt_compression\"\n};\nclass sz {\n constructor(e) {\n this.parser = e, this.name = vt.KHR_LIGHTS_PUNCTUAL, this.cache = { refs: {}, uses: {} };\n }\n _markDefs() {\n const e = this.parser, t = this.parser.json.nodes || [];\n for (let i = 0, r = t.length; i < r; i++) {\n const s = t[i];\n s.extensions && s.extensions[this.name] && s.extensions[this.name].light !== void 0 && e._addNodeRef(this.cache, s.extensions[this.name].light);\n }\n }\n _loadLight(e) {\n const t = this.parser, i = \"light:\" + e;\n let r = t.cache.get(i);\n if (r) return r;\n const s = t.json, c = ((s.extensions && s.extensions[this.name] || {}).lights || [])[e];\n let l;\n const d = new Fe(16777215);\n c.color !== void 0 && d.fromArray(c.color);\n const h = c.range !== void 0 ? c.range : 0;\n switch (c.type) {\n case \"directional\":\n l = new Hu(d), l.target.position.set(0, 0, -1), l.add(l.target);\n break;\n case \"point\":\n l = new Gu(d), l.distance = h;\n break;\n case \"spot\":\n l = new ku(d), l.distance = h, c.spot = c.spot || {}, c.spot.innerConeAngle = c.spot.innerConeAngle !== void 0 ? c.spot.innerConeAngle : 0, c.spot.outerConeAngle = c.spot.outerConeAngle !== void 0 ? c.spot.outerConeAngle : Math.PI / 4, l.angle = c.spot.outerConeAngle, l.penumbra = 1 - c.spot.innerConeAngle / c.spot.outerConeAngle, l.target.position.set(0, 0, -1), l.add(l.target);\n break;\n default:\n throw new Error(\"THREE.GLTFLoader: Unexpected light type: \" + c.type);\n }\n return l.position.set(0, 0, 0), l.decay = 2, c.intensity !== void 0 && (l.intensity = c.intensity), l.name = t.createUniqueName(c.name || \"light_\" + e), r = Promise.resolve(l), t.cache.add(i, r), r;\n }\n createNodeAttachment(e) {\n const t = this, i = this.parser, s = i.json.nodes[e], a = (s.extensions && s.extensions[this.name] || {}).light;\n return a === void 0 ? null : this._loadLight(a).then(function(c) {\n return i._getNodeRef(t.cache, a, c);\n });\n }\n}\nclass oz {\n constructor() {\n this.name = vt.KHR_MATERIALS_UNLIT;\n }\n getMaterialType() {\n return Vn;\n }\n extendParams(e, t, i) {\n const r = [];\n e.color = new Fe(1, 1, 1), e.opacity = 1;\n const s = t.pbrMetallicRoughness;\n if (s) {\n if (Array.isArray(s.baseColorFactor)) {\n const o = s.baseColorFactor;\n e.color.fromArray(o), e.opacity = o[3];\n }\n s.baseColorTexture !== void 0 && r.push(i.assignTexture(e, \"map\", s.baseColorTexture));\n }\n return Promise.all(r);\n }\n}\nclass az {\n constructor(e) {\n this.parser = e, this.name = vt.KHR_MATERIALS_CLEARCOAT;\n }\n getMaterialType(e) {\n const i = this.parser.json.materials[e];\n return !i.extensions || !i.extensions[this.name] ? null : Il;\n }\n extendMaterialParams(e, t) {\n const i = this.parser, r = i.json.materials[e];\n if (!r.extensions || !r.extensions[this.name])\n return Promise.resolve();\n const s = [], o = r.extensions[this.name];\n if (o.clearcoatFactor !== void 0 && (t.clearcoat = o.clearcoatFactor), o.clearcoatTexture !== void 0 && s.push(i.assignTexture(t, \"clearcoatMap\", o.clearcoatTexture)), o.clearcoatRoughnessFactor !== void 0 && (t.clearcoatRoughness = o.clearcoatRoughnessFactor), o.clearcoatRoughnessTexture !== void 0 && s.push(i.assignTexture(t, \"clearcoatRoughnessMap\", o.clearcoatRoughnessTexture)), o.clearcoatNormalTexture !== void 0 && (s.push(i.assignTexture(t, \"clearcoatNormalMap\", o.clearcoatNormalTexture)), o.clearcoatNormalTexture.scale !== void 0)) {\n const a = o.clearcoatNormalTexture.scale;\n t.clearcoatNormalScale = new Pe(a, -a);\n }\n return Promise.all(s);\n }\n}\nclass lz {\n constructor(e) {\n this.parser = e, this.name = vt.KHR_MATERIALS_TRANSMISSION;\n }\n getMaterialType(e) {\n const i = this.parser.json.materials[e];\n return !i.extensions || !i.extensions[this.name] ? null : Il;\n }\n extendMaterialParams(e, t) {\n const i = this.parser, r = i.json.materials[e];\n if (!r.extensions || !r.extensions[this.name])\n return Promise.resolve();\n const s = [], o = r.extensions[this.name];\n return o.transmissionFactor !== void 0 && (t.transmission = o.transmissionFactor), o.transmissionTexture !== void 0 && s.push(i.assignTexture(t, \"transmissionMap\", o.transmissionTexture)), Promise.all(s);\n }\n}\nclass cz {\n constructor(e) {\n this.parser = e, this.name = vt.KHR_TEXTURE_BASISU;\n }\n loadTexture(e) {\n const t = this.parser, i = t.json, r = i.textures[e];\n if (!r.extensions || !r.extensions[this.name])\n return null;\n const s = r.extensions[this.name], o = i.images[s.source], a = t.options.ktx2Loader;\n if (!a) {\n if (i.extensionsRequired && i.extensionsRequired.indexOf(this.name) >= 0)\n throw new Error(\"THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures\");\n return null;\n }\n return t.loadTextureImage(e, o, a);\n }\n}\nclass uz {\n constructor(e) {\n this.parser = e, this.name = vt.EXT_TEXTURE_WEBP, this.isSupported = null;\n }\n loadTexture(e) {\n const t = this.name, i = this.parser, r = i.json, s = r.textures[e];\n if (!s.extensions || !s.extensions[t])\n return null;\n const o = s.extensions[t], a = r.images[o.source];\n let c = i.textureLoader;\n if (a.uri) {\n const l = i.options.manager.getHandler(a.uri);\n l !== null && (c = l);\n }\n return this.detectSupport().then(function(l) {\n if (l) return i.loadTextureImage(e, a, c);\n if (r.extensionsRequired && r.extensionsRequired.indexOf(t) >= 0)\n throw new Error(\"THREE.GLTFLoader: WebP required by asset but unsupported.\");\n return i.loadTexture(e);\n });\n }\n detectSupport() {\n return this.isSupported || (this.isSupported = new Promise(function(e) {\n const t = new Image();\n t.src = \"data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA\", t.onload = t.onerror = function() {\n e(t.height === 1);\n };\n })), this.isSupported;\n }\n}\nclass hz {\n constructor(e) {\n this.name = vt.EXT_MESHOPT_COMPRESSION, this.parser = e;\n }\n loadBufferView(e) {\n const t = this.parser.json, i = t.bufferViews[e];\n if (i.extensions && i.extensions[this.name]) {\n const r = i.extensions[this.name], s = this.parser.getDependency(\"buffer\", r.buffer), o = this.parser.options.meshoptDecoder;\n if (!o || !o.supported) {\n if (t.extensionsRequired && t.extensionsRequired.indexOf(this.name) >= 0)\n throw new Error(\"THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files\");\n return null;\n }\n return Promise.all([s, o.ready]).then(function(a) {\n const c = r.byteOffset || 0, l = r.byteLength || 0, d = r.count, h = r.byteStride, p = new ArrayBuffer(d * h), g = new Uint8Array(a[0], c, l);\n return o.decodeGltfBuffer(new Uint8Array(p), d, h, g, r.mode, r.filter), p;\n });\n } else\n return null;\n }\n}\nconst Tw = \"glTF\", Pa = 12, Bv = { JSON: 1313821514, BIN: 5130562 };\nclass dz {\n constructor(e) {\n this.name = vt.KHR_BINARY_GLTF, this.content = null, this.body = null;\n const t = new DataView(e, 0, Pa);\n if (this.header = {\n magic: lr.decodeText(new Uint8Array(e.slice(0, 4))),\n version: t.getUint32(4, !0),\n length: t.getUint32(8, !0)\n }, this.header.magic !== Tw)\n throw new Error(\"THREE.GLTFLoader: Unsupported glTF-Binary header.\");\n if (this.header.version < 2)\n throw new Error(\"THREE.GLTFLoader: Legacy binary file detected.\");\n const i = this.header.length - Pa, r = new DataView(e, Pa);\n let s = 0;\n for (; s < i; ) {\n const o = r.getUint32(s, !0);\n s += 4;\n const a = r.getUint32(s, !0);\n if (s += 4, a === Bv.JSON) {\n const c = new Uint8Array(e, Pa + s, o);\n this.content = lr.decodeText(c);\n } else if (a === Bv.BIN) {\n const c = Pa + s;\n this.body = e.slice(c, c + o);\n }\n s += o;\n }\n if (this.content === null)\n throw new Error(\"THREE.GLTFLoader: JSON content not found.\");\n }\n}\nclass fz {\n constructor(e, t) {\n if (!t)\n throw new Error(\"THREE.GLTFLoader: No DRACOLoader instance provided.\");\n this.name = vt.KHR_DRACO_MESH_COMPRESSION, this.json = e, this.dracoLoader = t, this.dracoLoader.preload();\n }\n decodePrimitive(e, t) {\n const i = this.json, r = this.dracoLoader, s = e.extensions[this.name].bufferView, o = e.extensions[this.name].attributes, a = {}, c = {}, l = {};\n for (const d in o) {\n const h = jd[d] || d.toLowerCase();\n a[h] = o[d];\n }\n for (const d in e.attributes) {\n const h = jd[d] || d.toLowerCase();\n if (o[d] !== void 0) {\n const p = i.accessors[e.attributes[d]], g = ll[p.componentType];\n l[h] = g, c[h] = p.normalized === !0;\n }\n }\n return t.getDependency(\"bufferView\", s).then(function(d) {\n return new Promise(function(h) {\n r.decodeDracoFile(d, function(p) {\n for (const g in p.attributes) {\n const f = p.attributes[g], u = c[g];\n u !== void 0 && (f.normalized = u);\n }\n h(p);\n }, a, l);\n });\n });\n }\n}\nclass pz {\n constructor() {\n this.name = vt.KHR_TEXTURE_TRANSFORM;\n }\n extendTexture(e, t) {\n return t.texCoord !== void 0 && console.warn('THREE.GLTFLoader: Custom UV sets in \"' + this.name + '\" extension not yet supported.'), t.offset === void 0 && t.rotation === void 0 && t.scale === void 0 || (e = e.clone(), t.offset !== void 0 && e.offset.fromArray(t.offset), t.rotation !== void 0 && (e.rotation = t.rotation), t.scale !== void 0 && e.repeat.fromArray(t.scale), e.needsUpdate = !0), e;\n }\n}\nclass Wd extends js {\n constructor(e) {\n super(), this.isGLTFSpecularGlossinessMaterial = !0;\n const t = [\n \"#ifdef USE_SPECULARMAP\",\n \"\tuniform sampler2D specularMap;\",\n \"#endif\"\n ].join(`\n`), i = [\n \"#ifdef USE_GLOSSINESSMAP\",\n \"\tuniform sampler2D glossinessMap;\",\n \"#endif\"\n ].join(`\n`), r = [\n \"vec3 specularFactor = specular;\",\n \"#ifdef USE_SPECULARMAP\",\n \"\tvec4 texelSpecular = texture2D( specularMap, vUv );\",\n \"\ttexelSpecular = sRGBToLinear( texelSpecular );\",\n \"\t// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture\",\n \"\tspecularFactor *= texelSpecular.rgb;\",\n \"#endif\"\n ].join(`\n`), s = [\n \"float glossinessFactor = glossiness;\",\n \"#ifdef USE_GLOSSINESSMAP\",\n \"\tvec4 texelGlossiness = texture2D( glossinessMap, vUv );\",\n \"\t// reads channel A, compatible with a glTF Specular-Glossiness (RGBA) texture\",\n \"\tglossinessFactor *= texelGlossiness.a;\",\n \"#endif\"\n ].join(`\n`), o = [\n \"PhysicalMaterial material;\",\n \"material.diffuseColor = diffuseColor.rgb * ( 1. - max( specularFactor.r, max( specularFactor.g, specularFactor.b ) ) );\",\n \"vec3 dxy = max( abs( dFdx( geometryNormal ) ), abs( dFdy( geometryNormal ) ) );\",\n \"float geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\",\n \"material.specularRoughness = max( 1.0 - glossinessFactor, 0.0525 ); // 0.0525 corresponds to the base mip of a 256 cubemap.\",\n \"material.specularRoughness += geometryRoughness;\",\n \"material.specularRoughness = min( material.specularRoughness, 1.0 );\",\n \"material.specularColor = specularFactor;\"\n ].join(`\n`), a = {\n specular: { value: new Fe().setHex(16777215) },\n glossiness: { value: 1 },\n specularMap: { value: null },\n glossinessMap: { value: null }\n };\n this._extraUniforms = a, this.onBeforeCompile = function(c) {\n for (const l in a)\n c.uniforms[l] = a[l];\n c.fragmentShader = c.fragmentShader.replace(\"uniform float roughness;\", \"uniform vec3 specular;\").replace(\"uniform float metalness;\", \"uniform float glossiness;\").replace(\"#include \", t).replace(\"#include \", i).replace(\"#include \", r).replace(\"#include \", s).replace(\"#include \", o);\n }, Object.defineProperties(this, {\n specular: {\n get: function() {\n return a.specular.value;\n },\n set: function(c) {\n a.specular.value = c;\n }\n },\n specularMap: {\n get: function() {\n return a.specularMap.value;\n },\n set: function(c) {\n a.specularMap.value = c, c ? this.defines.USE_SPECULARMAP = \"\" : delete this.defines.USE_SPECULARMAP;\n }\n },\n glossiness: {\n get: function() {\n return a.glossiness.value;\n },\n set: function(c) {\n a.glossiness.value = c;\n }\n },\n glossinessMap: {\n get: function() {\n return a.glossinessMap.value;\n },\n set: function(c) {\n a.glossinessMap.value = c, c ? (this.defines.USE_GLOSSINESSMAP = \"\", this.defines.USE_UV = \"\") : (delete this.defines.USE_GLOSSINESSMAP, delete this.defines.USE_UV);\n }\n }\n }), delete this.metalness, delete this.roughness, delete this.metalnessMap, delete this.roughnessMap, this.setValues(e);\n }\n copy(e) {\n return super.copy(e), this.specularMap = e.specularMap, this.specular.copy(e.specular), this.glossinessMap = e.glossinessMap, this.glossiness = e.glossiness, delete this.metalness, delete this.roughness, delete this.metalnessMap, delete this.roughnessMap, this;\n }\n}\nclass mz {\n constructor() {\n this.name = vt.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS, this.specularGlossinessParams = [\n \"color\",\n \"map\",\n \"lightMap\",\n \"lightMapIntensity\",\n \"aoMap\",\n \"aoMapIntensity\",\n \"emissive\",\n \"emissiveIntensity\",\n \"emissiveMap\",\n \"bumpMap\",\n \"bumpScale\",\n \"normalMap\",\n \"normalMapType\",\n \"displacementMap\",\n \"displacementScale\",\n \"displacementBias\",\n \"specularMap\",\n \"specular\",\n \"glossinessMap\",\n \"glossiness\",\n \"alphaMap\",\n \"envMap\",\n \"envMapIntensity\",\n \"refractionRatio\"\n ];\n }\n getMaterialType() {\n return Wd;\n }\n extendParams(e, t, i) {\n const r = t.extensions[this.name];\n e.color = new Fe(1, 1, 1), e.opacity = 1;\n const s = [];\n if (Array.isArray(r.diffuseFactor)) {\n const o = r.diffuseFactor;\n e.color.fromArray(o), e.opacity = o[3];\n }\n if (r.diffuseTexture !== void 0 && s.push(i.assignTexture(e, \"map\", r.diffuseTexture)), e.emissive = new Fe(0, 0, 0), e.glossiness = r.glossinessFactor !== void 0 ? r.glossinessFactor : 1, e.specular = new Fe(1, 1, 1), Array.isArray(r.specularFactor) && e.specular.fromArray(r.specularFactor), r.specularGlossinessTexture !== void 0) {\n const o = r.specularGlossinessTexture;\n s.push(i.assignTexture(e, \"glossinessMap\", o)), s.push(i.assignTexture(e, \"specularMap\", o));\n }\n return Promise.all(s);\n }\n createMaterial(e) {\n const t = new Wd(e);\n return t.fog = !0, t.color = e.color, t.map = e.map === void 0 ? null : e.map, t.lightMap = null, t.lightMapIntensity = 1, t.aoMap = e.aoMap === void 0 ? null : e.aoMap, t.aoMapIntensity = 1, t.emissive = e.emissive, t.emissiveIntensity = 1, t.emissiveMap = e.emissiveMap === void 0 ? null : e.emissiveMap, t.bumpMap = e.bumpMap === void 0 ? null : e.bumpMap, t.bumpScale = 1, t.normalMap = e.normalMap === void 0 ? null : e.normalMap, t.normalMapType = ts, e.normalScale && (t.normalScale = e.normalScale), t.displacementMap = null, t.displacementScale = 1, t.displacementBias = 0, t.specularMap = e.specularMap === void 0 ? null : e.specularMap, t.specular = e.specular, t.glossinessMap = e.glossinessMap === void 0 ? null : e.glossinessMap, t.glossiness = e.glossiness, t.alphaMap = null, t.envMap = e.envMap === void 0 ? null : e.envMap, t.envMapIntensity = 1, t.refractionRatio = 0.98, t;\n }\n}\nclass gz {\n constructor() {\n this.name = vt.KHR_MESH_QUANTIZATION;\n }\n}\nclass ea extends ki {\n constructor(e, t, i, r) {\n super(e, t, i, r);\n }\n copySampleValue_(e) {\n const t = this.resultBuffer, i = this.sampleValues, r = this.valueSize, s = e * r * 3 + r;\n for (let o = 0; o !== r; o++)\n t[o] = i[s + o];\n return t;\n }\n}\nea.prototype.beforeStart_ = ea.prototype.copySampleValue_;\nea.prototype.afterEnd_ = ea.prototype.copySampleValue_;\nea.prototype.interpolate_ = function(n, e, t, i) {\n const r = this.resultBuffer, s = this.sampleValues, o = this.valueSize, a = o * 2, c = o * 3, l = i - e, d = (t - e) / l, h = d * d, p = h * d, g = n * c, f = g - c, u = -2 * p + 3 * h, y = p - h, v = 1 - u, m = y - h + d;\n for (let w = 0; w !== o; w++) {\n const S = s[f + w + o], T = s[f + w + a] * l, M = s[g + w + o], x = s[g + w] * l;\n r[w] = v * S + m * T + u * M + y * x;\n }\n return r;\n};\nconst qi = {\n FLOAT: 5126,\n //FLOAT_MAT2: 35674,\n FLOAT_MAT3: 35675,\n FLOAT_MAT4: 35676,\n FLOAT_VEC2: 35664,\n FLOAT_VEC3: 35665,\n FLOAT_VEC4: 35666,\n LINEAR: 9729,\n REPEAT: 10497,\n SAMPLER_2D: 35678,\n POINTS: 0,\n LINES: 1,\n LINE_LOOP: 2,\n LINE_STRIP: 3,\n TRIANGLES: 4,\n TRIANGLE_STRIP: 5,\n TRIANGLE_FAN: 6,\n UNSIGNED_BYTE: 5121,\n UNSIGNED_SHORT: 5123\n}, ll = {\n 5120: Int8Array,\n 5121: Uint8Array,\n 5122: Int16Array,\n 5123: Uint16Array,\n 5125: Uint32Array,\n 5126: Float32Array\n}, zv = {\n 9728: Kt,\n 9729: jt,\n 9984: Ka,\n 9985: Tu,\n 9986: Qa,\n 9987: br\n}, Uv = {\n 33071: mn,\n 33648: No,\n 10497: Jr\n}, Vv = {\n SCALAR: 1,\n VEC2: 2,\n VEC3: 3,\n VEC4: 4,\n MAT2: 4,\n MAT3: 9,\n MAT4: 16\n}, jd = {\n POSITION: \"position\",\n NORMAL: \"normal\",\n TANGENT: \"tangent\",\n TEXCOORD_0: \"uv\",\n TEXCOORD_1: \"uv2\",\n COLOR_0: \"color\",\n WEIGHTS_0: \"skinWeight\",\n JOINTS_0: \"skinIndex\"\n}, Pr = {\n scale: \"scale\",\n translation: \"position\",\n rotation: \"quaternion\",\n weights: \"morphTargetInfluences\"\n}, vz = {\n CUBICSPLINE: void 0,\n // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each\n // keyframe track will be initialized with a default interpolation type, then modified.\n LINEAR: Is,\n STEP: Bo\n}, Gh = {\n OPAQUE: \"OPAQUE\",\n MASK: \"MASK\",\n BLEND: \"BLEND\"\n};\nfunction kv(n, e) {\n return typeof n != \"string\" || n === \"\" ? \"\" : (/^https?:\\/\\//i.test(e) && /^\\//.test(n) && (e = e.replace(/(^https?:\\/\\/[^\\/]+).*/i, \"$1\")), /^(https?:)?\\/\\//i.test(n) || /^data:.*,.*$/i.test(n) || /^blob:.*$/i.test(n) ? n : e + n);\n}\nfunction yz(n) {\n return n.DefaultMaterial === void 0 && (n.DefaultMaterial = new js({\n color: 16777215,\n emissive: 0,\n metalness: 1,\n roughness: 1,\n transparent: !1,\n depthTest: !0,\n side: Xr\n })), n.DefaultMaterial;\n}\nfunction Ia(n, e, t) {\n for (const i in t.extensions)\n n[i] === void 0 && (e.userData.gltfExtensions = e.userData.gltfExtensions || {}, e.userData.gltfExtensions[i] = t.extensions[i]);\n}\nfunction vs(n, e) {\n e.extras !== void 0 && (typeof e.extras == \"object\" ? Object.assign(n.userData, e.extras) : console.warn(\"THREE.GLTFLoader: Ignoring primitive type .extras, \" + e.extras));\n}\nfunction bz(n, e, t) {\n let i = !1, r = !1;\n for (let a = 0, c = e.length; a < c; a++) {\n const l = e[a];\n if (l.POSITION !== void 0 && (i = !0), l.NORMAL !== void 0 && (r = !0), i && r) break;\n }\n if (!i && !r) return Promise.resolve(n);\n const s = [], o = [];\n for (let a = 0, c = e.length; a < c; a++) {\n const l = e[a];\n if (i) {\n const d = l.POSITION !== void 0 ? t.getDependency(\"accessor\", l.POSITION) : n.attributes.position;\n s.push(d);\n }\n if (r) {\n const d = l.NORMAL !== void 0 ? t.getDependency(\"accessor\", l.NORMAL) : n.attributes.normal;\n o.push(d);\n }\n }\n return Promise.all([\n Promise.all(s),\n Promise.all(o)\n ]).then(function(a) {\n const c = a[0], l = a[1];\n return i && (n.morphAttributes.position = c), r && (n.morphAttributes.normal = l), n.morphTargetsRelative = !0, n;\n });\n}\nfunction xz(n, e) {\n if (n.updateMorphTargets(), e.weights !== void 0)\n for (let t = 0, i = e.weights.length; t < i; t++)\n n.morphTargetInfluences[t] = e.weights[t];\n if (e.extras && Array.isArray(e.extras.targetNames)) {\n const t = e.extras.targetNames;\n if (n.morphTargetInfluences.length === t.length) {\n n.morphTargetDictionary = {};\n for (let i = 0, r = t.length; i < r; i++)\n n.morphTargetDictionary[t[i]] = i;\n } else\n console.warn(\"THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.\");\n }\n}\nfunction wz(n) {\n const e = n.extensions && n.extensions[vt.KHR_DRACO_MESH_COMPRESSION];\n let t;\n return e ? t = \"draco:\" + e.bufferView + \":\" + e.indices + \":\" + Gv(e.attributes) : t = n.indices + \":\" + Gv(n.attributes) + \":\" + n.mode, t;\n}\nfunction Gv(n) {\n let e = \"\";\n const t = Object.keys(n).sort();\n for (let i = 0, r = t.length; i < r; i++)\n e += t[i] + \":\" + n[t[i]] + \";\";\n return e;\n}\nfunction $d(n) {\n switch (n) {\n case Int8Array:\n return 1 / 127;\n case Uint8Array:\n return 1 / 255;\n case Int16Array:\n return 1 / 32767;\n case Uint16Array:\n return 1 / 65535;\n default:\n throw new Error(\"THREE.GLTFLoader: Unsupported normalized accessor component type.\");\n }\n}\nclass Mz {\n constructor(e = {}, t = {}) {\n this.json = e, this.extensions = {}, this.plugins = {}, this.options = t, this.cache = new rz(), this.associations = /* @__PURE__ */ new Map(), this.primitiveCache = {}, this.meshCache = { refs: {}, uses: {} }, this.cameraCache = { refs: {}, uses: {} }, this.lightCache = { refs: {}, uses: {} }, this.textureCache = {}, this.nodeNamesUsed = {}, typeof createImageBitmap < \"u\" && /Firefox/.test(navigator.userAgent) === !1 ? this.textureLoader = new Lp(this.options.manager) : this.textureLoader = new wp(this.options.manager), this.textureLoader.setCrossOrigin(this.options.crossOrigin), this.textureLoader.setRequestHeader(this.options.requestHeader), this.fileLoader = new Qn(this.options.manager), this.fileLoader.setResponseType(\"arraybuffer\"), this.options.crossOrigin === \"use-credentials\" && this.fileLoader.setWithCredentials(!0);\n }\n setExtensions(e) {\n this.extensions = e;\n }\n setPlugins(e) {\n this.plugins = e;\n }\n parse(e, t) {\n const i = this, r = this.json, s = this.extensions;\n this.cache.removeAll(), this._invokeAll(function(o) {\n return o._markDefs && o._markDefs();\n }), Promise.all(this._invokeAll(function(o) {\n return o.beforeRoot && o.beforeRoot();\n })).then(function() {\n return Promise.all([\n i.getDependencies(\"scene\"),\n i.getDependencies(\"animation\"),\n i.getDependencies(\"camera\")\n ]);\n }).then(function(o) {\n const a = {\n scene: o[0][r.scene || 0],\n scenes: o[0],\n animations: o[1],\n cameras: o[2],\n asset: r.asset,\n parser: i,\n userData: {}\n };\n Ia(s, a, r), vs(a, r), Promise.all(i._invokeAll(function(c) {\n return c.afterRoot && c.afterRoot(a);\n })).then(function() {\n e(a);\n });\n }).catch(t);\n }\n /**\n * Marks the special nodes/meshes in json for efficient parse.\n */\n _markDefs() {\n const e = this.json.nodes || [], t = this.json.skins || [], i = this.json.meshes || [];\n for (let r = 0, s = t.length; r < s; r++) {\n const o = t[r].joints;\n for (let a = 0, c = o.length; a < c; a++)\n e[o[a]].isBone = !0;\n }\n for (let r = 0, s = e.length; r < s; r++) {\n const o = e[r];\n o.mesh !== void 0 && (this._addNodeRef(this.meshCache, o.mesh), o.skin !== void 0 && (i[o.mesh].isSkinnedMesh = !0)), o.camera !== void 0 && this._addNodeRef(this.cameraCache, o.camera);\n }\n }\n /**\n * Counts references to shared node / Object3D resources. These resources\n * can be reused, or \"instantiated\", at multiple nodes in the scene\n * hierarchy. Mesh, Camera, and Light instances are instantiated and must\n * be marked. Non-scenegraph resources (like Materials, Geometries, and\n * Textures) can be reused directly and are not marked here.\n *\n * Example: CesiumMilkTruck sample model reuses \"Wheel\" meshes.\n */\n _addNodeRef(e, t) {\n t !== void 0 && (e.refs[t] === void 0 && (e.refs[t] = e.uses[t] = 0), e.refs[t]++);\n }\n /** Returns a reference to a shared resource, cloning it if necessary. */\n _getNodeRef(e, t, i) {\n if (e.refs[t] <= 1) return i;\n const r = i.clone();\n return r.name += \"_instance_\" + e.uses[t]++, r;\n }\n _invokeOne(e) {\n const t = Object.values(this.plugins);\n t.push(this);\n for (let i = 0; i < t.length; i++) {\n const r = e(t[i]);\n if (r) return r;\n }\n return null;\n }\n _invokeAll(e) {\n const t = Object.values(this.plugins);\n t.unshift(this);\n const i = [];\n for (let r = 0; r < t.length; r++) {\n const s = e(t[r]);\n s && i.push(s);\n }\n return i;\n }\n /**\n * Requests the specified dependency asynchronously, with caching.\n * @param {string} type\n * @param {number} index\n * @return {Promise}\n */\n getDependency(e, t) {\n const i = e + \":\" + t;\n let r = this.cache.get(i);\n if (!r) {\n switch (e) {\n case \"scene\":\n r = this.loadScene(t);\n break;\n case \"node\":\n r = this.loadNode(t);\n break;\n case \"mesh\":\n r = this._invokeOne(function(s) {\n return s.loadMesh && s.loadMesh(t);\n });\n break;\n case \"accessor\":\n r = this.loadAccessor(t);\n break;\n case \"bufferView\":\n r = this._invokeOne(function(s) {\n return s.loadBufferView && s.loadBufferView(t);\n });\n break;\n case \"buffer\":\n r = this.loadBuffer(t);\n break;\n case \"material\":\n r = this._invokeOne(function(s) {\n return s.loadMaterial && s.loadMaterial(t);\n });\n break;\n case \"texture\":\n r = this._invokeOne(function(s) {\n return s.loadTexture && s.loadTexture(t);\n });\n break;\n case \"skin\":\n r = this.loadSkin(t);\n break;\n case \"animation\":\n r = this.loadAnimation(t);\n break;\n case \"camera\":\n r = this.loadCamera(t);\n break;\n default:\n throw new Error(\"Unknown type: \" + e);\n }\n this.cache.add(i, r);\n }\n return r;\n }\n /**\n * Requests all dependencies of the specified type asynchronously, with caching.\n * @param {string} type\n * @return {Promise>}\n */\n getDependencies(e) {\n let t = this.cache.get(e);\n if (!t) {\n const i = this, r = this.json[e + (e === \"mesh\" ? \"es\" : \"s\")] || [];\n t = Promise.all(r.map(function(s, o) {\n return i.getDependency(e, o);\n })), this.cache.add(e, t);\n }\n return t;\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n * @param {number} bufferIndex\n * @return {Promise}\n */\n loadBuffer(e) {\n const t = this.json.buffers[e], i = this.fileLoader;\n if (t.type && t.type !== \"arraybuffer\")\n throw new Error(\"THREE.GLTFLoader: \" + t.type + \" buffer type is not supported.\");\n if (t.uri === void 0 && e === 0)\n return Promise.resolve(this.extensions[vt.KHR_BINARY_GLTF].body);\n const r = this.options;\n return new Promise(function(s, o) {\n i.load(kv(t.uri, r.path), s, void 0, function() {\n o(new Error('THREE.GLTFLoader: Failed to load buffer \"' + t.uri + '\".'));\n });\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views\n * @param {number} bufferViewIndex\n * @return {Promise}\n */\n loadBufferView(e) {\n const t = this.json.bufferViews[e];\n return this.getDependency(\"buffer\", t.buffer).then(function(i) {\n const r = t.byteLength || 0, s = t.byteOffset || 0;\n return i.slice(s, s + r);\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors\n * @param {number} accessorIndex\n * @return {Promise}\n */\n loadAccessor(e) {\n const t = this, i = this.json, r = this.json.accessors[e];\n if (r.bufferView === void 0 && r.sparse === void 0)\n return Promise.resolve(null);\n const s = [];\n return r.bufferView !== void 0 ? s.push(this.getDependency(\"bufferView\", r.bufferView)) : s.push(null), r.sparse !== void 0 && (s.push(this.getDependency(\"bufferView\", r.sparse.indices.bufferView)), s.push(this.getDependency(\"bufferView\", r.sparse.values.bufferView))), Promise.all(s).then(function(o) {\n const a = o[0], c = Vv[r.type], l = ll[r.componentType], d = l.BYTES_PER_ELEMENT, h = d * c, p = r.byteOffset || 0, g = r.bufferView !== void 0 ? i.bufferViews[r.bufferView].byteStride : void 0, f = r.normalized === !0;\n let u, y;\n if (g && g !== h) {\n const v = Math.floor(p / g), m = \"InterleavedBuffer:\" + r.bufferView + \":\" + r.componentType + \":\" + v + \":\" + r.count;\n let w = t.cache.get(m);\n w || (u = new l(a, v * g, r.count * g / d), w = new rs(u, g / d), t.cache.add(m, w)), y = new fr(w, c, p % g / d, f);\n } else\n a === null ? u = new l(r.count * c) : u = new l(a, p, r.count * c), y = new nt(u, c, f);\n if (r.sparse !== void 0) {\n const v = Vv.SCALAR, m = ll[r.sparse.indices.componentType], w = r.sparse.indices.byteOffset || 0, S = r.sparse.values.byteOffset || 0, T = new m(o[1], w, r.sparse.count * v), M = new l(o[2], S, r.sparse.count * c);\n a !== null && (y = new nt(y.array.slice(), y.itemSize, y.normalized));\n for (let x = 0, _ = T.length; x < _; x++) {\n const E = T[x];\n if (y.setX(E, M[x * c]), c >= 2 && y.setY(E, M[x * c + 1]), c >= 3 && y.setZ(E, M[x * c + 2]), c >= 4 && y.setW(E, M[x * c + 3]), c >= 5) throw new Error(\"THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.\");\n }\n }\n return y;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures\n * @param {number} textureIndex\n * @return {Promise}\n */\n loadTexture(e) {\n const t = this.json, i = this.options, r = t.textures[e], s = t.images[r.source];\n let o = this.textureLoader;\n if (s.uri) {\n const a = i.manager.getHandler(s.uri);\n a !== null && (o = a);\n }\n return this.loadTextureImage(e, s, o);\n }\n loadTextureImage(e, t, i) {\n const r = this, s = this.json, o = this.options, a = s.textures[e], c = (t.uri || t.bufferView) + \":\" + a.sampler;\n if (this.textureCache[c])\n return this.textureCache[c];\n const l = self.URL || self.webkitURL;\n let d = t.uri || \"\", h = !1, p = !0;\n const g = d.search(/\\.jpe?g($|\\?)/i) > 0 || d.search(/^data\\:image\\/jpeg/) === 0;\n if ((t.mimeType === \"image/jpeg\" || g) && (p = !1), t.bufferView !== void 0)\n d = r.getDependency(\"bufferView\", t.bufferView).then(function(u) {\n if (t.mimeType === \"image/png\") {\n const v = new DataView(u, 25, 1).getUint8(0, !1);\n p = v === 6 || v === 4 || v === 3;\n }\n h = !0;\n const y = new Blob([u], { type: t.mimeType });\n return d = l.createObjectURL(y), d;\n });\n else if (t.uri === void 0)\n throw new Error(\"THREE.GLTFLoader: Image \" + e + \" is missing URI and bufferView\");\n const f = Promise.resolve(d).then(function(u) {\n return new Promise(function(y, v) {\n let m = y;\n i.isImageBitmapLoader === !0 && (m = function(w) {\n const S = new nn(w);\n S.needsUpdate = !0, y(S);\n }), i.load(kv(u, o.path), m, void 0, v);\n });\n }).then(function(u) {\n h === !0 && l.revokeObjectURL(d), u.flipY = !1, a.name && (u.name = a.name), p || (u.format = ar);\n const v = (s.samplers || {})[a.sampler] || {};\n return u.magFilter = zv[v.magFilter] || jt, u.minFilter = zv[v.minFilter] || br, u.wrapS = Uv[v.wrapS] || Jr, u.wrapT = Uv[v.wrapT] || Jr, r.associations.set(u, {\n type: \"textures\",\n index: e\n }), u;\n }).catch(function() {\n return console.error(\"THREE.GLTFLoader: Couldn't load texture\", d), null;\n });\n return this.textureCache[c] = f, f;\n }\n /**\n * Asynchronously assigns a texture to the given material parameters.\n * @param {Object} materialParams\n * @param {string} mapName\n * @param {Object} mapDef\n * @return {Promise}\n */\n assignTexture(e, t, i) {\n const r = this;\n return this.getDependency(\"texture\", i.index).then(function(s) {\n if (i.texCoord !== void 0 && i.texCoord != 0 && !(t === \"aoMap\" && i.texCoord == 1) && console.warn(\"THREE.GLTFLoader: Custom UV set \" + i.texCoord + \" for texture \" + t + \" not yet supported.\"), r.extensions[vt.KHR_TEXTURE_TRANSFORM]) {\n const o = i.extensions !== void 0 ? i.extensions[vt.KHR_TEXTURE_TRANSFORM] : void 0;\n if (o) {\n const a = r.associations.get(s);\n s = r.extensions[vt.KHR_TEXTURE_TRANSFORM].extendTexture(s, o), r.associations.set(s, a);\n }\n }\n e[t] = s;\n });\n }\n /**\n * Assigns final material to a Mesh, Line, or Points instance. The instance\n * already has a material (generated from the glTF material options alone)\n * but reuse of the same glTF material may require multiple threejs materials\n * to accommodate different primitive types, defines, etc. New materials will\n * be created if necessary, and reused from a cache.\n * @param {Object3D} mesh Mesh, Line, or Points instance.\n */\n assignFinalMaterial(e) {\n const t = e.geometry;\n let i = e.material;\n const r = t.attributes.tangent !== void 0, s = t.attributes.color !== void 0, o = t.attributes.normal === void 0, a = Object.keys(t.morphAttributes).length > 0, c = a && t.morphAttributes.normal !== void 0;\n if (e.isPoints) {\n const l = \"PointsMaterial:\" + i.uuid;\n let d = this.cache.get(l);\n d || (d = new ss(), sn.prototype.copy.call(d, i), d.color.copy(i.color), d.map = i.map, d.sizeAttenuation = !1, this.cache.add(l, d)), i = d;\n } else if (e.isLine) {\n const l = \"LineBasicMaterial:\" + i.uuid;\n let d = this.cache.get(l);\n d || (d = new un(), sn.prototype.copy.call(d, i), d.color.copy(i.color), this.cache.add(l, d)), i = d;\n }\n if (r || s || o || a) {\n let l = \"ClonedMaterial:\" + i.uuid + \":\";\n i.isGLTFSpecularGlossinessMaterial && (l += \"specular-glossiness:\"), r && (l += \"vertex-tangents:\"), s && (l += \"vertex-colors:\"), o && (l += \"flat-shading:\"), a && (l += \"morph-targets:\"), c && (l += \"morph-normals:\");\n let d = this.cache.get(l);\n d || (d = i.clone(), s && (d.vertexColors = !0), o && (d.flatShading = !0), a && (d.morphTargets = !0), c && (d.morphNormals = !0), r && (d.vertexTangents = !0, d.normalScale && (d.normalScale.y *= -1), d.clearcoatNormalScale && (d.clearcoatNormalScale.y *= -1)), this.cache.add(l, d), this.associations.set(d, this.associations.get(i))), i = d;\n }\n i.aoMap && t.attributes.uv2 === void 0 && t.attributes.uv !== void 0 && t.setAttribute(\"uv2\", t.attributes.uv), e.material = i;\n }\n getMaterialType() {\n return js;\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials\n * @param {number} materialIndex\n * @return {Promise}\n */\n loadMaterial(e) {\n const t = this, i = this.json, r = this.extensions, s = i.materials[e];\n let o;\n const a = {}, c = s.extensions || {}, l = [];\n if (c[vt.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS]) {\n const h = r[vt.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS];\n o = h.getMaterialType(), l.push(h.extendParams(a, s, t));\n } else if (c[vt.KHR_MATERIALS_UNLIT]) {\n const h = r[vt.KHR_MATERIALS_UNLIT];\n o = h.getMaterialType(), l.push(h.extendParams(a, s, t));\n } else {\n const h = s.pbrMetallicRoughness || {};\n if (a.color = new Fe(1, 1, 1), a.opacity = 1, Array.isArray(h.baseColorFactor)) {\n const p = h.baseColorFactor;\n a.color.fromArray(p), a.opacity = p[3];\n }\n h.baseColorTexture !== void 0 && l.push(t.assignTexture(a, \"map\", h.baseColorTexture)), a.metalness = h.metallicFactor !== void 0 ? h.metallicFactor : 1, a.roughness = h.roughnessFactor !== void 0 ? h.roughnessFactor : 1, h.metallicRoughnessTexture !== void 0 && (l.push(t.assignTexture(a, \"metalnessMap\", h.metallicRoughnessTexture)), l.push(t.assignTexture(a, \"roughnessMap\", h.metallicRoughnessTexture))), o = this._invokeOne(function(p) {\n return p.getMaterialType && p.getMaterialType(e);\n }), l.push(Promise.all(this._invokeAll(function(p) {\n return p.extendMaterialParams && p.extendMaterialParams(e, a);\n })));\n }\n s.doubleSided === !0 && (a.side = Yr);\n const d = s.alphaMode || Gh.OPAQUE;\n return d === Gh.BLEND ? (a.transparent = !0, a.depthWrite = !1) : (a.transparent = !1, d === Gh.MASK && (a.alphaTest = s.alphaCutoff !== void 0 ? s.alphaCutoff : 0.5)), s.normalTexture !== void 0 && o !== Vn && (l.push(t.assignTexture(a, \"normalMap\", s.normalTexture)), a.normalScale = new Pe(1, -1), s.normalTexture.scale !== void 0 && a.normalScale.set(s.normalTexture.scale, -s.normalTexture.scale)), s.occlusionTexture !== void 0 && o !== Vn && (l.push(t.assignTexture(a, \"aoMap\", s.occlusionTexture)), s.occlusionTexture.strength !== void 0 && (a.aoMapIntensity = s.occlusionTexture.strength)), s.emissiveFactor !== void 0 && o !== Vn && (a.emissive = new Fe().fromArray(s.emissiveFactor)), s.emissiveTexture !== void 0 && o !== Vn && l.push(t.assignTexture(a, \"emissiveMap\", s.emissiveTexture)), Promise.all(l).then(function() {\n let h;\n return o === Wd ? h = r[vt.KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS].createMaterial(a) : h = new o(a), s.name && (h.name = s.name), h.map && (h.map.encoding = Os), h.emissiveMap && (h.emissiveMap.encoding = Os), vs(h, s), t.associations.set(h, { type: \"materials\", index: e }), s.extensions && Ia(r, h, s), h;\n });\n }\n /** When Object3D instances are targeted by animation, they need unique names. */\n createUniqueName(e) {\n const t = ft.sanitizeNodeName(e || \"\");\n let i = t;\n for (let r = 1; this.nodeNamesUsed[i]; ++r)\n i = t + \"_\" + r;\n return this.nodeNamesUsed[i] = !0, i;\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry\n *\n * Creates BufferGeometries from primitives.\n *\n * @param {Array} primitives\n * @return {Promise>}\n */\n loadGeometries(e) {\n const t = this, i = this.extensions, r = this.primitiveCache;\n function s(a) {\n return i[vt.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(a, t).then(function(c) {\n return Hv(c, a, t);\n });\n }\n const o = [];\n for (let a = 0, c = e.length; a < c; a++) {\n const l = e[a], d = wz(l), h = r[d];\n if (h)\n o.push(h.promise);\n else {\n let p;\n l.extensions && l.extensions[vt.KHR_DRACO_MESH_COMPRESSION] ? p = s(l) : p = Hv(new Je(), l, t), r[d] = { primitive: l, promise: p }, o.push(p);\n }\n }\n return Promise.all(o);\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes\n * @param {number} meshIndex\n * @return {Promise}\n */\n loadMesh(e) {\n const t = this, i = this.json, r = this.extensions, s = i.meshes[e], o = s.primitives, a = [];\n for (let c = 0, l = o.length; c < l; c++) {\n const d = o[c].material === void 0 ? yz(this.cache) : this.getDependency(\"material\", o[c].material);\n a.push(d);\n }\n return a.push(t.loadGeometries(o)), Promise.all(a).then(function(c) {\n const l = c.slice(0, c.length - 1), d = c[c.length - 1], h = [];\n for (let g = 0, f = d.length; g < f; g++) {\n const u = d[g], y = o[g];\n let v;\n const m = l[g];\n if (y.mode === qi.TRIANGLES || y.mode === qi.TRIANGLE_STRIP || y.mode === qi.TRIANGLE_FAN || y.mode === void 0)\n v = s.isSkinnedMesh === !0 ? new Al(u, m) : new tn(u, m), v.isSkinnedMesh === !0 && !v.geometry.attributes.skinWeight.normalized && v.normalizeSkinWeights(), y.mode === qi.TRIANGLE_STRIP ? v.geometry = Wv(v.geometry, ox) : y.mode === qi.TRIANGLE_FAN && (v.geometry = Wv(v.geometry, jf));\n else if (y.mode === qi.LINES)\n v = new Fn(u, m);\n else if (y.mode === qi.LINE_STRIP)\n v = new Ui(u, m);\n else if (y.mode === qi.LINE_LOOP)\n v = new Fu(u, m);\n else if (y.mode === qi.POINTS)\n v = new ha(u, m);\n else\n throw new Error(\"THREE.GLTFLoader: Primitive mode unsupported: \" + y.mode);\n Object.keys(v.geometry.morphAttributes).length > 0 && xz(v, s), v.name = t.createUniqueName(s.name || \"mesh_\" + e), vs(v, s), y.extensions && Ia(r, v, y), t.assignFinalMaterial(v), h.push(v);\n }\n if (h.length === 1)\n return h[0];\n const p = new Pi();\n for (let g = 0, f = h.length; g < f; g++)\n p.add(h[g]);\n return p;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras\n * @param {number} cameraIndex\n * @return {Promise}\n */\n loadCamera(e) {\n let t;\n const i = this.json.cameras[e], r = i[i.type];\n if (!r) {\n console.warn(\"THREE.GLTFLoader: Missing camera parameters.\");\n return;\n }\n return i.type === \"perspective\" ? t = new an(Fd.radToDeg(r.yfov), r.aspectRatio || 1, r.znear || 1, r.zfar || 2e6) : i.type === \"orthographic\" && (t = new fa(-r.xmag, r.xmag, r.ymag, -r.ymag, r.znear, r.zfar)), i.name && (t.name = this.createUniqueName(i.name)), vs(t, i), Promise.resolve(t);\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins\n * @param {number} skinIndex\n * @return {Promise}\n */\n loadSkin(e) {\n const t = this.json.skins[e], i = { joints: t.joints };\n return t.inverseBindMatrices === void 0 ? Promise.resolve(i) : this.getDependency(\"accessor\", t.inverseBindMatrices).then(function(r) {\n return i.inverseBindMatrices = r, i;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations\n * @param {number} animationIndex\n * @return {Promise}\n */\n loadAnimation(e) {\n const i = this.json.animations[e], r = [], s = [], o = [], a = [], c = [];\n for (let l = 0, d = i.channels.length; l < d; l++) {\n const h = i.channels[l], p = i.samplers[h.sampler], g = h.target, f = g.node !== void 0 ? g.node : g.id, u = i.parameters !== void 0 ? i.parameters[p.input] : p.input, y = i.parameters !== void 0 ? i.parameters[p.output] : p.output;\n r.push(this.getDependency(\"node\", f)), s.push(this.getDependency(\"accessor\", u)), o.push(this.getDependency(\"accessor\", y)), a.push(p), c.push(g);\n }\n return Promise.all([\n Promise.all(r),\n Promise.all(s),\n Promise.all(o),\n Promise.all(a),\n Promise.all(c)\n ]).then(function(l) {\n const d = l[0], h = l[1], p = l[2], g = l[3], f = l[4], u = [];\n for (let v = 0, m = d.length; v < m; v++) {\n const w = d[v], S = h[v], T = p[v], M = g[v], x = f[v];\n if (w === void 0) continue;\n w.updateMatrix(), w.matrixAutoUpdate = !0;\n let _;\n switch (Pr[x.path]) {\n case Pr.weights:\n _ = qo;\n break;\n case Pr.rotation:\n _ = Zs;\n break;\n case Pr.position:\n case Pr.scale:\n default:\n _ = Ko;\n break;\n }\n const E = w.name ? w.name : w.uuid, L = M.interpolation !== void 0 ? vz[M.interpolation] : Is, R = [];\n Pr[x.path] === Pr.weights ? w.traverse(function(A) {\n A.isMesh === !0 && A.morphTargetInfluences && R.push(A.name ? A.name : A.uuid);\n }) : R.push(E);\n let C = T.array;\n if (T.normalized) {\n const A = $d(C.constructor), P = new Float32Array(C.length);\n for (let I = 0, b = C.length; I < b; I++)\n P[I] = C[I] * A;\n C = P;\n }\n for (let A = 0, P = R.length; A < P; A++) {\n const I = new _(\n R[A] + \".\" + Pr[x.path],\n S.array,\n C,\n L\n );\n M.interpolation === \"CUBICSPLINE\" && (I.createInterpolant = function(O) {\n return new ea(this.times, this.values, this.getValueSize() / 3, O);\n }, I.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = !0), u.push(I);\n }\n }\n const y = i.name ? i.name : \"animation_\" + e;\n return new Qo(y, void 0, u);\n });\n }\n createNodeMesh(e) {\n const t = this.json, i = this, r = t.nodes[e];\n return r.mesh === void 0 ? null : i.getDependency(\"mesh\", r.mesh).then(function(s) {\n const o = i._getNodeRef(i.meshCache, r.mesh, s);\n return r.weights !== void 0 && o.traverse(function(a) {\n if (a.isMesh)\n for (let c = 0, l = r.weights.length; c < l; c++)\n a.morphTargetInfluences[c] = r.weights[c];\n }), o;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy\n * @param {number} nodeIndex\n * @return {Promise}\n */\n loadNode(e) {\n const t = this.json, i = this.extensions, r = this, s = t.nodes[e], o = s.name ? r.createUniqueName(s.name) : \"\";\n return function() {\n const a = [], c = r._invokeOne(function(l) {\n return l.createNodeMesh && l.createNodeMesh(e);\n });\n return c && a.push(c), s.camera !== void 0 && a.push(r.getDependency(\"camera\", s.camera).then(function(l) {\n return r._getNodeRef(r.cameraCache, s.camera, l);\n })), r._invokeAll(function(l) {\n return l.createNodeAttachment && l.createNodeAttachment(e);\n }).forEach(function(l) {\n a.push(l);\n }), Promise.all(a);\n }().then(function(a) {\n let c;\n if (s.isBone === !0 ? c = new Cl() : a.length > 1 ? c = new Pi() : a.length === 1 ? c = a[0] : c = new ot(), c !== a[0])\n for (let l = 0, d = a.length; l < d; l++)\n c.add(a[l]);\n if (s.name && (c.userData.name = s.name, c.name = o), vs(c, s), s.extensions && Ia(i, c, s), s.matrix !== void 0) {\n const l = new $e();\n l.fromArray(s.matrix), c.applyMatrix4(l);\n } else\n s.translation !== void 0 && c.position.fromArray(s.translation), s.rotation !== void 0 && c.quaternion.fromArray(s.rotation), s.scale !== void 0 && c.scale.fromArray(s.scale);\n return r.associations.set(c, { type: \"nodes\", index: e }), c;\n });\n }\n /**\n * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes\n * @param {number} sceneIndex\n * @return {Promise}\n */\n loadScene(e) {\n const t = this.json, i = this.extensions, r = this.json.scenes[e], s = this, o = new Pi();\n r.name && (o.name = s.createUniqueName(r.name)), vs(o, r), r.extensions && Ia(i, o, r);\n const a = r.nodes || [], c = [];\n for (let l = 0, d = a.length; l < d; l++)\n c.push(Ew(a[l], o, t, s));\n return Promise.all(c).then(function() {\n return o;\n });\n }\n}\nfunction Ew(n, e, t, i) {\n const r = t.nodes[n];\n return i.getDependency(\"node\", n).then(function(s) {\n if (r.skin === void 0) return s;\n let o;\n return i.getDependency(\"skin\", r.skin).then(function(a) {\n o = a;\n const c = [];\n for (let l = 0, d = o.joints.length; l < d; l++)\n c.push(i.getDependency(\"node\", o.joints[l]));\n return Promise.all(c);\n }).then(function(a) {\n return s.traverse(function(c) {\n if (!c.isMesh) return;\n const l = [], d = [];\n for (let h = 0, p = a.length; h < p; h++) {\n const g = a[h];\n if (g) {\n l.push(g);\n const f = new $e();\n o.inverseBindMatrices !== void 0 && f.fromArray(o.inverseBindMatrices.array, h * 16), d.push(f);\n } else\n console.warn('THREE.GLTFLoader: Joint \"%s\" could not be found.', o.joints[h]);\n }\n c.bind(new Ll(l, d), c.matrixWorld);\n }), s;\n });\n }).then(function(s) {\n e.add(s);\n const o = [];\n if (r.children) {\n const a = r.children;\n for (let c = 0, l = a.length; c < l; c++) {\n const d = a[c];\n o.push(Ew(d, s, t, i));\n }\n }\n return Promise.all(o);\n });\n}\nfunction Sz(n, e, t) {\n const i = e.attributes, r = new Hn();\n if (i.POSITION !== void 0) {\n const a = t.json.accessors[i.POSITION], c = a.min, l = a.max;\n if (c !== void 0 && l !== void 0) {\n if (r.set(\n new X(c[0], c[1], c[2]),\n new X(l[0], l[1], l[2])\n ), a.normalized) {\n const d = $d(ll[a.componentType]);\n r.min.multiplyScalar(d), r.max.multiplyScalar(d);\n }\n } else {\n console.warn(\"THREE.GLTFLoader: Missing min/max properties for accessor POSITION.\");\n return;\n }\n } else\n return;\n const s = e.targets;\n if (s !== void 0) {\n const a = new X(), c = new X();\n for (let l = 0, d = s.length; l < d; l++) {\n const h = s[l];\n if (h.POSITION !== void 0) {\n const p = t.json.accessors[h.POSITION], g = p.min, f = p.max;\n if (g !== void 0 && f !== void 0) {\n if (c.setX(Math.max(Math.abs(g[0]), Math.abs(f[0]))), c.setY(Math.max(Math.abs(g[1]), Math.abs(f[1]))), c.setZ(Math.max(Math.abs(g[2]), Math.abs(f[2]))), p.normalized) {\n const u = $d(ll[p.componentType]);\n c.multiplyScalar(u);\n }\n a.max(c);\n } else\n console.warn(\"THREE.GLTFLoader: Missing min/max properties for accessor POSITION.\");\n }\n }\n r.expandByVector(a);\n }\n n.boundingBox = r;\n const o = new xr();\n r.getCenter(o.center), o.radius = r.min.distanceTo(r.max) / 2, n.boundingSphere = o;\n}\nfunction Hv(n, e, t) {\n const i = e.attributes, r = [];\n function s(o, a) {\n return t.getDependency(\"accessor\", o).then(function(c) {\n n.setAttribute(a, c);\n });\n }\n for (const o in i) {\n const a = jd[o] || o.toLowerCase();\n a in n.attributes || r.push(s(i[o], a));\n }\n if (e.indices !== void 0 && !n.index) {\n const o = t.getDependency(\"accessor\", e.indices).then(function(a) {\n n.setIndex(a);\n });\n r.push(o);\n }\n return vs(n, e), Sz(n, e, t), Promise.all(r).then(function() {\n return e.targets !== void 0 ? 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(m = f, m.morphTargets = w, m.morphNormals = u.localTimeEnabled) : y instanceof l.BufferGeometry && y.attributes.color === void 0 ? m = new l.MeshPhongMaterial({ color: u.colour, morphTargets: w, morphNormals: u.localTimeEnabled, transparent: v, opacity: u.opacity, side: l.DoubleSide }) : m = new l.MeshPhongMaterial({ color: u.colour, morphTargets: w, morphNormals: u.localTimeEnabled, vertexColors: l.VertexColors, transparent: v, opacity: u.opacity, side: l.DoubleSide }), u.localMorphColour && y.morphAttributes.color && (m.onBeforeCompile = c(9).augmentMorphColor());\n } else {\n var S = y._video.createCanvasVideoTexture();\n m = new l.MeshBasicMaterial({ morphTargets: u.localTimeEnabled, color: new l.Color(1, 1, 1), transparent: v, opacity: u.opacity, map: S, side: l.DoubleSide }), this.videoHandler = y._video;\n }\n return new l.Mesh(y, m);\n }, p = function() {\n c(10).ZincObject.call(this), this.videoHandler = void 0, this.isGeometry = !0, this.createMesh = (g, f, u) => {\n if (!(this.morph && this.morph.geometry && g != null)) {\n var y = h(g, f, u);\n this.setMesh(y, u.localTimeEnabled, u.localMorphColour);\n }\n }, this.calculateUVs = () => {\n this.geometry.computeBoundingBox();\n var g = this.geometry.boundingBox.max, f = this.geometry.boundingBox.min, u = new l.Vector2(0 - f.x, 0 - f.y), y = new l.Vector2(g.x - f.x, g.y - f.y);\n this.geometry.faceVertexUvs[0] = [];\n for (var v = 0; v < this.geometry.faces.length; v++) {\n var m = this.geometry.vertices[this.geometry.faces[v].a], w = this.geometry.vertices[this.geometry.faces[v].b], S = this.geometry.vertices[this.geometry.faces[v].c];\n geometry.faceVertexUvs[0].push([new l.Vector2((m.x + u.x) / y.x, (m.y + u.y) / y.y), new l.Vector2((w.x + u.x) / y.x, (w.y + u.y) / y.y), new l.Vector2((S.x + u.x) / y.x, (S.y + u.y) / y.y)]);\n }\n geometry.uvsNeedUpdate = !0;\n }, this.checkTransparentMesh = function() {\n this._lod.checkTransparentMesh();\n }, this.setWireframe = (g) => {\n this.morph.material.wireframe = g;\n }, this.editVertices = function(g, f) {\n if (g && g.length) {\n var u = this.getMorph(), y = u.geometry.getAttribute(\"position\");\n if (!u || 0 > f) return;\n var v = 3 * f;\n g.forEach((m) => {\n y.array[v++] = m[0], y.array[v++] = m[1], y.array[v++] = m[2];\n }), y.needsUpdate = !0, u.geometry.computeBoundingBox(), u.geometry.computeBoundingSphere(), this.boundingBoxUpdateRequired = !0;\n }\n };\n };\n p.prototype = Object.create(c(10).ZincObject.prototype), a.Geometry = p;\n },\n /* 4 */\n /***/\n (o) => {\n o.exports = zB;\n },\n /* 5 */\n /***/\n (o, a, c) => {\n function l(x) {\n throw new TypeError('\"' + x + '\" is read-only');\n }\n var d = c(4), h = c(6).Geometry, p = c(7).default;\n function g(x) {\n var _ = x, E = c(0).modelPrefix;\n return E && (E[E.length - 1] != \"/\" && l(\"prefix\"), /^(?:[a-z]+:)?\\/\\//i.test(x) || (_ = E + x)), _;\n }\n function f(x, _) {\n var E = (R, C) => {\n try {\n var A = new URL(R, C).href;\n if (R && 2 > R.split(\"?\").length) {\n var P = C.split(\"?\");\n P.length === 2 && (A = A + \"?\" + P[1]);\n }\n return A;\n } catch {\n console.error(\"There is an issue creting the url link with: \".concat(R, \".\"));\n }\n };\n if (!Array.isArray(x)) return E(x, _);\n var L = [];\n return x.forEach((R) => {\n L.push(E(R, _));\n }), L;\n }\n function u(x, _, E, L, R) {\n var C = x.morphTargetInfluences, A = void 0;\n x.geometry && (A = x.geometry.morphAttributes);\n var P = !1;\n if (C && A && A.position) {\n L.set(0, 0, 0), R.set(0, 0, 0);\n for (var I = 0; I < C.length; I++) 0 < C[I] && (P = !0, E.setFromArray(A.position[I].array), L.add(E.min.multiplyScalar(C[I])), R.add(E.max.multiplyScalar(C[I])));\n P && _.set(L, R);\n }\n P || _.setFromBufferAttribute(x.geometry.attributes.position), x.updateWorldMatrix(!0, !0), _.applyMatrix4(x.matrixWorld);\n }\n function y(x, _, E, L) {\n var R = new XMLHttpRequest();\n R.open(\"GET\", g(x), !0), R.onreadystatechange = () => {\n R.readyState == 4 && (R.status == 200 ? E(R.responseText, _) : L(x));\n }, R.send(null);\n }\n function v(x, _, E) {\n function L(I, b) {\n A[b] = I, C++, C == R && _(A);\n }\n for (var R = x.length, C = 0, A = [], P = 0; P < R; P++) y(x[P], P, L, E);\n }\n a.getColorsRGB = (x, _) => {\n var E = Math.floor(_ / 3), L = _ % 3, R = 0;\n L == 0 ? R = x[E].r : L == 1 ? R = x[E].g : L == 2 && (R = x[E].b);\n var C = new d.Color(R);\n return [C.r, C.g, C.b];\n }, a.updateMorphColorAttribute = function(x, _) {\n if (_ && x && x.morphAttributes && x.morphAttributes.color) {\n var E = x.morphAttributes.color, L = _.morphTargetInfluences, R = L.length;\n x.deleteAttribute(\"morphColor0\"), x.deleteAttribute(\"morphColor1\");\n for (var C = 0, A = [], P = 0; 1 > C || P < R; P++) 0 < L[P] && (C++, A.push([P, L[P]]));\n A.length == 2 ? (x.setAttribute(\"morphColor0\", E[A[0][0]]), x.setAttribute(\"morphColor1\", E[A[1][0]])) : A.length == 1 && (x.setAttribute(\"morphColor0\", E[A[0][0]]), x.setAttribute(\"morphColor1\", E[A[0][0]]));\n }\n }, a.toBufferGeometry = (x, _) => {\n var E;\n return x instanceof h ? (_.localTimeEnabled && !x.morphNormalsReady && (x.morphNormals == null || x.morphNormals.length == 0) && x.computeMorphNormals(), E = x.toIndexedBufferGeometry(), _.localMorphColour && m(x, E)) : x instanceof d.BufferGeometry && (E = x.clone()), E.colorsNeedUpdate = !0, E.computeBoundingBox(), E.computeBoundingSphere(), x._video && (E._video = x._video), E;\n }, a.copyMorphColorsToBufferGeometry = (x, _) => {\n if (x && x.morphColors && 0 < x.morphColors.length) {\n for (var E = [], L = x.morphColors, R = c(5).getColorsRGB, C = 0, A = L.length; C < A; C++) {\n for (var P = L[C], I = [], b = 0; b < x.faces.length; b++) {\n var O = x.faces[b], N = R(P.colors, O.a);\n I.push(N[0], N[1], N[2]), N = R(P.colors, O.b), I.push(N[0], N[1], N[2]), N = R(P.colors, O.c), I.push(N[0], N[1], N[2]);\n }\n var D = new d.Float32BufferAttribute(3 * (3 * x.faces.length), 3);\n D.name = P.name, E.push(D.copyArray(I));\n }\n _.morphAttributes.color = E;\n }\n };\n var m = (x, _) => {\n if (x && x.morphColors && 0 < x.morphColors.length) {\n for (var E = [], L = x.morphColors, R = c(5).getColorsRGB, C = 0, A = L.length; C < A; C++) {\n for (var P, I = L[C], b = [], O = 0; O < 3 * I.colors.length; O++) P = R(I.colors, O), b.push(P[0], P[1], P[2]);\n var N = new d.Float32BufferAttribute(b, 3);\n N.name = I.name, E.push(N);\n }\n _.morphAttributes.color = E;\n }\n };\n a.mergeVertices = function(x) {\n var _ = 1 < arguments.length && arguments[1] !== void 0 ? arguments[1] : 1e-4;\n _ = Math.max(_, Number.EPSILON);\n for (var E, L = {}, R = x.getIndex(), C = x.getAttribute(\"position\"), A = R ? R.count : C.count, P = 0, I = Object.keys(x.attributes), b = {}, O = {}, le = [], N = [\"getX\", \"getY\", \"getZ\", \"getW\"], D = 0, B = I.length; D < B; D++) {\n E = I[D], b[E] = [];\n var U = x.morphAttributes[E];\n U && (O[E] = Array(U.length).fill().map(() => []));\n }\n for (var k = Math.log10(1 / _), K = Math.pow(10, k), D = 0; D < A; D++) {\n for (var ie = R ? R.getX(D) : D, j = \"\", G = 0, B = I.length; G < B; G++) for (var E = I[G], W = x.getAttribute(E), q = W.itemSize, Q = 0; Q < q; Q++)\n j += \"\".concat(~~(W[N[Q]](ie) * K), \",\");\n if (j in L) le.push(L[j]);\n else {\n for (var G = 0, B = I.length; G < B; G++) for (var ee, E = I[G], W = x.getAttribute(E), U = x.morphAttributes[E], q = W.itemSize, ne = b[E], Y = O[E], Q = 0; Q < q; Q++) if (ee = N[Q], ne.push(W[ee](ie)), U) for (var te = 0, F = U.length; te < F; te++) Y[te].push(U[te][ee](ie));\n L[j] = P, le.push(P), P++;\n }\n }\n for (var $ = x.clone(), D = 0, B = I.length; D < B; D++) {\n var W, E = I[D], J = x.getAttribute(E), z = new J.array.constructor(b[E]);\n if (J.isInterleavedBufferAttribute ? W = new d.BufferAttribute(z, J.itemSize, J.itemSize) : (W = x.getAttribute(E).clone(), W.setArray(z)), $.setAttribute(E, W), E in O) for (var V, G = 0; G < O[E].length; G++) V = x.morphAttributes[E][G].clone(), V.setArray(new V.array.constructor(O[E][G])), $.morphAttributes[E][G] = V;\n }\n var oe = Uint8Array;\n le.length >= Math.pow(2, 8) && (oe = Uint16Array), le.length >= Math.pow(2, 16) && (oe = Uint32Array);\n var ue = new oe(le), le = null;\n return R === null ? le = new d.BufferAttribute(ue, 1) : (le = x.getIndex().clone(), le.setArray(ue)), $.setIndex(le), $;\n };\n function w(x) {\n if (x.isMeshPhongMaterial) {\n var _ = new d.MeshToonMaterial({ color: x.color.clone(), morphTargets: x.morphTargets, morphNormals: x.morphNormals, vertexColors: x.vertexColors, transparent: x.transparent, opacity: x.opacity, side: x.side });\n return x.map && (_.map = x.map), _;\n }\n return x;\n }\n function S(x, _) {\n if (_ && x >= _.length) {\n var E = new d.BufferGeometry(), L = new Float32Array(3 * x), R = 0;\n return _.forEach((C) => {\n L[R++] = C[0], L[R++] = C[1], L[R++] = C[2];\n }), E.setAttribute(\"position\", new d.BufferAttribute(L, 3)), E.setDrawRange(0, _.length), E;\n }\n }\n function T() {\n var x = new Image();\n x.src = c(8);\n var _ = new d.Texture();\n return _.image = x, _.needsUpdate = !0, _;\n }\n function M(x, _, E, L, R, C) {\n var A = new p(x, _, E, L, R, C);\n return A.fontFace = L, A.fontSize = R, A.fontWeight = C, A.material.map.generateMipmaps = !1, A.material.map.anisotropy = 4, A.material.sizeAttenuation = !1, A.material.alphaTest = 0.5, A.material.transparent = !0, A.material.depthWrite = !1, A.material.depthTest = !1, A.center.set(0.5, -1.2), A.renderOrder = 1e4, A;\n }\n a.getBoundingBox = u, a.createNewURL = f, a.createBufferGeometry = S, a.getCircularTexture = T, a.resolveURL = g, a.loadExternalFile = y, a.loadExternalFiles = v, a.PhongToToon = w, a.createNewSpriteText = M;\n },\n /* 6 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n Face3: () => (\n /* binding */\n y\n ),\n /* harmony export */\n Geometry: () => (\n /* binding */\n f\n )\n /* harmony export */\n });\n var l = c(4), d = new l.Matrix4(), h = new l.Object3D(), p = new l.Vector3(), g = new l.Vector3();\n function f() {\n this.uuid = l.MathUtils.generateUUID(), this.name = \"\", this.type = \"Geometry\", this.vertices = [], this.colors = [], this.faces = [], this.faceVertexUvs = [[]], this.normals = [], this.uvs = [], this.morphTargets = [], this.morphNormals = [], this.skinWeights = [], this.skinIndices = [], this.lineDistances = [], this.boundingBox = null, this.boundingSphere = null, this.elementsNeedUpdate = !1, this.verticesNeedUpdate = !1, this.uvsNeedUpdate = !1, this.normalsNeedUpdate = !1, this.colorsNeedUpdate = !1, this.lineDistancesNeedUpdate = !1, this.groupsNeedUpdate = !1, this.morphNormalsReady = !1;\n }\n f.prototype = Object.assign(Object.create(l.EventDispatcher.prototype), {\n constructor: f,\n isGeometry: !0,\n applyMatrix4: function(m) {\n for (var w, S = new l.Matrix3().getNormalMatrix(m), T = 0, M = this.vertices.length; T < M; T++) w = this.vertices[T], w.applyMatrix4(m);\n for (var x, _ = 0, E = this.faces.length; _ < E; _++) {\n x = this.faces[_], x.normal.applyMatrix3(S).normalize();\n for (var L = 0, R = x.vertexNormals.length; L < R; L++) x.vertexNormals[L].applyMatrix3(S).normalize();\n }\n return this.boundingBox !== null && this.computeBoundingBox(), this.boundingSphere !== null && this.computeBoundingSphere(), this.verticesNeedUpdate = !0, this.normalsNeedUpdate = !0, this;\n },\n rotateX: function(m) {\n return d.makeRotationX(m), this.applyMatrix4(d), this;\n },\n rotateY: function(m) {\n return d.makeRotationY(m), this.applyMatrix4(d), this;\n },\n rotateZ: function(m) {\n return d.makeRotationZ(m), this.applyMatrix4(d), this;\n },\n translate: function(m, w, S) {\n return d.makeTranslation(m, w, S), this.applyMatrix4(d), this;\n },\n scale: function(m, w, S) {\n return d.makeScale(m, w, S), this.applyMatrix4(d), this;\n },\n lookAt: function(m) {\n return h.lookAt(m), h.updateMatrix(), this.applyMatrix4(h.matrix), this;\n },\n fromBufferGeometry: function(m) {\n function w(k, K, ie, j) {\n var G = E === void 0 ? [] : [S.colors[k].clone(), S.colors[K].clone(), S.colors[ie].clone()], W = _ === void 0 ? [] : [new l.Vector3().fromBufferAttribute(_, k), new l.Vector3().fromBufferAttribute(_, K), new l.Vector3().fromBufferAttribute(_, ie)], q = new y(k, K, ie, W, G, j);\n S.faces.push(q), L !== void 0 && S.faceVertexUvs[0].push([new l.Vector2().fromBufferAttribute(L, k), new l.Vector2().fromBufferAttribute(L, K), new l.Vector2().fromBufferAttribute(L, ie)]), R !== void 0 && S.faceVertexUvs[1].push([new l.Vector2().fromBufferAttribute(R, k), new l.Vector2().fromBufferAttribute(R, K), new l.Vector2().fromBufferAttribute(R, ie)]);\n }\n var S = this, T = m.index === null ? void 0 : m.index, M = m.attributes;\n if (M.position === void 0) return console.error(\"THREE.Geometry.fromBufferGeometry(): Position attribute required for conversion.\"), this;\n var x = M.position, _ = M.normal, E = M.color, L = M.uv, R = M.uv2;\n R !== void 0 && (this.faceVertexUvs[1] = []);\n for (var C = 0; C < x.count; C++) S.vertices.push(new l.Vector3().fromBufferAttribute(x, C)), E !== void 0 && S.colors.push(new l.Color().fromBufferAttribute(E, C));\n var A = m.groups;\n if (0 < A.length) for (var P = 0; P < A.length; P++) for (var I = A[P], b = I.start, O = I.count, N = b, D = b + O; N < D; N += 3) T === void 0 ? w(N, N + 1, N + 2, I.materialIndex) : w(T.getX(N), T.getX(N + 1), T.getX(N + 2), I.materialIndex);\n else if (T !== void 0) for (var B = 0; B < T.count; B += 3) w(T.getX(B), T.getX(B + 1), T.getX(B + 2));\n else for (var U = 0; U < x.count; U += 3) w(U, U + 1, U + 2);\n return this.computeFaceNormals(), m.boundingBox !== null && (this.boundingBox = m.boundingBox.clone()), m.boundingSphere !== null && (this.boundingSphere = m.boundingSphere.clone()), this;\n },\n center: function() {\n return this.computeBoundingBox(), this.boundingBox.getCenter(p).negate(), this.translate(p.x, p.y, p.z), this;\n },\n normalize: function() {\n this.computeBoundingSphere();\n var m = this.boundingSphere.center, w = this.boundingSphere.radius, S = w === 0 ? 1 : 1 / w, T = new l.Matrix4();\n return T.set(S, 0, 0, -S * m.x, 0, S, 0, -S * m.y, 0, 0, S, -S * m.z, 0, 0, 0, 1), this.applyMatrix4(T), this;\n },\n computeFaceNormals: function() {\n for (var m = new l.Vector3(), w = new l.Vector3(), S = 0, T = this.faces.length; S < T; S++) {\n var M = this.faces[S], x = this.vertices[M.a], _ = this.vertices[M.b], E = this.vertices[M.c];\n m.subVectors(E, _), w.subVectors(x, _), m.cross(w), m.normalize(), M.normal.copy(m);\n }\n },\n computeVertexNormals: function() {\n for (var m = !(0 < arguments.length && arguments[0] !== void 0) || arguments[0], w = Array(this.vertices.length), S = 0, T = this.vertices.length; S < T; S++) w[S] = new l.Vector3();\n if (m)\n for (var M = new l.Vector3(), x = new l.Vector3(), _ = 0, E = this.faces.length; _ < E; _++) {\n var L = this.faces[_], R = this.vertices[L.a], C = this.vertices[L.b], A = this.vertices[L.c];\n M.subVectors(A, C), x.subVectors(R, C), M.cross(x), w[L.a].add(M), w[L.b].add(M), w[L.c].add(M);\n }\n else {\n this.computeFaceNormals();\n for (var P, I = 0, b = this.faces.length; I < b; I++) P = this.faces[I], w[P.a].add(P.normal), w[P.b].add(P.normal), w[P.c].add(P.normal);\n }\n for (var O = 0, N = this.vertices.length; O < N; O++) w[O].normalize();\n for (var D = 0, B = this.faces.length; D < B; D++) {\n var U = this.faces[D], k = U.vertexNormals;\n k.length === 3 ? (k[0].copy(w[U.a]), k[1].copy(w[U.b]), k[2].copy(w[U.c])) : (k[0] = w[U.a].clone(), k[1] = w[U.b].clone(), k[2] = w[U.c].clone());\n }\n return 0 < this.faces.length && (this.normalsNeedUpdate = !0), w;\n },\n computeFlatVertexNormals: function() {\n this.computeFaceNormals();\n for (var m = 0, w = this.faces.length; m < w; m++) {\n var S = this.faces[m], T = S.vertexNormals;\n T.length === 3 ? (T[0].copy(S.normal), T[1].copy(S.normal), T[2].copy(S.normal)) : (T[0] = S.normal.clone(), T[1] = S.normal.clone(), T[2] = S.normal.clone());\n }\n 0 < this.faces.length && (this.normalsNeedUpdate = !0);\n },\n computeMorphNormals: function() {\n for (var m, w = 0, S = this.faces.length; w < S; w++) {\n m = this.faces[w], m.__originalFaceNormal ? m.__originalFaceNormal.copy(m.normal) : m.__originalFaceNormal = m.normal.clone(), m.__originalVertexNormals || (m.__originalVertexNormals = []);\n for (var T = 0, M = m.vertexNormals.length; T < M; T++) m.__originalVertexNormals[T] ? m.__originalVertexNormals[T].copy(m.vertexNormals[T]) : m.__originalVertexNormals[T] = m.vertexNormals[T].clone();\n }\n var x = new f();\n x.faces = this.faces;\n for (var _ = 0, E = this.morphTargets.length; _ < E; _++) {\n if (!this.morphNormals[_]) {\n this.morphNormals[_] = {}, this.morphNormals[_].faceNormals = [], this.morphNormals[_].vertexNormals = [];\n for (var L = this.morphNormals[_].faceNormals, R = this.morphNormals[_].vertexNormals, C = 0, A = this.faces.length; C < A; C++) {\n var P = new l.Vector3(), I = { a: new l.Vector3(), b: new l.Vector3(), c: new l.Vector3() };\n L.push(P), R.push(I);\n }\n }\n var b = this.morphNormals[_];\n x.vertices = this.morphTargets[_].vertices, x.computeFaceNormals();\n var O = x.computeVertexNormals();\n if (O && 0 < O.length) {\n this.morphTargets[_].normals = Array(this.vertices.length);\n for (var N = 0; N < O.length; N++) this.morphTargets[_].normals[N] = O[N].clone();\n }\n for (var D = 0, B = this.faces.length; D < B; D++) {\n var U = this.faces[D], k = b.faceNormals[D], K = b.vertexNormals[D];\n k.copy(U.normal), K.a.copy(U.vertexNormals[0]), K.b.copy(U.vertexNormals[1]), K.c.copy(U.vertexNormals[2]);\n }\n }\n for (var ie, j = 0, G = this.faces.length; j < G; j++) ie = this.faces[j], ie.normal = ie.__originalFaceNormal, ie.vertexNormals = ie.__originalVertexNormals;\n this.morphNormalsReady = !0;\n },\n computeBoundingBox: function() {\n this.boundingBox === null && (this.boundingBox = new l.Box3()), this.boundingBox.setFromPoints(this.vertices);\n },\n computeBoundingSphere: function() {\n this.boundingSphere === null && (this.boundingSphere = new l.Sphere()), this.boundingSphere.setFromPoints(this.vertices);\n },\n mergeMorph: function(m, w) {\n var S = this.morphTargets.length, T = this.morphTargets, M = m.morphTargets, x = this.morphColors.length, _ = this.morphColors, E = m.morphColors;\n if (0 < S && S == M.length) for (var L = 0, R = T.length; L < R; L++) {\n for (var C = T[L], A = M[L], P = 0, I = A.vertices.length; P < I; P++) {\n var b = A.vertices[P], O = b.clone();\n w !== void 0 && O.applyMatrix4(w), C.vertices.push(O);\n }\n if (C.normals && A.normals) for (var N = 0; N < A.normals.length; N += 3) g.set(A.normals2[N], A.normals2[N + 1], A.normals2[N + 2]), w !== void 0 && g.applyMatrix4(w), C.normals.push(g.x, g.y, g.z);\n }\n if (0 < x && x == E.length) for (var D = 0, B = _.length; D < B; D++) for (var U = _[D], k = E[D], K = 0, ie = k.colors; K < ie; K++) U.colors.push(k.colors[K].clone());\n },\n merge: function(m, w) {\n var S = 2 < arguments.length && arguments[2] !== void 0 ? arguments[2] : 0;\n if (!(m && m.isGeometry)) return void console.error(\"THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.\", m);\n var T, M = this.vertices.length, x = this.vertices, _ = m.vertices, E = m.normals, L = this.faces, R = m.faces, C = this.colors, A = m.colors;\n w !== void 0 && (T = new l.Matrix3().getNormalMatrix(w));\n for (var P = 0, I = _.length; P < I; P++) {\n var b = _[P], O = b.clone();\n w !== void 0 && O.applyMatrix4(w), x.push(O);\n }\n for (var N = 0; N < E.length; N += 3) g.set(E[N], E[N + 1], E[N + 2]), w !== void 0 && g.applyMatrix4(w), this.normals.push(g.x, g.y, g.z);\n for (var D = 0, B = A.length; D < B; D++) typeof A[D] == \"number\" ? C.push(A[D]) : C.push(A[D].clone());\n for (var U = 0, k = R.length; U < k; U++) {\n var K = R[U], ie = void 0, j = void 0, G = K.vertexNormals, W = K.vertexColors, q = new y(K.a + M, K.b + M, K.c + M);\n q.normal.copy(K.normal), T !== void 0 && q.normal.applyMatrix3(T).normalize();\n for (var Q = 0, ee = G.length; Q < ee; Q++) ie = G[Q].clone(), T !== void 0 && ie.applyMatrix3(T).normalize(), q.vertexNormals.push(ie);\n q.color.copy(K.color);\n for (var ne = 0, Y = W.length; ne < Y; ne++) j = W[ne], q.vertexColors.push(j.clone());\n q.materialIndex = K.materialIndex + S, L.push(q);\n }\n for (var te, F = 0, $ = m.faceVertexUvs.length; F < $; F++) {\n te = m.faceVertexUvs[F], this.faceVertexUvs[F] === void 0 && (this.faceVertexUvs[F] = []);\n for (var J = 0, z = te.length; J < z; J++) {\n for (var V = te[J], oe = [], ue = 0, le = V.length; ue < le; ue++) oe.push(V[ue].clone());\n this.faceVertexUvs[F].push(oe);\n }\n }\n this.mergeMorph(m, w);\n },\n mergeMesh: function(m) {\n return m && m.isMesh ? (m.matrixAutoUpdate && m.updateMatrix(), void this.merge(m.geometry, m.matrix)) : void console.error(\"THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.\", m);\n },\n /*\n * Checks for duplicate vertices with hashmap.\n * Duplicated vertices are removed\n * and faces' vertices are updated.\n */\n mergeVertices: function() {\n for (var m = 0 < arguments.length && arguments[0] !== void 0 ? arguments[0] : 4, w = {}, S = [], T = [], M = Math.pow(10, m), x = 0, _ = this.vertices.length; x < _; x++) {\n var E = this.vertices[x], L = Math.round(E.x * M) + \"_\" + Math.round(E.y * M) + \"_\" + Math.round(E.z * M);\n w[L] === void 0 ? (w[L] = x, S.push(this.vertices[x]), T[x] = S.length - 1) : T[x] = T[w[L]];\n }\n for (var R, C = [], A = 0, P = this.faces.length; A < P; A++) {\n R = this.faces[A], R.a = T[R.a], R.b = T[R.b], R.c = T[R.c];\n for (var I = [R.a, R.b, R.c], b = 0; 3 > b; b++) if (I[b] === I[(b + 1) % 3]) {\n C.push(A);\n break;\n }\n }\n for (var O, N = C.length - 1; 0 <= N; N--) {\n O = C[N], this.faces.splice(O, 1);\n for (var D = 0, B = this.faceVertexUvs.length; D < B; D++) this.faceVertexUvs[D].splice(O, 1);\n }\n var U = this.vertices.length - S.length;\n return this.vertices = S, U;\n },\n setFromPoints: function(m) {\n this.vertices = [];\n for (var w, S = 0, T = m.length; S < T; S++) w = m[S], this.vertices.push(new l.Vector3(w.x, w.y, w.z || 0));\n return this;\n },\n sortFacesByMaterialIndex: function() {\n for (var m = this.faces, w = m.length, S = 0; S < w; S++) m[S]._id = S;\n m.sort(function(R, C) {\n return R.materialIndex - C.materialIndex;\n });\n var T, M, x = this.faceVertexUvs[0], _ = this.faceVertexUvs[1];\n x && x.length === w && (T = []), _ && _.length === w && (M = []);\n for (var E, L = 0; L < w; L++) E = m[L]._id, T && T.push(x[E]), M && M.push(_[E]);\n T && (this.faceVertexUvs[0] = T), M && (this.faceVertexUvs[1] = M);\n },\n toJSON: function() {\n function m(Y, te, F) {\n return F ? Y | 1 << te : Y & ~(1 << te);\n }\n function w(Y) {\n var te = Y.x.toString() + Y.y.toString() + Y.z.toString();\n return P[te] === void 0 && (P[te] = A.length / 3, A.push(Y.x, Y.y, Y.z)), P[te];\n }\n function S(Y) {\n var te = Y.r.toString() + Y.g.toString() + Y.b.toString();\n return b[te] === void 0 && (b[te] = I.length, I.push(Y.getHex())), b[te];\n }\n function T(Y) {\n var te = Y.x.toString() + Y.y.toString();\n return N[te] === void 0 && (N[te] = O.length / 2, O.push(Y.x, Y.y)), N[te];\n }\n var M = { metadata: { version: 4.5, type: \"Geometry\", generator: \"Geometry.toJSON\" } };\n if (M.uuid = this.uuid, M.type = this.type, this.name !== \"\" && (M.name = this.name), this.parameters !== void 0) {\n var x = this.parameters;\n for (var _ in x) x[_] !== void 0 && (M[_] = x[_]);\n return M;\n }\n for (var E, L = [], R = 0; R < this.vertices.length; R++) E = this.vertices[R], L.push(E.x, E.y, E.z);\n for (var C = [], A = [], P = {}, I = [], b = {}, O = [], N = {}, D = 0; D < this.faces.length; D++) {\n var B = this.faces[D], U = !0, k = !1, K = this.faceVertexUvs[0][D] !== void 0, ie = 0 < B.normal.length(), j = 0 < B.vertexNormals.length, G = B.color.r !== 1 || B.color.g !== 1 || B.color.b !== 1, W = 0 < B.vertexColors.length, q = 0;\n if (q = m(q, 0, 0), q = m(q, 1, U), q = m(q, 2, k), q = m(q, 3, K), q = m(q, 4, ie), q = m(q, 5, j), q = m(q, 6, G), q = m(q, 7, W), C.push(q), C.push(B.a, B.b, B.c), C.push(B.materialIndex), K) {\n var Q = this.faceVertexUvs[0][D];\n C.push(T(Q[0]), T(Q[1]), T(Q[2]));\n }\n if (ie && C.push(w(B.normal)), j) {\n var ee = B.vertexNormals;\n C.push(w(ee[0]), w(ee[1]), w(ee[2]));\n }\n if (G && C.push(S(B.color)), W) {\n var ne = B.vertexColors;\n C.push(S(ne[0]), S(ne[1]), S(ne[2]));\n }\n }\n return M.data = {}, M.data.vertices = L, M.data.normals = A, 0 < I.length && (M.data.colors = I), 0 < O.length && (M.data.uvs = [O]), M.data.faces = C, M;\n },\n clone: function() {\n return new f().copy(this);\n },\n copy: function(m) {\n this.vertices = [], this.colors = [], this.faces = [], this.faceVertexUvs = [[]], this.morphTargets = [], this.morphNormals = [], this.skinWeights = [], this.skinIndices = [], this.lineDistances = [], this.boundingBox = null, this.boundingSphere = null, this.name = m.name;\n for (var w = m.vertices, S = 0, T = w.length; S < T; S++) this.vertices.push(w[S].clone());\n for (var M = m.colors, x = 0, _ = M.length; x < _; x++) this.colors.push(M[x].clone());\n for (var E = m.faces, L = 0, R = E.length; L < R; L++) this.faces.push(E[L].clone());\n for (var C, A = 0, P = m.faceVertexUvs.length; A < P; A++) {\n C = m.faceVertexUvs[A], this.faceVertexUvs[A] === void 0 && (this.faceVertexUvs[A] = []);\n for (var I = 0, b = C.length; I < b; I++) {\n for (var O, N = C[I], D = [], B = 0, U = N.length; B < U; B++) O = N[B], D.push(O.clone());\n this.faceVertexUvs[A].push(D);\n }\n }\n for (var k, K = m.morphTargets, ie = 0, j = K.length; ie < j; ie++) {\n if (k = {}, k.name = K[ie].name, K[ie].vertices !== void 0) {\n k.vertices = [];\n for (var G = 0, W = K[ie].vertices.length; G < W; G++) k.vertices.push(K[ie].vertices[G].clone());\n }\n if (K[ie].normals !== void 0) {\n k.normals = [];\n for (var q = 0, Q = K[ie].normals.length; q < Q; q++) k.normals.push(K[ie].normals[q].clone());\n }\n this.morphTargets.push(k);\n }\n for (var ee, ne = m.morphNormals, Y = 0, te = ne.length; Y < te; Y++) {\n if (ee = {}, ne[Y].vertexNormals !== void 0) {\n ee.vertexNormals = [];\n for (var F = 0, $ = ne[Y].vertexNormals.length; F < $; F++) {\n var J = ne[Y].vertexNormals[F], z = {};\n z.a = J.a.clone(), z.b = J.b.clone(), z.c = J.c.clone(), ee.vertexNormals.push(z);\n }\n }\n if (ne[Y].faceNormals !== void 0) {\n ee.faceNormals = [];\n for (var V = 0, oe = ne[Y].faceNormals.length; V < oe; V++) ee.faceNormals.push(ne[Y].faceNormals[V].clone());\n }\n this.morphNormals.push(ee);\n }\n for (var ue = m.skinWeights, le = 0, ve = ue.length; le < ve; le++) this.skinWeights.push(ue[le].clone());\n for (var xe = m.skinIndices, Te = 0, de = xe.length; Te < de; Te++) this.skinIndices.push(xe[Te].clone());\n for (var we = m.lineDistances, se = 0, Se = we.length; se < Se; se++) this.lineDistances.push(we[se]);\n var ge = m.boundingBox;\n ge !== null && (this.boundingBox = ge.clone());\n var be = m.boundingSphere;\n return be !== null && (this.boundingSphere = be.clone()), this.elementsNeedUpdate = m.elementsNeedUpdate, this.verticesNeedUpdate = m.verticesNeedUpdate, this.uvsNeedUpdate = m.uvsNeedUpdate, this.normalsNeedUpdate = m.normalsNeedUpdate, this.colorsNeedUpdate = m.colorsNeedUpdate, this.lineDistancesNeedUpdate = m.lineDistancesNeedUpdate, this.groupsNeedUpdate = m.groupsNeedUpdate, this;\n },\n computeGroups() {\n var v, m, w = [], S = void 0, T = this.faces;\n for (m = 0; m < T.length; m++) {\n var M = T[m];\n M.materialIndex !== S && (S = M.materialIndex, v !== void 0 && (v.count = 3 * m - v.start, w.push(v)), v = { start: 3 * m, materialIndex: S });\n }\n return v !== void 0 && (v.count = 3 * m - v.start, w.push(v)), w;\n },\n toBufferGeometry: function() {\n var m = new u().fromGeometry(this), w = new l.BufferGeometry(), S = new Float32Array(3 * m.vertices.length);\n if (w.setAttribute(\"position\", new l.BufferAttribute(S, 3).copyVector3sArray(m.vertices)), 0 < m.normals.length) {\n var T = new Float32Array(3 * m.normals.length);\n w.setAttribute(\"normal\", new l.BufferAttribute(T, 3).copyVector3sArray(m.normals));\n }\n if (0 < m.colors.length) {\n var M = new Float32Array(3 * m.colors.length);\n w.setAttribute(\"color\", new l.BufferAttribute(M, 3).copyColorsArray(m.colors));\n }\n if (0 < m.uvs.length) {\n var x = new Float32Array(2 * m.uvs.length);\n w.setAttribute(\"uv\", new l.BufferAttribute(x, 2).copyVector2sArray(m.uvs));\n }\n if (0 < m.uvs2.length) {\n var _ = new Float32Array(2 * m.uvs2.length);\n w.setAttribute(\"uv2\", new l.BufferAttribute(_, 2).copyVector2sArray(m.uvs2));\n }\n for (var E in w.groups = m.groups, m.morphTargets) {\n for (var L = [], R = m.morphTargets[E], C = 0, A = R.length; C < A; C++) {\n var P = R[C], I = new l.Float32BufferAttribute(3 * P.data.length, 3);\n I.name = P.name, L.push(I.copyVector3sArray(P.data));\n }\n w.morphAttributes[E] = L;\n }\n if (0 < m.skinIndices.length) {\n var b = new l.Float32BufferAttribute(4 * m.skinIndices.length, 4);\n w.setAttribute(\"skinIndex\", b.copyVector4sArray(m.skinIndices));\n }\n if (0 < m.skinWeights.length) {\n var O = new l.Float32BufferAttribute(4 * m.skinWeights.length, 4);\n w.setAttribute(\"skinWeight\", O.copyVector4sArray(m.skinWeights));\n }\n return m.boundingSphere !== null && (w.boundingSphere = m.boundingSphere.clone()), m.boundingBox !== null && (w.boundingBox = m.boundingBox.clone()), w;\n },\n toIndexedBufferGeometry: function() {\n var m = new l.BufferGeometry(), w = new Float32Array(3 * this.vertices.length);\n if (m.setAttribute(\"position\", new l.BufferAttribute(w, 3).copyVector3sArray(this.vertices)), 0 < this.normals.length) {\n var S = new Float32Array(this.normals.length), T = new l.BufferAttribute(S, 3).copyArray(this.normals);\n m.setAttribute(\"normal\", T);\n }\n if (0 < this.uvs.length && 0 < this.uvs[0].length) {\n var M = new Float32Array(2 * this.uvs[0].length);\n m.setAttribute(\"uv\", new l.BufferAttribute(M, 2).copyArray(this.uvs[0]));\n }\n if (1 < this.uvs.length && 0 < this.uvs[1].length) {\n var x = new Float32Array(2 * this.uvs[1].length);\n m.setAttribute(\"uv2\", new l.BufferAttribute(x, 2).copyArray(this.uvs[1]));\n }\n if (0 < this.colors.length) {\n for (var _ = [], E = 0; E < this.colors.length; E++) _.push(new l.Color(this.colors[E]));\n var L = new Float32Array(3 * _.length);\n m.setAttribute(\"color\", new l.BufferAttribute(L, 3).copyColorsArray(_));\n } else {\n for (var R = new Float32Array(3 * this.vertices.length), C = 0; C < 3 * this.vertices.length; C++) R[C] = 1;\n m.setAttribute(\"color\", new l.BufferAttribute(R, 3));\n }\n if (0 < this.faces.length) {\n for (var A = [], P = [], I = 0; I < this.faces.length; I++) {\n P.push(this.faces[I].a, this.faces[I].b, this.faces[I].c);\n var b = this.faces[I].vertexColors;\n if (b.length === 3) A.push(b[0], b[1], b[2]);\n else {\n var O = this.faces[I].color;\n A.push(O, O, O);\n }\n }\n m.setIndex(P), m.groups = this.computeGroups();\n }\n if (0 < this.morphTargets.length) {\n for (var N = [], D = [], B = 0, U = this.morphTargets.length; B < U; B++) {\n var k = this.morphTargets[B], K = new l.Float32BufferAttribute(3 * k.vertices.length, 3);\n if (K.name = k.name, N.push(K.copyVector3sArray(k.vertices)), k.normals) {\n var ie = new l.Float32BufferAttribute(3 * k.normals.length, 3);\n ie.name = k.name, D.push(ie.copyVector3sArray(k.normals));\n }\n }\n m.morphAttributes.position = N, m.morphAttributes.normal = D;\n }\n if (0 < this.skinIndices.length) {\n var j = new l.Float32BufferAttribute(4 * this.skinIndices.length, 4);\n m.setAttribute(\"skinIndex\", j.copyVector4sArray(this.skinIndices));\n }\n if (0 < this.skinWeights.length) {\n var G = new l.Float32BufferAttribute(4 * this.skinWeights.length, 4);\n m.setAttribute(\"skinWeight\", G.copyVector4sArray(this.skinWeights));\n }\n return this.boundingSphere !== null && (m.boundingSphere = this.boundingSphere.clone()), this.boundingBox !== null && (m.boundingBox = this.boundingBox.clone()), m;\n },\n computeTangents: function() {\n console.error(\"THREE.Geometry: .computeTangents() has been removed.\");\n },\n computeLineDistances: function() {\n console.error(\"THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.\");\n },\n applyMatrix: function(m) {\n return console.warn(\"THREE.Geometry: .applyMatrix() has been renamed to .applyMatrix4().\"), this.applyMatrix4(m);\n },\n dispose: function() {\n this.dispatchEvent({ type: \"dispose\" });\n }\n }), f.createBufferGeometryFromObject = function(v) {\n var m = new l.BufferGeometry(), w = v.geometry;\n if (v.isPoints || v.isLine) {\n var S = new l.Float32BufferAttribute(3 * w.vertices.length, 3), T = new l.Float32BufferAttribute(3 * w.colors.length, 3);\n if (m.setAttribute(\"position\", S.copyVector3sArray(w.vertices)), m.setAttribute(\"color\", T.copyColorsArray(w.colors)), w.lineDistances && w.lineDistances.length === w.vertices.length) {\n var M = new l.Float32BufferAttribute(w.lineDistances.length, 1);\n m.setAttribute(\"lineDistance\", M.copyArray(w.lineDistances));\n }\n w.boundingSphere !== null && (m.boundingSphere = w.boundingSphere.clone()), w.boundingBox !== null && (m.boundingBox = w.boundingBox.clone());\n } else v.isMesh && (m = w.toBufferGeometry());\n return m;\n };\n class u {\n constructor() {\n this.vertices = [], this.normals = [], this.colors = [], this.uvs = [], this.uvs2 = [], this.groups = [], this.morphTargets = {}, this.skinWeights = [], this.skinIndices = [], this.boundingBox = null, this.boundingSphere = null, this.verticesNeedUpdate = !1, this.normalsNeedUpdate = !1, this.colorsNeedUpdate = !1, this.uvsNeedUpdate = !1, this.groupsNeedUpdate = !1;\n }\n computeGroups(m) {\n var w, S, T = [], M = void 0, x = m.faces;\n for (S = 0; S < x.length; S++) {\n var _ = x[S];\n _.materialIndex !== M && (M = _.materialIndex, w !== void 0 && (w.count = 3 * S - w.start, T.push(w)), w = { start: 3 * S, materialIndex: M });\n }\n w !== void 0 && (w.count = 3 * S - w.start, T.push(w)), this.groups = T;\n }\n fromGeometry(m) {\n var w, S = m.faces, T = m.vertices, M = m.faceVertexUvs, x = M[0] && 0 < M[0].length, _ = M[1] && 0 < M[1].length, E = m.morphTargets, L = E.length;\n if (0 < L) {\n w = [];\n for (var R = 0; R < L; R++) w[R] = { name: E[R].name, data: [] };\n this.morphTargets.position = w;\n }\n var C, A = m.morphNormals, P = A.length;\n if (0 < P) {\n C = [];\n for (var I = 0; I < P; I++) C[I] = { name: A[I].name, data: [] };\n this.morphTargets.normal = C;\n }\n var b = m.skinIndices, O = m.skinWeights, N = b.length === T.length, D = O.length === T.length;\n 0 < T.length && S.length === 0 && console.error(\"THREE.DirectGeometry: Faceless geometries are not supported.\");\n for (var B, U = 0; U < S.length; U++) {\n B = S[U], this.vertices.push(T[B.a], T[B.b], T[B.c]);\n var k = B.vertexNormals;\n if (k.length === 3) this.normals.push(k[0], k[1], k[2]);\n else {\n var K = B.normal;\n this.normals.push(K, K, K);\n }\n var ie = B.vertexColors;\n if (ie.length === 3) this.colors.push(ie[0], ie[1], ie[2]);\n else {\n var j = B.color;\n this.colors.push(j, j, j);\n }\n if (x === !0) {\n var G = M[0][U];\n G === void 0 ? (console.warn(\"THREE.DirectGeometry.fromGeometry(): Undefined vertexUv \", U), this.uvs.push(new l.Vector2(), new l.Vector2(), new l.Vector2())) : this.uvs.push(G[0], G[1], G[2]);\n }\n if (_ === !0) {\n var W = M[1][U];\n W === void 0 ? (console.warn(\"THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 \", U), this.uvs2.push(new l.Vector2(), new l.Vector2(), new l.Vector2())) : this.uvs2.push(W[0], W[1], W[2]);\n }\n for (var q, Q = 0; Q < L; Q++) q = E[Q].vertices, w[Q].data.push(q[B.a], q[B.b], q[B.c]);\n for (var ee, ne = 0; ne < P; ne++) ee = A[ne].vertexNormals[U], C[ne].data.push(ee.a, ee.b, ee.c);\n N && this.skinIndices.push(b[B.a], b[B.b], b[B.c]), D && this.skinWeights.push(O[B.a], O[B.b], O[B.c]);\n }\n return this.computeGroups(m), this.verticesNeedUpdate = m.verticesNeedUpdate, this.normalsNeedUpdate = m.normalsNeedUpdate, this.colorsNeedUpdate = m.colorsNeedUpdate, this.uvsNeedUpdate = m.uvsNeedUpdate, this.groupsNeedUpdate = m.groupsNeedUpdate, m.boundingSphere !== null && (this.boundingSphere = m.boundingSphere.clone()), m.boundingBox !== null && (this.boundingBox = m.boundingBox.clone()), this;\n }\n }\n class y {\n constructor(m, w, S, T, M) {\n var x = 5 < arguments.length && arguments[5] !== void 0 ? arguments[5] : 0;\n this.a = m, this.b = w, this.c = S, this.normal = T && T.isVector3 ? T : new l.Vector3(), this.vertexNormals = Array.isArray(T) ? T : [], this.color = M && M.isColor ? M : new l.Color(), this.vertexColors = Array.isArray(M) ? M : [], this.materialIndex = x;\n }\n clone() {\n return new this.constructor().copy(this);\n }\n copy(m) {\n this.a = m.a, this.b = m.b, this.c = m.c, this.normal.copy(m.normal), this.color.copy(m.color), this.materialIndex = m.materialIndex;\n for (var w = 0, S = m.vertexNormals.length; w < S; w++) this.vertexNormals[w] = m.vertexNormals[w].clone();\n for (var T = 0, M = m.vertexColors.length; T < M; T++) this.vertexColors[T] = m.vertexColors[T].clone();\n return this;\n }\n }\n },\n /* 7 */\n /***/\n (o) => {\n o.exports = tz;\n },\n /* 8 */\n /***/\n (o) => {\n o.exports = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAAXNSR0IArs4c6QAAAAZiS0dEAAAAAAAA+UO7fwAAAAlwSFlzAAALEwAACxMBAJqcGAAAAAd0SU1FB9sHDgwCEMBJZu0AAAAdaVRYdENvbW1lbnQAAAAAAENyZWF0ZWQgd2l0aCBHSU1QZC5lBwAABM5JREFUWMO1V0tPG2cUPZ4Hxh6DazIOrjFNqJs0FIMqWFgWQkatsmvVbtggKlSVRVf5AWz4AWz4AUSKEChll19QJYSXkECuhFxsHjEhxCYm+DWGMZ5HF72DJq4bAzFXurI0M/I5997v3u9cC65vTJVn2lX/xHINQOYSBLTLEuIuCWw4Z3IGAEvf6ASmVHjNzHCXBG4A0AjACsAOwEbO0nsFQBnAGYASAIl+ZRMR7SolMEdsByD09fV5R0ZGgg8ePPjW5/N1iqLYpuu6RZblciKR2I9Go69evnwZnZ+fjwI4IS8AKBIRzeQfJWCANwKwh0KhtrGxsYehUOin1tbW+zzP23ietzY2NnIAoGmaLsuyUiqVyvl8XtrY2NiamZn589mzZxsAUgCOAeQAnFI2tI+VxIjaAeDzoaGh7xYWFuZOTk6OZVk+12uYqqq6JEnn0Wg0OT4+/geAXwGEAdwDIFJQXC1wO4DWR48e/RCPxxclSSroVzRFUbSDg4P848ePFwH8DuAhkWih83TRQWxFOXgAwvDwcOfo6OhvXV1d39tsNtuVBwTDWBwOh1UUxVsMw1hXVlbSdCgNV43uYSvrHg6H24aHh38eHBz85TrgF9FYLHA4HLzH43FvbW2d7u/vG+dANp8FpqIlbd3d3V8Fg8EfBUFw4BONZVmL3+9vHhkZCQL4AoAHgJPK8G+yzC0XDofdoVAo5PP5vkadTBAEtr+/39ff3x8gAp/RPOEqx2qjx+NpvXv3bk9DQ0NDvQgwDIOWlhZrMBj8kgi0UJdxRgYMArzL5XJ7vd57qLPZ7Xamp6fnNgBXtQxcjFuHw+Hyer3t9SYgCAITCAScAJoBNNEY/08GOFVVrfVMv7kMNDntFD1vjIAPrlRN0xjckOm6biFQ3jwNPwDMZrOnqVTqfb3Bi8Wivru7W/VCYkwPlKOjo0IikXh7EwQikYgE4Nw0CfXKDCipVCoTj8df3QABbW1tLUc6oUgkFPMkVACUNjc337148eKvw8PDbJ2jP1taWkoCyNDVXDSECmNSK4qiKNLq6urW8+fPI/UicHx8rD59+jSVy+WOAKSJhKENwFItLtoxk8mwsixzHR0dHe3t7c5PAU+n09rs7OzJkydPYqVSaQfANoDXALIk31S2smU1TWMPDg7K5XKZ7+3t9TudTut1U7+wsFCcmJiIpdPpbQBxADsAknQWymYCOukBHYCuKApisdhpMpnURFEU79y503TVyKenpzOTk5M7e3t7MQKPV0Zv1gNm+awB0MvlshqLxfLb29uyJElWURSbXC4XXyvqxcXFs6mpqeTc3Nzu3t7e3wQcA7BPZ8Cov1pNlJplmQtAG8MwHV6v95tAINA5MDBwPxAIuLu6upr8fr/VAN3c3JQjkcjZ+vp6fnl5+d2bN29SuVzuNYAEpf01CdRChUL+X1VskHACuA3Ay3Fcu9vt7nA6nZ7m5uYWQRCaNE3jVVW15PP580KhIGUymWw2m00DOAJwSP4WwPtq4LX2Ao6USxNlQyS/RcQcdLGwlNIz6vEMAaZpNzCk2Pll94LK/cDYimxERiBwG10sxjgvEZBE0UpE6vxj+0Ct5bTaXthgEhRmja8QWNkkPGsuIpfdjpkK+cZUWTC0KredVmtD/gdlSl6EG4AMvQAAAABJRU5ErkJggg==\";\n },\n /* 9 */\n /***/\n (o, a) => {\n a.augmentMorphColor = function() {\n return function(c) {\n c.vertexShader = c.vertexShader.replace(\"#include \", [\"varying vec3 vColor;\", \"attribute vec3 morphColor0;\", \"attribute vec3 morphColor1;\"].join(`\n`)), c.vertexShader = c.vertexShader.replace(\"#include \", [\"vColor.xyz = color.xyz;\", \"#ifdef USE_MORPHTARGETS\", \"vColor = morphColor0 * morphTargetInfluences[ 0 ];\", \"vColor += morphColor1 * morphTargetInfluences[ 1 ];\", \"#endif\"].join(`\n`));\n };\n };\n },\n /* 10 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(5).createBufferGeometry, h = c(5).resolveURL, p = 0, g = function() {\n return \"pr\" + p++;\n }, f = function() {\n this.isZincObject = !0, this.geometry = void 0, this.morph = void 0, this.group = new l.Group(), this._lod = new (c(11)).LOD(this), this.groupName = void 0, this.timeEnabled = !1, this.morphColour = !1, this.inbuildTime = 0, this.mixer = void 0, this.animationGroup = void 0, this.duration = 6e3, this.clipAction = void 0, this.userData = {}, this.videoHandler = void 0, this.marker = void 0, this.markerNumber = void 0, this.markerUpdateRequired = !0, this.closestVertexIndex = -1, this.boundingBoxUpdateRequired = !0, this.cachedBoundingBox = new l.Box3(), this.anatomicalId = void 0, this.region = void 0, this.animationClip = void 0, this.markerMode = \"inherited\", this.uuid = g(), this._v1 = new l.Vector3(), this._v2 = new l.Vector3(), this._b1 = new l.Box3(), this.center = new l.Vector3(), this.radius = 0, this.visible = !0, this.drawRange = -1;\n };\n f.prototype.setDuration = function(u) {\n this.duration = u, this.clipAction && this.clipAction.setDuration(this.duration);\n }, f.prototype.getDuration = function() {\n return this.duration;\n }, f.prototype.setRegion = function(u) {\n this.region = u;\n }, f.prototype.getRegion = function() {\n return this.region;\n }, f.prototype.getMorph = function() {\n var u = this._lod.getCurrentMorph();\n return u || this.morph;\n }, f.prototype.getGroup = function() {\n return this.group;\n }, f.prototype.setMorph = function(u) {\n this.morph = u, this.group.add(this.morph);\n var y = this._lod.calculateDistance(\"far\");\n this._lod.addLevel(u, y), this._lod.setMaterial(u.material);\n }, f.prototype.checkTransparentMesh = function() {\n }, f.prototype.setMesh = function(u, y, v) {\n this.animationGroup = new l.AnimationObjectGroup(u), this.mixer = new l.AnimationMixer(this.animationGroup);\n var m = u.geometry;\n if (this.geometry = u.geometry, this.clipAction = void 0, m && m.morphAttributes) {\n var w = m.morphAttributes.position;\n w || (w = m.morphAttributes.color ? m.morphAttributes.color : m.morphAttributes.normal), w && (this.animationClip = l.AnimationClip.CreateClipsFromMorphTargetSequences(w, 10, !0), this.animationClip && this.animationClip[0] != null && (this.clipAction = this.mixer.clipAction(this.animationClip[0]).setDuration(this.duration), this.clipAction.loop = l.loopOnce, this.clipAction.clampWhenFinished = !0, this.clipAction.play()));\n }\n this.timeEnabled = y, this.morphColour = v, u.userData = this, u.matrixAutoUpdate = !1, this.setMorph(u), this.checkTransparentMesh(), this.timeEnabled ? this.setFrustumCulled(!1) : this.morphColour && (m.setAttribute(\"morphTarget0\", m.getAttribute(\"position\")), m.setAttribute(\"morphTarget1\", m.getAttribute(\"position\"))), this.boundingBoxUpdateRequired = !0;\n }, f.prototype.setName = function(u) {\n this.groupName = u, this._lod.setName(u);\n }, f.prototype.getCurrentTime = function() {\n if (this.clipAction) {\n var u = this.clipAction.time / this.clipAction._clip.duration;\n return this.duration * u;\n }\n return this.inbuildTime;\n }, f.prototype.setMorphTime = function(u) {\n var y = !1;\n if (this.clipAction) {\n var v = u / this.duration, m = this.clipAction._clip.duration, w = v * m;\n w != this.clipAction.time && (this.clipAction.time = w, y = !0), y && this.isTimeVarying() && this.mixer.update(0);\n } else {\n var S = u;\n S = u > this.duration ? this.duration : 0 > u ? 0 : u, S != this.inbuildTime && (this.inbuildTime = S, y = !0);\n }\n y && (this.boundingBoxUpdateRequired = !0, this._lod.updateMorphColorAttribute(!0), this.timeEnabled && (this.markerUpdateRequired = !0));\n }, f.prototype.isTimeVarying = function() {\n return !!(this.timeEnabled || this.morphColour);\n }, f.prototype.getVisibility = function() {\n return this.visible;\n }, f.prototype.setVisibility = function(u) {\n u !== this.visible && (this.visible = u, this.group.visible = u, this.region && (this.region.pickableUpdateRequired = !0));\n }, f.prototype.setAlpha = function(u) {\n var y = this._lod._material, v = !1;\n 1 > u && (v = !0), y.opacity = u, y.transparent = v, this.checkTransparentMesh();\n }, f.prototype.setFrustumCulled = function(u) {\n this._lod.setFrustumCulled(u);\n }, f.prototype.setVertexColors = function(u) {\n this._lod.setVertexColors(u);\n }, f.prototype.getColour = function() {\n return this._lod._material ? this._lod._material.color : void 0;\n }, f.prototype.setColour = function(u) {\n this._lod.setColour(u);\n }, f.prototype.getColourHex = function() {\n return !this.morphColour && this._lod._material && this._lod._material.color ? this._lod._material.color.getHexString() : void 0;\n }, f.prototype.setColourHex = function(u) {\n this._lod._material.color.setHex(u), this._lod._secondaryMaterial && this._lod._secondaryMaterial.color.setHex(u);\n }, f.prototype.setEmissiveRGB = function(u) {\n this._lod._material && this._lod._material.emissive && this._lod._material.emissive.setRGB(...u), this._lod._secondaryMaterial && this._lod._secondaryMaterial.emissive.setRGB(...u);\n }, f.prototype.setMaterial = function(u) {\n this._lod.setMaterial(u);\n }, f.prototype.getClosestVertexIndex = function() {\n var u = -1, y = this.getMorph();\n if (y && y.geoemtry) {\n var v = y.geometry.attributes.position;\n if (this._b1.setFromBufferAttribute(v), this._b1.getCenter(this._v1), v) for (var m = -1, w = 0, S = 0; S < v.count; S++) this._v2.fromArray(v.array, 3 * S), w = this._v2.distanceTo(this._v1), m == -1 ? m = w : m > w && (m = w, u = S);\n }\n return u;\n }, f.prototype.getClosestVertex = function(u) {\n var y = new l.Vector3();\n this.closestVertexIndex == -1 && (this.closestVertexIndex = this.getClosestVertexIndex());\n var v = this.getMorph();\n if (v && v.geometry && 0 <= this.closestVertexIndex) {\n var m = v.morphTargetInfluences, w = v.geometry.morphAttributes;\n if (m && w && w.position) {\n for (var S = !1, T = 0; T < m.length; T++) 0 < m[T] && (S = !0, this._v1.fromArray(w.position[T].array, 3 * this.closestVertexIndex), y.add(this._v1.multiplyScalar(m[T])));\n if (S) return u ? y.applyMatrix4(v.matrixWorld) : y;\n } else return y.fromArray(v.geometry.attributes.position.array, 3 * this.closestVertexIndex), u ? y.applyMatrix4(v.matrixWorld) : y;\n }\n return this.getBoundingBox(), y.copy(this.center), u ? y.applyMatrix4(this.morph.matrixWorld) : y;\n }, f.prototype.getBoundingBox = function() {\n if (this.visible) {\n var u = this._lod.getCurrentMorph();\n if (u && u.visible) return this.boundingBoxUpdateRequired && (c(5).getBoundingBox(u, this.cachedBoundingBox, this._b1, this._v1, this._v2), this.cachedBoundingBox.getCenter(this.center), this.radius = this.center.distanceTo(this.cachedBoundingBox.max), this.boundingBoxUpdateRequired = !1), this.cachedBoundingBox;\n }\n }, f.prototype.dispose = function() {\n this._lod.dispose(), this.animationGroup = void 0, this.mixer = void 0, this.morph = void 0, this.group = void 0, this.clipAction = void 0, this.groupName = void 0;\n }, f.prototype.markerIsRequired = function(u) {\n return !!(this.visible && (this.markerMode === \"on\" || u && u.displayMarkers && this.markerMode === \"inherited\"));\n }, f.prototype.updateMarker = function(u, y) {\n if (u == !1 && this.markerIsRequired(y)) {\n var v = y.ndcToBeUpdated;\n if (this.groupName) {\n if (this.marker || (this.marker = new (c(14)).Marker(this), this.markerUpdateRequired = !0), this.markerUpdateRequired) {\n var m = this.getClosestVertex(!1);\n m && (this.marker.setPosition(m.x, m.y, m.z), this.markerUpdateRequired = !1);\n }\n this.marker.isEnabled() || (y.markersList && !(this.marker.uuid in y.markersList) && (v = !0, y.markersList[this.marker.uuid] = this.marker), this.marker.enable(), this.group.add(this.marker.morph)), this.marker.setNumber(this.markerNumber), this.markerImgURL ? this.marker.loadUserSprite(this.markerImgURL) : this.marker.setDefaultSprite(), y && y.camera && (v || y.markerCluster.markerUpdateRequired) && (this.marker.updateNDC(y.camera.cameraObject), y.markerCluster.markerUpdateRequired = !0);\n }\n } else this.marker && this.marker.isEnabled() && (this.marker.disable(), this.group.remove(this.marker.morph), y.markersList && this.marker.uuid in y.markersList && (y.markerCluster.markerUpdateRequired = !0, delete y.markersList[this.marker.uuid])), this.markerUpdateRequired = !0;\n }, f.prototype.processMarkerVisual = function(u, y) {\n this.marker && this.marker.isEnabled() && this.marker.updateVisual(u, y);\n }, f.prototype.initiateMorphColor = function() {\n this.morphColour == 1 && this._lod.updateMorphColorAttribute(!1);\n }, f.prototype.setRenderOrder = function(u) {\n this._lod.setRenderOrder(u);\n }, f.prototype.getClosestVertexDOMElementCoords = function(u) {\n if (u && u.camera) {\n var y = !0, v = this.getClosestVertex(!0);\n return v.project(u.camera), v.z = Math.min(Math.max(v.z, 0), 1), (1 < v.x || -1 > v.x || 1 < v.y || -1 > v.y) && (y = !1), u.getZincCameraControls().getRelativeCoordsFromNDC(v.x, v.y, v), { position: v, inView: y };\n }\n }, f.prototype.setMarkerMode = function(u, y) {\n u !== this.markerMode && (this.markerMode = u === \"on\" || u === \"off\" ? u : \"inherited\", this.region && (this.region.pickableUpdateRequired = !0)), y && (this.markerNumber = y.number, this.markerImgURL = y.imgURL);\n }, f.prototype.render = function(u, y, v, m) {\n if (this.visible && !(this.timeEnabled && y) && this._lod.update(v, this.center), y == !0) {\n if (this.clipAction && this.isTimeVarying()) this.mixer.update(u);\n else {\n var w = this.inbuildTime + u;\n w > this.duration && (w -= this.duration), this.inbuildTime = w;\n }\n this.visible && u != 0 && (this.boundingBoxUpdateRequired = !0, this.morphColour == 1 && this._lod.updateMorphColorAttribute(!0));\n }\n this.updateMarker(y, m);\n }, f.prototype.addLOD = function(u, y, v, m, w) {\n this._lod.addLevelFromURL(u, y, v, m, w);\n }, f.prototype.addVertices = function(u) {\n var y = this.getMorph(), v = void 0;\n if (!y) v = d(500, u), this.drawRange = u.length;\n else if (-1 < this.drawRange) {\n var m = y.geometry.getAttribute(\"position\");\n u.forEach((w) => {\n m.setXYZ(this.drawRange, w[0], w[1], w[2]), ++this.drawRange;\n }), m.needsUpdate = !0, y.geometry.setDrawRange(0, this.drawRange), y.geometry.computeBoundingBox(), y.geometry.computeBoundingSphere(), v = y.geoemtry, this.boundingBoxUpdateRequired = !0;\n }\n return v;\n }, f.prototype.setPosition = function(u, y, v) {\n var m = this.getGroup();\n m && (m.position.set(u, y, v), m.updateMatrix(), this.boundingBoxUpdateRequired = !0);\n }, f.prototype.loadAdditionalSources = function(u) {\n u.load(h(filename), meshloader(region, colour, opacity, localTimeEnabled, localMorphColour, void 0, void 0, void 0, void 0, finishCallback), this.onProgress(filename), this.onError(finishCallback));\n }, f.prototype.setScaleAll = function(u) {\n var y = this.getGroup();\n y && (y.scale.set(u, u, u), y.updateMatrix(), this.boundingBoxUpdateRequired = !0);\n }, a.ZincObject = f;\n },\n /* 11 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(5).updateMorphColorAttribute, h = c(5).toBufferGeometry, p = function(g) {\n this.levels = [], this._currentLevel = 0, this._renderOrder = 1, this._material = void 0, this._secondaryMaterial = void 0, this._loader = void 0, this._parent = g, this.addLevel = (u, y) => {\n if (u) {\n var v, m = Math.abs(y);\n for (v = 0; v < this.levels.length && !(m < this.levels[v].distance); v++) ;\n this.levels.splice(v, 0, { distance: m, morph: u, loaded: !0, loading: !1, url: \"\" }), u.renderOrder = this._renderOrder;\n }\n }, this.levelLoaded = (u, y) => {\n if (u) {\n for (var v = Math.abs(y), m = 0; m < this.levels.length; m++) if (v === this.levels[m].distance) {\n this._parent.group.add(u), this.levels[m].morph = u, this.levels[m].loaded = !0, this.levels[m].loading = !1;\n break;\n }\n this.checkTransparentMesh();\n }\n }, this.addLevelFromURL = (u, y, v, m, w) => {\n this._loader = u;\n var S, T = this.calculateDistance(y);\n for (S = 0; S < this.levels.length && !(T < this.levels[S].distance); S++) ;\n this.levels.splice(S, 0, { distance: T, morph: void 0, loaded: !1, loading: !1, url: v, index: m }), w && this.loadLevel(S);\n }, this.loadLevel = (u) => {\n var y = this.levels[u];\n return y.morph || y.loaded || y.loading || (y.loading = !0, this._loader.load(y.url, this.lodLoader(y.distance), void 0, void 0, { index: y.index })), y.morph === void 0;\n }, this.calculateDistance = function(u) {\n this._parent.getBoundingBox();\n var y = this._parent.radius, v = 0;\n return u === \"far\" ? v = 4.5 * y : u === \"medium\" ? v = 2.5 * y : u == \"close\" && (v = 0), v;\n }, this.containsLevels = () => !!(this.levels && 1 < this.levels.length), this.checkTransparentMesh = () => {\n var u = this.levels[this._currentLevel];\n this._material && (this._material.transparent ? (!this._secondaryMaterial && (this._secondaryMaterial = this._material.clone(), this._secondaryMaterial.side = l.FrontSide), this._secondaryMaterial.opacity = this._material.opacity, this._secondaryMaterial.emissive && this._secondaryMaterial.emissive.copy(this._material.emissive), this._secondaryMaterial.needsUpdate = !0, !u.secondaryMesh && (u.secondaryMesh = new l.Mesh(u.morph.geometry, this._secondaryMaterial), u.secondaryMesh.renderOrder = u.morph.renderOrder + 1, u.secondaryMesh.userData = u.morph.userData, u.secondaryMesh.name = u.morph.name), this._material.side = l.BackSide, this._material.needsUpdate = !0, !u.secondaryMesh.parent && (u.morph.add(u.secondaryMesh), this._parent.animationGroup && this._parent.animationGroup.add(u.secondaryMesh))) : (u.secondaryMesh && (u.morph.remove(u.secondaryMesh), this._parent.animationGroup && (this._parent.animationGroup.uncache(u.secondaryMesh), this._parent.animationGroup.remove(u.secondaryMesh))), this._material.side = l.DoubleSide, this._material.needsUpdate = !0));\n }, this.dispose = () => {\n this.levels.forEach((u) => {\n u.morph && u.morph.geometry && u.morph.geometry.dispose();\n }), this._material && this._material.dispose(), this._secondaryMaterial && this._secondaryMaterial.dispose();\n }, this.getCurrentLevel = () => this._currentLevel, this.getCurrentMorph = () => {\n var u = this.levels[this._currentLevel];\n return u && u.morph ? u.morph : this._parent.morph;\n }, this.lodLoader = function(u) {\n return (y) => {\n var v = this._material, m = { localTimeEnabled: this._parent.timeEnabled, localMorphColour: this._parent.morphColour }, w = h(y, m), S = void 0;\n this._parent.isGeometry ? S = new l.Mesh(w, v) : this._parent.isLines && (S = new (c(12)).LineSegments(w, v)), S.userData = this._parent, S.renderOrder = this._renderOrder, y.dispose(), this.levelLoaded(S, u);\n };\n }, this.updateMorphColorAttribute = (u) => {\n if (this._material && (this._material.vertexColors == l.VertexColors || this._material.vertexColors == !0)) if (u) {\n var y = this.getCurrentMorph();\n d(y.geometry, y);\n } else this.levels.forEach((v) => {\n v.morph && v.morph.geometry && d(v.morph.geometry, v.morph);\n });\n }, this.setColour = (u) => {\n this._material.color = u, this._secondaryMaterial && (this._secondaryMaterial.color = u), f();\n }, this.setFrustumCulled = (u) => {\n this.levels.forEach((y) => {\n y.morph && (y.morph.frustumCulled = u), y.secondaryMesh && (y.secondaryMesh.frustumCulled = u);\n });\n }, this.setMaterial = (u) => {\n u && (!this._material || this._material.id !== u.id) && (this._material = u, this._secondaryMaterial && this._secondaryMaterial.dispose(), this._secondaryMaterial = u.clone(), this._secondaryMaterial.side = l.FrontSide, this._secondaryMaterial.transparent = !0, this.levels.forEach((y) => {\n y.morph && (y.morph.material = this._material, y.morph.geometry && (y.morph.geometry.colorsNeedUpdate = !0)), y.secondaryMesh && (y.secondaryMesh.material = this._secondaryMaterial);\n }));\n }, this.setName = (u) => {\n this.levels.forEach((y) => {\n y.morph && (y.morph.name = u), y.secondaryMesh && (y.secondaryMesh.name = u);\n });\n }, this.setRenderOrder = (u) => {\n this._renderOrder = u, this.levels.forEach((y) => {\n y.morph && (y.morph.renderOrder = u), y.secondaryMesh && (y.secondaryMesh.renderOrder = u);\n });\n }, this.setVertexColors = (u) => {\n this._material.vertexColors = u, f(), this._secondaryMaterial && (this._secondaryMaterial.vertexColors = u);\n }, this.update = (u, y) => {\n var v = this.levels;\n if (1 < v.length) {\n var m, w, S = u.cameraObject.position.distanceTo(y), T = -1, M = -1;\n for (m = 0, w = v.length; m < w && S >= v[m].distance; m++) v[m].morph ? (-1 < T && v[T].morph && (v[T].morph.visible = !1), T = m, v[m].morph.visible = !0, M = -1) : M = m;\n for (-1 < M && this.loadLevel(M); m < w; m++) v[m].morph && (-1 < T ? v[m].morph.visible = !1 : (v[m].morph.visible = !0, T = m));\n this._currentLevel != T && (this._currentLevel = T, this.checkTransparentMesh());\n }\n }, this.toggleMarker = (u, y) => {\n this.levels.forEach((v) => {\n v.morph && (y ? v.morph.add(u) : v.morph.remove(u));\n });\n };\n var f = () => {\n this.levels.forEach((u) => {\n u.morph && u.morph.geometry && (u.morph.geometry.colorsNeedUpdate = !0);\n });\n };\n };\n a.LOD = p;\n },\n /* 12 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n LineSegments: () => (\n /* binding */\n g\n )\n /* harmony export */\n });\n var l = c(13), d = c(4), h = /* @__PURE__ */ new d.Vector3(), p = /* @__PURE__ */ new d.Vector3();\n class g extends l.Line {\n constructor(u, y) {\n super(u, y), this.type = \"LineSegments\";\n }\n computeLineDistances() {\n var u = this.geometry;\n if (!u.isBufferGeometry) u.isGeometry && console.error(\"THREE.LineSegments.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n else if (u.index === null) {\n for (var y = u.attributes.position, v = [], m = 0, w = y.count; m < w; m += 2) h.fromBufferAttribute(y, m), p.fromBufferAttribute(y, m + 1), v[m] = m == 0 ? 0 : v[m - 1], v[m + 1] = v[m] + h.distanceTo(p);\n u.setAttribute(\"lineDistance\", new d.Float32BufferAttribute(v, 1));\n } else console.warn(\"THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n return this;\n }\n }\n g.prototype.isLineSegments = !0;\n },\n /* 13 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n Line: () => (\n /* binding */\n w\n )\n /* harmony export */\n });\n var l = c(4), d = /* @__PURE__ */ new l.Vector3(), h = /* @__PURE__ */ new l.Vector3(), p = /* @__PURE__ */ new l.Matrix4(), g = /* @__PURE__ */ new l.Ray(), f = /* @__PURE__ */ new l.Sphere(), u = /* @__PURE__ */ new l.Vector3(), y = /* @__PURE__ */ new l.Vector3(), v = /* @__PURE__ */ new l.Vector3(), m = /* @__PURE__ */ new l.Vector3();\n class w extends l.Object3D {\n constructor() {\n var M = 0 < arguments.length && arguments[0] !== void 0 ? arguments[0] : new l.BufferGeometry(), x = 1 < arguments.length && arguments[1] !== void 0 ? arguments[1] : new l.LineBasicMaterial();\n super(), this.type = \"Line\", this.geometry = M, this.material = x, this.updateMorphTargets();\n }\n copy(M) {\n return super.copy(M), this.material = M.material, this.geometry = M.geometry, this;\n }\n computeLineDistances() {\n var M = this.geometry;\n if (!M.isBufferGeometry) M.isGeometry && console.error(\"THREE.Line.computeLineDistances() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n else if (M.index === null) {\n for (var x = M.attributes.position, _ = [0], E = 1, L = x.count; E < L; E++) d.fromBufferAttribute(x, E - 1), h.fromBufferAttribute(x, E), _[E] = _[E - 1], _[E] += d.distanceTo(h);\n M.setAttribute(\"lineDistance\", new l.Float32BufferAttribute(_, 1));\n } else console.warn(\"THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.\");\n return this;\n }\n raycast(M, x) {\n var _ = this.geometry, E = this.matrixWorld, L = M.params.Line.threshold, R = _.drawRange, C = _.morphAttributes.position;\n if (_.boundingSphere === null && _.computeBoundingSphere(), f.copy(_.boundingSphere), f.applyMatrix4(E), f.radius += L, M.ray.intersectsSphere(f) !== !1) {\n p.copy(E).invert(), g.copy(M.ray).applyMatrix4(p);\n var A = L / ((this.scale.x + this.scale.y + this.scale.z) / 3), P = A * A, I = new l.Vector3(), b = new l.Vector3(), O = new l.Vector3(), N = new l.Vector3(), D = this.isLineSegments ? 2 : 1;\n if (_.isBufferGeometry) {\n var B = _.index, U = _.attributes, k = U.position;\n if (B !== null) for (var K = Math.max(0, R.start), ie = Math.min(B.count, R.start + R.count), j = K; j < ie - 1; j += D) {\n var G = B.getX(j), W = B.getX(j + 1);\n S(I, b, this, k, C, G, W);\n var q = g.distanceSqToSegment(I, b, N, O);\n if (!(q > P)) {\n N.applyMatrix4(this.matrixWorld);\n var Q = M.ray.origin.distanceTo(N);\n Q < M.near || Q > M.far || x.push({\n distance: Q,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: O.clone().applyMatrix4(this.matrixWorld),\n index: j,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n }\n else for (var ee = Math.max(0, R.start), ne = Math.min(k.count, R.start + R.count), Y = ee; Y < ne - 1; Y += D) {\n S(I, b, this, k, C, Y, Y + 1);\n var te = g.distanceSqToSegment(I, b, N, O);\n if (!(te > P)) {\n N.applyMatrix4(this.matrixWorld);\n var F = M.ray.origin.distanceTo(N);\n F < M.near || F > M.far || x.push({\n distance: F,\n // What do we want? intersection point on the ray or on the segment??\n // point: raycaster.ray.at( distance ),\n point: O.clone().applyMatrix4(this.matrixWorld),\n index: Y,\n face: null,\n faceIndex: null,\n object: this\n });\n }\n }\n } else _.isGeometry && console.error(\"THREE.Line.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n }\n updateMorphTargets() {\n var M = this.geometry;\n if (M.isBufferGeometry) {\n var x = M.morphAttributes, _ = Object.keys(x);\n if (0 < _.length) {\n var E = x[_[0]];\n if (E !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (var L, R = 0, C = E.length; R < C; R++) L = E[R].name || R + \"\", this.morphTargetInfluences.push(0), this.morphTargetDictionary[L] = R;\n }\n }\n } else {\n var A = M.morphTargets;\n A !== void 0 && 0 < A.length && console.error(\"THREE.Line.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n }\n }\n function S(T, M, x, _, E, L, R) {\n T.fromBufferAttribute(_, L), M.fromBufferAttribute(_, R);\n var C = x.morphTargetInfluences;\n if (x.material.morphTargets && E && C) {\n u.set(0, 0, 0), y.set(0, 0, 0);\n for (var A = 0, P = E.length; A < P; A++) {\n var I = C[A], b = E[A];\n I !== 0 && (v.fromBufferAttribute(b, L), m.fromBufferAttribute(b, R), u.addScaledVector(v.sub(T), I), y.addScaledVector(m.sub(M), I));\n }\n T.add(u), M.add(y);\n }\n }\n w.prototype.isLine = !0;\n },\n /* 14 */\n /***/\n (o, a, c) => {\n var l = c(4), d = new Image(128, 128);\n d.src = c(15);\n var h = new l.Texture();\n h.image = d, h.needsUpdate = !0;\n var p = [0.02, 0.03, 1], g = new l.SpriteMaterial({ map: h, alphaTest: 0.5, transparent: !0, depthTest: !1, depthWrite: !1, sizeAttenuation: !1 }), f = c(5).createNewSpriteText, u = function(y) {\n c(10).ZincObject.call(this), this.texture = h;\n var v = void 0, m = void 0, w = void 0, S = void 0, T = void 0, M = !0;\n this.morph = new l.Group(), this.group = this.morph, this.parent = y, this.isMarker = !0;\n var x = !1;\n this.ndc = new l.Vector3();\n var _ = void 0, E = void 0, L = () => {\n v = new l.Sprite(g), v.center.set(0.5, 0), this.morph.add(v), this.morph.position.set(0, 0, 0), this.morph.renderOrder = 1e4, v.scale.set(p[0], p[1], p[2]), v.userData = this;\n };\n this.updateVisual = (R, C) => {\n var A = 1, P = 0;\n R !== C && (P = 1 - (this.ndc.z - R) / (C - R), A = 0.6 + 0.4 * P), this.setSpriteSize(A);\n }, this.updateNDC = (R) => (this.ndc.copy(this.morph.position), this.ndc.project(R), this.ndc.z = Math.min(Math.max(this.ndc.z, 0), 1), this.ndc), this.setPosition = (R, C, A) => {\n this.morph.position.set(R, C, A);\n }, this.setSpriteSize = (R) => {\n v.scale.set(0.015, 0.02, 1), v.scale.multiplyScalar(R);\n }, this.setUserSprite = () => {\n S && (this.morph.add(S), M && (this.morph.remove(v), E && this.morph.remove(E), M = !1));\n }, this.setImageForUserSprite = (R, C) => {\n S && (this.morph.remove(S), S = void 0), m && m.dispose(), w && w.dispose(), m = new l.Texture(), m.image = R, m.needsUpdate = !0, w = new l.SpriteMaterial({ map: m, alphaTest: 0.5, transparent: !0, depthTest: !1, depthWrite: !1, sizeAttenuation: !1 }), C || (C = [0.05, 0.05, 1]), S = new l.Sprite(w), S.center.set(0.5, 0), S.scale.set(C[0], C[1], C[2]), S.userData = this, this.setUserSprite();\n }, this.setDefaultSprite = () => {\n M || (M = !0, this.morph.add(v), S && this.morph.remove(S), E && this.morph.add(E));\n }, this.loadUserSprite = (R, C) => {\n if (R) if (R !== T) {\n T = R;\n var A = new Image(128, 128);\n A.crossOrigin = \"anonymous\", A.onload = () => {\n this.setImageForUserSprite(A, C);\n }, A.src = R;\n } else this.setUserSprite();\n }, this.dispose = () => {\n this.morph && this.morph.clear(), v && (v.clear(), v = void 0), E && (E.material.map.dispose(), E.material.dispose(), E = void 0);\n }, this.isEnabled = () => x, this.setNumber = (R) => {\n (!R || _ != R) && E && (this.morph.remove(E), E.material.map.dispose(), E.material.dispose(), E = void 0), !E && R && (E = f(R, 0.012, \"black\", \"Asap\", 120, 700), this.morph.add(E)), _ = R;\n }, this.getNumber = () => _ || 1, this.setVisibility = function(R) {\n R !== this.visible && (this.visible = R, this.group.visible = R, this.parent.region && (this.parent.region.pickableUpdateRequired = !0));\n }, this.enable = () => {\n x = !0, this.morph.visible = !0, this.visible = !0;\n }, this.disable = () => {\n x = !1, this.morph.visible = !1, this.visible = !1;\n }, L();\n };\n u.prototype = Object.create(c(10).ZincObject.prototype), a.Marker = u;\n },\n /* 15 */\n /***/\n (o) => {\n o.exports = \"data:image/svg+xml;base64,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\";\n },\n /* 16 */\n /***/\n (o, a, c) => {\n var l = c(4), d = function(h, p, g, f) {\n c(10).ZincObject.call(this);\n var u;\n p && (u = p.clone(), u.vertexColors = l.FaceColors), this.id = g;\n var y = void 0, v = void 0;\n this.isGlyph = !0, this.fromMesh = (m) => !!(m && m.isMesh) && (this.morph = m.clone(), this.morph.userData = this, this.group.add(this.morph), !0), h && u && this.fromMesh(new l.Mesh(h, u)), this.getGlyphset = function() {\n return f;\n }, this.setLabel = (m) => {\n m && (typeof m == \"string\" || m instanceof String) && (v = m, this.morph && (this.morph.name = m)), y && this.showLabel();\n }, this.showLabel = (m) => {\n if (y && (position = y.getPosition(), this.group.remove(y.getSprite()), y.dispose(), y = void 0), v && (typeof v == \"string\" || v instanceof String)) {\n var w = [0, 0, 0];\n y = new (c(17)).Label(v, m), y.setPosition(w[0], w[1], w[2]), this.group.add(y.getSprite());\n }\n }, this.getLabel = () => v, this.getMesh = () => this.morph, this.setTransformation = (m, w, S, T) => {\n this.morph && (this.morph.matrix.elements[0] = w[0], this.morph.matrix.elements[1] = w[1], this.morph.matrix.elements[2] = w[2], this.morph.matrix.elements[3] = 0, this.morph.matrix.elements[4] = S[0], this.morph.matrix.elements[5] = S[1], this.morph.matrix.elements[6] = S[2], this.morph.matrix.elements[7] = 0, this.morph.matrix.elements[8] = T[0], this.morph.matrix.elements[9] = T[1], this.morph.matrix.elements[10] = T[2], this.morph.matrix.elements[11] = 0, this.morph.matrix.elements[12] = m[0], this.morph.matrix.elements[13] = m[1], this.morph.matrix.elements[14] = m[2], this.morph.matrix.elements[15] = 1, this.morph.matrixAutoUpdate = !1), y && y.setPosition(m[0], m[1], m[2]);\n }, this.setColour = (m) => {\n y && y.setColour(m), this.secondaryMesh && this.secondaryMesh.material && (this.secondaryMesh.material.color = colour), this.geometry.colorsNeedUpdate = !0;\n }, this.dispose = () => {\n this.material && this.material.dispose(), this.morph = void 0;\n };\n };\n d.prototype = Object.create(c(10).ZincObject.prototype), a.Glyph = d;\n },\n /* 17 */\n /***/\n (o, a, c) => {\n var l = c(7).default;\n a.Label = function(d, h) {\n var p = d, g = void 0;\n g = h ? new l(p, 0.015, h.getStyle()) : new l(p, 0.015), g.fontFace = \"Asap\", g.fontWeight = 700, g.material.map.generateMipmaps = !1, g.material.sizeAttenuation = !1, g.center.x = -0.05, g.center.y = 0, this.getPosition = () => g ? [g.position.x, g.position.y, g.position.z] : [0, 0, 0], this.setPosition = (f, u, y) => {\n g && g.position.set(f, u, y);\n }, this.setColour = (f) => {\n g.color = f.getStyle();\n }, this.setScale = (f) => {\n g && 0 < f && g.scale.set(f, f, 1);\n }, this.dispose = () => {\n g.dispose();\n }, this.getSprite = () => g, this.getString = () => p;\n };\n },\n /* 18 */\n /***/\n (o, a, c) => {\n function l(g) {\n throw new TypeError('\"' + g + '\" is read-only');\n }\n var d = c(4), h = c(19).JSONLoader, p = function() {\n c(10).ZincObject.call(this);\n var g = [], f = void 0, u = void 0, y = void 0, v = void 0, m = void 0, w = void 0, S = void 0, T = 0, M = 0, x = [0, 0, 0], _ = [0, 0, 0], E = [0, 0, 0], L = \"NONE\";\n this.ready = !1;\n var R = !1, C = !1;\n this.isGlyphset = !0;\n for (var A = new d.Matrix4(), P = new d.Color(), I = new d.Color(), b = new d.Box3(), O = new d.Box3(), N = new d.Box3(), D = [], B = [], U = [], k = [], K = [], ie = [], j = [], G = [], W = 0; 8 > W; W++) D[W] = new d.Vector3();\n this.load = (F, $, J, z, V) => {\n f = F.axis1, u = F.axis2, y = F.axis3, v = F.positions, m = F.scale, w = F.colors, S = F.label, R = F.metadata.MorphColours, C = F.metadata.MorphVertices, T = F.metadata.number_of_time_steps, L = F.metadata.repeat_mode, M = F.metadata.number_of_vertices, L == \"AXES_2D\" || L == \"MIRROR\" ? M *= 2 : L == \"AXES_3D\" && (M *= 3), x = F.metadata.base_size, _ = F.metadata.offset, E = F.metadata.scale_factors;\n var oe = new h();\n this.geometry = new d.BufferGeometry();\n var ue = new d.InstancedMesh(this.geometry, void 0, M);\n if (this.setMorph(ue), z) {\n var le = oe.parse($);\n te(J, V)(le.geometry, le.materials), le.geometry.dispose();\n } else oe.crossOrigin = \"Anonymous\", oe.load($, te(J, V));\n };\n var q = (F, $, J, z, V, oe) => {\n if (L == \"NONE\" || L == \"MIRROR\") {\n for (var ue, le = [0, 0, 0], ve = [0, 0, 0], xe = [0, 0, 0], Te = [0, 0, 0], de = [0, 0, 0], we = [0, 0, 0], se = [0, 0, 0], Se = [0, 0, 0], ge = [0, 0, 0], be = 0; 3 > be; be++) ue = 0 > V[be] ? -1 : 1, le[be] = ue * x[be] + V[be] * E[be];\n for (var be = 0; 3 > be; be++) ve[be] = $[be] * le[0], xe[be] = J[be] * le[1], Te[be] = z[be] * le[2], de[be] = F[be] + _[0] * ve[be] + _[1] * xe[be] + _[2] * Te[be], L == \"MIRROR\" && (we[be] = -ve[be], se[be] = -xe[be], Se[be] = -Te[be], ge[be] = de[be], 0 > V[0] && (de[be] -= ve[be], ge[be] -= we[be]));\n 0 > Te[0] * (ve[1] * xe[2] - ve[2] * xe[1]) + Te[1] * (ve[2] * xe[0] - ve[0] * xe[2]) + Te[2] * (ve[0] * xe[1] - ve[1] * xe[0]) && (Te[0] = -Te[0], Te[1] = -Te[1], Te[2] = -Te[2]), oe[0] = [de, ve, xe, Te], L == \"MIRROR\" && (0 > Se[0] * (we[1] * se[2] - we[2] * se[1]) + Se[1] * (we[2] * se[0] - we[0] * se[2]) + Se[2] * (we[0] * se[1] - we[1] * se[0]) && (Se[0] = -Se[0], Se[1] = -Se[1], Se[2] = -Se[2]), oe[1] = [ge, we, se, Se]);\n } else if (L == \"AXES_2D\" || L == \"AXES_3D\") {\n for (var ue, Ie = [0, 0, 0], et = [0, 0, 0], be = 0; 3 > be; be++) ue = 0 > V[be] ? -1 : 1, Ie[be] = ue * x[0] + V[be] * E[0];\n for (var be = 0; 3 > be; be++) et[be] = F[be] + _[0] * Ie[0] * $[be] + _[1] * Ie[1] * J[be] + _[2] * Ie[2] * z[be];\n for (var mt = glyph_repeat_mode == \"AXES_2D\" ? 2 : 3, Ue = 0; Ue < mt; Ue++) {\n var bt = void 0, Ve = void 0, lt = V[Ue], tt = [0, 0, 0], xt = [0, 0, 0], pt = [0, 0, 0];\n Ue == 0 ? (bt = $, Ve = J) : Ue == 1 ? (bt = J, Ve = glyph_repeat_mode == \"AXES_2D\" ? $ : z) : (bt = z, Ve = $);\n var Vt = x[0] + lt * E[0];\n tt[0] = bt[0] * Vt, tt[1] = bt[1] * Vt, tt[2] = bt[2] * Vt, pt[0] = tt[1] * Ve[2] - Ve[1] * tt[2], pt[1] = tt[2] * Ve[0] - Ve[2] * tt[0], pt[2] = tt[0] * Ve[1] - tt[1] * Ve[0];\n var Nt = Math.sqrt(pt[0] * pt[0] + pt[1] * pt[1] + pt[2] * pt[2]);\n if (0 < Nt) {\n var re = (x[2] + lt * E[2]) / Nt;\n L == \"AXES_2D\" && 0 < Ue && (re *= -1), pt[0] *= re, pt[1] *= re, pt[2] *= re;\n }\n if (xt[0] = pt[1] * tt[2] - tt[1] * pt[2], xt[1] = pt[2] * tt[0] - tt[2] * pt[0], xt[2] = pt[0] * tt[1] - pt[1] * tt[0], Nt = Math.sqrt(xt[0] * xt[0] + xt[1] * xt[1] + xt[2] * xt[2]), 0 < Nt) {\n var Ee = (x[1] + lt * E[1]) / Nt;\n xt[0] *= Ee, xt[1] *= Ee, xt[2] *= Ee;\n }\n oe[Ue] = [et, tt, xt, pt];\n }\n }\n return oe;\n }, Q = (F, $, J, z, V) => {\n var oe = 1;\n L == \"AXES_2D\" || L == \"MIRROR\" ? oe = 2 : L == \"AXES_3D\" && (oe = 3);\n var ue = F.length / 3, le = 0;\n G.length = oe;\n for (var ve = 0; ve < ue; ve++) {\n var xe = 3 * ve, Te = [F[xe], F[xe + 1], F[xe + 2]], de = [$[xe], $[xe + 1], $[xe + 2]], we = [J[xe], J[xe + 1], J[xe + 2]], se = [z[xe], z[xe + 1], z[xe + 2]], Se = [V[xe], V[xe + 1], V[xe + 2]], ge = q(Te, de, we, se, Se, G);\n if (ge.length == oe) for (var be = 0; be < oe; be++) {\n A.elements[0] = ge[be][1][0], A.elements[1] = ge[be][1][1], A.elements[2] = ge[be][1][2], A.elements[3] = 0, A.elements[4] = ge[be][2][0], A.elements[5] = ge[be][2][1], A.elements[6] = ge[be][2][2], A.elements[7] = 0, A.elements[8] = ge[be][3][0], A.elements[9] = ge[be][3][1], A.elements[10] = ge[be][3][2], A.elements[11] = 0, A.elements[12] = ge[be][0][0], A.elements[13] = ge[be][0][1], A.elements[14] = ge[be][0][2], A.elements[15] = 1, this.morph.setMatrixAt(le, A);\n var Ie = g[le];\n Ie && Ie.setTransformation(ge[be][0], ge[be][1], ge[be][2], ge[be][3]), le++;\n }\n }\n this.morph.instanceMatrix.needsUpdate = !0;\n }, ee = (F) => {\n var $ = 1;\n L == \"AXES_2D\" || L == \"MIRROR\" ? $ = 2 : L == \"AXES_3D\" && ($ = 3);\n for (var J, z = F.length, V = 0, oe = 0; oe < z; oe++) {\n J = F[oe];\n for (var ue = 0; ue < $; ue++) {\n P.setHex(J), this.morph.setColorAt(V, P);\n var le = g[V];\n le && le.setColour(P), V++;\n }\n }\n this.morph.instanceColor.needsUpdate = !0;\n }, ne = () => {\n var F = B, $ = U, J = k, z = K, V = ie, oe = j, ue = this.inbuildTime / this.duration * (T - 1), le = Math.floor(ue), ve = 1 - (ue - le), xe = Math.ceil(ue);\n if (C) {\n var Te = v[le.toString()], de = v[xe.toString()], we = f[le.toString()], se = f[xe.toString()], Se = u[le.toString()], ge = u[xe.toString()], be = y[le.toString()], Ie = y[xe.toString()], et = m[le.toString()], mt = m[xe.toString()];\n B.length = Te.length, U.length = Te.length, k.length = Te.length, K.length = Te.length, ie.length = Te.length;\n for (var Ue = 0; Ue < Te.length; Ue++) F[Ue] = ve * Te[Ue] + (1 - ve) * de[Ue], $[Ue] = ve * we[Ue] + (1 - ve) * se[Ue], J[Ue] = ve * Se[Ue] + (1 - ve) * ge[Ue], z[Ue] = ve * be[Ue] + (1 - ve) * Ie[Ue], V[Ue] = ve * et[Ue] + (1 - ve) * mt[Ue];\n } else v[0], l(\"current_positions\"), f[0], l(\"current_axis1s\"), u[0], l(\"current_axis2s\"), y[0], l(\"current_axis3s\"), m[0], l(\"current_scales\");\n if (Q(F, $, J, z, V), this.boundingBoxUpdateRequired = !0, w != null) {\n if (R) {\n var bt = w[le.toString()], Ve = w[xe.toString()];\n oe.length = bt.length;\n for (var lt = 0; lt < bt.length; lt++) P.setHex(bt[lt]), I.setHex(Ve[lt]), P.setRGB(P.r * ve + I.r * (1 - ve), P.g * ve + I.g * (1 - ve), P.b * ve + I.b * (1 - ve)), oe[lt] = P.getHex();\n } else w[0], l(\"current_colors\");\n ee(oe);\n }\n };\n this.showLabel = () => {\n for (var F = 0; F < g.length; F++) g[F].showLabel(this.morph.material ? this.morph.material.color : void 0);\n };\n var Y = (F) => {\n if (S != null && F) for (var $, J = 0; J < M; J++) $ = new (c(16)).Glyph(void 0, void 0, J, this), S != null && S[J] != null && $.setLabel(S[J]), 0 < T && $.setFrustumCulled(!1), g[J] = $, this.morph.add($.getGroup());\n S != null && F && this.showLabel(this.morph.material ? this.morph.material.color : void 0), Q(v[0], f[0], u[0], y[0], m[0]), w != null && ee(w[0]), this.ready = !0, this.boundingBoxUpdateRequired = !0;\n };\n this.addCustomGlyph = (F) => {\n F.isGlyph && g.push(F), this.ready = !0, this.boundingBoxUpdateRequired = !0;\n }, this.addMeshAsGlyph = (F, $) => {\n if (F.isMesh) {\n var J = new (c(16)).Glyph(void 0, void 0, $, this);\n return J.fromMesh(F), g.push(J), this.morph.add(J.getGroup()), this.ready = !0, this.boundingBoxUpdateRequired = !0, J;\n }\n }, this.forEachGlyph = (F) => {\n for (var $ = 0; $ < g.length; $++) F(g[$]);\n };\n var te = (F, $) => (J, z) => {\n var V = J.toBufferGeometry();\n this.geometry.copy(V), this.geometry.computeBoundingSphere(), this.geometry.computeBoundingBox(), V.dispose(), z && z[0] && (this.morph.material = z[0]), Y($), this.morph.name = this.groupName, this.morph.userData = this, this.setMorph(this.morph), J.dispose(), F != null && typeof F == \"function\" && F(this);\n };\n this.getClosestVertexIndex = function() {\n var F = -1;\n if (this.morph && this.ready) {\n this.getBoundingBox().getCenter(this._v1);\n for (var $, J = v[0], z = J.length / 3, V = -1, oe = 0, ue = 0; ue < z; ue++) $ = 3 * ue, this._v2.set(J[$], J[$ + 1], J[$ + 2]), oe = this._v1.distanceTo(this._v2), (V == -1 || V > oe) && (V = oe, F = ue);\n }\n return F;\n }, this.getClosestVertex = function() {\n if (this.closestVertexIndex == -1 && (this.closestVertexIndex = this.getClosestVertexIndex()), 0 <= this.closestVertexIndex && this.morph) {\n var F = new d.Vector3();\n return this.morph.getMatrixAt(this.closestVertexIndex, A), F.setFromMatrixPosition(A), F;\n }\n }, this.getBoundingBox = () => {\n if (this.morph && this.ready && this.morph.visible) {\n if (this.boundingBoxUpdateRequired) {\n b.setFromBufferAttribute(this.morph.geometry.attributes.position);\n for (var F = 0; F < M; F++) this.morph.getMatrixAt(F, A), O.copy(b).applyMatrix4(A), F == 0 ? N.copy(O) : N.union(O);\n if (N) this.cachedBoundingBox.copy(N), this.morph.updateWorldMatrix(!0, !0), this.cachedBoundingBox.applyMatrix4(this.morph.matrixWorld), this.boundingBoxUpdateRequired = !1;\n else return;\n }\n return this.cachedBoundingBox;\n }\n }, this.setMorphTime = (F) => {\n this.inbuildTime = F > this.duration ? this.duration : 0 > F ? 0 : F, (R || C) && (ne(), C && (this.markerUpdateRequired = !0));\n }, this.isTimeVarying = () => !!((this.ready === !1 || 0 < T) && (R || C)), this.getCurrentTime = () => this.inbuildTime, this.dispose = () => {\n for (var F = g.length - 1; 0 <= F; F--) g[F].dispose();\n this.geometry && this.geometry.dispose(), this.morph && this.morph.material.dispose(), f = void 0, u = void 0, y = void 0, v = void 0, m = void 0, w = void 0, this.ready = !1, this.groupName = void 0;\n }, this.render = (F, $, J) => {\n if ($ == !0) {\n var z = this.inbuildTime + F;\n z > this.duration && (z -= this.duration), this.inbuildTime = z, (R || C) && ne();\n }\n this.updateMarker($, J);\n };\n };\n p.prototype = Object.create(c(10).ZincObject.prototype), a.Glyphset = p;\n },\n /* 19 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n JSONLoader: () => (\n /* binding */\n M\n )\n /* harmony export */\n });\n var l = c(4), d = c(20).Loader, h = l.LoaderUtils, p = l.AnimationClip, g = l.Vector3, f = l.Vector4, u = l.Color, y = l.Vector2, v = c(6).Face3, m = c(6).Geometry, w = l.FileLoader, S = l.DefaultLoadingManager, T = c(21).VideoHandler;\n function M(x) {\n typeof x == \"boolean\" && (console.warn(\"THREE.JSONLoader: showStatus parameter has been removed from constructor.\"), x = void 0), this.manager = x === void 0 ? S : x, this.withCredentials = !1, this.paramsString = \"\";\n }\n Object.assign(M.prototype, { load: function(_, E, L, R) {\n var C = this, A = this.texturePath && typeof this.texturePath == \"string\" ? this.texturePath : h.extractUrlBase(_), P = new w(this.manager);\n _.split(\"?\"), this.paramsString = _.length === 2 ? paramsStrings[1] : \"\", P.setWithCredentials(this.withCredentials), P.load(_, function(I) {\n var b = JSON.parse(I), O = b.metadata;\n if (O !== void 0) {\n var N = O.type;\n if (N !== void 0 && N.toLowerCase() === \"object\") return void console.error(\"THREE.JSONLoader: \" + _ + \" should be loaded with THREE.ObjectLoader instead.\");\n }\n if (C && C.parse) {\n var D = C.parse(b, A);\n E(D.geometry, D.materials);\n }\n }, L, R);\n }, setTexturePath: function(_) {\n this.texturePath = _;\n }, parse: /* @__PURE__ */ function() {\n function x(R, C) {\n function A(Se, ge) {\n return Se & 1 << ge;\n }\n var P, I, b, O, N, D, B, U, k, K, ie, j, G, W, q, Q, ee, ne, Y, te, F, $, J, z, V, oe, ue, le = R.faces, ve = R.vertices, xe = R.normals, Te = R.colors, de = R.scale, we = 0;\n if (R.uvs !== void 0) {\n for (P = 0; P < R.uvs.length; P++) R.uvs[P].length && we++;\n for (P = 0; P < we; P++) C.faceVertexUvs[P] = [];\n }\n for (O = 0, N = ve.length; O < N; ) ne = new g(), ne.x = ve[O++] * de, ne.y = ve[O++] * de, ne.z = ve[O++] * de, C.vertices.push(ne);\n if (O = 0, N = le.length, R.uvs) for (P = 0; P < R.uvs.length; P++) {\n C.uvs[P] = [];\n for (var se = 0; se < R.uvs[P].length; se++) C.uvs[P][se] = R.uvs[P][se];\n }\n if (xe) for (P = 0; P < xe.length; P++) C.normals[P] = xe[P];\n if (Te) for (P = 0; P < Te.length; P++) C.colors[P] = Te[P];\n for (; O < N; )\n if (K = le[O++], ie = A(K, 0), j = A(K, 1), G = A(K, 3), W = A(K, 4), q = A(K, 5), Q = A(K, 6), ee = A(K, 7), ie) {\n if (te = new v(), te.a = le[O], te.b = le[O + 1], te.c = le[O + 3], F = new v(), F.a = le[O + 1], F.b = le[O + 2], F.c = le[O + 3], O += 4, j && (k = le[O++], te.materialIndex = k, F.materialIndex = k), b = C.faces.length, G) for (P = 0; P < we; P++) for (z = R.uvs[P], C.faceVertexUvs[P][b] = [], C.faceVertexUvs[P][b + 1] = [], I = 0; 4 > I; I++) U = le[O++], oe = z[2 * U], ue = z[2 * U + 1], V = new y(oe, ue), I !== 2 && C.faceVertexUvs[P][b].push(V), I !== 0 && C.faceVertexUvs[P][b + 1].push(V);\n if (W && (B = 3 * le[O++], te.normal.set(xe[B++], xe[B++], xe[B]), F.normal.copy(te.normal)), q) for (P = 0; 4 > P; P++) B = 3 * le[O++], J = new g(xe[B++], xe[B++], xe[B]), P !== 2 && te.vertexNormals.push(J), P !== 0 && F.vertexNormals.push(J);\n if (Q && (D = le[O++], $ = Te[D], te.color.setHex($), F.color.setHex($)), ee) for (P = 0; 4 > P; P++) D = le[O++], $ = Te[D], P !== 2 && te.vertexColors.push(new u($)), P !== 0 && F.vertexColors.push(new u($));\n C.faces.push(te), C.faces.push(F);\n } else {\n if (Y = new v(), Y.a = le[O++], Y.b = le[O++], Y.c = le[O++], j && (k = le[O++], Y.materialIndex = k), b = C.faces.length, G) for (P = 0; P < we; P++) for (z = R.uvs[P], C.faceVertexUvs[P][b] = [], I = 0; 3 > I; I++) U = le[O++], oe = z[2 * U], ue = z[2 * U + 1], V = new y(oe, ue), C.faceVertexUvs[P][b].push(V);\n if (W && (B = 3 * le[O++], Y.normal.set(xe[B++], xe[B++], xe[B])), q) for (P = 0; 3 > P; P++) B = 3 * le[O++], J = new g(xe[B++], xe[B++], xe[B]), Y.vertexNormals.push(J);\n if (Q && (D = le[O++], Y.color.setHex(Te[D])), ee) for (P = 0; 3 > P; P++) D = le[O++], Y.vertexColors.push(new u(Te[D]));\n C.faces.push(Y);\n }\n }\n function _(R, C) {\n var A = R.influencesPerVertex === void 0 ? 2 : R.influencesPerVertex;\n if (R.skinWeights) for (var P = 0, I = R.skinWeights.length; P < I; P += A) {\n var b = R.skinWeights[P], O = 1 < A ? R.skinWeights[P + 1] : 0, N = 2 < A ? R.skinWeights[P + 2] : 0, D = 3 < A ? R.skinWeights[P + 3] : 0;\n C.skinWeights.push(new f(b, O, N, D));\n }\n if (R.skinIndices) for (var P = 0, I = R.skinIndices.length; P < I; P += A) {\n var B = R.skinIndices[P], U = 1 < A ? R.skinIndices[P + 1] : 0, k = 2 < A ? R.skinIndices[P + 2] : 0, K = 3 < A ? R.skinIndices[P + 3] : 0;\n C.skinIndices.push(new f(B, U, k, K));\n }\n C.bones = R.bones, C.bones && 0 < C.bones.length && (C.skinWeights.length !== C.skinIndices.length || C.skinIndices.length !== C.vertices.length) && console.warn(\"When skinning, number of vertices (\" + C.vertices.length + \"), skinIndices (\" + C.skinIndices.length + \"), and skinWeights (\" + C.skinWeights.length + \") should match.\");\n }\n function E(R, C) {\n var A = R.scale;\n if (R.morphTargets !== void 0) for (var P = 0, I = R.morphTargets.length; P < I; P++) {\n C.morphTargets[P] = {}, C.morphTargets[P].name = R.morphTargets[P].name, C.morphTargets[P].vertices = [];\n for (var b, O = C.morphTargets[P].vertices, N = R.morphTargets[P].vertices, D = 0, B = N.length; D < B; D += 3) b = new g(), b.x = N[D] * A, b.y = N[D + 1] * A, b.z = N[D + 2] * A, O.push(b);\n }\n if (R.morphNormals !== void 0) {\n for (var P = 0, I = R.morphNormals.length; P < I; P++) if (C.morphTargets[P]) {\n C.morphTargets[P].normals = [];\n for (var U, k = C.morphTargets[P].normals, K = R.morphNormals[P].normals, D = 0, B = K.length; D < B; D += 3) U = new g(), U.x = K[D], U.y = K[D + 1], U.z = K[D + 2], k.push(U);\n C.morphNormalsReady = !0;\n }\n }\n if (R.morphColors !== void 0) {\n var P, I, ie, j, G, W, q;\n for (P = 0, I = R.morphColors.length; P < I; P++) for (C.morphColors[P] = {}, C.morphColors[P].name = R.morphColors[P].name, C.morphColors[P].colors = [], G = C.morphColors[P].colors, W = R.morphColors[P].colors, ie = 0, j = W.length; ie < j; ie += 3) q = new l.Color(16755200), q.setRGB(W[ie], W[ie + 1], W[ie + 2]), G.push(q);\n }\n }\n function L(R, C) {\n var A = [], P = [];\n R.animation !== void 0 && P.push(R.animation), R.animations !== void 0 && (R.animations.length ? P = P.concat(R.animations) : P.push(R.animations));\n for (var I, b = 0; b < P.length; b++) I = p.parseAnimation(P[b], C.bones), I && A.push(I);\n if (C.morphTargets) {\n var O = p.CreateClipsFromMorphTargetSequences(C.morphTargets, 10);\n A = A.concat(O);\n }\n 0 < A.length && (C.animations = A);\n }\n return function(R, C) {\n R.data !== void 0 && (R = R.data), R.scale = R.scale === void 0 ? 1 : 1 / R.scale;\n var A = new m();\n if (A.morphColors = [], x(R, A), _(R, A), E(R, A), L(R, A), A.computeFaceNormals(), A.computeBoundingSphere(), R.materials === void 0 || R.materials.length === 0) return { geometry: A };\n var P = d.prototype.initMaterials(R.materials, C, \"Anonymous\");\n if (R.materials[0].video) {\n var I = C + R.materials[0].video;\n this.paramsString && (I += \"?\".concat(this.paramsString));\n var b = new T(I);\n A._video = b;\n }\n return P && 0 < P.length && (P[0].side = R.materials[0].singleSided ? l.FrontSide : R.materials[0].flipSided ? l.BackSide : l.DoubleSide, R.materials[0].specularCoef && (P[0].shininess = Math.floor(R.materials[0].specularCoef / 3))), { geometry: A, materials: P };\n };\n }() });\n },\n /* 20 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n Loader: () => (\n /* binding */\n d\n )\n /* harmony export */\n });\n var l = c(4);\n c(4);\n function d() {\n }\n d.Handlers = { handlers: [], add: function(p, g) {\n this.handlers.push(p, g);\n }, get: function(p) {\n for (var g = this.handlers, f = 0, u = g.length; f < u; f += 2) {\n var y = g[f], v = g[f + 1];\n if (y.test(p)) return v;\n }\n return null;\n } }, Object.assign(d.prototype, { crossOrigin: \"anonymous\", onLoadStart: function() {\n }, onLoadProgress: function() {\n }, onLoadComplete: function() {\n }, initMaterials: function(p, g, f) {\n for (var u = [], y = 0; y < p.length; ++y) u[y] = this.createMaterial(p[y], g, f);\n return u;\n }, createMaterial: function() {\n var h = { NoBlending: l.NoBlending, NormalBlending: l.NormalBlending, AdditiveBlending: l.AdditiveBlending, SubtractiveBlending: l.SubtractiveBlending, MultiplyBlending: l.MultiplyBlending, CustomBlending: l.CustomBlending }, p = new l.Color(), g = new l.TextureLoader(), f = new l.MaterialLoader();\n return function(u, y, v) {\n function m(x, _, E, L, R) {\n var C, A = y + x, P = d.Handlers.get(A);\n P === null ? (g.setCrossOrigin(v), C = g.load(A)) : C = P.load(A), _ !== void 0 && (C.repeat.fromArray(_), _[0] !== 1 && (C.wrapS = l.RepeatWrapping), _[1] !== 1 && (C.wrapT = l.RepeatWrapping)), E !== void 0 && C.offset.fromArray(E), L !== void 0 && (L[0] === \"repeat\" && (C.wrapS = l.RepeatWrapping), L[0] === \"mirror\" && (C.wrapS = l.MirroredRepeatWrapping), L[1] === \"repeat\" && (C.wrapT = l.RepeatWrapping), L[1] === \"mirror\" && (C.wrapT = l.MirroredRepeatWrapping)), R !== void 0 && (C.anisotropy = R);\n var I = l.MathUtils.generateUUID();\n return w[I] = C, I;\n }\n var w = {}, S = { uuid: l.MathUtils.generateUUID(), type: \"MeshLambertMaterial\" };\n for (var T in u) {\n var M = u[T];\n switch (T) {\n case \"DbgColor\":\n case \"DbgIndex\":\n case \"opticalDensity\":\n case \"illumination\":\n break;\n case \"DbgName\":\n S.name = M;\n break;\n case \"blending\":\n S.blending = h[M];\n break;\n case \"colorAmbient\":\n case \"mapAmbient\":\n console.warn(\"THREE.Loader.createMaterial:\", T, \"is no longer supported.\");\n break;\n case \"colorDiffuse\":\n S.color = p.fromArray(M).getHex();\n break;\n case \"colorSpecular\":\n S.specular = p.fromArray(M).getHex();\n break;\n case \"colorEmissive\":\n S.emissive = p.fromArray(M).getHex();\n break;\n case \"specularCoef\":\n S.shininess = M;\n break;\n case \"shading\":\n M.toLowerCase() === \"basic\" && (S.type = \"MeshBasicMaterial\"), M.toLowerCase() === \"phong\" && (S.type = \"MeshPhongMaterial\"), M.toLowerCase() === \"standard\" && (S.type = \"MeshStandardMaterial\");\n break;\n case \"mapDiffuse\":\n S.map = m(M, u.mapDiffuseRepeat, u.mapDiffuseOffset, u.mapDiffuseWrap, u.mapDiffuseAnisotropy);\n break;\n case \"mapDiffuseRepeat\":\n case \"mapDiffuseOffset\":\n case \"mapDiffuseWrap\":\n case \"mapDiffuseAnisotropy\":\n break;\n case \"mapEmissive\":\n S.emissiveMap = m(M, u.mapEmissiveRepeat, u.mapEmissiveOffset, u.mapEmissiveWrap, u.mapEmissiveAnisotropy);\n break;\n case \"mapEmissiveRepeat\":\n case \"mapEmissiveOffset\":\n case \"mapEmissiveWrap\":\n case \"mapEmissiveAnisotropy\":\n break;\n case \"mapLight\":\n S.lightMap = m(M, u.mapLightRepeat, u.mapLightOffset, u.mapLightWrap, u.mapLightAnisotropy);\n break;\n case \"mapLightRepeat\":\n case \"mapLightOffset\":\n case \"mapLightWrap\":\n case \"mapLightAnisotropy\":\n break;\n case \"mapAO\":\n S.aoMap = m(M, u.mapAORepeat, u.mapAOOffset, u.mapAOWrap, u.mapAOAnisotropy);\n break;\n case \"mapAORepeat\":\n case \"mapAOOffset\":\n case \"mapAOWrap\":\n case \"mapAOAnisotropy\":\n break;\n case \"mapBump\":\n S.bumpMap = m(M, u.mapBumpRepeat, u.mapBumpOffset, u.mapBumpWrap, u.mapBumpAnisotropy);\n break;\n case \"mapBumpScale\":\n S.bumpScale = M;\n break;\n case \"mapBumpRepeat\":\n case \"mapBumpOffset\":\n case \"mapBumpWrap\":\n case \"mapBumpAnisotropy\":\n break;\n case \"mapNormal\":\n S.normalMap = m(M, u.mapNormalRepeat, u.mapNormalOffset, u.mapNormalWrap, u.mapNormalAnisotropy);\n break;\n case \"mapNormalFactor\":\n S.normalScale = M;\n break;\n case \"mapNormalRepeat\":\n case \"mapNormalOffset\":\n case \"mapNormalWrap\":\n case \"mapNormalAnisotropy\":\n break;\n case \"mapSpecular\":\n S.specularMap = m(M, u.mapSpecularRepeat, u.mapSpecularOffset, u.mapSpecularWrap, u.mapSpecularAnisotropy);\n break;\n case \"mapSpecularRepeat\":\n case \"mapSpecularOffset\":\n case \"mapSpecularWrap\":\n case \"mapSpecularAnisotropy\":\n break;\n case \"mapMetalness\":\n S.metalnessMap = m(M, u.mapMetalnessRepeat, u.mapMetalnessOffset, u.mapMetalnessWrap, u.mapMetalnessAnisotropy);\n break;\n case \"mapMetalnessRepeat\":\n case \"mapMetalnessOffset\":\n case \"mapMetalnessWrap\":\n case \"mapMetalnessAnisotropy\":\n break;\n case \"mapRoughness\":\n S.roughnessMap = m(M, u.mapRoughnessRepeat, u.mapRoughnessOffset, u.mapRoughnessWrap, u.mapRoughnessAnisotropy);\n break;\n case \"mapRoughnessRepeat\":\n case \"mapRoughnessOffset\":\n case \"mapRoughnessWrap\":\n case \"mapRoughnessAnisotropy\":\n break;\n case \"mapAlpha\":\n S.alphaMap = m(M, u.mapAlphaRepeat, u.mapAlphaOffset, u.mapAlphaWrap, u.mapAlphaAnisotropy);\n break;\n case \"mapAlphaRepeat\":\n case \"mapAlphaOffset\":\n case \"mapAlphaWrap\":\n case \"mapAlphaAnisotropy\":\n break;\n case \"flipSided\":\n S.side = l.BackSide;\n break;\n case \"doubleSided\":\n S.side = l.DoubleSide;\n break;\n case \"transparency\":\n console.warn(\"THREE.Loader.createMaterial: transparency has been renamed to opacity\"), S.opacity = M;\n break;\n case \"depthTest\":\n case \"depthWrite\":\n case \"colorWrite\":\n case \"opacity\":\n case \"reflectivity\":\n case \"transparent\":\n case \"visible\":\n case \"wireframe\":\n S[T] = M;\n break;\n case \"vertexColors\":\n M === !0 && (S.vertexColors = l.VertexColors), M === \"face\" && (S.vertexColors = l.FaceColors);\n break;\n default:\n console.error(\"THREE.Loader.createMaterial: Unsupported\", T, M);\n }\n }\n return S.type === \"MeshBasicMaterial\" && delete S.emissive, S.type !== \"MeshPhongMaterial\" && delete S.specular, 1 > S.opacity && (S.transparent = !0), f.setTextures(w), f.parse(S);\n };\n }() });\n },\n /* 21 */\n /***/\n (o, a, c) => {\n var l = c(4);\n a.VideoHandler = function(d) {\n var h = this;\n this.video = void 0, this.videoTexture = void 0, this.setMorphTime = function(p, g) {\n var f = p / g * h.video.duration;\n h.video.currentTime = f;\n }, this.getVideoDuration = function() {\n return h.video.duration;\n }, this.createCanvasVideoTexture = function() {\n return h.videoTexture = new l.VideoTexture(h.video), h.videoTexture.minFilter = l.LinearFilter, h.videoTexture.magFilter = l.LinearFilter, h.videoTexture.format = l.RGBFormat, h.video.currentTime = 0, h.videoTexture;\n }, this.getCurrentTime = function(p) {\n return h.video ? p * (h.video.currentTime / h.video.duration) : 0;\n }, this.isReadyToPlay = function() {\n return !!(h.video && 3 <= h.video.readyState);\n }, function() {\n document && (h.video = document.createElement(\"video\"), h.video.crossOrigin = \"anonymous\", h.video.src = d, h.video.load(), h.video.loop = !0);\n }();\n };\n },\n /* 22 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(23).Points, h = c(5).toBufferGeometry, p = c(5).getCircularTexture, g = c(17).Label, f = function() {\n c(10).ZincObject.call(this), this.isPointset = !0;\n var u = [];\n this.createMesh = (v, m, w) => {\n if (v && m) {\n var S = h(v, w), T = p();\n m.map = T;\n var M = new d(S, m);\n this.setMesh(M, w.localTimeEnabled, w.localMorphColour);\n }\n };\n var y = (v, m, w, S) => {\n if (w) {\n var T = new l.Color(S), M = new g(w, T);\n M.setPosition(m[0], m[1], m[2]);\n var x = M.getSprite();\n x.material.sizeAttenuation = !1, x.material.alphaTest = 0.5, x.material.transparent = !0, x.material.depthWrite = !1, x.material.depthTest = !1, this.group.add(x), u[v] = M;\n }\n };\n this.addPoints = (v, m, w) => {\n if (v && 0 < v.length) {\n var S = this.drawRange - 1, T = this.addVertices(v), M = this.getMorph();\n if (!M) {\n var x = new l.PointsMaterial({ alphaTest: 0.5, size: 10, color: w, sizeAttenuation: !1 });\n T.colorsNeedUpdate = !0, this.createMesh(T, x, { localTimeEnabled: !1, localMorphColour: !1 });\n }\n var _ = S + v.length, E = 0;\n if (Array.isArray(m) && m.length === v.length || typeof m == \"string\") for (S; S + E < _; ) {\n var L = typeof m == \"string\" ? m : m[E];\n y(E, v[E], L, w), E++;\n }\n this.region && (this.region.pickableUpdateRequired = !0);\n }\n }, this.setSize = (v) => {\n this.morph && this.morph.material && (this.morph.material.size = v, this.morph.material.needsUpdate = !0);\n }, this.setSizeAttenuation = (v) => {\n this.morph && this.morph.material && (this.morph.material.sizeAttenuation = v, this.morph.material.needsUpdate = !0);\n }, this.getVerticesByIndex = function(v) {\n if (0 <= v && this.drawRange > v) {\n var m = this.getMorph().geometry.getAttribute(\"position\");\n return [m.getX(v), m.getY(v), m.getZ(v)];\n }\n }, this.editVertices = function(v, m) {\n if (v && v.length) {\n var w = this.getMorph(), S = m + v.length - 1;\n if (!w || 0 > m || S >= this.drawRange) return;\n var T = w.geometry.getAttribute(\"position\"), M = m;\n v.forEach((x) => {\n var _ = u[M];\n _ && _.setPosition(x[0], x[1], x[2]), T.setXYZ(M++, x[0], x[1], x[2]);\n }), T.needsUpdate = !0, this.boundingBoxUpdateRequired = !0;\n }\n }, this.render = (v, m, w, S) => {\n this.morph && w && (this.morph.sizePerPixel = w.pixelHeight), f.prototype.render.call(this, v, m, w, S);\n };\n };\n f.prototype = Object.create(c(10).ZincObject.prototype), a.Pointset = f;\n },\n /* 23 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n Points: () => (\n /* binding */\n y\n )\n /* harmony export */\n });\n var l = c(4), d = /* @__PURE__ */ new l.Matrix4(), h = /* @__PURE__ */ new l.Ray(), p = /* @__PURE__ */ new l.Sphere(), g = /* @__PURE__ */ new l.Vector3(), f = /* @__PURE__ */ new l.Vector3(), u = /* @__PURE__ */ new l.Vector3();\n class y extends l.Object3D {\n constructor() {\n var S = 0 < arguments.length && arguments[0] !== void 0 ? arguments[0] : new l.BufferGeometry(), T = 1 < arguments.length && arguments[1] !== void 0 ? arguments[1] : new l.PointsMaterial();\n super(), this.type = \"Points\", this.geometry = S, this.material = T, this.sizePerPixel = 1, this.updateMorphTargets();\n }\n copy(S) {\n return super.copy(S), this.material = S.material, this.geometry = S.geometry, this;\n }\n raycast(S, T) {\n var M = this.geometry, x = this.matrixWorld, _ = S.params.Points.threshold, E = M.drawRange;\n if (M.boundingSphere === null && M.computeBoundingSphere(), p.copy(M.boundingSphere), p.applyMatrix4(x), p.radius += _, S.ray.intersectsSphere(p) !== !1) {\n d.copy(x).invert(), h.copy(S.ray).applyMatrix4(d);\n var L = _ / ((this.scale.x + this.scale.y + this.scale.z) / 3) * this.material.size * this.sizePerPixel, R = L * L;\n if (M.isBufferGeometry) {\n var C = M.index, A = M.attributes, P = A.position, I = M.morphAttributes.position;\n if (C !== null) for (var b, O = Math.max(0, E.start), N = Math.min(C.count, E.start + E.count), D = O; D < N; D++) b = C.getX(D), m(this, P, I, b), v(g, b, R, x, S, T, this);\n else for (var B = Math.max(0, E.start), U = Math.min(P.count, E.start + E.count), k = B; k < U; k++) m(this, P, I, k), v(g, k, R, x, S, T, this);\n } else console.error(\"THREE.Points.raycast() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n }\n updateMorphTargets() {\n var S = this.geometry;\n if (S.isBufferGeometry) {\n var T = S.morphAttributes, M = Object.keys(T);\n if (0 < M.length) {\n var x = T[M[0]];\n if (x !== void 0) {\n this.morphTargetInfluences = [], this.morphTargetDictionary = {};\n for (var _, E = 0, L = x.length; E < L; E++) _ = x[E].name || E + \"\", this.morphTargetInfluences.push(0), this.morphTargetDictionary[_] = E;\n }\n }\n } else {\n var R = S.morphTargets;\n R !== void 0 && 0 < R.length && console.error(\"THREE.Points.updateMorphTargets() does not support THREE.Geometry. Use THREE.BufferGeometry instead.\");\n }\n }\n }\n y.prototype.isPoints = !0;\n function v(w, S, T, M, x, _, E) {\n var L = h.distanceSqToPoint(w);\n if (L < T) {\n var R = new l.Vector3();\n h.closestPointToPoint(w, R), R.applyMatrix4(M);\n var C = x.ray.origin.distanceTo(R);\n if (C < x.near || C > x.far) return;\n _.push({ distance: C, distanceToRay: Math.sqrt(L), point: R, index: S, face: null, object: E });\n }\n }\n function m(w, S, T, M) {\n g.fromBufferAttribute(S, M);\n var x = w.morphTargetInfluences;\n if (w.material.morphTargets && T && x) {\n f.set(0, 0, 0);\n for (var _ = 0, E = T.length; _ < E; _++) {\n var L = x[_], R = T[_];\n L !== 0 && (u.fromBufferAttribute(R, M), f.addScaledVector(u.sub(g), L));\n }\n g.add(f);\n }\n }\n },\n /* 24 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(5).toBufferGeometry, h = function() {\n c(10).ZincObject.call(this), this.isLines = !0, this.createLineSegment = (p, g, f) => {\n if (p && g) {\n var u = d(p, f);\n f.localMorphColour && u.morphAttributes.color && (g.onBeforeCompile = c(9).augmentMorphColor());\n var y = new (c(12)).LineSegments(u, g);\n this.setMesh(y, f.localTimeEnabled, f.localMorphColour);\n }\n }, this.setWidth = (p) => {\n this.morph && this.morph.material && (this.morph.material.linewidth = p, this.morph.material.needsUpdate = !0);\n }, this.addLines = (p, g) => {\n if (p && 0 < p.length) {\n var f = this.addVertices(p), u = this.getMorph();\n if (!u) {\n var y = new l.LineBasicMaterial({ color: g });\n f.colorsNeedUpdate = !0, this.createLineSegment(f, y, { localTimeEnabled: !1, localMorphColour: !1 });\n }\n this.region && (this.region.pickableUpdateRequired = !0);\n }\n };\n };\n h.prototype = Object.create(c(10).ZincObject.prototype), a.Lines = h;\n },\n /* 25 */\n /***/\n (o, a, c) => {\n function l(g, f, u, y, v, m, w) {\n try {\n var S = g[m](w), T = S.value;\n } catch (M) {\n return void u(M);\n }\n S.done ? f(T) : Promise.resolve(T).then(y, v);\n }\n function d(g) {\n return function() {\n var f = this, u = arguments;\n return new Promise(function(y, v) {\n function m(T) {\n l(S, y, v, m, w, \"next\", T);\n }\n function w(T) {\n l(S, y, v, m, w, \"throw\", T);\n }\n var S = g.apply(f, u);\n m(void 0);\n });\n };\n }\n var h = c(4), p = function() {\n var g = this;\n c(26).Texture.call(this), this.isTextureArray = !0, this.loadFromImages = /* @__PURE__ */ function() {\n var f = d(function* (u) {\n var y = 1, v = 1, m = 0;\n if (u && u.length) {\n g.isLoading = !0;\n var w = new Image();\n w.crossOrigin = \"Anonymous\";\n for (var S, T = document.createElement(\"canvas\"), M = 0, x = Array(u.length), _ = 0; _ < u.length; _++) S = yield g.imageToUint8Array(g, w, u[_], T), S && S.array && (y = S.width, v = S.height, x[m] = S.array, M += x[m].length, m++);\n var E = new Uint8Array(M);\n M = 0, x.forEach((L) => {\n E.set(L, M), M += L.length;\n }), g.impl = new h.DataTexture2DArray(E, y, v, m), g.size = { width: y, height: v, depth: m }, g.isLoading = !1, g.impl.needsUpdate = !0;\n }\n });\n return function() {\n return f.apply(this, arguments);\n };\n }(), this.getMaterial = (f) => {\n if (this.impl) {\n var u;\n if (!f) u = new h.MeshBasicMaterial({ color: new h.Color(1, 1, 1), transparent: !1, opacity: 1, map: this.impl, side: h.DoubleSide });\n else if (f.vs && f.fs) {\n var y = !0;\n f.transparent && (y = f.transparent);\n var v = h.FrontSide;\n f.side && (v = f.side), u = new h.ShaderMaterial({ transparent: y, uniforms: f.uniforms, vertexShader: f.vs, fragmentShader: f.fs, side: v }), f.glslVersion && (u.glslVersion = f.glslVersion);\n }\n if (u) return u.needsUpdate = !0, u;\n }\n };\n };\n p.prototype = Object.create(c(26).Texture.prototype), a.TextureArray = p;\n },\n /* 26 */\n /***/\n (o, a, c) => {\n function l(g, f, u, y, v, m, w) {\n try {\n var S = g[m](w), T = S.value;\n } catch (M) {\n return void u(M);\n }\n S.done ? f(T) : Promise.resolve(T).then(y, v);\n }\n function d(g) {\n return function() {\n var f = this, u = arguments;\n return new Promise(function(y, v) {\n function m(T) {\n l(S, y, v, m, w, \"next\", T);\n }\n function w(T) {\n l(S, y, v, m, w, \"throw\", T);\n }\n var S = g.apply(f, u);\n m(void 0);\n });\n };\n }\n var h = c(4), p = function() {\n this.isTexture = !0, this.impl = void 0, this.isLoading = !1, this.size = { width: 1, height: 1, depth: 0 };\n };\n p.prototype.loadImage = function(g, f) {\n return new Promise((u, y) => {\n g.onload = () => u(g), g.onerror = y, g.src = f;\n });\n }, p.prototype.imageToUint8Array = /* @__PURE__ */ function() {\n var g = d(function* (f, u, y, v) {\n yield f.loadImage(u, y), v.width = u.width, v.height = u.height;\n var m = v.getContext(\"2d\");\n return m.drawImage(u, 0, 0), { array: new Uint8Array(m.getImageData(0, 0, v.width, v.height).data.buffer), width: v.width, height: v.height };\n });\n return function() {\n return g.apply(this, arguments);\n };\n }(), p.prototype.loadFromImages = /* @__PURE__ */ function() {\n var g = d(function* () {\n });\n return function() {\n return g.apply(this, arguments);\n };\n }(), p.prototype.isReady = function() {\n return !(!this.impl || this.isLoading);\n }, p.prototype.getMaterial = function() {\n if (this.impl) return new h.MeshBasicMaterial({ color: new h.Color(1, 1, 1), transparent: !1, opacity: 1, map: this.impl, side: h.DoubleSide });\n }, a.Texture = p;\n },\n /* 27 */\n /***/\n (o, a, c) => {\n function l(v, m) {\n var w = Object.keys(v);\n if (Object.getOwnPropertySymbols) {\n var S = Object.getOwnPropertySymbols(v);\n m && (S = S.filter(function(T) {\n return Object.getOwnPropertyDescriptor(v, T).enumerable;\n })), w.push.apply(w, S);\n }\n return w;\n }\n function d(v) {\n for (var m, w = 1; w < arguments.length; w++) m = arguments[w] == null ? {} : arguments[w], w % 2 ? l(Object(m), !0).forEach(function(S) {\n h(v, S, m[S]);\n }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(v, Object.getOwnPropertyDescriptors(m)) : l(Object(m)).forEach(function(S) {\n Object.defineProperty(v, S, Object.getOwnPropertyDescriptor(m, S));\n });\n return v;\n }\n function h(v, m, w) {\n return m = p(m), m in v ? Object.defineProperty(v, m, { value: w, enumerable: !0, configurable: !0, writable: !0 }) : v[m] = w, v;\n }\n function p(v) {\n var m = g(v, \"string\");\n return typeof m == \"symbol\" ? m : m + \"\";\n }\n function g(v, m) {\n if (typeof v != \"object\" || !v) return v;\n var w = v[Symbol.toPrimitive];\n if (w !== void 0) {\n var S = w.call(v, m || \"default\");\n if (typeof S != \"object\") return S;\n throw new TypeError(\"@@toPrimitive must return a primitive value.\");\n }\n return (m === \"string\" ? String : Number)(v);\n }\n var f = c(4), u = c(28), y = function(v) {\n c(29).TexturePrimitive.call(this, v), this.isTextureSlides = !0;\n var m = [], w = {};\n this.morph = new f.Group(), this.group = this.morph, this.morph.userData = this;\n var S = !0;\n this.createSlides = (x) => {\n x.forEach((_) => this.createSlide(_));\n };\n var T = (x, _) => {\n var E = x.material, L = E.uniforms;\n switch (x.rotation.x = 0, x.rotation.y = 0, x.rotation.z = 0, x.position.x = 0, x.position.y = 0, x.position.z = 0, _.direction) {\n case \"x\":\n var R = S ? -Math.PI / 2 : Math.PI / 2;\n x.rotation.y = R, L.direction.value = 1, L.slide.value.set(_.value, 0, 0), x.position.x = _.value;\n break;\n case \"y\":\n x.rotation.x = Math.PI / 2, L.direction.value = 2, L.slide.value.set(0, _.value, 0), x.position.y = _.value;\n break;\n case \"z\":\n L.direction.value = 3, L.slide.value.set(0, 0, _.value), x.position.z = _.value;\n break;\n }\n E.needsUpdate = !0, this.boundingBoxUpdateRequired = !0;\n };\n this.modifySlideSettings = (x) => {\n x && x.id && x.id in w && w[x.id] && T(w[x.id], x);\n }, this.createSlide = (x) => {\n if (this.texture && this.texture.isTextureArray && this.texture.isReady() && x && x.direction && x.value !== void 0) {\n var _ = new f.PlaneGeometry(1, 1);\n _.translate(0.5, 0.5, 0);\n var E = u.getUniforms();\n E.diffuse.value = this.texture.impl, E.depth.value = this.texture.size.depth, E.flipY.value = S;\n var L = { fs: u.fs, vs: u.vs, uniforms: E, glslVersion: u.glslVersion, side: f.DoubleSide, transparent: !1 }, R = this.texture.getMaterial(L);\n R.needsUpdate = !0;\n var C = new f.Mesh(_, R);\n C.name = this.groupName, C.userData = this;\n var A = { value: x.value, direction: x.direction, id: C.id };\n return m.push(A), T(C, A), w[C.id] = C, this.morph.add(C), this.boundingBoxUpdateRequired = !0, A;\n }\n }, this.getTextureSettings = () => [...m], this.getTextureSettingsWithId = (x) => {\n for (var _ = 0; _ < m.length; _++) if (x === m[_].id) return d({}, m[_]);\n }, this.getSlides = () => this.morph ? [...this.morph.children] : [], this.removeSlide = (x) => {\n x && this.removeSlideWithId(x.id);\n }, this.removeSlideWithId = (x) => {\n if (this.morph && x in w && w[x]) {\n if (this.morph.getObjectById(x)) {\n var _ = w[x];\n this.morph.remove(_), _.clear(), _.geometry && _.geometry.dispose(), _.material && _.material.dispose(), this.boundingBoxUpdateRequired = !0;\n }\n var E = m.findIndex((L) => L.id === x);\n -1 < E && m.splice(E, 1);\n }\n }, this.dispose = () => {\n this.morph.children.forEach((x) => {\n x.geometry && x.geometry.dispose(), x.material && x.material.dispose();\n }), c(29).TexturePrimitive.prototype.dispose.call(this), this.boundingBoxUpdateRequired = !0;\n };\n var M = (x, _, E) => {\n switch (_.direction.value) {\n case 1:\n E.copy(_.slide.value), x.expandByPoint(E), E.setY(1), E.setZ(1), x.expandByPoint(E);\n break;\n case 2:\n E.copy(_.slide.value), x.expandByPoint(E), E.setX(1), E.setZ(1), x.expandByPoint(E);\n break;\n case 3:\n E.copy(_.slide.value), x.expandByPoint(E), E.setX(1), E.setY(1), x.expandByPoint(E);\n break;\n }\n };\n this.getBoundingBox = () => {\n if (this.morph && this.morph.children && this.morph.visible && this.boundingBoxUpdateRequired) {\n this.cachedBoundingBox.makeEmpty();\n var x = new f.Vector3(0, 0, 0);\n this.morph.children.forEach((_) => {\n M(this.cachedBoundingBox, _.material.uniforms, x);\n }), this.morph.updateMatrixWorld(!0, !0), this.cachedBoundingBox.applyMatrix4(this.morph.matrixWorld), this.boundingBoxUpdateRequired = !1;\n }\n return this.cachedBoundingBox;\n }, this.applyTransformation = (x, _, E) => {\n var L = new f.Matrix4();\n L.set(x[0], x[1], x[2], 0, x[3], x[4], x[5], 0, x[6], x[7], x[8], 0, 0, 0, 0, 0);\n var R = new f.Quaternion().setFromRotationMatrix(L);\n this.morph.position.set(..._), this.morph.quaternion.copy(R), this.morph.scale.set(...E), this.morph.updateMatrix(), this.boundingBoxUpdateRequired = !0;\n }, this.initialise = (x, _) => {\n if (x) {\n var E = x.locations;\n E && 0 < E.length && (this.applyTransformation(E[0].orientation, E[0].position, E[0].scale), \"flipY\" in E[0] && (S = E[0].flipY)), this.createSlides(x.settings.slides), _ != null && typeof _ == \"function\" && _(this);\n }\n };\n };\n y.prototype = Object.create(c(29).TexturePrimitive.prototype), y.prototype.constructor = y, a.TextureSlides = y;\n },\n /* 28 */\n /***/\n (o, a, c) => {\n var l = c(4), d = l.GLSL3, h = `\nprecision highp float;\nprecision highp int;\nprecision highp sampler2DArray;\n\nuniform sampler2DArray diffuse;\nin vec3 vUw;\n\nout vec4 outColor;\n\nvoid main() {\n\n vec4 color = texture( diffuse, vUw );\n\n // lighten a bit\n outColor = vec4( color.rgb + .2, 1.0 );\n\n}\n`, p = `\nout vec3 vUw;\nuniform float depth;\nuniform vec3 slide;\nuniform int direction;\nuniform bool flipY;\n\nvoid main() {\n\n vec3 slidePos = position.xyz;\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position.xyz, 1.0 );\n\n if (direction == 1)\n slidePos = vec3(slide.x, position.y, position.x);\n if (direction == 2)\n slidePos = vec3(position.x, slide.y, position.y);\n if (direction == 3)\n slidePos = vec3(position.x, position.y, slide.z);\n\n if (flipY) \n slidePos.y = 1.0 - slidePos.y;\n\n vUw.xyz = vec3(slidePos.x, slidePos.y, slidePos.z * depth);\n\n}\n`, g = function() {\n return { diffuse: { value: void 0 }, depth: { value: 1 }, slide: { value: new l.Vector3(0, 0, 1) }, direction: { value: 1 }, flipY: { value: !0 } };\n };\n a.fs = h, a.vs = p, a.glslVersion = d, a.getUniforms = g;\n },\n /* 29 */\n /***/\n (o, a, c) => {\n c(4);\n var l = c(5).resolveURL, d = function(h) {\n c(10).ZincObject.call(this), this.isTexturePrimitive = !0, this.texture = h, this.load = (p, g) => {\n if (p && p.images && p.images.source) {\n var f = new (c(25)).TextureArray(), u = [];\n p.images.source.forEach((v) => {\n u.push(l(v));\n });\n var y = this;\n f.loadFromImages(u).then(() => {\n y.texture = f, y.initialise(p, g);\n });\n }\n }, this.initialise = (p, g) => {\n g != null && typeof g == \"function\" && g(this);\n };\n };\n d.prototype = Object.create(c(10).ZincObject.prototype), d.prototype.constructor = d, a.TexturePrimitive = d;\n },\n /* 30 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(31);\n a.Renderer = function(h, p) {\n var g = h, f = p, u = void 0, y = new l.Clock(!1);\n this.playAnimation = !0;\n var v = 1e3, m = [], w = 0, S = [], T = 0, M = void 0, x = void 0, _ = void 0, E = void 0, L = [], R = [], C = new l.Group(), A = void 0, P = void 0, I = !1;\n this.getDrawingWidth = () => g ? g.clientWidth : A ? typeof A.clientWidth > \"u\" ? Math.round(A.width) : Math.round(A.clientWidth) : 0, this.getDrawingHeight = () => g ? g.clientHeight : A ? typeof A.clientHeight > \"u\" ? Math.round(A.height) : Math.round(A.clientHeight) : 0, this.onWindowResize = () => {\n u.onWindowResize();\n var N = this.getDrawingWidth(), D = this.getDrawingHeight();\n if (f != null) {\n var B;\n g ? (B = g.getBoundingClientRect(), f.setSize(N, D)) : A && (typeof A.getBoundingClientRect > \"u\" || (B = A.getBoundingClientRect(), A.width = N, A.height = D), f.setSize(N, D, !1)), B && (B.left, B.top);\n var U = new l.Vector2();\n f.getSize(U), U.x, U.y, console.log(\"onWindowResize\");\n }\n }, this.initialiseVisualisation = (N) => {\n if (N = N || {}, N.antialias === void 0) {\n var D = !1;\n try {\n /Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent) && (D = !0);\n } catch {\n D = !1;\n }\n N.antialias = !D;\n }\n N.canvas && (g = void 0, A = N.canvas), f = new l.WebGLRenderer(N), g !== void 0 && g.appendChild(f.domElement), f.setClearColor(16777215, 1), A && A.style && (A.style.height = \"100%\", A.style.width = \"100%\"), f.autoClear = !1;\n var B = this.createScene(\"default\");\n this.setCurrentScene(B);\n }, this.getCurrentScene = () => u, this.setCurrentScene = (N) => {\n if (N) {\n this.removeActiveScene(N);\n var D = u;\n u = N, D && D.setInteractiveControlEnable(!1), u.setInteractiveControlEnable(!0), u.setAdditionalScenesGroup(C), this.onWindowResize();\n }\n }, this.getSceneByName = (N) => L[N], this.createScene = (N) => {\n if (L[N] == null) {\n var D;\n return D = A ? new (c(32)).Scene(A, f) : new (c(32)).Scene(g, f), L[N] = D, D.sceneName = N, D;\n }\n }, this.resetView = () => {\n u.resetView();\n }, this.viewAll = () => {\n if (u) {\n var N = u.getBoundingBox();\n if (N) {\n for (var D, B = 0; B < R.length; B++) D = R[B].getBoundingBox(), D && N.union(D);\n u.viewAllWithBoundingBox(N);\n }\n }\n }, this.loadModelsURL = (N, D, B, U, k, K) => {\n u.loadModelsURL(N, D, B, U, k, K);\n }, this.loadViewURL = (N) => {\n u.loadViewURL(N);\n }, this.loadFromViewURL = (N, D) => {\n u.loadFromViewURL(N, D);\n }, this.updateDirectionalLight = () => {\n u.updateDirectionalLight();\n };\n var b = () => {\n I ? (M = requestAnimationFrame(b), this.render()) : (cancelAnimationFrame(M), M = void 0);\n };\n this.stopAnimate = () => {\n I && (y.stop(), I = !1);\n }, this.animate = () => {\n I || (y.start(), I = !0, b());\n }, this.addPreRenderCallbackFunction = (N) => (++w, m[w] = N, w), this.removePreRenderCallbackFunction = (N) => {\n N in m && delete m[N];\n }, this.addPostRenderCallbackFunction = (N) => (++T, S[T] = N, T), this.removePostRenderCallbackFunction = (N) => {\n N in S && delete S[N];\n }, this.getPlayRate = () => v, this.setPlayRate = (N) => {\n v = N;\n }, this.getCurrentTime = () => u.getCurrentTime(), this.setMorphsTime = (N) => {\n u.setMorphsTime(N);\n }, this.getZincGeometryByID = (N) => u.getZincGeometryByID(N), this.addToScene = (N) => {\n u.addObject(N);\n }, this.addToOrthoScene = (N) => {\n if (_ == null && (_ = new l.Scene()), x == null) {\n var D = this.getDrawingWidth(), B = this.getDrawingHeight();\n x = new l.OrthographicCamera(-D / 2, D / 2, B / 2, -B / 2, 1, 10), x.position.z = 10;\n }\n _.add(N);\n };\n var O = (N) => (D) => {\n D.needsUpdate = !0;\n var B = new l.SpriteMaterial({ map: D }), U = B.map.image.width, k = B.map.image.height;\n N.material = B, N.scale.set(U, k, 1);\n var K = this.getDrawingWidth(), ie = this.getDrawingHeight();\n N.position.set((K - U) / 2, (-ie + k) / 2, 1), this.addToOrthoScene(N);\n };\n this.addLogo = () => {\n E = new l.Sprite(), l.ImageUtils.loadTexture(\"images/abi_big_logo_transparent_small.png\", void 0, O(E));\n }, this.render = () => {\n P || (g ? 0 < g.clientWidth && 0 < g.clientHeight && (P = new d(g, this.onWindowResize)) : A && 0 < A.width && 0 < A.height && (P = new d(A, this.onWindowResize)));\n var N = y.getDelta();\n u.renderGeometries(v, N, this.playAnimation);\n for (var D, B = 0; B < R.length; B++) D = R[B], D.renderGeometries(v, N, this.playAnimation);\n for (var U in x != null && _ != null && (f.clearDepth(), f.render(_, x)), m) m.hasOwnProperty(U) && m[U].call();\n for (var k in u.render(f), S) S.hasOwnProperty(k) && S[k].call();\n }, this.getThreeJSRenderer = () => f, this.isSceneActive = (N) => {\n if (u === N) return !0;\n for (var D, B = 0; B < R.length; B++) if (D = R[B], D === N) return !0;\n return !1;\n }, this.addActiveScene = (N) => {\n this.isSceneActive(N) || (R.push(N), C.add(N.getThreeJSScene()));\n }, this.removeActiveScene = (N) => {\n for (var D, B = 0; B < R.length; B++) if (D = R[B], D === N) return R.splice(B, 1), void C.remove(N.getThreeJSScene());\n }, this.clearAllActiveScene = () => {\n for (var N = 0; N < R.length; N++) C.remove(R[N].getThreeJSScene());\n R.splice(0, R.length);\n }, this.dispose = () => {\n for (var N in I && cancelAnimationFrame(M), L) L.hasOwnProperty(N) && L[N].clearAll();\n L = [], R = [], C = new l.Group(), this.stopAnimate(), m = [], w = 0, x = void 0, _ = void 0, E = void 0;\n var D = this.createScene(\"default\");\n this.setCurrentScene(D), P = void 0;\n }, this.transitionScene = (N, D) => {\n if (u) {\n var B = u.getZincCameraControls(), U = N.getBoundingBox();\n if (U) {\n var k = U.min.distanceTo(U.max) / 2, K = (U.min.x + U.max.x) / 2, ie = (U.min.y + U.max.y) / 2, j = (U.min.z + U.max.z) / 2, G = B.getViewportFromCentreAndRadius(K, ie, j, k, 40, k * 4), W = B.getCurrentViewport();\n B.cameraTransition(W, G, D), B.enableCameraTransition();\n }\n }\n }, this.isWebGL2 = () => !!f && f.capabilities.isWebGL2;\n };\n },\n /* 31 */\n /***/\n (o) => {\n o.exports = nz();\n },\n /* 32 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(33).MarkerCluster, h = c(35).SceneLoader, p = c(41).SceneExporter, g = c(43).Viewport, f = c(5).createBufferGeometry, u = c(5).getCircularTexture, y = 0, v = function() {\n return \"sc\" + y++;\n }, m = function() {\n return { Duration: \"6 secs\", OriginalDuration: \"-\", TimeStamps: {} };\n }, w = 6e3;\n a.Scene = function(S, T) {\n var M = this, x = S, _ = void 0, E = new h(this), L = void 0, R = {}, C = 0, A = {}, P = 0, I = new l.Scene(), b = new (c(44)).Region(void 0, this);\n I.add(b.getGroup());\n var O = new l.Group();\n I.add(O), this.directionalLight = void 0, this.ambient = void 0, this.camera = void 0;\n var N = 6e3, D = void 0;\n this.sceneName = void 0;\n var B = !1, U = void 0;\n this.autoClearFlag = !0, this.displayMarkers = !1, this.displayMinimap = !1, this.minimapScissor = { x_offset: 16, y_offset: 16, width: 128, height: 128, align: \"top-left\", updateRequired: !0 };\n var k = { x: 0, y: 0 }, K = m(), ie = new l.Vector2(), j = [];\n this.forcePickableObjectsUpdate = !1, this.uuid = v();\n var G = new d(this);\n G.disable(), I.add(G.group);\n var W = () => x ? typeof x.clientWidth > \"u\" ? x.width : x.clientWidth : 0, q = () => x ? typeof x.clientHeight > \"u\" ? x.height : x.clientHeight : 0;\n this.getDownloadProgress = () => E.getDownloadProgress(), this.onWindowResize = () => {\n var F = q();\n this.camera.aspect = W() / F, this.camera.updateProjectionMatrix(), this.minimapScissor.updateRequired = !0, D.onResize(), D.calculateHeightPerPixelAtZeroDepth(F);\n }, this.resetView = () => {\n this.onWindowResize(), D.resetView();\n }, this.changeZoomByScrollRateUnit = (F) => {\n D.changeZoomByScrollRateUnit(F);\n };\n var Q = () => {\n this.camera = new l.PerspectiveCamera(40, W() / q(), 0, 10), this.ambient = new l.AmbientLight(16777215, 0.2), I.add(this.ambient), this.directionalLight = new l.DirectionalLight(16777215, 0.8), I.add(this.directionalLight), D = new (c(43)).CameraControls(this.camera, T.domElement, T, this), D.setDirectionalLight(this.directionalLight), D.resetView(), L = new (c(49)).Minimap(this);\n };\n Q(), this.loadView = (F) => {\n var $ = new g();\n return $.setFromObject(F), D.setCurrentCameraSettings($), !0;\n }, this.setupMultipleViews = (F, $) => {\n for (var [J, z] of Object.entries($)) {\n var V = new g();\n V.setFromObject(z), D.addViewport(J, V);\n }\n D.setDefaultViewport(F);\n }, this.getBoundingBox = () => b.getBoundingBox(!0), this.viewAllWithBoundingBox = (F) => {\n if (F) {\n var $ = D.getViewportFromBoundingBox(F, 1);\n D.setCurrentCameraSettings($), D.calculateHeightPerPixelAtZeroDepth(q()), G.markerUpdateRequired = !0;\n }\n }, this.viewAll = () => {\n var F = this.getBoundingBox();\n this.viewAllWithBoundingBox(F), G.markerUpdateRequired = !0;\n }, this.forEachGeometry = (F) => {\n b.forEachGeometry(F, !0);\n }, this.forEachGlyphset = (F) => {\n b.forEachGlyphset(F, !0);\n }, this.forEachPointset = (F) => {\n b.forEachPointset(F, !0);\n }, this.forEachLine = (F) => {\n b.forEachLine(F, !0);\n }, this.findGeometriesWithGroupName = (F) => b.findGeometriesWithGroupName(F, !0), this.findPointsetsWithGroupName = (F) => b.findPointsetsWithGroupName(F, !0), this.findGlyphsetsWithGroupName = (F) => b.findGlyphsetsWithGroupName(F, !0), this.findLinesWithGroupName = (F) => b.findLinesWithGroupName(F, !0), this.findObjectsWithGroupName = (F) => b.findObjectsWithGroupName(F, !0), this.findObjectsWithAnatomicalId = (F) => b.findObjectsWithAnatomicalId(F, !0), this.getBoundingBoxOfZincObjects = (F) => {\n for (var $, J = void 0, z = 0; z < F.length; z++) $ = F[z].getBoundingBox(), $ && (J ? J.union($) : J = $);\n return J;\n }, this.vectorToScreenXY = (F) => {\n F.project(this.camera);\n var $ = W(), J = q(), z = $ / 2, V = J / 2;\n return F.x = F.x * z + z, F.y = -(F.y * V) + V, F;\n }, this.getObjectsScreenXY = (F) => {\n if (F && 0 < F.length) {\n var $ = this.getBoundingBoxOfZincObjects(F), J = new l.Vector3();\n return $.getCenter(J), this.vectorToScreenXY(J);\n }\n }, this.getNamedObjectsScreenXY = (F) => {\n var $ = this.findObjectsWithGroupName(F);\n return this.getObjectsScreenXY($);\n }, this.addZincObject = (F) => {\n F && (b.addZincObject(F), D && D.calculateMaxAllowedDistance(this));\n }, this.loadGlyphsetURL = (F, $, J, z) => {\n E.loadGlyphsetURL(b, F, $, J, z);\n }, this.loadPointsetURL = (F, $, J, z, V) => {\n E.loadPointsetURL(b, F, $, J, z, V);\n }, this.loadLinesURL = (F, $, J, z, V) => {\n E.loadLinesURL(b, F, $, J, z, V);\n }, this.loadSTL = (F, $, J) => {\n E.loadSTL(b, F, $, J);\n }, this.loadOBJ = (F, $, J) => {\n E.loadOBJ(b, F, $, J);\n }, this.loadMetadataURL = (F, $, J) => {\n E.loadMetadataURL(b, F, $, J);\n }, this.loadModelsURL = (F, $, J, z, V, oe) => {\n E.loadModelsURL(b.urls, $, J, z, V, oe);\n }, this.loadViewURL = (F) => {\n E.loadViewURL(F);\n }, this.loadFromViewURL = (F, $) => {\n E.loadFromViewURL(F, $);\n }, this.loadGLTF = (F, $, J, z) => {\n E.loadGLTF(b, F, $, J, z);\n }, this.updateDirectionalLight = () => {\n D.updateDirectionalLight();\n }, this.addObject = (F) => {\n I.add(F);\n }, this.removeObject = (F) => {\n I.remove(F);\n }, this.getCurrentTime = () => {\n if (_ != null) return _.getCurrentTime(N);\n var F = b.getCurrentTime();\n return F === -1 ? 0 : F;\n }, this.setMorphsTime = (F) => {\n _ != null && _.setMorphTime(F, N), b.setMorphTime(F, !0);\n }, this.isTimeVarying = () => !!(_ && _.video && !_.video.error) || b.isTimeVarying(), this.renderGeometries = (F, $, J) => {\n var z = {};\n if (z.camera = D, z.displayMarkers = this.displayMarkers, z.markerCluster = G, z.markersList = G.markers, z.ndcToBeUpdated = !1, J && (z.markerCluster.markerUpdateRequired = !0), !_) E.toBeDownloaded == 0 ? (z.ndcToBeUpdated = D.update($), z.ndcToBeUpdated && D.calculateHeightPerPixelAtZeroDepth(q()), b.renderGeometries(F, $, J, D, z, !0)) : D.update(0);\n else if (_.isReadyToPlay()) {\n J ? _.video.play() : _.video.pause();\n var V = _.video.currentTime / _.getVideoDuration() * N;\n E.toBeDownloaded == 0 ? (D.setTime(V), z.ndcToBeUpdated = D.update(0), z.ndcToBeUpdated && D.calculateHeightPerPixelAtZeroDepth(q()), b.setMorphTime(V, !0), b.renderGeometries(0, 0, J, D, z, !0)) : D.update(0);\n } else myPlayRate = 0;\n }, this.getThreeJSScene = () => I, this.setVideoHandler = (F) => {\n _ || (_ = F);\n }, this.setAdditionalScenesGroup = (F) => {\n I.add(F);\n };\n var ee = (F, $, J, z, V, oe, ue) => {\n var le = 0, ve = 0;\n return ve = F.includes(\"top\") ? ue - V - J : F.includes(\"bottom\") ? J : Math.floor((ue - V) / 2), le = F.includes(\"left\") ? $ : F.includes(\"right\") ? oe - $ - z : Math.floor((oe - z) / 2), { x: le, y: ve };\n }, ne = (F) => {\n this.displayMinimap === !0 && (F.setScissorTest(!0), F.getSize(ie), this.minimapScissor.updateRequired && (k = ee(this.minimapScissor.align, this.minimapScissor.x_offset, this.minimapScissor.y_offset, this.minimapScissor.width, this.minimapScissor.height, ie.x, ie.y), this.minimapScissor.updateRequired = !1), F.setScissor(k.x, k.y, this.minimapScissor.width, this.minimapScissor.height), F.setViewport(k.x, k.y, this.minimapScissor.width, this.minimapScissor.height), L.updateCamera(), I.add(L.mask), F.render(I, L.camera), I.remove(L.mask), F.setScissorTest(!1), F.setViewport(0, 0, ie.x, ie.y));\n };\n this.render = (F) => {\n this.autoClearFlag && F.clear(), B && U ? U.render(I, this.camera) : (F.render(I, this.camera), ne(F));\n }, this.setInteractiveControlEnable = (F) => {\n F == !0 ? D.enable() : D.disable();\n }, this.getZincCameraControls = () => D, this.getThreeJSScene = () => I, this.setDuration = (F) => {\n b.setDuration(F), N = F, D.setPathDuration(F), E.duration = F;\n }, this.getDuration = () => N, this.setStereoEffectEnable = (F) => {\n F != !0 || U || (U = new c(43).StereoEffect(T)), T.setSize(W(), q()), this.camera.updateProjectionMatrix(), B = F;\n }, this.objectIsInScene = (F) => b.objectIsInRegion(F, !0), this.alignBoundingBoxToCameraView = (F, $) => {\n if (F) {\n var J = new l.Vector3();\n F.getCenter(J);\n var z = this.getZincCameraControls().getCurrentViewport(), V = new l.Vector3(z.targetPosition[0], z.targetPosition[1], z.targetPosition[2]), oe = new l.Vector3(z.eyePosition[0], z.eyePosition[1], z.eyePosition[2]), ue = new l.Vector3(), le = new l.Vector3();\n ue.subVectors(V, oe).normalize(), le.subVectors(V, J).normalize();\n var ve = new l.Vector3();\n ve.crossVectors(ue, le);\n var xe = ue.angleTo(le);\n 0 < $ ? (this.getZincCameraControls().rotateCameraTransition(ve, xe, $), this.getZincCameraControls().enableCameraTransition()) : this.getZincCameraControls().rotateAboutLookAtpoint(ve, xe), G.markerUpdateRequired = !0;\n }\n }, this.translateBoundingBoxToCameraView = (F, $, J) => {\n if (F) {\n var z = this.getZincCameraControls().getCurrentViewport(), V = this.getZincCameraControls().getViewportFromBoundingBox(F, $);\n 0 < J && (this.getZincCameraControls().cameraTransition(z, V, J), this.getZincCameraControls().enableCameraTransition()), G.markerUpdateRequired = !0;\n }\n }, this.alignObjectToCameraView = (F, $) => {\n if (this.objectIsInScene(F)) {\n var J = F.getBoundingBox();\n this.alignBoundingBoxToCameraView(J, $);\n }\n }, this.setCameraTargetToObject = (F) => {\n if (this.objectIsInScene(F)) {\n var $ = new l.Vector3(), J = F.getBoundingBox(), z = this.getZincCameraControls().getCurrentViewport();\n J.getCenter($);\n var V = new l.Vector3(z.targetPosition[0], z.targetPosition[1], z.targetPosition[2]), oe = new l.Vector3(z.eyePosition[0], z.eyePosition[1], z.eyePosition[2]), ue = new l.Vector3(), le = new l.Vector3();\n ue.subVectors(oe, V), le.addVectors($, ue), z.eyePosition[0] = le.x, z.eyePosition[1] = le.y, z.eyePosition[2] = le.z, z.targetPosition[0] = $.x, z.targetPosition[1] = $.y, z.targetPosition[2] = $.z, this.getZincCameraControls().setCurrentCameraSettings(z), G.markerUpdateRequired = !0;\n }\n }, this.isStereoEffectEnable = () => B, this.removeZincObject = (F) => {\n b.removeZincObject(F), D && D.calculateMaxAllowedDistance(this), G.markerUpdateRequired = !0;\n }, this.updatePickableThreeJSObjects = () => {\n j.length = 0, G.isEnabled && j.push(G.group), b.getPickableThreeJSObjects(j, !0), this.forcePickableObjectsUpdate = !1;\n }, this.getPickableThreeJSObjects = () => ((this.forcePickableObjectsUpdate || b.checkPickableUpdateRequred(!0)) && this.updatePickableThreeJSObjects(), j), this.getNormalisedMinimapCoordinates = (F, $) => {\n if (this.displayMinimap) {\n var J = new l.Vector2();\n F.getSize(J);\n var z = J.y - $.clientY;\n if (k.x + this.minimapScissor.width > $.clientX && $.clientX > k.x && k.y + this.minimapScissor.height > z && z > k.y) {\n var V = 2 * (($.clientX - k.x) / this.minimapScissor.width) - 1, oe = 2 * ((z - k.y) / this.minimapScissor.height) - 1;\n return { x: V, y: oe };\n }\n }\n }, this.getMinimapDiffFromNormalised = (F, $) => L ? L.getDiffFromNormalised(F, $) : void 0, this.isWebGL2 = () => T.isWebGL2(), this.clearAll = () => {\n G.clear(), b.clear(!0), this.clearZincObjectAddedCallbacks(), this.clearZincObjectRemovedCallbacks(), E.toBeDwonloaded = 0, D && D.calculateMaxAllowedDistance(this), G.markerUpdateRequired = !0;\n }, this.addMetadataTimeStamp = (F, $) => {\n K.TimeStamps[F] = te($);\n }, this.getMetadataTag = (F) => K[F], this.getMetadata = () => K, this.setMetadataTag = (F, $) => {\n K[F] = $;\n }, this.removeMetadataTag = (F) => {\n delete K[F];\n }, this.resetMetadata = () => {\n K = m();\n }, this.resetDuration = () => {\n this.setDuration(w);\n };\n var Y = (F) => [...F.years ? [\"\".concat(F.years, \"years\")] : [], ...F.months ? [\"\".concat(F.months, \"months\")] : [], ...F.weeks ? [\"\".concat(F.weeks, \"weeks\")] : [], ...F.days ? [\"\".concat(F.days, \"days\")] : [], ...F.hours ? [\"\".concat(F.hours, \"hours\")] : [], ...F.mins ? [\"\".concat(F.mins, \"mins\")] : [], ...F.secs ? [\"\".concat(F.secs, \"secs\")] : []].join(\" \"), te = (F) => F.years ? 31536e6 * F.years : 0 + F.months ? 2592e6 * F.months : 0 + F.weeks ? 6048e5 * F.weeks : 0 + F.days ? 864e5 * F.days : 0 + F.hours ? 36e5 * F.hours : 0 + F.mins ? 6e4 * F.mins : 0 + F.secs ? 1e3 * F.secs : 0;\n this.setDurationFromObject = (F) => {\n var $ = Y(F), J = te(F);\n this.setMetadataTag(\"Duration\", $), this.setDuration(J);\n }, this.setOriginalDurationFromObject = (F) => {\n var $ = Y(F);\n this.setMetadataTag(\"OriginalDuration\", $);\n }, this.exportGLTF = (F) => {\n var $ = new p(this);\n return $.exportGLTF(F);\n }, this.getRootRegion = () => b, this.createLines = (F, $, J, z) => {\n var V = b.findChildFromPath(F);\n return V === void 0 && (V = b.createChildFromPath(F)), V.createLines($, J, z);\n }, this.createPoints = (F, $, J, z, V) => {\n var oe = b.findChildFromPath(F);\n return oe === void 0 && (oe = b.createChildFromPath(F)), oe.createPoints($, J, z, V);\n }, this.addZincObjectAddedCallbacks = (F) => (++C, R[C] = F, C), this.addZincObjectRemovedCallbacks = (F) => (++P, A[P] = F, P), this.removeZincObjectAddedCallbacks = (F) => {\n F in C && delete R[F];\n }, this.removeZincObjectRemovedCallbacks = (F) => {\n F in P && delete A[F];\n }, this.clearZincObjectAddedCallbacks = () => {\n R = {}, C = 0;\n }, this.clearZincObjectRemovedCallbacks = () => {\n A = {}, P = 0;\n }, this.triggerObjectAddedCallback = (F) => {\n for (var $ in R) R.hasOwnProperty($) && R[$](F);\n }, this.triggerObjectRemovedCallback = (F) => {\n for (var $ in A) A.hasOwnProperty($) && A[$](F);\n }, this.addTemporaryPoints = (F, $) => {\n var J = f(F.length, F), z = new l.PointsMaterial({ alphaTest: 0.5, size: 15, color: $, sizeAttenuation: !1 }), V = u();\n z.map = V;\n var oe = new (c(23)).Points(J, z);\n return O.add(oe), oe;\n }, this.addTemporaryLines = (F, $) => {\n var J = f(F.length, F), z = new l.LineBasicMaterial({ color: $ }), V = new (c(12)).LineSegments(J, z);\n return O.add(V), V;\n }, this.removeTemporaryPrimitive = (F) => {\n O.remove(F), F.geometry.dispose(), F.material.dispose();\n }, this.clearTemporaryPrimitives = () => {\n var F = 0, $ = O.children;\n return $.forEach((J) => {\n J.geometry.dispose(), J.material.dispose(), F++;\n }), O.clear(), F;\n }, this.addBoundingBoxPrimitive = function(F, $, J, z, V) {\n var oe = 5 < arguments.length && arguments[5] !== void 0 ? arguments[5] : void 0, ue = b.findChildFromPath(F);\n ue === void 0 && (ue = b.createChildFromPath(F));\n var le = oe || M.getBoundingBox(), ve = new l.Vector3().subVectors(le.max, le.min), xe = new l.BoxGeometry(ve.x, ve.y, ve.z), Te = ue.createGeometryFromThreeJSGeometry($, xe, J, z, V, 1e4);\n return ve.addVectors(le.min, le.max).multiplyScalar(0.5), Te.setPosition(ve.x, ve.y, ve.z), Te;\n }, this.addSlicesPrimitive = function(F, $, J, z, V) {\n var oe = 5 < arguments.length && arguments[5] !== void 0 ? arguments[5] : void 0;\n if ($ && 3 <= $.length && J && 3 <= J.length) {\n var ue = b.findChildFromPath(F);\n ue === void 0 && (ue = b.createChildFromPath(F));\n var le = oe || M.getBoundingBox(), ve = new l.Vector3().subVectors(le.max, le.min), xe = [], Te = 0;\n return [\"x\", \"y\", \"z\"].forEach((de) => {\n var we;\n switch (de) {\n case \"x\":\n we = new l.PlaneGeometry(ve.z, ve.y), we.rotateY(Math.PI / 2);\n break;\n case \"y\":\n we = new l.PlaneGeometry(ve.x, ve.z), we.rotateX(Math.PI / 2);\n break;\n case \"z\":\n we = new l.PlaneGeometry(ve.x, ve.y);\n break;\n }\n var se = ue.createGeometryFromThreeJSGeometry($[Te], we, J[Te], z, V, 10001);\n xe.push(se), Te++;\n }), ve.addVectors(le.min, le.max).multiplyScalar(0.5), xe.forEach((de) => {\n de.setPosition(ve.x, ve.y, ve.z);\n }), xe;\n }\n }, this.enableMarkerCluster = (F) => {\n F ? (G.markerUpdateRequired = !0, G.enable()) : (G.markerUpdateRequired = !1, G.disable()), this.forcePickableObjectsUpdate = !0;\n };\n };\n },\n /* 33 */\n /***/\n (o, a, c) => {\n function l(T, M) {\n var x = Object.keys(T);\n if (Object.getOwnPropertySymbols) {\n var _ = Object.getOwnPropertySymbols(T);\n M && (_ = _.filter(function(E) {\n return Object.getOwnPropertyDescriptor(T, E).enumerable;\n })), x.push.apply(x, _);\n }\n return x;\n }\n function d(T) {\n for (var M, x = 1; x < arguments.length; x++) M = arguments[x] == null ? {} : arguments[x], x % 2 ? l(Object(M), !0).forEach(function(_) {\n h(T, _, M[_]);\n }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(T, Object.getOwnPropertyDescriptors(M)) : l(Object(M)).forEach(function(_) {\n Object.defineProperty(T, _, Object.getOwnPropertyDescriptor(M, _));\n });\n return T;\n }\n function h(T, M, x) {\n return M = p(M), M in T ? Object.defineProperty(T, M, { value: x, enumerable: !0, configurable: !0, writable: !0 }) : T[M] = x, T;\n }\n function p(T) {\n var M = g(T, \"string\");\n return typeof M == \"symbol\" ? M : M + \"\";\n }\n function g(T, M) {\n if (typeof T != \"object\" || !T) return T;\n var x = T[Symbol.toPrimitive];\n if (x !== void 0) {\n var _ = x.call(T, M || \"default\");\n if (typeof _ != \"object\") return _;\n throw new TypeError(\"@@toPrimitive must return a primitive value.\");\n }\n return (M === \"string\" ? String : Number)(T);\n }\n var f = c(4), u = new Image(128, 128);\n u.src = c(34);\n var y = new f.Texture();\n y.image = u, y.needsUpdate = !0;\n var v = [0.02, 0.03, 1], m = new f.SpriteMaterial({ map: y, alphaTest: 0.5, transparent: !0, depthTest: !1, depthWrite: !1, sizeAttenuation: !1 }), w = c(5).createNewSpriteText, S = function(T) {\n c(10).ZincObject.call(this), this.texture = y;\n var M = void 0;\n this.morph = new f.Group(), this.group = this.morph, this.isMarkerCluster = !0;\n var x = !0, _ = [];\n this.markers = {};\n var E = new f.Vector2(), L = new f.Vector2(), R = Date.now();\n this.setSpriteSize = (b) => {\n M.scale.set(0.015, 0.02, 1), M.scale.multiplyScalar(b);\n }, this.clear = () => {\n this.group.clear(), this.markers = {};\n }, this.dispose = () => {\n this.clear(), this.morph && this.morph.clear();\n };\n var C = (b) => {\n var O = new f.Group(), N = new f.Sprite(m);\n return N.clusterIndex = b, N.center.set(0.5, 0), N.position.set(0, 0, 0), N.renderOrder = 1e4, N.scale.set(v[0], v[1], v[2]), N.userData = this, O.add(N), this.group.add(O), { group: O, marker: N, label: void 0, number: 0, min: [0, 0, 0], max: [1, 1, 1] };\n }, A = (b, O, N) => {\n b.group.visible = !0, b.group.position.set(O.coords[0], O.coords[1], O.coords[2]), (b.label === void 0 || N !== b.number) && (b.label && (b.group.remove(b.label), b.label.material.map.dispose(), b.label.material.dispose()), b.label = w(N, 0.012, \"black\", \"Asap\", 120, 700), b.number = N, b.group.add(b.label)), b.min = O.min, b.max = O.max;\n }, P = (b) => {\n var O = 0;\n for (b.forEach((N) => {\n var D = N.members.length, B = 0;\n D === 1 ? N.members[0].setVisibility(!0) : (N.members.forEach((U) => {\n B += U.getNumber(), U.setVisibility(!1);\n }), !_[O] && _.push(C(O)), A(_[O], N, B), O++);\n }), O; O < _.length; O++) _[O].group.visible = !1;\n }, I = (b, O) => {\n var N = !0, D = { members: [], coords: [0, 0, 0], min: [0, 0, 0], max: [1, 1, 1] }, B = 0;\n for (var U in b) N ? (E.set(b[U].ndc.x, b[U].ndc.y), this._b1.setFromPoints([b[U].morph.position]), N = !1, D.members.push(b[U]), D.coords = [b[U].morph.position.x, b[U].morph.position.y, b[U].morph.position.z], O.push(D), delete b[U]) : (L.set(b[U].ndc.x, b[U].ndc.y), B = E.distanceTo(L), 0.1 > B && (D.members.push(b[U]), this._b1.expandByPoint(b[U].morph.position), delete b[U]));\n D.min = [this._b1.min.x, this._b1.min.y, this._b1.min.z], D.max = [this._b1.max.x, this._b1.max.y, this._b1.max.z], N != !0 && I(b, O);\n };\n this.calculate = () => {\n if (x) {\n var b = Date.now();\n if (500 < b - R) {\n var O = [];\n I(d({}, this.markers), O), P(O), R = Date.now(), this.markerUpdateRequired = !1;\n }\n }\n }, this.isEnabled = () => x, this.enable = () => {\n x = !0, this.morph.visible = !0;\n }, this.disable = () => {\n for (var b in x = !1, this.morph.visible = !1, this.markers) {\n var O;\n (O = this.markers[b]) !== null && O !== void 0 && O.isMarker && this.markers[b].isEnabled() && this.markers[b].setVisibility(!0);\n }\n }, this.zoomToCluster = (b) => !!(b !== void 0 && -1 < b && (this._v1.set(..._[b].min), this._v2.set(..._[b].max), Math.abs(0 < this._v1.distanceTo(this._v2)))) && (this._b1.set(this._v1, this._v2), T.translateBoundingBoxToCameraView(this._b1, 3, 300), this.markerUpdateRequired = !0, !0), this.clusterIsVisible = (b) => {\n if (b !== void 0 && -1 < b && _[b]) {\n var O;\n return (O = _[b].group) === null || O === void 0 ? void 0 : O.visible;\n }\n return !1;\n };\n };\n S.prototype = Object.create(c(10).ZincObject.prototype), a.MarkerCluster = S;\n },\n /* 34 */\n /***/\n (o) => {\n o.exports = \"data:image/svg+xml;base64,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\";\n },\n /* 35 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(5).resolveURL, h = c(5).createNewURL, p = c(36).STLLoader, g = c(37).OBJLoader, f = c(38).PrimitivesLoader;\n a.SceneLoader = function(u) {\n var y = u;\n this.toBeDownloaded = 0, this.progressMap = {};\n var v = !1, m = !1, w = new f();\n this.getDownloadProgress = () => {\n var j = 0, G = 0, W = !1;\n for (var q in this.progressMap) {\n var Q = this.progressMap[q];\n j += Q[1], G += Q[0], Q[1] == 0 && (W = !0);\n }\n return W && (j = 0), [j, G, m];\n }, this.onProgress = (j) => (G) => {\n this.progressMap[j] = [G.loaded, G.total];\n }, this.onError = (j) => (G) => {\n --this.toBeDownloaded, m = !0, console.error(\"There is an issue with one of the external resource: \".concat(G == null ? void 0 : G.responseURL, \".\")), j && j();\n };\n var S = (j, G) => {\n var W = G.Default;\n if (G.Inline) y.setupMultipleViews(W, G.Entries);\n else {\n var q = [], Q = function(te) {\n j && (newURL = h(ne, j), q.push(new Promise((F, $) => {\n fetch(newURL).then((J) => J.json()).then((J) => F({ key: te, data: J })).catch((J) => $(J));\n })));\n };\n for (var [ee, ne] of Object.entries(G.Entries)) Q(ee);\n Promise.all(q).then((Y) => {\n var te = {};\n Y.forEach(($) => {\n te[$.key] = $.data;\n }), y.setupMultipleViews(W, te);\n var F = y.getZincCameraControls();\n F && F.setCurrentViewport(W), v = !0;\n });\n }\n };\n this.loadViewURL = (j, G) => {\n this.toBeDownloaded += 1;\n var W = new XMLHttpRequest();\n W.onreadystatechange = () => {\n if (W.readyState == 4) if (W.status == 200) {\n var Q = JSON.parse(W.responseText);\n y.setupMultipleViews(\"default\", { default: Q }), y.resetView(), v = !0, --this.toBeDownloaded, G != null && typeof G == \"function\" && G();\n } else this.onError();\n };\n var q = d(j);\n W.open(\"GET\", q, !0), W.send();\n }, this.loadModelsURL = (j, G, W, q, Q, ee, ne) => {\n var Y = G.length;\n this.toBeDownloaded += Y;\n for (var te = 0; te < Y; te++) {\n var F = G[te], $ = c(0).defaultMaterialColor, J = c(0).defaultOpacity;\n W != null && W[te] != null && ($ = !!W[te]), q != null && q[te] != null && (J = q[te]);\n var z = 0;\n Q != null && Q[te] != null && (z = !!Q[te]);\n var V = 0;\n ee != null && ee[te] != null && (V = !!ee[te]), w.load(d(F), P(j, $, J, z, V, void 0, void 0, void 0, void 0, ne), this.onProgress(F), this.onError(ne));\n }\n }, this.loadFromViewURL = (j, G, W) => {\n var q = new XMLHttpRequest();\n q.onreadystatechange = () => {\n if (q.readyState == 4 && q.status == 200) {\n var ee = JSON.parse(q.responseText);\n y.loadView(ee);\n for (var ne, Y = [], te = G + \"_\", F = 0; F < ee.numberOfResources; F++) ne = te + (F + 1) + \".json\", Y.push(ne);\n this.loadModelsURL(j, Y, ee.colour, ee.opacity, ee.timeEnabled, ee.morphColour, W);\n }\n };\n var Q = d(G + \"_view.json\");\n q.open(\"GET\", Q, !0), q.send();\n };\n var T = (j, G, W, q, Q, ee, ne, Y) => (te, F) => {\n var $ = new (c(24)).Lines(), J = void 0;\n F && F[0] && (J = new l.LineBasicMaterial({ color: F[0].color.clone() }), 1 > F[0].opacity && (J.transparent = !0), J.opacity = F[0].opacity, J.morphTargets = G, J.vertexColors = F[0].vertexColors);\n var z = { localTimeEnabled: G, localMorphColour: W };\n if ($ && ($.createLineSegment(te, J, z), $.setName(q), $.anatomicalId = Q, $.setRenderOrder(ee), j.addZincObject($), $.setDuration(y.getDuration()), console.log(ne), ne && ne.levels)) for (var [V, oe] of Object.entries(ne.levels)) $.addLOD(w, V, oe.URL, oe.Index, ne.preload);\n --this.toBeDownloaded, te.dispose(), Y != null && typeof Y == \"function\" && Y($);\n };\n this.loadLinesURL = (j, G, W, q, Q, ee, ne) => {\n var Y = 0;\n this.toBeDownloaded += 1;\n var te = !!(ne && ne.isInline) && ne.isInline, F = ne && ne.anatomicalId ? ne.anatomicalId : void 0, $ = ne && ne.renderOrder ? ne.renderOrder : void 0;\n W != null && (Y = !!W);\n var J = 0;\n if (q != null && (J = !!q), te) {\n var z = w.parse(G);\n T(j, Y, J, Q, F, $, ne.lod, ee)(z.geometry, z.materials);\n } else w.load(G, T(j, Y, J, Q, F, $, ne.lod, ee), this.onProgress(G), this.onError(ee), ne.loaderOptions);\n };\n var M = (j, G, W, q, Q, ee) => {\n var ne = ee && ee.isInline ? ee.isInline : void 0, Y = ee && ee.anatomicalId ? ee.anatomicalId : void 0, te = ee && ee.displayLabels ? ee.displayLabels : void 0, F = ee && ee.renderOrder ? ee.renderOrder : void 0, $ = new (c(18)).Glyphset();\n $.setDuration(y.getDuration()), $.groupName = q;\n var J = () => {\n --this.toBeDownloaded, Q != null && typeof Q == \"function\" && Q($);\n };\n ++this.toBeDownloaded, ne ? $.load(G, W, J, ne, te) : $.load(G, d(W), J, ne, te), $.anatomicalId = Y, $.setRenderOrder(F), j.addZincObject($);\n }, x = (j, G, W, q, Q, ee) => () => {\n if (G.readyState == 4 && G.status == 200) {\n var ne = JSON.parse(G.responseText);\n M(j, ne, W, q, Q, ee);\n }\n }, _ = (j, G, W, q, Q, ee, ne) => (Y, te) => {\n var F = new (c(22)).Pointset(), $ = new l.PointsMaterial({ alphaTest: 0.5, size: 10, sizeAttenuation: !1 });\n te && te[0] && (1 > te[0].opacity && ($.transparent = !0), $.opacity = te[0].opacity, $.color = te[0].color, $.morphTargets = G, $.vertexColors = te[0].vertexColors);\n var J = {};\n J.localTimeEnabled = G, J.localMorphColour = W, F && (F.createMesh(Y, $, J), F.setName(q), F.anatomicalId = Q, j.addZincObject(F), F.setDuration(y.getDuration()), F.setRenderOrder(ee)), Y.dispose(), --this.toBeDownloaded, ne != null && typeof ne == \"function\" && ne(F);\n };\n this.loadSTL = (j, G, W, q) => {\n this.toBeDownloaded += 1;\n var Q = c(0).defaultMaterialColor, ee = c(0).defaultOpacity, ne = new p();\n ne.crossOrigin = \"Anonymous\", ne.load(d(G), P(j, Q, ee, !1, !1, W, void 0, void 0, void 0, q));\n }, this.loadOBJ = (j, G, W, q) => {\n this.toBeDownloaded += 1;\n var Q = c(0).defaultMaterialColor, ee = c(0).defaultOpacity, ne = new g();\n ne.crossOrigin = \"Anonymous\", ne.load(d(G), P(j, Q, ee, !1, !1, W, void 0, void 0, void 0, q));\n };\n var E = (j, G, W, q, Q, ee, ne) => {\n this.toBeDownloaded += 1;\n var Y = c(0).defaultMaterialColor, te = c(0).defaultOpacity, F = 0, $ = !!(ne && ne.isInline) && ne.isInline, J = ne && ne.fileFormat ? ne.fileFormat : void 0, z = ne && ne.anatomicalId ? ne.anatomicalId : void 0, V = ne && ne.renderOrder ? ne.renderOrder : void 0;\n W != null && (F = !!W);\n var oe = 0;\n q != null && (oe = !!q);\n var ue = w;\n if (J !== void 0) {\n if (J == \"STL\") ue = new p();\n else if (J == \"OBJ\") return ue = new g(), ue.crossOrigin = \"Anonymous\", void ue.load(G, objloader(j, Y, te, F, oe, Q, z, ee), this.onProgress(G), this.onError, ne.loaderOptions);\n }\n if ($) {\n var le = w.parse(G);\n P(j, Y, te, F, oe, Q, z, V, ne, ee)(le.geometry, le.materials);\n } else ue.crossOrigin = \"Anonymous\", w.load(G, P(j, Y, te, F, oe, Q, z, V, ne, ee), this.onProgress(G), this.onError(ee), ne.loaderOptions);\n }, L = function(G, W, q) {\n var Q = 0;\n return (ee) => {\n if (++Q, ee && W != null && typeof W == \"function\") {\n W(ee);\n var ne = y.getZincCameraControls();\n ne && ne.calculateMaxAllowedDistance(y);\n }\n Q == G && (v == !1 && y.viewAll(), q != null && typeof q == \"function\" && q());\n };\n };\n this.loadPointsetURL = (j, G, W, q, Q, ee, ne) => {\n var Y = 0;\n this.toBeDownloaded += 1, W != null && (Y = !!W);\n var te = 0;\n q != null && (te = !!q);\n var F = !!(ne && ne.isInline) && ne.isInline, $ = ne && ne.anatomicalId ? ne.anatomicalId : void 0, J = ne && ne.renderOrder ? ne.renderOrder : void 0;\n if (F) {\n var z = w.parse(G);\n _(j, Y, te, Q, $, J, ee)(z.geometry, z.materials);\n } else w.load(G, _(j, Y, te, Q, $, J, ee), this.onProgress(G), this.onError(ee), ne.loaderOptions);\n };\n var R = (j, G, W, q, Q, ee) => {\n var ne = ee && ee.isInline ? ee.isInline : void 0, Y = ee && ee.anatomicalId ? ee.anatomicalId : void 0, te = ee && ee.renderOrder ? ee.renderOrder : void 0, F = void 0;\n if (W) {\n if (G && W.images && W.images.source) for (var $, J = W.images.source, z = 0; z < J.length; z++) $ = h(J[z], G), W.images.source[z] = $;\n if (W.type === \"slides\" && (F = new (c(27)).TextureSlides()), F) {\n F.groupName = q;\n var V = () => {\n --this.toBeDownloaded, Q != null && typeof Q == \"function\" && Q(F);\n };\n ++this.toBeDownloaded, F.load(W, V, ne), F.anatomicalId = Y, F.setRenderOrder(te), j.addZincObject(F);\n }\n }\n }, C = (j, G, W, q, Q) => () => {\n if (G.readyState == 4 && G.status == 200) {\n var ee = JSON.parse(G.responseText);\n R(j, G.responseURL, ee, W, q, Q);\n }\n };\n this.loadTextureURL = (j, G, W, q, Q) => {\n var ee = !!(Q && Q.isInline) && Q.isInline;\n if (ee) R(j, void 0, G, W, q, Q);\n else {\n var ne = new XMLHttpRequest();\n ne.onreadystatechange = C(j, ne, W, q, Q), ne.open(\"GET\", d(G), !0), ne.send();\n }\n }, this.loadGlyphsetURL = (j, G, W, q, Q, ee) => {\n var ne = !!(ee && ee.isInline) && ee.isInline;\n if (ne) M(j, G, W, q, Q, ee);\n else {\n var Y = new XMLHttpRequest();\n Y.onreadystatechange = x(j, Y, W, q, Q, ee), Y.open(\"GET\", d(G), !0), Y.send();\n }\n };\n var A = (j, G, W, q, Q, ee, ne, Y, te) => {\n var F = { colour: W, opacity: q, localTimeEnabled: Q, localMorphColour: ee }, $ = new (c(3)).Geometry();\n return $.createMesh(G, Y, F), $.getMorph() ? ($.setName(te), j && j.addZincObject($), $.setDuration(y.getDuration()), $.videoHandler && y.setVideoHandler($.videoHandler), $) : void 0;\n }, P = (j, G, W, q, Q, ee, ne, Y, te, F) => ($, J) => {\n var z;\n J && J[0] && (z = J[0]);\n var V = A(j, $, G, W, q, Q, void 0, z, ee);\n if (V.anatomicalId = ne, V.setRenderOrder(Y), te.lod && te.lod.levels) for (var [oe, ue] of Object.entries(te.lod.levels)) V.addLOD(w, oe, ue.URL, ue.Index, te.lod.preload);\n --this.toBeDownloaded, $.dispose(), F != null && typeof F == \"function\" && F(V);\n }, I = (j) => {\n var G = /P(?:(\\d+)Y)?(?:(\\d+)M)?(?:(\\d+)W)?(?:(\\d+)D)?(?:T(?:(\\d+)H)?(?:(\\d+)M)?(?:(\\d+)S)?)?$/, [, W, q, Q, ee, ne, Y, te] = j.match(G);\n return { years: W, months: q, weeks: Q, days: ee, hours: ne, mins: Y, secs: te };\n };\n this.loadSettings = (j) => {\n if (j) {\n if (j.Duration) {\n var G = I(j.Duration);\n y.setDurationFromObject(G);\n }\n if (j.OriginalDuration) {\n var W = I(j.OriginalDuration);\n y.setOriginalDurationFromObject(W);\n }\n if (j.TimeStamps) for (var q in j.TimeStamps) {\n var Q = I(j.TimeStamps[q]);\n y.addMetadataTimeStamp(q, Q);\n }\n }\n };\n var b = (j, G, W, q, Q) => {\n if (W) {\n var ee = void 0, ne = !1;\n W.URL ? (ee = W.URL, G && (ee = h(ee, G))) : W.Inline && (ee = W.Inline.URL, ne = !0);\n var Y = {};\n if (W.LOD && W.LOD.Levels) {\n Y.preload = !!W.LOD.Preload, Y.levels = {};\n for (var [te, F] of Object.entries(W.LOD.Levels)) Y.levels[te] = {}, Y.levels[te].URL = h(F.URL, G), Y.levels[te].Index = F.Index;\n }\n var $ = W.GroupName;\n ($ === void 0 || $ === \"\") && ($ = \"_Unnamed\");\n var J = { loaderOptions: { index: W.Index }, isInline: ne, fileFormat: W.FileFormat, anatomicalId: W.AnatomicalId, compression: W.compression, lod: Y, renderOrder: q };\n switch (W.Type) {\n case \"Surfaces\":\n E(j, ee, W.MorphVertices, W.MorphColours, $, Q, J);\n break;\n case \"Glyph\":\n var z;\n ne ? z = W.Inline.GlyphGeometriesURL : (z = W.GlyphGeometriesURL, z = h(W.GlyphGeometriesURL, G)), W.DisplayLabels && (J.displayLabels = !0), this.loadGlyphsetURL(j, ee, z, $, Q, J);\n break;\n case \"Points\":\n this.loadPointsetURL(j, ee, W.MorphVertices, W.MorphColours, $, Q, J);\n break;\n case \"Lines\":\n this.loadLinesURL(j, ee, W.MorphVertices, W.MorphColours, $, Q, J);\n break;\n case \"Texture\":\n this.loadTextureURL(j, ee, $, Q, J);\n break;\n }\n }\n }, O = (j, G, W) => {\n if (G) {\n var q = void 0, Q = !1;\n switch (G.URL ? (q = G.URL, j && (q = h(G.URL, j))) : G.Inline && (q = G.Inline.URL, Q = !0), G.Type) {\n case \"View\":\n Q ? (y.setupMultipleViews(\"default\", { default: q }), v = !0, W != null && typeof W == \"function\" && W()) : this.loadViewURL(q, W);\n break;\n case \"Settings\":\n this.loadSettings(G);\n break;\n }\n }\n };\n this.loadGLTF = (j, G, W, q, Q) => {\n var ee = new (c(39)).GLTFToZincJSLoader();\n ee.load(y, j, G, W, q, Q);\n };\n var N = (j, G, W, q) => {\n if (W.Primitives && W.Primitives.forEach((Y) => {\n var te = 1;\n Y.Order && (te = Y.Order), b(j, G, Y, te, q);\n }), W.Transformation && j.setTransformation(W.Transformation), W.Children) for (var [Q, ee] of Object.entries(W.Children)) {\n var ne = j.findOrCreateChildFromPath(Q);\n ne && N(ne, G, ee, q);\n }\n }, D = (j, G) => {\n if (Array.isArray(j)) {\n for (var W = 0, q = 0; q < j.length; q++) j[q].Type && (G && j[q].Type === \"View\" || j[q].Type === \"Surfaces\" || j[q].Type === \"Glyph\" || j[q].Type === \"Points\" || j[q].Type === \"Lines\" || j[q].Type === \"Texture\") && W++;\n return W;\n }\n return 0;\n }, B = (j) => {\n var G = j.Primitives ? D(j.Primitives, !1) : 0;\n return j.Children && Object.values(j.Children).forEach((W) => {\n G += B(W);\n }), G;\n }, U = (j) => Array.isArray(j) ? D(j, !0) : typeof j == \"object\" && j !== null && j.Version === \"2.0\" ? B(j.Regions) : void 0, k = (j, G, W, q, Q) => {\n var ee = j;\n W.RegionPath && W.RegionPath !== \"\" && (ee = j.findOrCreateChildFromPath(W.RegionPath)), b(ee, G, W, 2 * q, Q);\n }, K = (j, G, W, q, Q) => {\n for (var ee = U(G), ne = new L(ee, q, Q), Y = 0; Y < G.length; Y++) O(W, G[Y], ne);\n for (var te = 0; te < G.length; te++) k(j, W, G[te], te, ne);\n }, ie = (j, G, W, q, Q) => {\n var ee = U(G), ne = new L(ee, q, Q);\n G.Settings && this.loadSettings(G.Settings), G.Views && S(W, G.Views), G.Regions && N(j, W, G.Regions, ne);\n };\n this.loadMetadataURL = (j, G, W, q) => {\n var Q = new XMLHttpRequest(), ee = d(G);\n Q.onreadystatechange = () => {\n if (Q.readyState == 4 && Q.status == 200) {\n y.resetMetadata(), y.resetDuration(), v = !1;\n var ne = Q.responseURL;\n ne === void 0 && (ne = new URL(ee).href);\n var Y = JSON.parse(Q.responseText);\n Array.isArray(Y) ? K(j, Y, ne, W, q) : typeof Y == \"object\" && Y !== null && Y.Version == \"2.0\" && ie(j, Y, ne, W, q);\n }\n }, Q.open(\"GET\", ee, !0), Q.send();\n };\n };\n },\n /* 36 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n STLLoader: () => (\n /* binding */\n d\n )\n /* harmony export */\n });\n var l = c(4);\n class d extends l.Loader {\n constructor(p) {\n super(p);\n }\n load(p, g, f, u) {\n var y = this, v = new l.FileLoader(this.manager);\n v.setPath(this.path), v.setResponseType(\"arraybuffer\"), v.setRequestHeader(this.requestHeader), v.setWithCredentials(this.withCredentials), v.load(p, function(m) {\n try {\n g(y.parse(m));\n } catch (w) {\n u ? u(w) : console.error(w), y.manager.itemError(p);\n }\n }, f, u);\n }\n parse(p) {\n function g(u, y, v) {\n for (var m = 0, w = u.length; m < w; m++) if (u[m] !== y.getUint8(v + m, !1)) return !1;\n return !0;\n }\n var f = function(u) {\n if (typeof u == \"string\") {\n for (var y = new Uint8Array(u.length), v = 0; v < u.length; v++) y[v] = 255 & u.charCodeAt(v);\n return y.buffer || y;\n }\n return u;\n }(p);\n return function(u) {\n var y = new DataView(u), v = y.getUint32(80, !0);\n if (84 + v * 50 === y.byteLength) return !0;\n for (var m = [115, 111, 108, 105, 100], w = 0; 5 > w; w++)\n if (g(m, y, w)) return !1;\n return !0;\n }(f) ? function(u) {\n for (var y, v, m, w, S, T, M, x, _ = new DataView(u), E = _.getUint32(80, !0), L = !1, R = 0; R < 70; R++) _.getUint32(R, !1) == 1129270351 && _.getUint8(R + 4) == 82 && _.getUint8(R + 5) == 61 && (L = !0, w = new Float32Array(3 * (3 * E)), S = _.getUint8(R + 6) / 255, T = _.getUint8(R + 7) / 255, M = _.getUint8(R + 8) / 255, x = _.getUint8(R + 9) / 255);\n for (var C = new l.BufferGeometry(), A = new Float32Array(3 * (3 * E)), P = new Float32Array(3 * (3 * E)), I = 0; I < E; I++) {\n var b = 84 + I * 50, O = _.getFloat32(b, !0), N = _.getFloat32(b + 4, !0), D = _.getFloat32(b + 8, !0);\n if (L) {\n var B = _.getUint16(b + 48, !0);\n 32768 & B ? (y = S, v = T, m = M) : (y = (31 & B) / 31, v = (31 & B >> 5) / 31, m = (31 & B >> 10) / 31);\n }\n for (var U = 1; 3 >= U; U++) {\n var k = b + 12 * U, K = 3 * (3 * I) + 3 * (U - 1);\n A[K] = _.getFloat32(k, !0), A[K + 1] = _.getFloat32(k + 4, !0), A[K + 2] = _.getFloat32(k + 8, !0), P[K] = O, P[K + 1] = N, P[K + 2] = D, L && (w[K] = y, w[K + 1] = v, w[K + 2] = m);\n }\n }\n return C.setAttribute(\"position\", new l.BufferAttribute(A, 3)), C.setAttribute(\"normal\", new l.BufferAttribute(P, 3)), L && (C.setAttribute(\"color\", new l.BufferAttribute(w, 3)), C.hasColors = !0, C.alpha = x), C;\n }(f) : function(u) {\n for (var y, v = new l.BufferGeometry(), m = /solid([\\s\\S]*?)endsolid/g, w = /facet([\\s\\S]*?)endfacet/g, S = 0, T = /[\\s]+([+-]?(?:\\d*)(?:\\.\\d*)?(?:[eE][+-]?\\d+)?)/.source, M = new RegExp(\"vertex\" + T + T + T, \"g\"), x = new RegExp(\"normal\" + T + T + T, \"g\"), _ = [], E = [], L = new l.Vector3(), R = 0, C = 0, A = 0; (y = m.exec(u)) !== null; ) {\n C = A;\n for (var P = y[0]; (y = w.exec(P)) !== null; ) {\n for (var I = 0, b = 0, O = y[0]; (y = x.exec(O)) !== null; ) L.x = parseFloat(y[1]), L.y = parseFloat(y[2]), L.z = parseFloat(y[3]), b++;\n for (; (y = M.exec(O)) !== null; ) _.push(parseFloat(y[1]), parseFloat(y[2]), parseFloat(y[3])), E.push(L.x, L.y, L.z), I++, A++;\n b !== 1 && console.error(\"THREE.STLLoader: Something isn't right with the normal of face number \" + S), I !== 3 && console.error(\"THREE.STLLoader: Something isn't right with the vertices of face number \" + S), S++;\n }\n var N = C, D = A - C;\n v.addGroup(N, D, R), R++;\n }\n return v.setAttribute(\"position\", new l.Float32BufferAttribute(_, 3)), v.setAttribute(\"normal\", new l.Float32BufferAttribute(E, 3)), v;\n }(function(u) {\n return typeof u == \"string\" ? u : l.LoaderUtils.decodeText(new Uint8Array(u));\n }(p));\n }\n }\n },\n /* 37 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n OBJLoader: () => (\n /* binding */\n S\n )\n /* harmony export */\n });\n var l = c(4), d = /^[og]\\s*(.+)?/, h = /^mtllib /, p = /^usemtl /, g = /^usemap /, f = new l.Vector3(), u = new l.Vector3(), y = new l.Vector3(), v = new l.Vector3(), m = new l.Vector3();\n function w() {\n var T = { objects: [], object: {}, vertices: [], normals: [], colors: [], uvs: [], materials: {}, materialLibraries: [], startObject: function(x, _) {\n if (this.object && this.object.fromDeclaration === !1) return this.object.name = x, void (this.object.fromDeclaration = _ !== !1);\n var E = this.object && typeof this.object.currentMaterial == \"function\" ? this.object.currentMaterial() : void 0;\n if (this.object && typeof this.object._finalize == \"function\" && this.object._finalize(!0), this.object = { name: x || \"\", fromDeclaration: _ !== !1, geometry: { vertices: [], normals: [], colors: [], uvs: [], hasUVIndices: !1 }, materials: [], smooth: !0, startMaterial: function(C, A) {\n var P = this._finalize(!1);\n P && (P.inherited || 0 >= P.groupCount) && this.materials.splice(P.index, 1);\n var I = { index: this.materials.length, name: C || \"\", mtllib: Array.isArray(A) && 0 < A.length ? A[A.length - 1] : \"\", smooth: P === void 0 ? this.smooth : P.smooth, groupStart: P === void 0 ? 0 : P.groupEnd, groupEnd: -1, groupCount: -1, inherited: !1, clone: function(O) {\n var N = { index: typeof O == \"number\" ? O : this.index, name: this.name, mtllib: this.mtllib, smooth: this.smooth, groupStart: 0, groupEnd: -1, groupCount: -1, inherited: !1 };\n return N.clone = this.clone.bind(N), N;\n } };\n return this.materials.push(I), I;\n }, currentMaterial: function() {\n return 0 < this.materials.length ? this.materials[this.materials.length - 1] : void 0;\n }, _finalize: function(C) {\n var A = this.currentMaterial();\n if (A && A.groupEnd === -1 && (A.groupEnd = this.geometry.vertices.length / 3, A.groupCount = A.groupEnd - A.groupStart, A.inherited = !1), C && 1 < this.materials.length) for (var P = this.materials.length - 1; 0 <= P; P--) 0 >= this.materials[P].groupCount && this.materials.splice(P, 1);\n return C && this.materials.length === 0 && this.materials.push({ name: \"\", smooth: this.smooth }), A;\n } }, E && E.name && typeof E.clone == \"function\") {\n var L = E.clone(0);\n L.inherited = !0, this.object.materials.push(L);\n }\n this.objects.push(this.object);\n }, finalize: function() {\n this.object && typeof this.object._finalize == \"function\" && this.object._finalize(!0);\n }, parseVertexIndex: function(x, _) {\n var E = parseInt(x, 10);\n return 3 * (0 <= E ? E - 1 : E + _ / 3);\n }, parseNormalIndex: function(x, _) {\n var E = parseInt(x, 10);\n return 3 * (0 <= E ? E - 1 : E + _ / 3);\n }, parseUVIndex: function(x, _) {\n var E = parseInt(x, 10);\n return 2 * (0 <= E ? E - 1 : E + _ / 2);\n }, addVertex: function(x, _, E) {\n var L = this.vertices, R = this.object.geometry.vertices;\n R.push(L[x + 0], L[x + 1], L[x + 2]), R.push(L[_ + 0], L[_ + 1], L[_ + 2]), R.push(L[E + 0], L[E + 1], L[E + 2]);\n }, addVertexPoint: function(x) {\n var _ = this.vertices, E = this.object.geometry.vertices;\n E.push(_[x + 0], _[x + 1], _[x + 2]);\n }, addVertexLine: function(x) {\n var _ = this.vertices, E = this.object.geometry.vertices;\n E.push(_[x + 0], _[x + 1], _[x + 2]);\n }, addNormal: function(x, _, E) {\n var L = this.normals, R = this.object.geometry.normals;\n R.push(L[x + 0], L[x + 1], L[x + 2]), R.push(L[_ + 0], L[_ + 1], L[_ + 2]), R.push(L[E + 0], L[E + 1], L[E + 2]);\n }, addFaceNormal: function(x, _, E) {\n var L = this.vertices, R = this.object.geometry.normals;\n f.fromArray(L, x), u.fromArray(L, _), y.fromArray(L, E), m.subVectors(y, u), v.subVectors(f, u), m.cross(v), m.normalize(), R.push(m.x, m.y, m.z), R.push(m.x, m.y, m.z), R.push(m.x, m.y, m.z);\n }, addColor: function(x, _, E) {\n var L = this.colors, R = this.object.geometry.colors;\n L[x] !== void 0 && R.push(L[x + 0], L[x + 1], L[x + 2]), L[_] !== void 0 && R.push(L[_ + 0], L[_ + 1], L[_ + 2]), L[E] !== void 0 && R.push(L[E + 0], L[E + 1], L[E + 2]);\n }, addUV: function(x, _, E) {\n var L = this.uvs, R = this.object.geometry.uvs;\n R.push(L[x + 0], L[x + 1]), R.push(L[_ + 0], L[_ + 1]), R.push(L[E + 0], L[E + 1]);\n }, addDefaultUV: function() {\n var x = this.object.geometry.uvs;\n x.push(0, 0), x.push(0, 0), x.push(0, 0);\n }, addUVLine: function(x) {\n var _ = this.uvs, E = this.object.geometry.uvs;\n E.push(_[x + 0], _[x + 1]);\n }, addFace: function(x, _, E, L, R, C, A, P, I) {\n var b = this.vertices.length, O = this.parseVertexIndex(x, b), N = this.parseVertexIndex(_, b), D = this.parseVertexIndex(E, b);\n if (this.addVertex(O, N, D), this.addColor(O, N, D), A !== void 0 && A !== \"\") {\n var B = this.normals.length;\n O = this.parseNormalIndex(A, B), N = this.parseNormalIndex(P, B), D = this.parseNormalIndex(I, B), this.addNormal(O, N, D);\n } else this.addFaceNormal(O, N, D);\n if (L !== void 0 && L !== \"\") {\n var U = this.uvs.length;\n O = this.parseUVIndex(L, U), N = this.parseUVIndex(R, U), D = this.parseUVIndex(C, U), this.addUV(O, N, D), this.object.geometry.hasUVIndices = !0;\n } else\n this.addDefaultUV();\n }, addPointGeometry: function(x) {\n this.object.geometry.type = \"Points\";\n for (var _, E = this.vertices.length, L = 0, R = x.length; L < R; L++) _ = this.parseVertexIndex(x[L], E), this.addVertexPoint(_), this.addColor(_);\n }, addLineGeometry: function(x, _) {\n this.object.geometry.type = \"Line\";\n for (var E = this.vertices.length, L = this.uvs.length, R = 0, C = x.length; R < C; R++) this.addVertexLine(this.parseVertexIndex(x[R], E));\n for (var A = 0, P = _.length; A < P; A++) this.addUVLine(this.parseUVIndex(_[A], L));\n } };\n return T.startObject(\"\", !1), T;\n }\n class S extends l.Loader {\n constructor(M) {\n super(M), this.materials = null;\n }\n load(M, x, _, E) {\n var L = this, R = new l.FileLoader(this.manager);\n R.setPath(this.path), R.setRequestHeader(this.requestHeader), R.setWithCredentials(this.withCredentials), R.load(M, function(C) {\n try {\n x(L.parse(C));\n } catch (A) {\n E ? E(A) : console.error(A), L.manager.itemError(M);\n }\n }, _, E);\n }\n setMaterials(M) {\n return this.materials = M, this;\n }\n parse(M) {\n var x = new w();\n M.indexOf(`\\r\n`) !== -1 && (M = M.replace(/\\r\\n/g, `\n`)), M.indexOf(`\\\\\n`) !== -1 && (M = M.replace(/\\\\\\n/g, \"\"));\n for (var _ = M.split(`\n`), E = \"\", L = \"\", R = 0, C = [], A = typeof \"\".trimLeft == \"function\", P = 0, I = _.length; P < I; P++) if (E = _[P], E = A ? E.trimLeft() : E.trim(), R = E.length, R !== 0 && (L = E.charAt(0), L !== \"#\"))\n if (L === \"v\") {\n var b = E.split(/\\s+/);\n switch (b[0]) {\n case \"v\":\n x.vertices.push(parseFloat(b[1]), parseFloat(b[2]), parseFloat(b[3])), 7 <= b.length ? x.colors.push(parseFloat(b[4]), parseFloat(b[5]), parseFloat(b[6])) : x.colors.push(void 0, void 0, void 0);\n break;\n case \"vn\":\n x.normals.push(parseFloat(b[1]), parseFloat(b[2]), parseFloat(b[3]));\n break;\n case \"vt\":\n x.uvs.push(parseFloat(b[1]), parseFloat(b[2]));\n }\n } else if (L === \"f\") {\n for (var O, N = E.substr(1).trim(), D = N.split(/\\s+/), B = [], U = 0, k = D.length; U < k; U++) if (O = D[U], 0 < O.length) {\n var K = O.split(\"/\");\n B.push(K);\n }\n for (var ie = B[0], j = 1, G = B.length - 1; j < G; j++) {\n var W = B[j], q = B[j + 1];\n x.addFace(ie[0], W[0], q[0], ie[1], W[1], q[1], ie[2], W[2], q[2]);\n }\n } else if (L === \"l\") {\n var Q = E.substring(1).trim().split(\" \"), ee = [], ne = [];\n if (E.indexOf(\"/\") === -1) ee = Q;\n else for (var Y, te = 0, F = Q.length; te < F; te++) Y = Q[te].split(\"/\"), Y[0] !== \"\" && ee.push(Y[0]), Y[1] !== \"\" && ne.push(Y[1]);\n x.addLineGeometry(ee, ne);\n } else if (L === \"p\") {\n var $ = E.substr(1).trim(), J = $.split(\" \");\n x.addPointGeometry(J);\n } else if ((C = d.exec(E)) !== null) {\n var z = (\" \" + C[0].substr(1).trim()).substr(1);\n x.startObject(z);\n } else if (p.test(E))\n x.object.startMaterial(E.substring(7).trim(), x.materialLibraries);\n else if (h.test(E))\n x.materialLibraries.push(E.substring(7).trim());\n else if (g.test(E))\n console.warn('THREE.OBJLoader: Rendering identifier \"usemap\" not supported. Textures must be defined in MTL files.');\n else if (L === \"s\") {\n if (C = E.split(\" \"), 1 < C.length) {\n var V = C[1].trim().toLowerCase();\n x.object.smooth = V !== \"0\" && V !== \"off\";\n } else\n x.object.smooth = !0;\n var oe = x.object.currentMaterial();\n oe && (oe.smooth = x.object.smooth);\n } else {\n if (E === \"\\0\") continue;\n console.warn('THREE.OBJLoader: Unexpected line: \"' + E + '\"');\n }\n x.finalize();\n var ue = new l.Group();\n ue.materialLibraries = [].concat(x.materialLibraries);\n var le = x.objects.length !== 1 || x.objects[0].geometry.vertices.length !== 0;\n if (le == !0) for (var ve = 0, xe = x.objects.length; ve < xe; ve++) {\n var Te = x.objects[ve], de = Te.geometry, we = Te.materials, se = de.type === \"Line\", Se = de.type === \"Points\", ge = !1;\n if (de.vertices.length !== 0) {\n var be = new l.BufferGeometry();\n be.setAttribute(\"position\", new l.Float32BufferAttribute(de.vertices, 3)), 0 < de.normals.length && be.setAttribute(\"normal\", new l.Float32BufferAttribute(de.normals, 3)), 0 < de.colors.length && (ge = !0, be.setAttribute(\"color\", new l.Float32BufferAttribute(de.colors, 3))), de.hasUVIndices === !0 && be.setAttribute(\"uv\", new l.Float32BufferAttribute(de.uvs, 2));\n for (var Ie = [], et = 0, mt = we.length; et < mt; et++) {\n var Ue = we[et], bt = Ue.name + \"_\" + Ue.smooth + \"_\" + ge, Ve = x.materials[bt];\n if (this.materials !== null) {\n if (Ve = this.materials.create(Ue.name), se && Ve && !(Ve instanceof l.LineBasicMaterial)) {\n var lt = new l.LineBasicMaterial();\n l.Material.prototype.copy.call(lt, Ve), lt.color.copy(Ve.color), Ve = lt;\n } else if (Se && Ve && !(Ve instanceof l.PointsMaterial)) {\n var tt = new l.PointsMaterial({ size: 10, sizeAttenuation: !1 });\n l.Material.prototype.copy.call(tt, Ve), tt.color.copy(Ve.color), tt.map = Ve.map, Ve = tt;\n }\n }\n Ve === void 0 && (Ve = se ? new l.LineBasicMaterial() : Se ? new l.PointsMaterial({ size: 1, sizeAttenuation: !1 }) : new l.MeshPhongMaterial(), Ve.name = Ue.name, Ve.flatShading = !Ue.smooth, Ve.vertexColors = ge, x.materials[bt] = Ve), Ie.push(Ve);\n }\n var xt = void 0;\n if (1 < Ie.length) {\n for (var pt, Vt = 0, Nt = we.length; Vt < Nt; Vt++) pt = we[Vt], be.addGroup(pt.groupStart, pt.groupCount, Vt);\n xt = se ? new l.LineSegments(be, Ie) : Se ? new l.Points(be, Ie) : new l.Mesh(be, Ie);\n } else xt = se ? new l.LineSegments(be, Ie[0]) : Se ? new l.Points(be, Ie[0]) : new l.Mesh(be, Ie[0]);\n xt.name = Te.name, ue.add(xt);\n }\n }\n else if (0 < x.vertices.length) {\n var re = new l.PointsMaterial({ size: 1, sizeAttenuation: !1 }), Ee = new l.BufferGeometry();\n Ee.setAttribute(\"position\", new l.Float32BufferAttribute(x.vertices, 3)), 0 < x.colors.length && x.colors[0] !== void 0 && (Ee.setAttribute(\"color\", new l.Float32BufferAttribute(x.colors, 3)), re.vertexColors = !0);\n var Ne = new l.Points(Ee, re);\n ue.add(Ne);\n }\n return ue;\n }\n }\n },\n /* 38 */\n /***/\n (o, a, c) => {\n function l(S, T) {\n var M = Object.keys(S);\n if (Object.getOwnPropertySymbols) {\n var x = Object.getOwnPropertySymbols(S);\n T && (x = x.filter(function(_) {\n return Object.getOwnPropertyDescriptor(S, _).enumerable;\n })), M.push.apply(M, x);\n }\n return M;\n }\n function d(S) {\n for (var T, M = 1; M < arguments.length; M++) T = arguments[M] == null ? {} : arguments[M], M % 2 ? l(Object(T), !0).forEach(function(x) {\n h(S, x, T[x]);\n }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(S, Object.getOwnPropertyDescriptors(T)) : l(Object(T)).forEach(function(x) {\n Object.defineProperty(S, x, Object.getOwnPropertyDescriptor(T, x));\n });\n return S;\n }\n function h(S, T, M) {\n return T = p(T), T in S ? Object.defineProperty(S, T, { value: M, enumerable: !0, configurable: !0, writable: !0 }) : S[T] = M, S;\n }\n function p(S) {\n var T = g(S, \"string\");\n return typeof T == \"symbol\" ? T : T + \"\";\n }\n function g(S, T) {\n if (typeof S != \"object\" || !S) return S;\n var M = S[Symbol.toPrimitive];\n if (M !== void 0) {\n var x = M.call(S, T || \"default\");\n if (typeof x != \"object\") return x;\n throw new TypeError(\"@@toPrimitive must return a primitive value.\");\n }\n return (T === \"string\" ? String : Number)(S);\n }\n var f = c(19).JSONLoader, u = c(4), y = u.FileLoader, v = (S) => {\n var T = (x, _) => {\n x.merge(_);\n };\n if (S && 0 < S.length) {\n for (; 1 < S.length; ) {\n var M = S.splice(1, 1);\n T(S[0], M[0]);\n }\n return S[0];\n }\n }, m = function(T, M, x) {\n var _ = new y(), E = new f();\n _.crossOrigin = M;\n var L = T, R = x, C = void 0, A = !1, P = !1, I = void 0, b = [], O = (U) => {\n var k = C[U.index];\n if (k) {\n var K = E.parse(k);\n U.onLoad(K.geometry, K.materials);\n } else N(U);\n }, N = (U) => {\n U.onError && (!I && (I = { responseURL: L }), U.onError(I));\n };\n this.downloadCompleted = (U) => {\n try {\n C = JSON.parse(U[0]), A = !1, P = !0, Array.isArray(C) ? b.forEach((k) => O(k)) : b.forEach((k) => N(k));\n } catch {\n b.forEach((K) => N(K));\n }\n };\n var D = () => (U) => {\n I = U, P = !0, A = !1, b.forEach((k) => {\n N(k);\n });\n }, B = () => (U) => {\n b.forEach((k) => {\n k.onProgress && k.onProgress(U);\n });\n };\n this.load = (U, k, K, ie) => {\n var j = { index: U, onLoad: k, onProgress: K, onError: ie };\n P ? C ? O(j) : N(I) : A ? b.push(j) : (b.push(j), A = !0, _.load(L, R, B, D));\n };\n }, w = function(T, M) {\n var x = [], _ = T, E = M, L = 0;\n this.itemDownloaded = (R, C) => {\n if (x[R] = C, L++, L == _) {\n for (var A = x[0][1], P = x.map((O) => O[0]), I = v(P), b = 1; b < _; b++) x[R][0].dispose(), x[R][1].forEach((O) => O.dispose());\n E(I, A);\n }\n };\n };\n a.PrimitivesLoader = function() {\n var S = 0, T = 20;\n this.crossOrigin = \"Anonymous\";\n var M = new f(), x = [], _ = {}, E = (A, P, I, b, O) => {\n var N = A.length, D = new w(N, P), B = 0;\n A.forEach((U) => {\n var k = O ? d({}, O) : {};\n k.msHandler = D, k.order = B, B++, R(U, P, I, b, k);\n });\n }, L = (A, P, I, b, O) => {\n var N = O ? d({}, O) : {}, D = _[A];\n if (!D) if (T > S) {\n var B = new C(void 0, this, N);\n ++S, D = new m(A, this.crossOrigin, B), _[A] = D;\n } else x.push({ url: A, onLoad: P, onProgress: I, onError: b, options: O });\n D && (N.isHandler = D, D.load(O.index, P, I, b));\n }, R = (A, P, I, b, O) => {\n if (O && O.index !== void 0) L(A, P, I, b, O);\n else if (T > S) {\n ++S;\n var N = new C(P, this, O), D = new C(b, this, O);\n M.crossOrigin = this.crossOrigin, M.load(A, N, I, D);\n } else x.push({ url: A, onLoad: P, onProgress: I, onError: b, options: O });\n };\n this.load = (A, P, I, b, O) => {\n Array.isArray(A) ? E(A, P, I, b, O) : R(A, P, I, b, O);\n }, this.loadFromWaitingList = () => {\n for (; T > S; ) {\n var A = x.shift();\n if (A) this.load(A.url, A.onLoad, A.onProgress, A.onError, A.options);\n else return;\n }\n }, this.itemRemainingCheck = () => {\n if (x.length === 0 && S == 0) for (var A in _) _.hasOwnProperty(A) && delete _[A];\n };\n var C = function(P, I, b) {\n return function() {\n --S;\n for (var O = arguments.length, N = Array(O), D = 0; D < O; D++) N[D] = arguments[D];\n b != null && b.msHandler ? b.msHandler.itemDownloaded(b.order, N) : b != null && b.isHandler ? b.isHandler.downloadCompleted(N) : P && P(...N), I.loadFromWaitingList(), I.itemRemainingCheck();\n };\n };\n this.parse = (A) => M.parse(A);\n };\n },\n /* 39 */\n /***/\n (o, a, c) => {\n c(4);\n var l = c(40).GLTFLoader, d = function() {\n var h = this;\n this.parseGLTFObjects = (p, g, f, u) => {\n var y = g;\n if (f !== 0) {\n if (p.type !== \"Object3D\") {\n var v;\n if (p.type === \"Mesh\" ? v = new (c(3)).Geometry() : p.type === \"LineSegments\" ? v = new (c(24)).Lines() : p.type === \"Points\" && (v = new (c(22)).Pointset()), v) {\n var m = !1, w = !1;\n p.geometry && p.geometry.morphAttributes && (m = !!p.geometry.morphAttributes.position, w = !!p.geometry.morphAttributes.color), v.setMesh(p.clone(), m, w);\n var S = v.getMorph();\n v.groupName = S.name, S.matrixAutoUpdate = !0, g.addZincObject(v), u != null && typeof u == \"function\" && u(v);\n }\n } else if (p.name !== \"\" && (g && (y = g.findOrCreateChildFromPath(p.name)), y)) {\n var T = y.getGroup();\n T.position.copy(p.position), T.rotation.copy(p.rotation), T.quaternion.copy(p.quaternion), T.matrixAutoUpdate = !0;\n }\n }\n f++, p.children.forEach((M) => {\n h.parseGLTFObjects(M, y, f, u);\n });\n }, this.setCamera = (p) => {\n p.viewAll();\n var g = p.getZincCameraControls(), f = g.getCurrentViewport();\n g.addViewport(\"default\", f), g.setDefaultViewport(\"default\");\n }, this.load = (p, g, f, u, y) => {\n var v = f.substring(0, f.lastIndexOf(\"/\") + 1), m = f.substring(f.lastIndexOf(\"/\") + 1, f.length), w = new l().setPath(v);\n w.load(m, function(S) {\n console.log(S), h.parseGLTFObjects(S.scene, g, 0, u), h.setCamera(p), y != null && typeof y == \"function\" && y();\n });\n };\n };\n a.GLTFToZincJSLoader = d;\n },\n /* 40 */\n /***/\n (o) => {\n o.exports = Tz;\n },\n /* 41 */\n /***/\n (o, a, c) => {\n var l = c(42).GLTFExporter, d = function(h) {\n var p = h;\n this.exportGLTF = (g) => {\n var f = p.getRootRegion(), u = f.getAllObjects(!0), y = [];\n u.forEach((w) => {\n w.animationClip && y.push({ clip: w.animationClip[0], mesh: w.getMorph() });\n });\n var v = new l(), m = { binary: g, animations: y };\n return new Promise((w) => {\n v.parse(p.getThreeJSScene(), function(S) {\n w(S);\n }, m);\n });\n };\n };\n a.SceneExporter = d;\n },\n /* 42 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n GLTFExporter: () => (\n /* binding */\n d\n )\n /* harmony export */\n });\n var l = c(4);\n class d {\n constructor() {\n this.pluginCallbacks = [], this.register(function(b) {\n return new C(b);\n }), this.register(function(b) {\n return new A(b);\n }), this.register(function(b) {\n return new P(b);\n });\n }\n register(b) {\n return this.pluginCallbacks.indexOf(b) === -1 && this.pluginCallbacks.push(b), this;\n }\n unregister(b) {\n return this.pluginCallbacks.indexOf(b) !== -1 && this.pluginCallbacks.splice(this.pluginCallbacks.indexOf(b), 1), this;\n }\n /**\n * Parse scenes and generate GLTF output\n * @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes\n * @param {Function} onDone Callback on completed\n * @param {Object} options options\n */\n parse(b, O, N) {\n for (var D = new R(), B = [], U = 0, k = this.pluginCallbacks.length; U < k; U++) B.push(this.pluginCallbacks[U](D));\n D.setPlugins(B), D.write(b, O, N);\n }\n }\n var h = { POINTS: 0, LINES: 1, LINE_LOOP: 2, LINE_STRIP: 3, TRIANGLES: 4, TRIANGLE_STRIP: 5, TRIANGLE_FAN: 6, UNSIGNED_BYTE: 5121, UNSIGNED_SHORT: 5123, FLOAT: 5126, UNSIGNED_INT: 5125, ARRAY_BUFFER: 34962, ELEMENT_ARRAY_BUFFER: 34963, NEAREST: 9728, LINEAR: 9729, NEAREST_MIPMAP_NEAREST: 9984, LINEAR_MIPMAP_NEAREST: 9985, NEAREST_MIPMAP_LINEAR: 9986, LINEAR_MIPMAP_LINEAR: 9987, CLAMP_TO_EDGE: 33071, MIRRORED_REPEAT: 33648, REPEAT: 10497 }, p = {};\n p[l.NearestFilter] = h.NEAREST, p[l.NearestMipmapNearestFilter] = h.NEAREST_MIPMAP_NEAREST, p[l.NearestMipmapLinearFilter] = h.NEAREST_MIPMAP_LINEAR, p[l.LinearFilter] = h.LINEAR, p[l.LinearMipmapNearestFilter] = h.LINEAR_MIPMAP_NEAREST, p[l.LinearMipmapLinearFilter] = h.LINEAR_MIPMAP_LINEAR, p[l.ClampToEdgeWrapping] = h.CLAMP_TO_EDGE, p[l.RepeatWrapping] = h.REPEAT, p[l.MirroredRepeatWrapping] = h.MIRRORED_REPEAT;\n var g = { scale: \"scale\", position: \"translation\", quaternion: \"rotation\", morphTargetInfluences: \"weights\" }, f = 12, u = 1179937895, y = 2, v = 8, m = 1313821514, w = 5130562;\n function S(I, b) {\n return I.length === b.length && I.every(function(O, N) {\n return O === b[N];\n });\n }\n function T(I) {\n if (window.TextEncoder !== void 0) return new TextEncoder().encode(I).buffer;\n for (var b, O = new Uint8Array(new ArrayBuffer(I.length)), N = 0, D = I.length; N < D; N++)\n b = I.charCodeAt(N), O[N] = 255 < b ? 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B = I.getZ(D) : U == 3 && (B = I.getW(D)), N.min[U] = Math.min(N.min[U], B), N.max[U] = Math.max(N.max[U], B);\n return N;\n }\n function _(I) {\n return 4 * Math.ceil(I / 4);\n }\n function E(I) {\n var b = 1 < arguments.length && arguments[1] !== void 0 ? arguments[1] : 0, O = _(I.byteLength);\n if (O !== I.byteLength) {\n var N = new Uint8Array(O);\n if (N.set(new Uint8Array(I)), b !== 0) for (var D = I.byteLength; D < O; D++) N[D] = b;\n return N.buffer;\n }\n return I;\n }\n var L = null;\n class R {\n constructor() {\n this.plugins = [], this.options = {}, this.pending = [], this.buffers = [], this.byteOffset = 0, this.buffers = [], this.nodeMap = /* @__PURE__ */ new Map(), this.skins = [], this.extensionsUsed = {}, this.uids = /* @__PURE__ */ new Map(), this.uid = 0, this.json = { asset: { version: \"2.0\", generator: \"THREE.GLTFExporter\" } }, this.cache = { meshes: /* @__PURE__ */ new Map(), attributes: /* @__PURE__ */ new Map(), attributesNormalized: /* @__PURE__ */ new Map(), materials: /* @__PURE__ */ new Map(), textures: /* @__PURE__ */ new Map(), images: /* @__PURE__ */ new Map() };\n }\n setPlugins(b) {\n this.plugins = b;\n }\n /**\n * Parse scenes and generate GLTF output\n * @param {Scene or [THREE.Scenes]} input Scene or Array of THREE.Scenes\n * @param {Function} onDone Callback on completed\n * @param {Object} options options\n */\n write(b, O, N) {\n this.options = Object.assign({}, {\n // default options\n binary: !1,\n trs: !1,\n onlyVisible: !0,\n truncateDrawRange: !0,\n embedImages: !0,\n maxTextureSize: 1 / 0,\n animations: [],\n includeCustomExtensions: !1\n }, N), 0 < this.options.animations.length && (this.options.trs = !0), this.processInput(b);\n var D = this;\n Promise.all(this.pending).then(function() {\n var B = D.buffers, U = D.json, k = D.options, K = D.extensionsUsed, ie = new Blob(B, { type: \"application/octet-stream\" }), j = Object.keys(K);\n if (0 < j.length && (U.extensionsUsed = j), U.buffers && 0 < U.buffers.length && (U.buffers[0].byteLength = ie.size), k.binary === !0) {\n var G = new window.FileReader();\n G.readAsArrayBuffer(ie), G.onloadend = function() {\n var q = E(G.result), Q = new DataView(new ArrayBuffer(v));\n Q.setUint32(0, q.byteLength, !0), Q.setUint32(4, w, !0);\n var ee = E(T(JSON.stringify(U)), 32), ne = new DataView(new ArrayBuffer(v));\n ne.setUint32(0, ee.byteLength, !0), ne.setUint32(4, m, !0);\n var Y = new ArrayBuffer(f), te = new DataView(Y);\n te.setUint32(0, u, !0), te.setUint32(4, y, !0);\n var F = f + ne.byteLength + ee.byteLength + Q.byteLength + q.byteLength;\n te.setUint32(8, F, !0);\n var $ = new Blob([Y, ne, ee, Q, q], { type: \"application/octet-stream\" }), J = new window.FileReader();\n J.readAsArrayBuffer($), J.onloadend = function() {\n O(J.result);\n };\n };\n } else if (U.buffers && 0 < U.buffers.length) {\n var W = new window.FileReader();\n W.readAsDataURL(ie), W.onloadend = function() {\n var q = W.result;\n U.buffers[0].uri = q, O(U);\n };\n } else O(U);\n });\n }\n /**\n * Serializes a userData.\n *\n * @param {THREE.Object3D|THREE.Material} object\n * @param {Object} objectDef\n */\n serializeUserData(b, O) {\n if (!(b.userData && b.userData.isZincObject) && Object.keys(b.userData).length !== 0) {\n var N = this.options, D = this.extensionsUsed;\n try {\n var B = JSON.parse(JSON.stringify(b.userData));\n if (N.includeCustomExtensions && B.gltfExtensions) {\n for (var U in O.extensions === void 0 && (O.extensions = {}), B.gltfExtensions) O.extensions[U] = B.gltfExtensions[U], D[U] = !0;\n delete B.gltfExtensions;\n }\n 0 < Object.keys(B).length && (O.extras = B);\n } catch (k) {\n console.warn(\"THREE.GLTFExporter: userData of '\" + b.name + \"' won't be serialized because of JSON.stringify error - \" + k.message);\n }\n }\n }\n /**\n * Assign and return a temporal unique id for an object\n * especially which doesn't have .uuid\n * @param {Object} object\n * @return {Integer}\n */\n getUID(b) {\n return this.uids.has(b) || this.uids.set(b, this.uid++), this.uids.get(b);\n }\n /**\n * Checks if normal attribute values are normalized.\n *\n * @param {BufferAttribute} normal\n * @returns {Boolean}\n */\n isNormalizedNormalAttribute(b) {\n var O = this.cache;\n if (O.attributesNormalized.has(b)) return !1;\n for (var N = new l.Vector3(), D = 0, B = b.count; D < B; D++)\n if (5e-4 < Math.abs(N.fromBufferAttribute(b, D).length() - 1)) return !1;\n return !0;\n }\n /**\n * Creates normalized normal buffer attribute.\n *\n * @param {BufferAttribute} normal\n * @returns {BufferAttribute}\n *\n */\n createNormalizedNormalAttribute(b) {\n var O = this.cache;\n if (O.attributesNormalized.has(b)) return O.attributesNormalized.get(b);\n for (var N = b.clone(), D = new l.Vector3(), B = 0, U = N.count; B < U; B++) D.fromBufferAttribute(N, B), D.x === 0 && D.y === 0 && D.z === 0 ? D.setX(1) : D.normalize(), N.setXYZ(B, D.x, D.y, D.z);\n return O.attributesNormalized.set(b, N), N;\n }\n /**\n * Applies a texture transform, if present, to the map definition. Requires\n * the KHR_texture_transform extension.\n *\n * @param {Object} mapDef\n * @param {THREE.Texture} texture\n */\n applyTextureTransform(b, O) {\n var N = !1, D = {};\n (O.offset.x !== 0 || O.offset.y !== 0) && (D.offset = O.offset.toArray(), N = !0), O.rotation !== 0 && (D.rotation = O.rotation, N = !0), (O.repeat.x !== 1 || O.repeat.y !== 1) && (D.scale = O.repeat.toArray(), N = !0), N && (b.extensions = b.extensions || {}, b.extensions.KHR_texture_transform = D, this.extensionsUsed.KHR_texture_transform = !0);\n }\n /**\n * Process a buffer to append to the default one.\n * @param {ArrayBuffer} buffer\n * @return {Integer}\n */\n processBuffer(b) {\n var O = this.json, N = this.buffers;\n return O.buffers || (O.buffers = [{ byteLength: 0 }]), N.push(b), 0;\n }\n /**\n * Process and generate a BufferView\n * @param {BufferAttribute} attribute\n * @param {number} componentType\n * @param {number} start\n * @param {number} count\n * @param {number} target (Optional) Target usage of the BufferView\n * @return {Object}\n */\n processBufferView(b, O, N, D, B) {\n var U = this.json;\n U.bufferViews || (U.bufferViews = []);\n for (var k = O === h.UNSIGNED_BYTE ? 1 : O === h.UNSIGNED_SHORT ? 2 : 4, K = _(D * b.itemSize * k), ie = new DataView(new ArrayBuffer(K)), j = 0, G = N; G < N + D; G++) for (var W, q = 0; q < b.itemSize; q++) W = void 0, 4 < b.itemSize ? W = b.array[G * b.itemSize + q] : q === 0 ? W = b.getX(G) : q === 1 ? W = b.getY(G) : q === 2 ? W = b.getZ(G) : q == 3 && (W = b.getW(G)), O === h.FLOAT ? ie.setFloat32(j, W, !0) : O === h.UNSIGNED_INT ? ie.setUint32(j, W, !0) : O === h.UNSIGNED_SHORT ? ie.setUint16(j, W, !0) : O === h.UNSIGNED_BYTE && ie.setUint8(j, W), j += k;\n var Q = { buffer: this.processBuffer(ie.buffer), byteOffset: this.byteOffset, byteLength: K };\n B !== void 0 && (Q.target = B), B === h.ARRAY_BUFFER && (Q.byteStride = b.itemSize * k), this.byteOffset += K, U.bufferViews.push(Q);\n var ee = { id: U.bufferViews.length - 1, byteLength: 0 };\n return ee;\n }\n /**\n * Process and generate a BufferView from an image Blob.\n * @param {Blob} blob\n * @return {Promise}\n */\n processBufferViewImage(b) {\n var O = this, N = O.json;\n return N.bufferViews || (N.bufferViews = []), new Promise(function(D) {\n var B = new window.FileReader();\n B.readAsArrayBuffer(b), B.onloadend = function() {\n var U = E(B.result), k = { buffer: O.processBuffer(U), byteOffset: O.byteOffset, byteLength: U.byteLength };\n O.byteOffset += U.byteLength, D(N.bufferViews.push(k) - 1);\n };\n });\n }\n /**\n * Process attribute to generate an accessor\n * @param {BufferAttribute} attribute Attribute to process\n * @param {THREE.BufferGeometry} geometry (Optional) Geometry used for truncated draw range\n * @param {Integer} start (Optional)\n * @param {Integer} count (Optional)\n * @return {Integer|null} Index of the processed accessor on the \"accessors\" array\n */\n processAccessor(b, O, N, D) {\n var B, U = this.options, k = this.json;\n if (b.array.constructor === Float32Array) B = h.FLOAT;\n else if (b.array.constructor === Uint32Array) B = h.UNSIGNED_INT;\n else if (b.array.constructor === Uint16Array) B = h.UNSIGNED_SHORT;\n else if (b.array.constructor === Uint8Array) B = h.UNSIGNED_BYTE;\n else throw new Error(\"THREE.GLTFExporter: Unsupported bufferAttribute component type.\");\n if (N === void 0 && (N = 0), D === void 0 && (D = b.count), U.truncateDrawRange && O !== void 0 && O.index === null) {\n var K = N + D, ie = O.drawRange.count === 1 / 0 ? b.count : O.drawRange.start + O.drawRange.count;\n N = Math.max(N, O.drawRange.start), D = Math.min(K, ie) - N, 0 > D && (D = 0);\n }\n if (D === 0) return null;\n var j, G = x(b, N, D);\n O !== void 0 && (j = b === O.index ? h.ELEMENT_ARRAY_BUFFER : h.ARRAY_BUFFER);\n var W = this.processBufferView(b, B, N, D, j), q = { bufferView: W.id, byteOffset: W.byteOffset, componentType: B, count: D, max: G.max, min: G.min, type: { 1: \"SCALAR\", 2: \"VEC2\", 3: \"VEC3\", 4: \"VEC4\", 16: \"MAT4\" }[b.itemSize] };\n return b.normalized === !0 && (q.normalized = !0), k.accessors || (k.accessors = []), k.accessors.push(q) - 1;\n }\n /**\n * Process image\n * @param {Image} image to process\n * @param {Integer} format of the image (e.g. RGBFormat, RGBAFormat etc)\n * @param {Boolean} flipY before writing out the image\n * @return {Integer} Index of the processed texture in the \"images\" array\n */\n processImage(b, O, N) {\n var D = this, B = D.cache, U = D.json, k = D.options, K = D.pending;\n B.images.has(b) || B.images.set(b, {});\n var ie = B.images.get(b), j = O === l.RGBAFormat ? \"image/png\" : \"image/jpeg\", G = j + \":flipY/\" + N.toString();\n if (ie[G] !== void 0) return ie[G];\n U.images || (U.images = []);\n var W = { mimeType: j };\n if (k.embedImages) {\n var q = L = L || document.createElement(\"canvas\");\n q.width = Math.min(b.width, k.maxTextureSize), q.height = Math.min(b.height, k.maxTextureSize);\n var Q = q.getContext(\"2d\");\n if (N === !0 && (Q.translate(0, q.height), Q.scale(1, -1)), typeof HTMLImageElement < \"u\" && b instanceof HTMLImageElement || typeof HTMLCanvasElement < \"u\" && b instanceof HTMLCanvasElement || typeof OffscreenCanvas < \"u\" && b instanceof OffscreenCanvas || typeof ImageBitmap < \"u\" && b instanceof ImageBitmap) Q.drawImage(b, 0, 0, q.width, q.height);\n else {\n O !== l.RGBAFormat && O !== l.RGBFormat && console.error(\"GLTFExporter: Only RGB and RGBA formats are supported.\"), (b.width > k.maxTextureSize || b.height > k.maxTextureSize) && console.warn(\"GLTFExporter: Image size is bigger than maxTextureSize\", b);\n var ee = new Uint8ClampedArray(4 * (b.height * b.width));\n if (O === l.RGBAFormat) for (var ne = 0; ne < ee.length; ne += 4) ee[ne + 0] = b.data[ne + 0], ee[ne + 1] = b.data[ne + 1], ee[ne + 2] = b.data[ne + 2], ee[ne + 3] = b.data[ne + 3];\n else for (var Y = 0, te = 0; Y < ee.length; Y += 4, te += 3) ee[Y + 0] = b.data[te + 0], ee[Y + 1] = b.data[te + 1], ee[Y + 2] = b.data[te + 2], ee[Y + 3] = 255;\n Q.putImageData(new ImageData(ee, b.width, b.height), 0, 0);\n }\n k.binary === !0 ? K.push(new Promise(function($) {\n q.toBlob(function(J) {\n D.processBufferViewImage(J).then(function(z) {\n W.bufferView = z, $();\n });\n }, j);\n })) : W.uri = q.toDataURL(j);\n } else W.uri = b.src;\n var F = U.images.push(W) - 1;\n return ie[G] = F, F;\n }\n /**\n * Process sampler\n * @param {Texture} map Texture to process\n * @return {Integer} Index of the processed texture in the \"samplers\" array\n */\n processSampler(b) {\n var O = this.json;\n O.samplers || (O.samplers = []);\n var N = { magFilter: p[b.magFilter], minFilter: p[b.minFilter], wrapS: p[b.wrapS], wrapT: p[b.wrapT] };\n return O.samplers.push(N) - 1;\n }\n /**\n * Process texture\n * @param {Texture} map Map to process\n * @return {Integer} Index of the processed texture in the \"textures\" array\n */\n processTexture(b) {\n var O = this.cache, N = this.json;\n if (O.textures.has(b)) return O.textures.get(b);\n N.textures || (N.textures = []);\n var D = { sampler: this.processSampler(b), source: this.processImage(b.image, b.format, b.flipY) };\n b.name && (D.name = b.name), this._invokeAll(function(U) {\n U.writeTexture && U.writeTexture(b, D);\n });\n var B = N.textures.push(D) - 1;\n return O.textures.set(b, B), B;\n }\n /**\n * Process material\n * @param {THREE.Material} material Material to process\n * @return {Integer|null} Index of the processed material in the \"materials\" array\n */\n processMaterial(b) {\n var O = this.cache, N = this.json;\n if (O.materials.has(b)) return O.materials.get(b);\n if (b.isShaderMaterial) return console.warn(\"GLTFExporter: THREE.ShaderMaterial not supported.\"), null;\n N.materials || (N.materials = []);\n var D = { pbrMetallicRoughness: {} };\n b.isMeshStandardMaterial !== !0 && b.isMeshBasicMaterial !== !0 && console.warn(\"GLTFExporter: Use MeshStandardMaterial or MeshBasicMaterial for best results.\");\n var B = b.color.toArray().concat([b.opacity]);\n if (S(B, [1, 1, 1, 1]) || (D.pbrMetallicRoughness.baseColorFactor = B), b.isMeshStandardMaterial ? (D.pbrMetallicRoughness.metallicFactor = b.metalness, D.pbrMetallicRoughness.roughnessFactor = b.roughness) : (D.pbrMetallicRoughness.metallicFactor = 0.5, D.pbrMetallicRoughness.roughnessFactor = 0.5), b.metalnessMap || b.roughnessMap) if (b.metalnessMap === b.roughnessMap) {\n var U = { index: this.processTexture(b.metalnessMap) };\n this.applyTextureTransform(U, b.metalnessMap), D.pbrMetallicRoughness.metallicRoughnessTexture = U;\n } else console.warn(\"THREE.GLTFExporter: Ignoring metalnessMap and roughnessMap because they are not the same Texture.\");\n if (b.map) {\n var k = { index: this.processTexture(b.map) };\n this.applyTextureTransform(k, b.map), D.pbrMetallicRoughness.baseColorTexture = k;\n }\n if (b.emissive) {\n var K = b.emissive.clone().multiplyScalar(b.emissiveIntensity), ie = Math.max(K.r, K.g, K.b);\n if (1 < ie && (K.multiplyScalar(1 / ie), console.warn(\"THREE.GLTFExporter: Some emissive components exceed 1; emissive has been limited\")), 0 < ie && (D.emissiveFactor = K.toArray()), b.emissiveMap) {\n var j = { index: this.processTexture(b.emissiveMap) };\n this.applyTextureTransform(j, b.emissiveMap), D.emissiveTexture = j;\n }\n }\n if (b.normalMap) {\n var G = { index: this.processTexture(b.normalMap) };\n b.normalScale && b.normalScale.x !== -1 && (b.normalScale.x !== b.normalScale.y && console.warn(\"THREE.GLTFExporter: Normal scale components are different, ignoring Y and exporting X.\"), G.scale = b.normalScale.x), this.applyTextureTransform(G, b.normalMap), D.normalTexture = G;\n }\n if (b.aoMap) {\n var W = { index: this.processTexture(b.aoMap), texCoord: 1 };\n b.aoMapIntensity !== 1 && (W.strength = b.aoMapIntensity), this.applyTextureTransform(W, b.aoMap), D.occlusionTexture = W;\n }\n b.transparent ? D.alphaMode = \"BLEND\" : 0 < b.alphaTest && (D.alphaMode = \"MASK\", D.alphaCutoff = b.alphaTest), b.side === l.DoubleSide && (D.doubleSided = !0), b.name !== \"\" && (D.name = b.name), this.serializeUserData(b, D), this._invokeAll(function(Q) {\n Q.writeMaterial && Q.writeMaterial(b, D);\n });\n var q = N.materials.push(D) - 1;\n return O.materials.set(b, q), q;\n }\n /**\n * Process mesh\n * @param {THREE.Mesh} mesh Mesh to process\n * @return {Integer|null} Index of the processed mesh in the \"meshes\" array\n */\n processMesh(b) {\n var O = this.cache, N = this.json, D = [b.geometry.uuid];\n if (Array.isArray(b.material)) for (var B = 0, U = b.material.length; B < U; B++) D.push(b.material[B].uuid);\n else D.push(b.material.uuid);\n var k = D.join(\":\");\n if (O.meshes.has(k)) return O.meshes.get(k);\n var K, ie = b.geometry;\n if (K = b.isLineSegments ? h.LINES : b.isLineLoop ? h.LINE_LOOP : b.isLine ? h.LINE_STRIP : b.isPoints ? h.POINTS : b.material.wireframe ? h.LINES : h.TRIANGLES, ie.isBufferGeometry !== !0) throw new Error(\"THREE.GLTFExporter: Geometry is not of type THREE.BufferGeometry.\");\n var j = {}, G = {}, W = [], q = [], Q = { uv: \"TEXCOORD_0\", uv2: \"TEXCOORD_1\", color: \"COLOR_0\", skinWeight: \"WEIGHTS_0\", skinIndex: \"JOINTS_0\" }, ee = ie.getAttribute(\"normal\");\n ee === void 0 || this.isNormalizedNormalAttribute(ee) || (console.warn(\"THREE.GLTFExporter: Creating normalized normal attribute from the non-normalized one.\"), ie.setAttribute(\"normal\", this.createNormalizedNormalAttribute(ee)));\n var ne = null;\n for (var Y in ie.attributes)\n if (Y.substr(0, 5) !== \"morph\") {\n var te = ie.attributes[Y];\n Y = Q[Y] || Y.toUpperCase();\n var F = /^(POSITION|NORMAL|TANGENT|TEXCOORD_\\d+|COLOR_\\d+|JOINTS_\\d+|WEIGHTS_\\d+)$/;\n if (F.test(Y) || (Y = \"_\" + Y), O.attributes.has(this.getUID(te))) {\n G[Y] = O.attributes.get(this.getUID(te));\n continue;\n }\n ne = null;\n var $ = te.array;\n Y !== \"JOINTS_0\" || $ instanceof Uint16Array || $ instanceof Uint8Array || (console.warn('GLTFExporter: Attribute \"skinIndex\" converted to type UNSIGNED_SHORT.'), ne = new l.BufferAttribute(new Uint16Array($), te.itemSize, te.normalized));\n var J = this.processAccessor(ne || te, ie);\n J !== null && (G[Y] = J, O.attributes.set(this.getUID(te), J));\n }\n if (ee !== void 0 && ie.setAttribute(\"normal\", ee), Object.keys(G).length === 0) return null;\n if (b.morphTargetInfluences !== void 0 && 0 < b.morphTargetInfluences.length) {\n var z = [], V = [], oe = {};\n if (b.morphTargetDictionary !== void 0) for (var ue in b.morphTargetDictionary) oe[b.morphTargetDictionary[ue]] = ue;\n for (var le = 0; le < b.morphTargetInfluences.length; ++le) {\n var ve = {}, xe = !1;\n for (var Te in ie.morphAttributes) {\n if (Te != \"position\" && Te !== \"normal\" && Te !== \"color\") {\n xe || (console.warn(\"GLTFExporter: Only POSITION and NORMAL morph are supported.\"), xe = !0);\n continue;\n }\n var de = ie.morphAttributes[Te][le], we = Te.toUpperCase();\n Q[Te] && (we = Q[Te]);\n var se = ie.attributes[Te];\n if (O.attributes.has(this.getUID(de))) {\n ve[we] = O.attributes.get(this.getUID(de));\n continue;\n }\n var Se = se.clone();\n if (!ie.morphTargetsRelative) if (se) for (var ge = 0, be = de.count; ge < be; ge++) se.count > ge && Se.setXYZ(ge, de.getX(ge) - se.getX(ge), de.getY(ge) - se.getY(ge), de.getZ(ge) - se.getZ(ge));\n else for (var Ie = 0, et = de.count; Ie < et; Ie++) Se.setXYZ(Ie, 0, 0, 0);\n ve[we] = this.processAccessor(Se, ie), O.attributes.set(this.getUID(se), ve[we]);\n }\n q.push(ve), z.push(b.morphTargetInfluences[le]), b.morphTargetDictionary !== void 0 && V.push(oe[le]);\n }\n j.weights = z, 0 < V.length && (j.extras = {}, j.extras.targetNames = V);\n }\n var mt = Array.isArray(b.material);\n if (mt && ie.groups.length === 0) return null;\n for (var Ue, bt = mt ? b.material : [b.material], Ve = mt ? ie.groups : [{ materialIndex: 0, start: void 0, count: void 0 }], lt = 0, tt = Ve.length; lt < tt; lt++) {\n if (Ue = { mode: K, attributes: G }, this.serializeUserData(ie, Ue), 0 < q.length && (Ue.targets = q), ie.index !== null) {\n var xt = this.getUID(ie.index);\n (Ve[lt].start !== void 0 || Ve[lt].count !== void 0) && (xt += \":\" + Ve[lt].start + \":\" + Ve[lt].count), O.attributes.has(xt) ? Ue.indices = O.attributes.get(xt) : (Ue.indices = this.processAccessor(ie.index, ie, Ve[lt].start, Ve[lt].count), O.attributes.set(xt, Ue.indices)), Ue.indices === null && delete Ue.indices;\n }\n var pt = this.processMaterial(bt[Ve[lt].materialIndex]);\n pt !== null && (Ue.material = pt), W.push(Ue);\n }\n j.primitives = W, N.meshes || (N.meshes = []), this._invokeAll(function(Nt) {\n Nt.writeMesh && Nt.writeMesh(b, j);\n });\n var Vt = N.meshes.push(j) - 1;\n return O.meshes.set(k, Vt), Vt;\n }\n /**\n * Process camera\n * @param {THREE.Camera} camera Camera to process\n * @return {Integer} Index of the processed mesh in the \"camera\" array\n */\n processCamera(b) {\n var O = this.json;\n O.cameras || (O.cameras = []);\n var N = b.isOrthographicCamera, D = { type: N ? \"orthographic\" : \"perspective\" };\n return N ? D.orthographic = { xmag: 2 * b.right, ymag: 2 * b.top, zfar: 0 >= b.far ? 1e-3 : b.far, znear: 0 > b.near ? 0 : b.near } : D.perspective = { aspectRatio: b.aspect, yfov: l.MathUtils.degToRad(b.fov), zfar: 0 >= b.far ? 1e-3 : b.far, znear: 0 > b.near ? 0 : b.near }, b.name !== \"\" && (D.name = b.type), O.cameras.push(D) - 1;\n }\n /**\n * Creates glTF animation entry from AnimationClip object.\n *\n * Status:\n * - Only properties listed in PATH_PROPERTIES may be animated.\n *\n * @param {THREE.AnimationClip} clip\n * @param {THREE.Object3D} root\n * @return {number|null}\n */\n processAnimation(b, O) {\n var N = this.json, D = this.nodeMap;\n N.animations || (N.animations = []), b = d.Utils.mergeMorphTargetTracks(b.clone(), O);\n for (var B = b.tracks, U = [], k = [], K = 0; K < B.length; ++K) {\n var ie = B[K], j = l.PropertyBinding.parseTrackName(ie.name), G = l.PropertyBinding.findNode(O, j.nodeName), W = g[j.propertyName];\n if (j.objectName === \"bones\" && (G.isSkinnedMesh === !0 ? G = G.skeleton.getBoneByName(j.objectIndex) : G = void 0), !G || !W) return console.warn('THREE.GLTFExporter: Could not export animation track \"%s\".', ie.name), null;\n var q = 1, Q = ie.values.length / ie.times.length;\n W === g.morphTargetInfluences && (Q /= G.morphTargetInfluences.length);\n var ee = void 0;\n ie.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline === !0 ? (ee = \"CUBICSPLINE\", Q /= 3) : ie.getInterpolation() === l.InterpolateDiscrete ? ee = \"STEP\" : ee = \"LINEAR\", k.push({ input: this.processAccessor(new l.BufferAttribute(ie.times, q)), output: this.processAccessor(new l.BufferAttribute(ie.values, Q)), interpolation: ee }), U.push({ sampler: k.length - 1, target: { node: D.get(G), path: W } });\n }\n return N.animations.push({ name: b.name || \"clip_\" + N.animations.length, samplers: k, channels: U }), N.animations.length - 1;\n }\n /**\n * @param {THREE.Object3D} object\n * @return {number|null}\n */\n processSkin(b) {\n var O = this.json, N = this.nodeMap, D = O.nodes[N.get(b)], B = b.skeleton;\n if (B === void 0) return null;\n var U = b.skeleton.bones[0];\n if (U === void 0) return null;\n for (var k = [], K = new Float32Array(16 * B.bones.length), ie = new l.Matrix4(), j = 0; j < B.bones.length; ++j) k.push(N.get(B.bones[j])), ie.copy(B.boneInverses[j]), ie.multiply(b.bindMatrix).toArray(K, 16 * j);\n O.skins === void 0 && (O.skins = []), O.skins.push({ inverseBindMatrices: this.processAccessor(new l.BufferAttribute(K, 16)), joints: k, skeleton: N.get(U) });\n var G = D.skin = O.skins.length - 1;\n return G;\n }\n /**\n * Process Object3D node\n * @param {THREE.Object3D} node Object3D to processNode\n * @return {Integer} Index of the node in the nodes list\n */\n processNode(b) {\n var O = this.json, N = this.options, D = this.nodeMap;\n O.nodes || (O.nodes = []);\n var B = {};\n if (N.trs) {\n var U = b.quaternion.toArray(), k = b.position.toArray(), K = b.scale.toArray();\n S(U, [0, 0, 0, 1]) || (B.rotation = U), S(k, [0, 0, 0]) || (B.translation = k), S(K, [1, 1, 1]) || (B.scale = K);\n } else b.matrixAutoUpdate && b.updateMatrix(), M(b.matrix) === !1 && (B.matrix = b.matrix.elements);\n if (b.name !== \"\" && (B.name = b.name + \"\"), this.serializeUserData(b, B), b.isMesh || b.isLine || b.isPoints) {\n var ie = this.processMesh(b);\n ie !== null && (B.mesh = ie);\n } else b.isCamera && (B.camera = this.processCamera(b));\n if (b.isSkinnedMesh && this.skins.push(b), 0 < b.children.length) {\n for (var j, G = [], W = 0, q = b.children.length; W < q; W++) if (j = b.children[W], j.visible || N.onlyVisible === !1) {\n var Q = this.processNode(j);\n Q !== null && G.push(Q);\n }\n 0 < G.length && (B.children = G);\n }\n this._invokeAll(function(ne) {\n ne.writeNode && ne.writeNode(b, B);\n });\n var ee = O.nodes.push(B) - 1;\n return D.set(b, ee), ee;\n }\n /**\n * Process Scene\n * @param {Scene} node Scene to process\n */\n processScene(b) {\n var O = this.json, N = this.options;\n O.scenes || (O.scenes = [], O.scene = 0);\n var D = {};\n b.name !== \"\" && (D.name = b.name), O.scenes.push(D);\n for (var B, U = [], k = 0, K = b.children.length; k < K; k++) if (B = b.children[k], B.visible || N.onlyVisible === !1) {\n var ie = this.processNode(B);\n ie !== null && U.push(ie);\n }\n 0 < U.length && (D.nodes = U), this.serializeUserData(b, D);\n }\n /**\n * Creates a Scene to hold a list of objects and parse it\n * @param {Array} objects List of objects to process\n */\n processObjects(b) {\n var O = new l.Scene();\n O.name = \"AuxScene\";\n for (var N = 0; N < b.length; N++)\n O.children.push(b[N]);\n this.processScene(O);\n }\n /**\n * @param {THREE.Object3D|Array} input\n */\n processInput(b) {\n var O = this.options;\n b = b instanceof Array ? b : [b], this._invokeAll(function(k) {\n k.beforeParse && k.beforeParse(b);\n });\n for (var N = [], D = 0; D < b.length; D++) b[D] instanceof l.Scene ? this.processScene(b[D]) : N.push(b[D]);\n 0 < N.length && this.processObjects(N);\n for (var B = 0; B < this.skins.length; ++B) this.processSkin(this.skins[B]);\n for (var U = 0; U < O.animations.length; ++U) this.processAnimation(O.animations[U].clip, O.animations[U].mesh);\n this._invokeAll(function(k) {\n k.afterParse && k.afterParse(b);\n });\n }\n _invokeAll(b) {\n for (var O = 0, N = this.plugins.length; O < N; O++) b(this.plugins[O]);\n }\n }\n class C {\n constructor(b) {\n this.writer = b, this.name = \"KHR_lights_punctual\";\n }\n writeNode(b, O) {\n if (b.isLight) {\n if (!b.isDirectionalLight && !b.isPointLight && !b.isSpotLight) return void console.warn(\"THREE.GLTFExporter: Only directional, point, and spot lights are supported.\", b);\n var N = this.writer, D = N.json, B = N.extensionsUsed, U = {};\n b.name && (U.name = b.name), U.color = b.color.toArray(), U.intensity = b.intensity, b.isDirectionalLight ? U.type = \"directional\" : b.isPointLight ? (U.type = \"point\", 0 < b.distance && (U.range = b.distance)) : b.isSpotLight && (U.type = \"spot\", 0 < b.distance && (U.range = b.distance), U.spot = {}, U.spot.innerConeAngle = -1 * ((b.penumbra - 1) * b.angle), U.spot.outerConeAngle = b.angle), b.decay !== void 0 && b.decay !== 2 && console.warn(\"THREE.GLTFExporter: Light decay may be lost. glTF is physically-based, and expects light.decay=2.\"), b.target && (b.target.parent !== b || b.target.position.x !== 0 || b.target.position.y !== 0 || b.target.position.z !== -1) && console.warn(\"THREE.GLTFExporter: Light direction may be lost. For best results, make light.target a child of the light with position 0,0,-1.\"), B[this.name] || (D.extensions = D.extensions || {}, D.extensions[this.name] = { lights: [] }, B[this.name] = !0);\n var k = D.extensions[this.name].lights;\n k.push(U), O.extensions = O.extensions || {}, O.extensions[this.name] = { light: k.length - 1 };\n }\n }\n }\n class A {\n constructor(b) {\n this.writer = b, this.name = \"KHR_materials_unlit\";\n }\n writeMaterial(b, O) {\n if (b.isMeshBasicMaterial) {\n var N = this.writer, D = N.extensionsUsed;\n O.extensions = O.extensions || {}, O.extensions[this.name] = {}, D[this.name] = !0, O.pbrMetallicRoughness.metallicFactor = 0, O.pbrMetallicRoughness.roughnessFactor = 0.9;\n }\n }\n }\n class P {\n constructor(b) {\n this.writer = b, this.name = \"KHR_materials_pbrSpecularGlossiness\";\n }\n writeMaterial(b, O) {\n if (b.isGLTFSpecularGlossinessMaterial) {\n var N = this.writer, D = N.extensionsUsed, B = {};\n O.pbrMetallicRoughness.baseColorFactor && (B.diffuseFactor = O.pbrMetallicRoughness.baseColorFactor);\n var U = [1, 1, 1];\n if (b.specular.toArray(U, 0), B.specularFactor = U, B.glossinessFactor = b.glossiness, O.pbrMetallicRoughness.baseColorTexture && (B.diffuseTexture = O.pbrMetallicRoughness.baseColorTexture), b.specularMap) {\n var k = { index: N.processTexture(b.specularMap) };\n N.applyTextureTransform(k, b.specularMap), B.specularGlossinessTexture = k;\n }\n O.extensions = O.extensions || {}, O.extensions[this.name] = B, D[this.name] = !0;\n }\n }\n }\n d.Utils = { insertKeyframe: function(b, O) {\n var N, D = 1e-3, B = b.getValueSize(), U = new b.TimeBufferType(b.times.length + 1), k = new b.ValueBufferType(b.values.length + B), K = b.createInterpolant(new b.ValueBufferType(B));\n if (b.times.length === 0) {\n U[0] = O;\n for (var ie = 0; ie < B; ie++) k[ie] = 0;\n N = 0;\n } else if (O < b.times[0]) {\n if (Math.abs(b.times[0] - O) < D) return 0;\n U[0] = O, U.set(b.times, 1), k.set(K.evaluate(O), 0), k.set(b.values, B), N = 0;\n } else if (O > b.times[b.times.length - 1]) {\n if (Math.abs(b.times[b.times.length - 1] - O) < D) return b.times.length - 1;\n U[U.length - 1] = O, U.set(b.times, 0), k.set(b.values, 0), k.set(K.evaluate(O), b.values.length), N = U.length - 1;\n } else for (var j = 0; j < b.times.length; j++) {\n if (Math.abs(b.times[j] - O) < D) return j;\n if (b.times[j] < O && b.times[j + 1] > O) {\n U.set(b.times.slice(0, j + 1), 0), U[j + 1] = O, U.set(b.times.slice(j + 1), j + 2), k.set(b.values.slice(0, (j + 1) * B), 0), k.set(K.evaluate(O), (j + 1) * B), k.set(b.values.slice((j + 1) * B), (j + 2) * B), N = j + 1;\n break;\n }\n }\n return b.times = U, b.values = k, N;\n }, mergeMorphTargetTracks: function(b, O) {\n for (var N = [], D = {}, B = b.tracks, U = 0; U < B.length; ++U) {\n var k = B[U], K = l.PropertyBinding.parseTrackName(k.name), ie = l.PropertyBinding.findNode(O, K.nodeName);\n if (K.propertyName !== \"morphTargetInfluences\" || K.propertyIndex === void 0) {\n N.push(k);\n continue;\n }\n if (k.createInterpolant !== k.InterpolantFactoryMethodDiscrete && k.createInterpolant !== k.InterpolantFactoryMethodLinear) {\n if (k.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline)\n throw new Error(\"THREE.GLTFExporter: Cannot merge tracks with glTF CUBICSPLINE interpolation.\");\n console.warn(\"THREE.GLTFExporter: Morph target interpolation mode not yet supported. Using LINEAR instead.\"), k = k.clone(), k.setInterpolation(l.InterpolateLinear);\n }\n var j = ie.morphTargetInfluences.length, G = ie.morphTargetDictionary[K.propertyIndex];\n if (G === void 0) throw new Error(\"THREE.GLTFExporter: Morph target name not found: \" + K.propertyIndex);\n var W = void 0;\n if (D[ie.uuid] === void 0) {\n W = k.clone();\n for (var q = new W.ValueBufferType(j * W.times.length), Q = 0; Q < W.times.length; Q++) q[Q * j + G] = W.values[Q];\n W.name = (K.nodeName || \"\") + \".morphTargetInfluences\", W.values = q, D[ie.uuid] = W, N.push(W);\n continue;\n }\n var ee = k.createInterpolant(new k.ValueBufferType(1));\n W = D[ie.uuid];\n for (var ne = 0; ne < W.times.length; ne++) W.values[ne * j + G] = ee.evaluate(W.times[ne]);\n for (var Y, te = 0; te < k.times.length; te++) Y = this.insertKeyframe(W, k.times[te]), W.values[Y * j + G] = k.values[te];\n }\n return b.tracks = N, b;\n } };\n },\n /* 43 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(5).resolveURL, h = function() {\n this.nearPlane = 0.168248, this.farPlane = 6.82906, this.eyePosition = [0.5, -2.86496, 0.5], this.targetPosition = [0.5, 0.5, 0.5], this.upVector = [0, 0, 1];\n var T = this;\n this.setFromObject = (M) => {\n var { nearPlane: x, farPlane: _, eyePosition: E, targetPosition: L, upVector: R } = M;\n T.nearPlane = x, T.farPlane = _, T.eyePosition = E, T.targetPosition = L, T.upVector = R;\n };\n }, p = function(T, M, x, _) {\n var E = { NONE: -1, DEFAULT: 0, PATH: 1, SMOOTH_CAMERA_TRANSITION: 2, AUTO_TUMBLE: 3, ROTATE_TRANSITION: 4, MINIMAP: 5, SYNC_CONTROL: 6 }, L = { NONE: -1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM: 4, TOUCH_PAN: 5, SCROLL: 6 }, R = { NONE: -1, FREE: 1, HORIZONTAL: 2, VERTICAL: 3 }, C = {};\n C.MAIN = L.ROTATE, C.AUXILIARY = L.ZOOM, C.SECONDARY = L.PAN, this.cameraObject = T, this.domElement = M === void 0 ? document : M, this.renderer = x, this.scene = _, this.tumble_rate = 1.5, this.pointer_x = 0, this.pointer_y = 0, this.pointer_x_start = 0, this.pointer_y_start = 0, this.previous_pointer_x = 0, this.previous_pointer_y = 0, this.near_plane_fly_debt = 0, this.touchZoomDistanceStart = 0, this.touchZoomDistanceEnd = 0, this.directionalLight = 0, this.scrollRate = 50, this.pixelHeight = 1;\n var A = 6e3, P = !0, I = 0, b = void 0, O = void 0, N = !1, D = 500, B = void 0, U = \"default\", k = E.DEFAULT, K = void 0, ie = void 0, j = void 0, G = 0, W = R.FREE;\n this._state = L.NONE;\n var q;\n this.targetTouchId = -1;\n var Q = void 0, ee = new l.Vector3(), ne = new l.Vector3(), Y = new l.Vector3(), te = new l.Vector3(), F = new l.Vector3(), $ = new l.Vector3(), J = new l.Vector3(), z = new l.Vector3(), V = new l.Sphere(), oe = new l.Vector3(), ue = !1, le = void 0, ve = 0, xe = { default: new h() };\n xe.default.nearPlane = 0.1, xe.default.farPlane = 2e3, xe.default.eyePosition = [0, 0, 0], xe.default.targetPosition = [0, 0, -1], xe.default.upVector = [0, 1, 0], this.cameraObject.target === void 0 && (this.cameraObject.target = new l.Vector3(...xe.default.targetPosition)), this.calculateMaxAllowedDistance = (re) => {\n var Ee = re.getBoundingBox();\n if (Ee) {\n Ee.getBoundingSphere(V), ve = 6 * V.radius;\n var Ne = 0;\n this.cameraObject && (Ne = this.cameraObject.position.distanceTo(V.center)), ve = Ne > ve ? Ne : ve;\n } else ve = 0;\n }, this.addViewport = (re, Ee) => {\n re && Ee && (xe[re] = Ee);\n }, this.setDefaultViewport = (re) => !!(re && re in xe) && (U = re, !0), this.getDefaultViewport = () => U, this.getViewportOfName = (re) => xe[re], this.setCurrentViewport = (re) => re in xe && (this.setCurrentCameraSettings(xe[re]), !0), this.setRotationMode = (re) => {\n switch (re) {\n case \"none\":\n W = R.NONE;\n break;\n case \"horizontal\":\n W = R.HORIZONTAL;\n break;\n case \"vertical\":\n W = R.VERTICAL;\n break;\n case \"free\":\n default:\n W = R.FREE;\n }\n }, this.onResize = () => {\n Q && (Q = void 0), le && le.setCurrentCameraSettings(this.cameraObject, xe[U]);\n }, this.getVisibleHeightAtZDepth = (re) => {\n var Ee = this.cameraObject.position.distanceTo(this.cameraObject.target);\n re < Ee ? re -= Ee : re += Ee;\n var Ne = this.cameraObject.fov * Math.PI / 180;\n return 2 * Math.tan(Ne / 2) * Math.abs(re);\n }, this.calculateHeightPerPixelAtZeroDepth = (re) => {\n var Ee = this.getVisibleHeightAtZDepth(0);\n return this.pixelHeight = Ee / re, this.pixelHeight;\n }, this.getNDCFromDocumentCoords = (re, Ee, Ne) => {\n Ue(!1);\n var je = Ne || new l.Vector2(), rt = 2 * ((re - Q.left) / Q.width) - 1, gt = 2 * -((Ee - Q.top) / Q.height) + 1;\n return je.set(rt, gt);\n }, this.getRelativeCoordsFromNDC = (re, Ee, Ne) => {\n Ue(!1);\n var je = Ne || new l.Vector2();\n return je.x = (re + 1) * Q.width / 2, je.y = (1 - Ee) * Q.height / 2, je;\n }, this.setMouseButtonAction = (re, Ee) => {\n C[re] = L[Ee];\n };\n var Te = () => {\n if (0 < ve) {\n var re = oe.distanceTo(V.center);\n return ve > re || this.cameraObject.position.distanceTo(V.center) > re;\n }\n return !0;\n }, de = (re) => {\n oe.copy(this.cameraObject.position).add(re), Te() && (this.cameraObject.target.add(re), this.cameraObject.position.add(re), this.updateDirectionalLight());\n }, we = (re) => {\n Ue(!1);\n var Ee;\n if (k === E.DEFAULT && (Ee = this.scene.getNormalisedMinimapCoordinates(this.renderer, re)), !Ee) re.button == 0 ? re.ctrlKey ? this._state = C.AUXILIARY : re.shiftKey ? this._state = C.SECONDARY : this._state = C.MAIN : re.button == 1 ? (re.preventDefault(), this._state = C.AUXILIARY) : re.button == 2 && (this._state = C.SECONDARY), this.pointer_x = re.clientX - Q.left, this.pointer_y = re.clientY - Q.top, this.pointer_x_start = this.pointer_x, this.pointer_y_start = this.pointer_y, this.previous_pointer_x = this.pointer_x, this.previous_pointer_y = this.pointer_y;\n else {\n k = E.MINIMAP;\n var Ne = this.scene.getMinimapDiffFromNormalised(Ee.x, Ee.y);\n de(Ne);\n }\n }, se = (re) => {\n if (Ue(!1), Q) if (this.pointer_x = re.clientX - Q.left, this.pointer_y = re.clientY - Q.top, k === E.MINIMAP) {\n var Ee = this.scene.getNormalisedMinimapCoordinates(this.renderer, re);\n if (Ee) {\n var Ne = this.scene.getMinimapDiffFromNormalised(Ee.x, Ee.y);\n de(Ne);\n }\n } else this._state === L.NONE && q !== void 0 && q.move(this, re.clientX, re.clientY, this.renderer);\n }, Se = (re) => {\n this._state = L.NONE, k == E.MINIMAP && (k = E.DEFAULT), q !== void 0 && this.pointer_x_start == re.clientX - Q.left && this.pointer_y_start == re.clientY - Q.top && q.pick(this, re.clientX, re.clientY, this.renderer);\n }, ge = (re) => {\n this._state = L.NONE;\n }, be = (re) => {\n Ue(!1);\n var Ee = re.touches.length;\n if (Ee == 1) this._state = L.TOUCH_ROTATE, this.pointer_x = re.touches[0].clientX - Q.left, this.pointer_y = re.touches[0].clientY - Q.top, this.pointer_x_start = this.pointer_x, this.pointer_y_start = this.pointer_y, this.previous_pointer_x = this.pointer_x, this.previous_pointer_y = this.pointer_y;\n else if (Ee == 2) {\n this._state = L.TOUCH_ZOOM;\n var Ne = re.touches[0].clientX - re.touches[1].clientX, je = re.touches[0].clientY - re.touches[1].clientY;\n this.touchZoomDistanceEnd = this.touchZoomDistanceStart = Math.sqrt(Ne * Ne + je * je);\n } else Ee == 3 && (this._state = L.TOUCH_PAN, this.targetTouchId = re.touches[0].identifier, this.pointer_x = re.touches[0].clientX - Q.left, this.pointer_y = re.touches[0].clientY - Q.top, this.previous_pointer_x = this.pointer_x, this.previous_pointer_y = this.pointer_y);\n }, Ie = (re) => {\n re.preventDefault(), re.stopPropagation();\n var Ee = re.touches.length;\n if (Ee == 1) this.pointer_x = re.touches[0].clientX - Q.left, this.pointer_y = re.touches[0].clientY - Q.top;\n else if (Ee == 2) {\n if (this._state === L.TOUCH_ZOOM) {\n var Ne = re.touches[0].clientX - re.touches[1].clientX, je = re.touches[0].clientY - re.touches[1].clientY;\n this.touchZoomDistanceEnd = Math.sqrt(Ne * Ne + je * je);\n }\n } else if (Ee == 3 && this._state === L.TOUCH_PAN) for (var rt = 0; 3 > rt; rt++) re.touches[rt].identifier == this.targetTouchId && (this.pointer_x = re.touches[0].clientX - Q.left, this.pointer_y = re.touches[0].clientY - Q.top);\n }, et = (re) => {\n var Ee = re.touches.length;\n this.touchZoomDistanceStart = this.touchZoomDistanceEnd = 0, this.targetTouchId = -1, this._state = L.NONE, Ee == 1 && q !== void 0 && this.pointer_x_start == re.touches[0].clientX - Q.left && this.pointer_y_start == re.touches[0].clientY - Q.top && q.pick(this.cameraObject, re.touches[0].clientX, re.touches[0].clientY, this.renderer);\n }, mt = () => {\n Ue(!0);\n }, Ue = (re) => {\n if (re || Q === void 0) {\n var Ee = new IntersectionObserver((Ne) => {\n for (var je of Ne) Q = je.boundingClientRect;\n Ee.disconnect();\n });\n Ee.observe(this.domElement);\n }\n }, bt = (re) => {\n Ue(!1), this._state = L.SCROLL;\n var Ee = 0;\n 0 < re.deltaY ? Ee = this.scrollRate : 0 > re.deltaY && (Ee = -1 * this.scrollRate), G += Ee, re.preventDefault(), re.stopImmediatePropagation();\n }, Ve = () => {\n if (typeof this.cameraObject < \"u\") {\n var re = Q.height, Ee = this.cameraObject.position.distanceTo(this.cameraObject.target), Ne = 0;\n this.cameraObject.far > this.cameraObject.near && Ee >= this.cameraObject.near && Ee <= this.cameraObject.far && (Ne = (Ee - this.cameraObject.near) / (this.cameraObject.far - this.cameraObject.near)), ne.set(this.previous_pointer_x, re - this.previous_pointer_y, 0), Y.set(this.previous_pointer_x, re - this.previous_pointer_y, 1), te.set(this.pointer_x, re - this.pointer_y, 0), F.set(this.pointer_x, re - this.pointer_y, 1), ne.unproject(this.cameraObject), Y.unproject(this.cameraObject), te.unproject(this.cameraObject), F.unproject(this.cameraObject);\n var je = -2e-3;\n te.sub(ne).multiplyScalar(1 - Ne), F.sub(Y).multiplyScalar(Ne), te.add(F).multiplyScalar(je), de(te);\n }\n this.previous_pointer_x = this.pointer_x, this.previous_pointer_y = this.pointer_y;\n };\n this.getVectorsFromRotateAboutLookAtPoints = (re, Ee) => {\n re.normalize(), J.copy(this.cameraObject.position).sub(this.cameraObject.target), z.copy(J), J.normalize(), 0.8 < Math.abs(J.dot(re)) && J.copy(this.cameraObject.up), ne.crossVectors(re, J).normalize(), Y.crossVectors(re, ne);\n var Ne = re.dot(z), je = ne.dot(z), rt = Y.dot(z), gt = re.dot(this.cameraObject.up), Tt = ne.dot(this.cameraObject.up), Lt = Y.dot(this.cameraObject.up), kt = Math.cos(Ee), Z = Math.sin(Ee);\n return te.set(kt * ne.x + Z * Y.x, kt * ne.y + Z * Y.y, kt * ne.z + Z * Y.z), F.set(kt * Y.x - Z * ne.x, kt * Y.y - Z * ne.y, kt * Y.z - Z * ne.z), J.copy(this.cameraObject.target), J.x = J.x + re.x * Ne + te.x * je + F.x * rt, J.y = J.y + re.y * Ne + te.y * je + F.y * rt, J.z = J.z + re.z * Ne + te.z * je + F.z * rt, ee.set(re.x * gt + te.x * Tt + F.x * Lt, re.y * gt + te.y * Tt + F.y * Lt, re.z * gt + te.z * Tt + F.z * Lt), { position: J, up: ee };\n }, this.rotateAboutLookAtpoint = (re, Ee) => {\n var Ne = this.getVectorsFromRotateAboutLookAtPoints(re, Ee);\n this.cameraObject.position.copy(Ne.position), this.updateDirectionalLight(), this.cameraObject.up.copy(Ne.up);\n };\n var lt = () => {\n if (typeof this.cameraObject < \"u\") {\n var re = Q.width, Ee = Q.height;\n if (0 < re && 0 < Ee) {\n var Ne = 0.25 * (re + Ee), je = 0, rt = 0;\n (W === R.FREE || W === R.HORIZONTAL) && (je = this.pointer_x - this.previous_pointer_x), (W === R.FREE || W === R.VERTICAL) && (rt = this.previous_pointer_y - this.pointer_y);\n var gt = Math.sqrt(je * je + rt * rt);\n if (0 < gt) {\n var Tt = 1 * -rt / gt, Lt = 1 * je / gt, kt = 0;\n W === R.FREE && Tt * (this.pointer_x - 0.5 * (re - 1)) + Lt * (0.5 * (Ee - 1) - this.pointer_y);\n var Z = Math.acos(kt / Ne) - 0.5 * Math.PI, ye = this.tumble_rate * gt / Ne;\n ee.copy(this.cameraObject.position).sub(this.cameraObject.target).normalize(), ne.copy(this.cameraObject.up).normalize(), Y.copy(ne).cross(ee).normalize().multiplyScalar(Tt), ne.multiplyScalar(Lt), $.addVectors(Y, ne).multiplyScalar(Math.cos(Z)), ee.multiplyScalar(Math.sin(Z)), $.add(ee), this.rotateAboutLookAtpoint($, -ye);\n }\n }\n }\n this.previous_pointer_x = this.pointer_x, this.previous_pointer_y = this.pointer_y;\n }, tt = () => {\n var re = 0;\n return this._state === L.ZOOM ? re = this.previous_pointer_y - this.pointer_y : this._state === L.SCROLL ? re = G : (re = -1 * (this.touchZoomDistanceEnd - this.touchZoomDistanceStart), this.touchZoomDistanceStart = this.touchZoomDistanceEnd), re;\n };\n this.changeZoomByScrollRateUnit = (re) => {\n var Ee = re * this.scrollRate;\n this.changeZoomByValue(Ee);\n }, this.changeZoomByValue = (re) => {\n if (typeof this.cameraObject < \"u\") {\n var Ee = Q.height, Ne = this.cameraObject.position.clone();\n Ne.sub(this.cameraObject.target);\n var je = Ne.length(), rt = 1.5 * re / Ee;\n if (0.01 < je + rt * je && (Ne.normalize(), oe.copy(this.cameraObject.position), oe.x += Ne.x * rt * je, oe.y += Ne.y * rt * je, oe.z += Ne.z * rt * je, Te())) {\n this.cameraObject.position.copy(oe), this.updateDirectionalLight();\n var gt = 1e-5;\n if (gt * this.cameraObject.far < this.cameraObject.near + rt * je + this.near_plane_fly_debt) this.near_plane_fly_debt != 0 && (this.near_plane_fly_debt += rt * je, 0 < this.near_plane_fly_debt ? (this.cameraObject.near += this.near_plane_fly_debt, this.cameraObject.far += this.near_plane_fly_debt, this.near_plane_fly_debt = 0) : (this.cameraObject.near += rt * je, this.cameraObject.far += rt * je));\n else {\n if (this.near_plane_fly_debt == 0) {\n var Tt = this.cameraObject.near - gt * this.cameraObject.far;\n this.cameraObject.near = gt * this.cameraObject.far, this.cameraObject.far -= Tt, this.near_plane_fly_debt -= gt * this.cameraObject.far;\n }\n this.near_plane_fly_debt += rt * je;\n }\n ue = !0;\n }\n }\n };\n var xt = () => {\n var re = tt();\n this.changeZoomByValue(re), this._state === L.ZOOM && (this.previous_pointer_x = this.pointer_x, this.previous_pointer_y = this.pointer_y), this._state === L.SCROLL && (G = 0, this._state = L.NONE);\n };\n this.setDirectionalLight = (re) => {\n this.directionalLight = re;\n }, this.updateDirectionalLight = () => {\n this.directionalLight != 0 && this.directionalLight.position.set(this.cameraObject.position.x, this.cameraObject.position.y, this.cameraObject.position.z);\n }, this.enable = function() {\n P = !0, this.domElement && this.domElement.addEventListener && (this.domElement.addEventListener(\"mousedown\", we, !1), this.domElement.addEventListener(\"mousemove\", se, !1), this.domElement.addEventListener(\"mouseup\", Se, !1), this.domElement.addEventListener(\"mouseleave\", ge, !1), this.domElement.addEventListener(\"touchstart\", be, !1), this.domElement.addEventListener(\"touchmove\", Ie, !1), this.domElement.addEventListener(\"touchend\", et, !1), this.domElement.addEventListener(\"wheel\", bt, !1), this.domElement.addEventListener(\"contextmenu\", (re) => {\n re.preventDefault();\n }, !1), this.domElement.addEventListener(\"mouseenter\", mt, !1));\n }, this.disable = function() {\n P = !1, this.domElement && this.domElement.removeEventListener && (this.domElement.removeEventListener(\"mousedown\", we, !1), this.domElement.removeEventListener(\"mousemove\", se, !1), this.domElement.removeEventListener(\"mouseup\", Se, !1), this.domElement.removeEventListener(\"mouseleave\", ge, !1), this.domElement.removeEventListener(\"touchstart\", be, !1), this.domElement.removeEventListener(\"touchmove\", Ie, !1), this.domElement.removeEventListener(\"touchend\", et, !1), this.domElement.removeEventListener(\"wheel\", bt, !1), this.domElement.removeEventListener(\"mouseenter\", mt, !1), this.domElement.removeEventListener(\"contextmenu\", (re) => {\n re.preventDefault();\n }, !1));\n }, this.loadPath = (re) => {\n b = re.CameraPath, O = re.NumberOfPoints;\n }, this.loadPathURL = (re, Ee) => {\n var Ne = new XMLHttpRequest();\n Ne.onreadystatechange = () => {\n if (Ne.readyState == 4 && Ne.status == 200) {\n var rt = JSON.parse(Ne.responseText);\n this.loadPath(rt), Ee != null && typeof Ee == \"function\" && Ee();\n }\n };\n var je = d(re);\n Ne.open(\"GET\", je, !0), Ne.send();\n }, this.setPathDuration = (re) => {\n A = re, K && K.setDuration(A), ie && ie.setDuration(A);\n }, this.getPlayRate = () => D, this.setPlayRate = (re) => {\n D = re;\n };\n var pt = (re) => {\n var Ee = I + re;\n Ee > A && (Ee -= A), I = Ee;\n };\n this.getTime = () => I, this.setTime = (re) => {\n I = re > A ? A : 0 > re ? 0 : re;\n }, this.getNumberOfTimeFrame = () => O, this.getCurrentTimeFrame = () => {\n if (2 < O) {\n var re = I / A * (O - 1), Ee = Math.floor(re), Ne = 1 - (re - Ee), je = Math.ceil(re);\n return Ee == je ? Ee == O - 1 ? [Ee - 1, je, 0] : [Ee, je + 1, 1] : [Ee, je, Ne];\n }\n return O == 1 ? [0, 0, 0] : void 0;\n }, this.setCurrentTimeFrame = (re) => {\n 2 < O && (I = A * re / (O - 1), 0 > I && (I = 0), I > A && (I = A));\n };\n var Vt = (re) => {\n if (k === E.PATH && (pt(re), b)) {\n for (var Ee = this.getCurrentTimeFrame(), Ne = Ee[0], je = Ee[1], rt = Ee[2], gt = [b[3 * Ne], b[3 * Ne + 1], b[3 * Ne + 2]], Tt = [b[3 * je], b[3 * je + 1], b[3 * je + 2]], Lt = [], kt = 0; kt < gt.length; kt++) Lt.push(rt * gt[kt] + (1 - rt) * Tt[kt]);\n this.cameraObject.position.set(Lt[0], Lt[1], Lt[2]), this.cameraObject.target.set(Tt[0], Tt[1], Tt[2]), B && this.cameraObject.lookAt(this.cameraObject.target), N && (this.directionalLight.position.set(Lt[0], Lt[1], Lt[2]), this.directionalLight.target.position.set(Tt[0], Tt[1], Tt[2]));\n }\n };\n this.calculatePathNow = () => {\n Vt(0);\n };\n var Nt = () => {\n this._state === L.ROTATE || this._state === L.TOUCH_ROTATE ? lt() : this._state === L.PAN || this._state === L.TOUCH_PAN ? (Ve(), le.triggerCallback()) : (this._state === L.ZOOM || this._state === L.TOUCH_ZOOM || this._state === L.SCROLL) && (le.zoom(tt()), this.previous_pointer_x = this.pointer_x, this.previous_pointer_y = this.pointer_y, this._state === L.SCROLL && (this._state = L.NONE), G = 0, le.triggerCallback());\n };\n this.update = (re) => {\n var Ee = re * D, Ne = P, je = !0;\n return k === E.PATH ? Vt(Ee) : k === E.SMOOTH_CAMERA_TRANSITION && K ? (K.update(Ee), K.isTransitionCompleted() && (k = E.DEFAULT), Ne = !1) : k === E.ROTATE_CAMERA_TRANSITION && ie ? (ie.update(Ee), ie.isTransitionCompleted() && (k = E.DEFAULT), Ne = !1) : k === E.AUTO_TUMBLE && j ? j.update(Ee) : k === E.SYNC_CONTROL && le ? (Nt(), Ne = !1) : je = !1, Ne && (this._state !== L.NONE && (je = !0), this._state === L.ROTATE || this._state === L.TOUCH_ROTATE ? lt() : this._state === L.PAN || this._state === L.TOUCH_PAN ? Ve() : (this._state === L.ZOOM || this._state === L.TOUCH_ZOOM || this._state === L.SCROLL) && xt(), this._state !== L.NONE && k === E.AUTO_TUMBLE && j && j.stopOnCameraInput, this._state === L.SCROLL && (this._state = L.NONE)), B ? (je = !0, B.update()) : this.cameraObject.lookAt(this.cameraObject.target), je = je || ue, ue = !1, je;\n }, this.playPath = () => {\n k = E.PATH;\n }, this.stopPath = () => {\n k = E.DEFAULT;\n }, this.isPlayingPath = () => k === E.PATH, this.enableDirectionalLightUpdateWithPath = (re) => {\n N = re;\n }, this.enableDeviceOrientation = () => {\n B || (B = new w(this.cameraObject));\n }, this.disableDeviceOrientation = () => {\n B && (B.dispose(), B = void 0);\n }, this.isDeviceOrientationEnabled = () => !!B, this.resetView = () => {\n var re = xe[U];\n this.cameraObject.near = re.nearPlane, this.cameraObject.far = re.farPlane, this.cameraObject.position.set(re.eyePosition[0], re.eyePosition[1], re.eyePosition[2]), this.cameraObject.target.set(re.targetPosition[0], re.targetPosition[1], re.targetPosition[2]), this.cameraObject.up.set(re.upVector[0], re.upVector[1], re.upVector[2]), this.cameraObject.updateProjectionMatrix(), this.updateDirectionalLight();\n }, this.setCurrentCameraSettings = (re) => {\n re.nearPlane && (this.cameraObject.near = re.nearPlane), re.farPlane && (this.cameraObject.far = re.farPlane), re.eyePosition && this.cameraObject.position.set(re.eyePosition[0], re.eyePosition[1], re.eyePosition[2]), re.targetPosition && this.cameraObject.target.set(re.targetPosition[0], re.targetPosition[1], re.targetPosition[2]), re.upVector && this.cameraObject.up.set(re.upVector[0], re.upVector[1], re.upVector[2]), this.cameraObject.updateProjectionMatrix(), this.updateDirectionalLight(), ue = !0;\n }, this.getViewportFromCentreAndRadius = (re, Ee, Ne, je, rt, gt) => {\n var Tt = this.cameraObject.position.x - this.cameraObject.target.x, Lt = this.cameraObject.position.y - this.cameraObject.target.y, kt = this.cameraObject.position.z - this.cameraObject.target.z, Z = 1 / Math.sqrt(Tt * Tt + Lt * Lt + kt * kt);\n Tt *= Z, Lt *= Z, kt *= Z;\n var ye = [re, Ee, Ne], me = je / Math.tan(rt * Math.PI / 360), Me = [re + Tt * me, Ee + Lt * me, Ne + kt * me], Oe = me + gt, he = 0, _e = 0.95;\n he = gt > _e * me ? (1 - _e) * me : me - gt;\n var Ce = new h();\n return Ce.nearPlane = he, Ce.farPlane = Oe, Ce.eyePosition = Me, Ce.targetPosition = ye, Ce.upVector = [this.cameraObject.up.x, this.cameraObject.up.y, this.cameraObject.up.z], Ce;\n }, this.getViewportFromBoundingBox = (re, Ee) => {\n var Ne = re.min.distanceTo(re.max) / 2 * Ee, je = (re.min.x + re.max.x) / 2, rt = (re.min.y + re.max.y) / 2, gt = (re.min.z + re.max.z) / 2, Tt = 4, Lt = this.getViewportFromCentreAndRadius(je, rt, gt, Ne, 40, Ne * Tt);\n return Lt;\n }, this.getCurrentViewport = () => {\n var re = new h();\n return re.nearPlane = this.cameraObject.near, re.farPlane = this.cameraObject.far, re.eyePosition[0] = this.cameraObject.position.x, re.eyePosition[1] = this.cameraObject.position.y, re.eyePosition[2] = this.cameraObject.position.z, re.targetPosition[0] = this.cameraObject.target.x, re.targetPosition[1] = this.cameraObject.target.y, re.targetPosition[2] = this.cameraObject.target.z, re.upVector[0] = this.cameraObject.up.x, re.upVector[1] = this.cameraObject.up.y, re.upVector[2] = this.cameraObject.up.z, re;\n }, this.getDefaultEyePosition = () => eyePosition, this.getDefaultTargetPosition = () => targetPosition, this.cameraTransition = (re, Ee, Ne) => {\n ie == null && (K = new g(re, Ee, this, Ne));\n }, this.rotateCameraTransition = (re, Ee, Ne) => {\n K == null && (ie = new f(re, Ee, this, Ne));\n }, this.enableCameraTransition = () => {\n K && (k = E.SMOOTH_CAMERA_TRANSITION), ie && (k = E.ROTATE_CAMERA_TRANSITION);\n }, this.pauseCameraTransition = () => {\n k = E.DEFAULT;\n }, this.stopCameraTransition = () => {\n k = E.DEFAULT, K = void 0, ie = void 0;\n }, this.isTransitioningCamera = () => k === E.SMOOTH_CAMERA_TRANSITION || k === E.ROTATE_CAMERA_TRANSITION, this.autoTumble = (re, Ee, Ne) => {\n j = new y(re, Ee, Ne, this);\n }, this.enableAutoTumble = () => {\n k = E.AUTO_TUMBLE;\n }, this.stopAutoTumble = () => {\n k = E.DEFAULT, j = void 0;\n }, this.updateAutoTumble = () => {\n j && (j.requireUpdate = !0);\n }, this.isAutoTumble = () => k === E.AUTO_TUMBLE, this.enableRaycaster = (re, Ee, Ne) => {\n q == null && (q = new u(re, this.scene, Ee, Ne, this.renderer));\n }, this.disableRaycaster = () => {\n q.disable(), q = void 0;\n }, this.isSyncControl = () => currentMpde === E.SYNC_CONTROL, this.enableSyncControl = () => (k = E.SYNC_CONTROL, le || (le = new S()), le.setCurrentCameraSettings(this.cameraObject, xe[U]), le), this.disableSyncControl = () => {\n k = E.DEFAULT, this.cameraObject.zoom = 1, this.cameraObject.updateProjectionMatrix();\n }, this.enable();\n }, g = function(M, x, _, E) {\n var L = M.eyePosition, R = M.targetPosition, C = M.upVector, A = x.eyePosition, P = x.targetPosition, I = x.upVector, b = _, O = E, N = 0, D = !1;\n b.near = Math.min(M.nearPlane, x.nearPlane), b.far = Math.max(M.farPlane, x.farPlane), b.cameraObject.up.set(x.upVector[0], x.upVector[1], x.upVector[2]), this.setDuration = (k) => {\n O = k;\n };\n var B = (k) => {\n var K = N + k;\n K > O && (K = O), N = K;\n }, U = () => {\n var k = N / O, K = [L[0] * (1 - k) + A[0] * k, L[1] * (1 - k) + A[1] * k, L[2] * (1 - k) + A[2] * k], ie = [R[0] * (1 - k) + P[0] * k, R[1] * (1 - k) + P[1] * k, R[2] * (1 - k) + P[2] * k];\n C[0] * (1 - k) + I[0] * k, C[1] * (1 - k) + I[1] * k, C[2] * (1 - k) + I[2] * k, b.cameraObject.position.set(K[0], K[1], K[2]), b.cameraObject.target.set(ie[0], ie[1], ie[2]);\n };\n this.update = (k) => {\n this.enabled === !1 || (B(k), U(), N == O && (D = !0));\n }, this.isTransitionCompleted = () => D;\n }, f = function(M, x, _, E) {\n var L = M, R = x, C = _, A = E, P = 0, I = !1;\n this.setDuration = (O) => {\n A = O;\n };\n var b = (O) => {\n var N = P, D = P + O;\n D > A && (D = A), P = D;\n var B = P - N, U = B / A, k = U * R;\n C.rotateAboutLookAtpoint(L, k);\n };\n this.update = (O) => {\n this.enabled === !1 || (b(O), P == A && (I = !0));\n }, this.isTransitionCompleted = () => I;\n }, u = function(M, x, _, E, L) {\n var R = M, C = x, A = L, P = _, I = E, b = new l.Raycaster();\n b.params.Line.threshold = 0.1, b.params.Points.threshold = 1;\n var O = new l.Vector2(), N = !1, D = /* @__PURE__ */ new Date(), B = !1, U = 0, k = [], K = { zincCamera: void 0, x: -1, y: -1 }, ie = void 0;\n this.enable = () => {\n enable = !0;\n }, this.disable = () => {\n enable = !1;\n }, this.getIntersectsObject = (W) => {\n if (C !== R) {\n var q = R.getThreeJSScene();\n A.render(q, W.cameraObject);\n }\n var Q = ie || R.getPickableThreeJSObjects();\n return k.length = 0, b.intersectObjects(Q, !0, k);\n }, this.setPickableObjects = (W) => {\n W === void 0 ? ie = void 0 : (ie = [], W.forEach((q) => {\n q.getGroup() && q.getGroup().visible && ie.push(q.getGroup());\n }));\n }, this.getIntersectsObjectWithOrigin = (W, q, Q) => (b.set(q, Q), this.getIntersectsObject(W)), this.getIntersectsObjectWithCamera = (W, q, Q) => (W.getNDCFromDocumentCoords(q, Q, O), b.setFromCamera(O, W.cameraObject), this.getIntersectsObject(W)), this.pick = (W, q, Q) => {\n if (A && R && W && P) {\n this.getIntersectsObjectWithCamera(W, q, Q);\n for (var ee, ne = k.length, Y = 0; Y < ne; Y++) if (ee = k[Y].object ? k[Y].object.userData : void 0, ee && ee.isMarkerCluster && ee.visible && ee.clusterIsVisible(k[Y].object.clusterIndex) && ee.zoomToCluster(k[Y].object.clusterIndex))\n return;\n P(k, q, Q);\n }\n };\n var j = (W, q, Q) => {\n if (A && R && W && I) {\n if (this.getIntersectsObjectWithCamera(W, q, Q), D.setTime(Date.now()), k.length === 0) {\n if (B) return;\n B = !0;\n } else B = !1;\n I(k, q, Q);\n }\n };\n this.move = (W, q, Q) => {\n A && R && W && I && (R.displayMarkers ? j(W, q, Q) : (K.zincCamera = W, K.x = q, K.y = Q, !N && (U = D ? Date.now() - D.getTime() : 250, 250 <= U ? j(W, q, Q) : (N = !0, setTimeout(G(K), U)))));\n };\n var G = (W) => function() {\n N = !1, j(W.zincCamera, W.x, W.y);\n };\n }, y = function(M, x, _, E) {\n var L = new l.Vector3(), R = -x, C = E, A = M;\n this.stopOnCameraInput = _, this.requireUpdate = !0;\n var P = new l.Vector3(), I = new l.Vector3(), b = (O) => {\n var N = Math.sqrt(O[0] * O[0] + O[1] * O[1]), D = 4 * Math.abs(O[0]), B = 4 * Math.abs(O[1]), U = 0.25 * (D + B), k = -O[1] / N, K = O[0] / N, ie = k * O[0] + K * -O[1];\n ie > U ? ie = U : ie < -U && (ie = -U);\n var j = Math.acos(ie / U) - 0.5 * Math.PI;\n L.copy(C.cameraObject.position).sub(C.cameraObject.target).normalize(), P.copy(C.cameraObject.up).normalize(), I.crossVectors(P, L).normalize().multiplyScalar(k), P.multiplyScalar(K), P.add(I).multiplyScalar(Math.cos(j)), L.multiplyScalar(Math.sin(j)).add(P);\n };\n this.update = (O) => {\n this.enabled === !1 || (this.requireUpdate && (b(A), this.requireUpdate = !1), C.rotateAboutLookAtpoint(L, R * O / 1e3));\n };\n }, v = function() {\n this.type = \"StereoCamera\", this.aspect = 1, this.cameraL = new l.PerspectiveCamera(), this.cameraL.layers.enable(1), this.cameraL.matrixAutoUpdate = !1, this.cameraR = new l.PerspectiveCamera(), this.cameraR.layers.enable(2), this.cameraR.matrixAutoUpdate = !1;\n };\n Object.assign(v.prototype, { update: (() => {\n var T, M, x, _, E, L, R = new l.Matrix4(), C = new l.Matrix4();\n return function(P) {\n var I = T !== P.focus || M !== P.fov || x !== P.aspect * this.aspect || _ !== P.near || E !== P.far || L !== P.zoom;\n if (I) {\n T = P.focus, M = P.fov, x = P.aspect * this.aspect, _ = P.near, E = P.far, L = P.zoom;\n var b, O, N = P.projectionMatrix.clone(), D = 0.064 / 2, B = D * _ / T, U = _ * Math.tan(0.5 * (l.Math.DEG2RAD * M)) / P.zoom;\n C.elements[12] = -D, R.elements[12] = D, b = -U * x + B, O = U * x + B, N.elements[0] = 2 * _ / (O - b), N.elements[8] = (O + b) / (O - b), this.cameraL.projectionMatrix.copy(N), b = -U * x - B, O = U * x - B, N.elements[0] = 2 * _ / (O - b), N.elements[8] = (O + b) / (O - b), this.cameraR.projectionMatrix.copy(N);\n }\n this.cameraL.matrixWorld.copy(P.matrixWorld).multiply(C), this.cameraR.matrixWorld.copy(P.matrixWorld).multiply(R);\n };\n })() });\n var m = function(M) {\n var x = new v();\n x.aspect = 0.5, this.setSize = (_, E) => {\n M.setSize(_, E);\n }, this.render = (_, E) => {\n _.updateMatrixWorld(), E.parent === null && E.updateMatrixWorld(), x.update(E);\n var L = M.getSize();\n M.setScissorTest(!0), M.clear(), M.setScissor(0, 0, L.width / 2, L.height), M.setViewport(0, 0, L.width / 2, L.height), M.render(_, x.cameraL), M.setScissor(L.width / 2, 0, L.width / 2, L.height), M.setViewport(L.width / 2, 0, L.width / 2, L.height), M.render(_, x.cameraR), M.setScissorTest(!1);\n };\n }, w = function(M) {\n var x = this;\n this.object = M, this.object.rotation.reorder(\"YXZ\"), this.enabled = !0, this.deviceOrientation = {}, this.screenOrientation = 0;\n var _ = (R) => {\n x.deviceOrientation = R;\n }, E = () => {\n typeof window < \"u\" && (x.screenOrientation = window.orientation || 0);\n }, L = (() => {\n var R = new l.Vector3(0, 0, 1), C = new l.Euler(), A = new l.Quaternion(), P = new l.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\n return (I, b, O, N, D) => {\n var B = new l.Vector3(0, 0, 1);\n B.subVectors(I.target, I.position), C.set(O, b, -N, \"YXZ\");\n var U = new l.Quaternion();\n U.setFromEuler(C), U.multiply(P), U.multiply(A.setFromAxisAngle(R, -D)), B.applyQuaternion(U), B.addVectors(I.position, B), I.lookAt(B);\n };\n })();\n this.connect = () => {\n E(), typeof window < \"u\" && (window.addEventListener(\"orientationchange\", E, !1), window.addEventListener(\"deviceorientation\", _, !1)), x.enabled = !0;\n }, this.disconnect = () => {\n typeof window < \"u\" && (window.removeEventListener(\"orientationchange\", E, !1), window.removeEventListener(\"deviceorientation\", _, !1)), x.enabled = !1;\n }, this.update = () => {\n if (x.enabled !== !1) {\n var R = x.deviceOrientation.alpha ? l.Math.degToRad(x.deviceOrientation.alpha) : 0, C = x.deviceOrientation.beta ? l.Math.degToRad(x.deviceOrientation.beta) : 0, A = x.deviceOrientation.gamma ? l.Math.degToRad(x.deviceOrientation.gamma) : 0, P = x.screenOrientation ? l.Math.degToRad(x.screenOrientation) : 0;\n L(x.object, R, C, A, P);\n }\n }, this.dispose = function() {\n this.disconnect();\n }, this.connect();\n }, S = function() {\n var M = void 0, x = void 0, _ = void 0, E = new l.Vector3(), L = new l.Vector3(), R = new l.Vector3(), C = new l.Vector3(), A = void 0;\n this.setCurrentCameraSettings = (P, I) => {\n M = P.clone(), x = P, _ = I, M.near = _.nearPlane, _.farPlane && (M.far = _.farPlane), _.eyePosition && M.position.set(_.eyePosition[0], _.eyePosition[1], _.eyePosition[2]), _.upVector && M.up.set(_.upVector[0], _.upVector[1], _.upVector[2]), _.targetPosition && (M.target = new l.Vector3(_.targetPosition[0], _.targetPosition[1], _.targetPosition[2]), M.lookAt(M.target)), M.updateProjectionMatrix(), E.copy(M.position).project(M), L.copy(M.target).project(M);\n }, this.getCurrentPosition = () => (L.copy(x.target).project(M), [L.x, L.y]), this.zoom = (P) => {\n var I = 2e-3 * P, b = Math.max(x.zoom - I, 1);\n x.zoom = b, x.updateProjectionMatrix();\n }, this.zoomToBox = (P, I) => {\n P.getCenter(R), R.project(M), this.setCenterZoom([R.x, R.y], I);\n }, this.getPanZoom = () => ({ target: this.getCurrentPosition(), zoom: x.zoom }), this.setCenterZoom = (P, I) => {\n R.set(P[0], P[1], L.z).unproject(M), C.copy(R).sub(x.target), x.target.copy(R), x.lookAt(x.target), x.position.add(C), x.zoom = I, x.updateProjectionMatrix();\n }, this.setEventCallback = (P) => {\n (P === void 0 || typeof P == \"function\") && (A = P);\n }, this.triggerCallback = () => {\n A !== void 0 && typeof A == \"function\" && A();\n };\n };\n a.Viewport = h, a.CameraControls = p, a.SmoothCameraTransition = g, a.RotateCameraTransition = f, a.RayCaster = u, a.CameraAutoTumble = y, a.StereoEffect = m, a.NDCCameraControl = S;\n },\n /* 44 */\n /***/\n (o, a, c) => {\n var { Group: l, Matrix4: d } = c(4), h = c(22).Pointset;\n c(24).Lines;\n var p = c(45).Lines2, g = c(3).Geometry, f = c(4), u = 0, y = function() {\n return \"re\" + u++;\n }, v = function(m, w) {\n var S = m, T = new l();\n T.matrixAutoUpdate = !1, T.userData = this;\n var M = [], x = \"\", _ = [], E = w, L = new d(), R = 3e3;\n L.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1), this.pickableUpdateRequired = !0, this.isRegion = !0, this.uuid = y(), this.hideAllPrimitives = () => {\n M.forEach((C) => C.hideAllPrimitives()), _.forEach((C) => C.setVisibility(!1));\n }, this.showAllPrimitives = () => {\n M.forEach((C) => C.showAllPrimitives()), _.forEach((C) => C.setVisibility(!0));\n }, this.setVisibility = (C) => {\n C != T.visible && (T.visible = C, this.pickableUpdateRequired = !0);\n }, this.getVisibility = () => T.visible, this.getGroup = () => T, this.setTransformation = (C) => {\n L.set(...C), T.matrix.copy(L), T.updateMatrixWorld();\n }, this.setName = (C) => {\n C && C !== \"\" && (x = C);\n }, this.getName = () => x, this.getParent = () => S, this.getFullSeparatedPath = () => {\n var C = [];\n if (x !== \"\") {\n C.push(x);\n for (var A, P = S; P !== void 0; ) A = P.getName(), A !== \"\" && C.unshift(A), P = P.getParent();\n }\n return C;\n }, this.getFullPath = () => {\n var C = this.getFullSeparatedPath();\n if (0 < C.length) {\n var A = C.shift();\n return C.forEach((P) => {\n A = A.concat(\"/\", P);\n }), A;\n }\n return \"\";\n }, this.createChild = (C) => {\n var A = new v(this, E);\n return A.setName(C), M.push(A), T.add(A.getGroup()), A;\n }, this.getChildWithName = (C) => {\n if (C) {\n for (var A = C.toLowerCase(), P = 0; P < M.length; P++) if (M[P].getName().toLowerCase() === A) return M[P];\n }\n }, this.findChildFromSeparatedPath = (C) => {\n if (C && 0 < C.length && C[0] === \"\" && C.shift(), C && 0 < C.length) {\n var A = this.getChildWithName(C[0]);\n return A ? (C.shift(), A.findChildFromSeparatedPath(C)) : void 0;\n }\n return this;\n }, this.findChildFromPath = (C) => {\n var A = C.split(\"/\");\n return this.findChildFromSeparatedPath(A);\n }, this.createChildFromSeparatedPath = (C) => {\n if (0 < C.length && C[0] === \"\" && C.shift(), 0 < C.length) {\n var A = this.getChildWithName(C[0]);\n return A || (A = this.createChild(C[0])), C.shift(), A.createChildFromSeparatedPath(C);\n }\n return this;\n }, this.createChildFromPath = (C) => {\n var A = C.split(\"/\");\n return this.createChildFromSeparatedPath(A);\n }, this.findOrCreateChildFromPath = (C) => {\n var A = this.findChildFromPath(C);\n return A || (A = this.createChildFromPath(C)), A;\n }, this.addZincObject = (C) => {\n C && (C.setRegion(this), T.add(C.getGroup()), _.push(C), this.pickableUpdateRequired = !0, E && E.triggerObjectAddedCallback(C));\n }, this.removeZincObject = (C) => {\n for (var A = 0; A < _.length; A++) if (C === _[A]) return T.remove(C.getGroup()), _.splice(A, 1), E && E.triggerObjectRemovedCallback(C), C.dispose(), void (this.pickableUpdateRequired = !0);\n }, this.checkPickableUpdateRequred = (C) => {\n if (this.pickableUpdateRequired) return !0;\n if (C) {\n for (var A = !1, P = 0; P < M.length; P++) if (A = M[P].checkPickableUpdateRequred(C), A) return !0;\n }\n return !1;\n }, this.getPickableThreeJSObjects = (C, A) => (T.visible && (_.forEach((P) => {\n if (P.getGroup() && P.getGroup().visible) {\n var I = P.marker;\n I && I.isEnabled() && C.push(I.getMorph()), C.push(P.getGroup());\n }\n }), A && M.forEach((P) => {\n P.getPickableThreeJSObjects(C, A);\n }), this.pickableUpdateRequired = !1), C), this.setDuration = (C) => {\n R = C, _.forEach((A) => A.setDuration(C)), M.forEach((A) => A.setDuration(C));\n }, this.getDuration = () => R, this.getBoundingBox = (C) => {\n var A, P;\n return _.forEach((I) => {\n P = I.getBoundingBox(), P && (A == null ? A = P.clone() : A.union(P));\n }), C && M.forEach((I) => {\n P = I.getBoundingBox(C), P && (A == null ? A = P.clone() : A.union(P));\n }), A;\n }, this.clear = (C) => {\n C && M.forEach((A) => A.clear(C)), _.forEach((A) => {\n T.remove(A.getGroup()), A.dispose();\n }), M = [], _ = [];\n }, this.objectIsInRegion = (C, A) => {\n for (var P = 0; P < _.length; P++) if (C === _[P]) return !0;\n if (A) {\n for (var I = 0; I < M.length; I++) if (M[I].objectIsInRegion(C, A)) return !0;\n }\n return !1;\n }, this.forEachGeometry = (C, A) => {\n _.forEach((P) => {\n P.isGeometry && C(P);\n }), A && M.forEach((P) => P.forEachGeometry(C, A));\n }, this.forEachGlyphset = (C, A) => {\n _.forEach((P) => {\n P.isGlyphset && C(P);\n }), A && M.forEach((P) => P.forEachGlyphset(C, A));\n }, this.forEachPointset = (C, A) => {\n _.forEach((P) => {\n P.isPointset && C(P);\n }), A && M.forEach((P) => P.forEachPointset(C, A));\n }, this.forEachLine = (C, A) => {\n _.forEach((P) => {\n P.isLines && C(P);\n }), A && M.forEach((P) => P.forEachLine(C, A));\n }, this.findObjectsWithAnatomicalId = (C, A) => (_.forEach((P) => {\n P.anatomicalId === C && objectsArray.push(P);\n }), A && M.forEach((P) => {\n var I = P.findObjectsWithAnatomicalId(C, A);\n objectsArray.push(...I);\n }), objectsArray), this.findObjectsWithGroupName = (C, A) => {\n var P = [];\n return _.forEach((I) => {\n var b = I.groupName ? I.groupName.toLowerCase() : I.groupName, O = C && C.toLowerCase();\n b === O && P.push(I);\n }), A && M.forEach((I) => {\n var b = I.findObjectsWithGroupName(C, A);\n P.push(...b);\n }), P;\n }, this.findGeometriesWithGroupName = (C, A) => {\n var P = this.findObjectsWithGroupName(C, A), I = P.filter((b) => b.isGeometry);\n return I;\n }, this.findPointsetsWithGroupName = (C, A) => {\n var P = this.findObjectsWithGroupName(C, A), I = P.filter((b) => b.isPointset);\n return I;\n }, this.findGlyphsetsWithGroupName = (C, A) => {\n var P = this.findObjectsWithGroupName(C, A), I = P.filter((b) => b.isGlyphset);\n return I;\n }, this.findLinesWithGroupName = (C, A) => {\n var P = this.findObjectsWithGroupName(C, A), I = P.filter((b) => b.isLines);\n return I;\n }, this.getAllObjects = (C) => {\n var A = [..._];\n return C && M.forEach((P) => {\n var I = P.getAllObjects(C);\n A.push(...I);\n }), A;\n }, this.getChildRegions = (C) => {\n var A = [...M];\n return C && M.forEach((P) => {\n var I = P.getChildRegions(C);\n A.push(...I);\n }), A;\n }, this.getCurrentTime = () => {\n if (_[0] != null) return _[0].getCurrentTime();\n for (var C, A = 0; A < M.length; A++) if (C = M[A].getCurrentTime(), C !== -1) return C;\n return -1;\n }, this.setMorphTime = (C, A) => {\n _.forEach((P) => {\n P.setMorphTime(C);\n }), A && M.forEach((P) => {\n P.setMorphTime(C);\n });\n }, this.isTimeVarying = () => {\n for (var C = 0; C < _.length; C++) if (_[C].isTimeVarying()) return !0;\n for (var A = 0; A < M.length; A++) if (M[A].isTimeVarying()) return !0;\n return !1;\n }, this.renderGeometries = (C, A, P, I, b, O) => {\n var N, D = this.getAllObjects(O);\n D.forEach((B) => {\n B.render(C * A, P, I, b);\n }), b && P === !1 && (N = b.markerCluster) !== null && N !== void 0 && N.markerUpdateRequired && b.markerCluster.calculate();\n }, this.createPoints = (C, A, P, I) => {\n var b = !1, O = this.findObjectsWithGroupName(C, !1), N = O.findIndex((B) => B.isPointset), D = -1 < N ? O[N] : new h();\n return D.addPoints(A, P, I), N === -1 ? (D.setName(C), this.addZincObject(D), b = !0) : this.pickableUpdateRequired = !0, { zincObject: D, isNew: b };\n }, this.createLines = (C, A, P) => {\n var I = !1, b = this.findObjectsWithGroupName(C, !1), O = b.findIndex((D) => D.isLines), N = -1 < O ? b[O] : new p();\n return N.addLines(A, P), O === -1 ? (N.setName(C), this.addZincObject(N), I = !0) : this.pickableUpdateRequired = !0, { zincObject: N, isNew: I };\n }, this.createGeometryFromThreeJSGeometry = (C, A, P, I, b, O) => {\n var N = new g(), D = new f.MeshPhongMaterial({ color: P, morphTargets: !1, morphNormals: !1, transparent: !0, opacity: I, side: f.DoubleSide });\n return N.createMesh(A, D, { localTimeEnabled: !1, localMorphColour: !1 }), N.getMorph() ? (N.setVisibility(!1), N.setName(C), N.setRenderOrder(O), this.addZincObject(N), N) : void 0;\n };\n };\n a.Region = v;\n },\n /* 45 */\n /***/\n (o, a, c) => {\n c(4), c(5).toBufferGeometry;\n var l = c(46).LineSegments2, d = c(48).LineMaterial, h = c(47).LineSegmentsGeometry, p = function() {\n c(24).Lines.call(this), this.isLines2 = !0;\n var g = Array(300);\n this.createLineSegment = (f, u, y) => {\n if (f && u) {\n var v = new h();\n v.setPositions(f), v.colorsNeedUpdate = !0;\n var m = new l(v, u);\n m.scale.set(1, 1, 1), m.computeLineDistances(), this.setMesh(m, y.localTimeEnabled, y.localMorphColour);\n }\n }, this.setWidth = (f) => {\n this.morph && this.morph.material && (this.morph.material.linewidth = f, this.morph.material.needsUpdate = !0);\n }, this.addVertices = function(f) {\n if (f && f.length) {\n var u = this.getMorph();\n u || (this.drawRange = 0);\n var y = 3 * this.drawRange;\n if (f.forEach((v) => {\n g[y++] = v[0], g[y++] = v[1], g[y++] = v[2], this.drawRange++;\n }), !u) for (; 300 > y; ) g[y++] = f[0][0], g[y++] = f[0][1], g[y++] = f[0][2];\n u && (u.geometry.setPositions(g), u.computeLineDistances(), this.boundingBoxUpdateRequired = !0);\n }\n return g;\n }, this.getVerticesByFaceIndex = function(f) {\n var u = 3 * (2 * f), y = this.getMorph();\n if (y && 3 * this.drawRange > u) {\n var v = y.geometry.getAttribute(\"instanceStart\");\n return [[v.data.array[u], v.data.array[++u], v.data.array[++u]], [v.data.array[++u], v.data.array[++u], v.data.array[++u]]];\n }\n return [];\n }, this.editVertices = function(f, u) {\n if (f && f.length) {\n var y = this.getMorph(), v = u + f.length - 1;\n if (!y || 0 > u || v >= this.drawRange) return;\n var m = 3 * u;\n for (f.forEach((w) => {\n g[m++] = w[0], g[m++] = w[1], g[m++] = w[2];\n }), m = 3 * this.drawRange; 300 > m; ) g[m++] = f[0][0], g[m++] = f[0][1], g[m++] = f[0][2];\n y.geometry.setPositions(g), y.computeLineDistances(), this.boundingBoxUpdateRequired = !0;\n }\n return g;\n }, this.addLines = (f, u) => {\n if (f && 0 < f.length) {\n this.addVertices(f);\n var y = this.getMorph();\n if (!y) {\n var v = new d({ color: u, linewidth: 1, vertexColors: !1, worldUnits: !1 });\n v.resolution.set(window.innerWidth, window.innerHeight), this.createLineSegment(g, v, { localTimeEnabled: !1, localMorphColour: !1 });\n }\n this.region && (this.region.pickableUpdateRequired = !0);\n }\n }, this.render = () => {\n var f = this.getMorph().material;\n f.resolution.set(window.innerWidth, window.innerHeight);\n };\n };\n p.prototype = Object.create(c(24).Lines.prototype), p.prototype.constructor = p, a.Lines2 = p;\n },\n /* 46 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n LineSegments2: () => (\n /* binding */\n _\n )\n /* harmony export */\n });\n var l = c(4), d = c(47), h = c(48), p = new l.Vector3(), g = new l.Vector3(), f = new l.Vector4(), u = new l.Vector4(), y = new l.Vector4(), v = new l.Vector3(), m = new l.Matrix4(), w = new l.Line3(), S = new l.Vector3(), T = new l.Box3(), M = new l.Sphere(), x = new l.Vector4();\n class _ extends l.Mesh {\n constructor() {\n var L = 0 < arguments.length && arguments[0] !== void 0 ? arguments[0] : new d.LineSegmentsGeometry(), R = 1 < arguments.length && arguments[1] !== void 0 ? arguments[1] : new h.LineMaterial({ color: 16777215 * Math.random() });\n super(L, R), this.type = \"LineSegments2\";\n }\n // for backwards-compatability, but could be a method of LineSegmentsGeometry...\n computeLineDistances() {\n for (var L = this.geometry, R = L.attributes.instanceStart, C = L.attributes.instanceEnd, A = new Float32Array(2 * R.count), P = 0, I = 0, b = R.count; P < b; P++, I += 2) p.fromBufferAttribute(R, P), g.fromBufferAttribute(C, P), A[I] = I == 0 ? 0 : A[I - 1], A[I + 1] = A[I] + p.distanceTo(g);\n var O = new l.InstancedInterleavedBuffer(A, 2, 1);\n return L.setAttribute(\"instanceDistanceStart\", new l.InterleavedBufferAttribute(O, 1, 0)), L.setAttribute(\"instanceDistanceEnd\", new l.InterleavedBufferAttribute(O, 1, 1)), this;\n }\n raycast(L, R) {\n L.camera === null && console.error('LineSegments2: \"Raycaster.camera\" needs to be set in order to raycast against LineSegments2.');\n var C = L.params.Line2 === void 0 ? 0 : L.params.Line2.threshold || 0, A = L.ray, P = L.camera, I = P.projectionMatrix, b = this.matrixWorld, O = this.geometry, N = this.material, D = N.resolution, B = N.linewidth + C, U = O.attributes.instanceStart, k = O.attributes.instanceEnd, K = -P.near, ie = 2 * Math.max(B / D.width, B / D.height);\n O.boundingSphere === null && O.computeBoundingSphere(), M.copy(O.boundingSphere).applyMatrix4(b);\n var j = Math.max(P.near, M.distanceToPoint(A.origin));\n x.set(0, 0, -j, 1).applyMatrix4(P.projectionMatrix), x.multiplyScalar(1 / x.w), x.applyMatrix4(P.projectionMatrixInverse);\n var G = 0.5 * Math.abs(ie / x.w);\n if (M.radius += G, L.ray.intersectsSphere(M) !== !1) {\n O.boundingBox === null && O.computeBoundingBox(), T.copy(O.boundingBox).applyMatrix4(b);\n var W = Math.max(P.near, T.distanceToPoint(A.origin));\n x.set(0, 0, -W, 1).applyMatrix4(P.projectionMatrix), x.multiplyScalar(1 / x.w), x.applyMatrix4(P.projectionMatrixInverse);\n var q = 0.5 * Math.abs(ie / x.w);\n if (T.max.x += q, T.max.y += q, T.max.z += q, T.min.x -= q, T.min.y -= q, T.min.z -= q, L.ray.intersectsBox(T) !== !1) {\n A.at(1, y), y.w = 1, y.applyMatrix4(P.matrixWorldInverse), y.applyMatrix4(I), y.multiplyScalar(1 / y.w), y.x *= D.x / 2, y.y *= D.y / 2, y.z = 0, v.copy(y), m.multiplyMatrices(P.matrixWorldInverse, b);\n for (var Q = 0, ee = U.count; Q < ee; Q++) {\n f.fromBufferAttribute(U, Q), u.fromBufferAttribute(k, Q), f.w = 1, u.w = 1, f.applyMatrix4(m), u.applyMatrix4(m);\n var ne = f.z > K && u.z > K;\n if (!ne) {\n if (f.z > K) {\n var Y = f.z - u.z, te = (f.z - K) / Y;\n f.lerp(u, te);\n } else if (u.z > K) {\n var F = u.z - f.z, $ = (u.z - K) / F;\n u.lerp(f, $);\n }\n f.applyMatrix4(I), u.applyMatrix4(I), f.multiplyScalar(1 / f.w), u.multiplyScalar(1 / u.w), f.x *= D.x / 2, f.y *= D.y / 2, u.x *= D.x / 2, u.y *= D.y / 2, w.start.copy(f), w.start.z = 0, w.end.copy(u), w.end.z = 0;\n var J = w.closestPointToPointParameter(v, !0);\n w.at(J, S);\n var z = l.MathUtils.lerp(f.z, u.z, J), V = -1 <= z && 1 >= z, oe = v.distanceTo(S) < 0.5 * B;\n if (V && oe) {\n w.start.fromBufferAttribute(U, Q), w.end.fromBufferAttribute(k, Q), w.start.applyMatrix4(b), w.end.applyMatrix4(b);\n var ue = new l.Vector3(), le = new l.Vector3();\n A.distanceSqToSegment(w.start, w.end, le, ue), R.push({ point: le, pointOnLine: ue, distance: A.origin.distanceTo(le), object: this, face: null, faceIndex: Q, uv: null, uv2: null });\n }\n }\n }\n }\n }\n }\n }\n _.prototype.LineSegments2 = !0;\n },\n /* 47 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n LineSegmentsGeometry: () => (\n /* binding */\n p\n )\n /* harmony export */\n });\n var l = c(4), d = new l.Box3(), h = new l.Vector3();\n class p extends l.InstancedBufferGeometry {\n constructor() {\n super(), this.type = \"LineSegmentsGeometry\", this.setIndex([0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5]), this.setAttribute(\"position\", new l.Float32BufferAttribute([-1, 2, 0, 1, 2, 0, -1, 1, 0, 1, 1, 0, -1, 0, 0, 1, 0, 0, -1, -1, 0, 1, -1, 0], 3)), this.setAttribute(\"uv\", new l.Float32BufferAttribute([-1, 2, 1, 2, -1, 1, 1, 1, -1, -1, 1, -1, -1, -2, 1, -2], 2));\n }\n applyMatrix4(f) {\n var u = this.attributes.instanceStart, y = this.attributes.instanceEnd;\n return u !== void 0 && (u.applyMatrix4(f), y.applyMatrix4(f), u.needsUpdate = !0), this.boundingBox !== null && this.computeBoundingBox(), this.boundingSphere !== null && this.computeBoundingSphere(), this;\n }\n setPositions(f) {\n var u;\n f instanceof Float32Array ? u = f : Array.isArray(f) && (u = new Float32Array(f));\n var y = new l.InstancedInterleavedBuffer(u, 6, 1);\n return this.setAttribute(\"instanceStart\", new l.InterleavedBufferAttribute(y, 3, 0)), this.setAttribute(\"instanceEnd\", new l.InterleavedBufferAttribute(y, 3, 3)), this.computeBoundingBox(), this.computeBoundingSphere(), this;\n }\n setColors(f) {\n var u;\n f instanceof Float32Array ? u = f : Array.isArray(f) && (u = new Float32Array(f));\n var y = new l.InstancedInterleavedBuffer(u, 6, 1);\n return this.setAttribute(\"instanceColorStart\", new l.InterleavedBufferAttribute(y, 3, 0)), this.setAttribute(\"instanceColorEnd\", new l.InterleavedBufferAttribute(y, 3, 3)), this;\n }\n fromWireframeGeometry(f) {\n return this.setPositions(f.attributes.position.array), this;\n }\n fromEdgesGeometry(f) {\n return this.setPositions(f.attributes.position.array), this;\n }\n fromMesh(f) {\n return this.fromWireframeGeometry(new l.WireframeGeometry(f.geometry)), this;\n }\n fromLineSegments(f) {\n var u = f.geometry;\n return u.isGeometry ? void console.error(\"THREE.LineSegmentsGeometry no longer supports Geometry. Use THREE.BufferGeometry instead.\") : (u.isBufferGeometry && this.setPositions(u.attributes.position.array), this);\n }\n computeBoundingBox() {\n this.boundingBox === null && (this.boundingBox = new l.Box3());\n var f = this.attributes.instanceStart, u = this.attributes.instanceEnd;\n f !== void 0 && u !== void 0 && (this.boundingBox.setFromBufferAttribute(f), d.setFromBufferAttribute(u), this.boundingBox.union(d));\n }\n computeBoundingSphere() {\n this.boundingSphere === null && (this.boundingSphere = new l.Sphere()), this.boundingBox === null && this.computeBoundingBox();\n var f = this.attributes.instanceStart, u = this.attributes.instanceEnd;\n if (f !== void 0 && u !== void 0) {\n var y = this.boundingSphere.center;\n this.boundingBox.getCenter(y);\n for (var v = 0, m = 0, w = f.count; m < w; m++) h.fromBufferAttribute(f, m), v = Math.max(v, y.distanceToSquared(h)), h.fromBufferAttribute(u, m), v = Math.max(v, y.distanceToSquared(h));\n this.boundingSphere.radius = Math.sqrt(v), isNaN(this.boundingSphere.radius) && console.error(\"THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.\", this);\n }\n }\n toJSON() {\n }\n applyMatrix(f) {\n return console.warn(\"THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().\"), this.applyMatrix4(f);\n }\n }\n p.prototype.isLineSegmentsGeometry = !0;\n },\n /* 48 */\n /***/\n (o, a, c) => {\n c.r(a), c.d(a, {\n /* harmony export */\n LineMaterial: () => (\n /* binding */\n d\n )\n /* harmony export */\n });\n var l = c(4);\n l.UniformsLib.line = {\n linewidth: { value: 1 },\n resolution: { value: new l.Vector2(1, 1) },\n dashScale: { value: 1 },\n dashSize: { value: 1 },\n dashOffset: { value: 0 },\n gapSize: { value: 1 },\n // todo FIX - maybe change to totalSize\n opacity: { value: 1 }\n }, l.ShaderLib.line = { uniforms: l.UniformsUtils.merge([l.UniformsLib.common, l.UniformsLib.fog, l.UniformsLib.line]), vertexShader: (\n /* glsl */\n `\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 ), fragmentShader: (\n /* glsl */\n `\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\tfloat alpha = opacity;\n\n\t\t\t#ifdef ALPHA_TO_COVERAGE\n\n\t\t\t// artifacts appear on some hardware if a derivative is taken within a conditional\n\t\t\tfloat a = vUv.x;\n\t\t\tfloat b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;\n\t\t\tfloat len2 = a * a + b * b;\n\t\t\tfloat dlen = fwidth( len2 );\n\n\t\t\tif ( abs( vUv.y ) > 1.0 ) {\n\n\t\t\t\talpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );\n\n\t\t\t}\n\n\t\t\t#else\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\t#endif\n\n\t\t\tvec4 diffuseColor = vec4( diffuse, alpha );\n\n\t\t\t#include \n\t\t\t#include \n\n\t\t\tgl_FragColor = vec4( diffuseColor.rgb, alpha );\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 ) };\n class d extends l.ShaderMaterial {\n constructor(p) {\n super({\n type: \"LineMaterial\",\n uniforms: l.UniformsUtils.clone(l.ShaderLib.line.uniforms),\n vertexShader: l.ShaderLib.line.vertexShader,\n fragmentShader: l.ShaderLib.line.fragmentShader,\n clipping: !0\n // required for clipping support\n }), Object.defineProperties(this, { color: { enumerable: !0, get: function() {\n return this.uniforms.diffuse.value;\n }, set: function(f) {\n this.uniforms.diffuse.value = f;\n } }, linewidth: { enumerable: !0, get: function() {\n return this.uniforms.linewidth.value;\n }, set: function(f) {\n this.uniforms.linewidth.value = f;\n } }, dashed: { enumerable: !0, get: function() {\n return \"USE_DASH\" in this.defines;\n }, set(g) {\n !!g != \"USE_DASH\" in this.defines && (this.needsUpdate = !0), g === !0 ? this.defines.USE_DASH = \"\" : delete this.defines.USE_DASH;\n } }, dashScale: { enumerable: !0, get: function() {\n return this.uniforms.dashScale.value;\n }, set: function(f) {\n this.uniforms.dashScale.value = f;\n } }, dashSize: { enumerable: !0, get: function() {\n return this.uniforms.dashSize.value;\n }, set: function(f) {\n this.uniforms.dashSize.value = f;\n } }, dashOffset: { enumerable: !0, get: function() {\n return this.uniforms.dashOffset.value;\n }, set: function(f) {\n this.uniforms.dashOffset.value = f;\n } }, gapSize: { enumerable: !0, get: function() {\n return this.uniforms.gapSize.value;\n }, set: function(f) {\n this.uniforms.gapSize.value = f;\n } }, opacity: { enumerable: !0, get: function() {\n return this.uniforms.opacity.value;\n }, set: function(f) {\n this.uniforms.opacity.value = f;\n } }, resolution: { enumerable: !0, get: function() {\n return this.uniforms.resolution.value;\n }, set: function(f) {\n this.uniforms.resolution.value.copy(f);\n } }, alphaToCoverage: { enumerable: !0, get: function() {\n return \"ALPHA_TO_COVERAGE\" in this.defines;\n }, set: function(f) {\n !!f != \"ALPHA_TO_COVERAGE\" in this.defines && (this.needsUpdate = !0), f === !0 ? (this.defines.ALPHA_TO_COVERAGE = \"\", this.extensions.derivatives = !0) : (delete this.defines.ALPHA_TO_COVERAGE, this.extensions.derivatives = !1);\n } } }), this.setValues(p);\n }\n }\n d.prototype.isLineMaterial = !0;\n },\n /* 49 */\n /***/\n (o, a, c) => {\n var l = c(4);\n a.Minimap = function(d) {\n var h = d;\n this.camera = new l.OrthographicCamera(-0.5, 0.5, 0.5, -0.5, 0.01, 10), this.helper = void 0;\n var p = new l.BufferGeometry(), g = new Float32Array([-1, -1, 1, 1, -1, 1, 1, 1, 1, 1, 1, 1, -1, 1, 1, -1, -1, 1]), f = new l.BufferAttribute(g, 3);\n p.setAttribute(\"position\", f);\n var u = new l.MeshBasicMaterial({ color: 3355443, depthTest: !1, depthWrite: !1, opacity: 0.5, transparent: !0 });\n this.mask = new l.Mesh(p, u);\n var y = new l.Box3(), v = new l.Vector3();\n this.getDiffFromNormalised = (w, S) => {\n y.setFromBufferAttribute(f).getCenter(v);\n var T = v.clone().project(this.camera), M = new l.Vector3(w, S, T.z).unproject(this.camera);\n return M.sub(v);\n };\n var m = (w, S) => {\n h.camera.near && (this.camera.near = h.camera.near), S.farPlane && (this.camera.far = S.farPlane), S.eyePosition && this.camera.position.set(S.eyePosition[0], S.eyePosition[1], S.eyePosition[2]), S.upVector && this.camera.up.set(S.upVector[0], S.upVector[1], S.upVector[2]), S.targetPosition && this.camera.lookAt(new l.Vector3(S.targetPosition[0], S.targetPosition[1], S.targetPosition[2])), this.camera.zoom = 1 / w, this.camera.updateProjectionMatrix();\n };\n this.getBoundary = () => {\n var w = new l.Vector3().copy(h.camera.target).project(h.camera), S = new l.Vector3(-1, -1, w.z).unproject(h.camera), T = new l.Vector3(1, -1, w.z).unproject(h.camera), M = new l.Vector3(1, 1, w.z).unproject(h.camera), x = new l.Vector3(-1, 1, w.z).unproject(h.camera);\n f.copyVector3sArray([S, T, M, M, x, S]), f.needsUpdate = !0;\n }, this.updateCamera = () => {\n this.getBoundary();\n var w = h.getZincCameraControls(), S = h.getBoundingBox();\n if (S) {\n var T = S.min.distanceTo(S.max), M = T / 2, x = (S.min.x + S.max.x) / 2, _ = (S.min.y + S.max.y) / 2, E = (S.min.z + S.max.z) / 2, L = w.getViewportFromCentreAndRadius(x, _, E, M, 40, M * 4);\n m(T, L);\n }\n };\n };\n },\n /* 50 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(51)(l), h = c(3).Geometry, p = c(52), g = c(53).default, f = l.BufferGeometryLoader, u = function(y) {\n var v;\n y && y.isGeometry && (v = y);\n var m = void 0, w = void 0, S = !1, T = void 0, M = (R) => {\n var C = v.getMorph().material.clone();\n C.morphTargets = !1;\n var A = new h(), P = new f(), I = P.parse(R), b = new l.Mesh(I.geometry, C);\n return A.geometry = b.geometry, b.userData = A, A.setMorph(b), A;\n }, x = (R) => {\n switch (R.data.action) {\n case \"message\":\n console.log(R.data.message);\n break;\n case \"result\":\n var C = new u(M(R.data.object));\n T && T(C), T = void 0, S = !1;\n break;\n default:\n throw \"Cannot handle specified action.\";\n }\n }, _ = (R) => {\n if (p !== void 0 && (w = p(\n /*require.resolve*/\n 54\n )), !w) m = new (c(55)).GeometryCSGInternal(R);\n else if (R && R.isGeometry) {\n var C = R.getMorph(), A = C.geometry.clone().applyMatrix(C.matrix).toJSON();\n w.addEventListener(\"message\", function(P) {\n x(P);\n }), w.postMessage({ action: \"initialise\", object: A });\n }\n };\n this.getHostGeometry = () => {\n var R = new d(v.getMorph());\n return new E(R);\n }, this.getGeometry = () => v;\n var E = (R) => {\n var C = v.getMorph().material.clone();\n C.morphTargets = !1;\n var A = R.toMesh(C), P = new h();\n return P.geometry = A.geometry, A.userData = P, P.setMorph(A), P;\n };\n this.setCSG = (R) => {\n m.setCSG(R);\n };\n var L = (R, C, A, P) => {\n if (S)\n P(\"On progress\");\n else {\n var I = R.getMorph(), b = I.geometry.clone().applyMatrix(I.matrix).toJSON();\n T = A, S = !0, w.postMessage({ action: C, object: b });\n }\n };\n this.intersect = (R) => new g((C, A) => {\n if (w) L(R, \"intersect\", C, A);\n else {\n var P = m.intersect(R), I = new u(E(P));\n I.setCSG(P), C(I);\n }\n }), this.subtract = (R) => new g((C, A) => {\n if (w) L(R, \"intersect\", C, A);\n else {\n var P = m.subtract(R), I = new u(E(P));\n I.setCSG(P), C(I);\n }\n }), this.union = (R) => new g((C, A) => {\n if (w) L(R, \"intersect\", C, A);\n else {\n var P = m.union(R), I = new u(E(P));\n I.setCSG(P), C(I);\n }\n }), this.terminateWorker = () => {\n w && w.terminate();\n }, _(y);\n };\n a.GeometryCSG = u;\n },\n /* 51 */\n /***/\n (o) => {\n var a = 1e-5, c = 0, l = 1, d = 2, h = 3;\n o.exports = function(p) {\n var g = function(f) {\n var u, y, v, m, w, S, T, M = [];\n if (f.isBufferGeometry && (f = new p.Geometry().fromBufferGeometry(f)), f instanceof p.Geometry) this.matrix = new p.Matrix4();\n else if (f.isMesh) f.updateMatrix(), this.matrix = f.matrix.clone(), f = f.geometry, f.isBufferGeometry && (f = new p.Geometry().fromBufferGeometry(f)), f.mergeVertices(), f.computeVertexNormals(!1);\n else {\n if (f instanceof g.Node) return this.tree = f, this.matrix = new p.Matrix4(), this;\n throw \"ThreeBSP: Given geometry is unsupported\";\n }\n for (u = 0, y = f.faces.length; u < y; u++)\n v = f.faces[u], w = f.faceVertexUvs[0][u], T = new g.Polygon(), v instanceof p.Face3 ? (m = f.vertices[v.a], S = w ? new p.Vector2(w[0].x, w[0].y) : null, m = new g.Vertex(m.x, m.y, m.z, v.vertexNormals[0], S), m.applyMatrix4(this.matrix), T.vertices.push(m), m = f.vertices[v.b], S = w ? new p.Vector2(w[1].x, w[1].y) : null, m = new g.Vertex(m.x, m.y, m.z, v.vertexNormals[2], S), m.applyMatrix4(this.matrix), T.vertices.push(m), m = f.vertices[v.c], S = w ? new p.Vector2(w[2].x, w[2].y) : null, m = new g.Vertex(m.x, m.y, m.z, v.vertexNormals[2], S), m.applyMatrix4(this.matrix), T.vertices.push(m)) : (p.Face4, m = f.vertices[v.a], S = w ? new p.Vector2(w[0].x, w[0].y) : null, m = new g.Vertex(m.x, m.y, m.z, v.vertexNormals[0], S), m.applyMatrix4(this.matrix), T.vertices.push(m), m = f.vertices[v.b], S = w ? new p.Vector2(w[1].x, w[1].y) : null, m = new g.Vertex(m.x, m.y, m.z, v.vertexNormals[1], S), m.applyMatrix4(this.matrix), T.vertices.push(m), m = f.vertices[v.c], S = w ? new p.Vector2(w[2].x, w[2].y) : null, m = new g.Vertex(m.x, m.y, m.z, v.vertexNormals[2], S), m.applyMatrix4(this.matrix), T.vertices.push(m), m = f.vertices[v.d], S = w ? new p.Vector2(w[3].x, w[3].y) : null, m = new g.Vertex(m.x, m.y, m.z, v.vertexNormals[3], S), m.applyMatrix4(this.matrix), T.vertices.push(m)), T.calculateProperties(), M.push(T);\n this.tree = new g.Node(M);\n };\n return g.prototype.subtract = function(f) {\n var u = this.tree.clone(), y = f.tree.clone();\n return u.invert(), u.clipTo(y), y.clipTo(u), y.invert(), y.clipTo(u), y.invert(), u.build(y.allPolygons()), u.invert(), u = new g(u), u.matrix = this.matrix, u;\n }, g.prototype.union = function(f) {\n var u = this.tree.clone(), y = f.tree.clone();\n return u.clipTo(y), y.clipTo(u), y.invert(), y.clipTo(u), y.invert(), u.build(y.allPolygons()), u = new g(u), u.matrix = this.matrix, u;\n }, g.prototype.intersect = function(f) {\n var u = this.tree.clone(), y = f.tree.clone();\n return u.invert(), y.clipTo(u), y.invert(), u.clipTo(y), y.clipTo(u), u.build(y.allPolygons()), u.invert(), u = new g(u), u.matrix = this.matrix, u;\n }, g.prototype.toGeometry = function() {\n var f, u, y, v, m, w, S, T, M, x, _ = new p.Matrix4().getInverse(this.matrix), E = new p.Geometry(), L = this.tree.allPolygons(), R = L.length, C = {};\n for (f = 0; f < R; f++) for (y = L[f], v = y.vertices.length, u = 2; u < v; u++) x = [], T = y.vertices[0], x.push(new p.Vector2(T.uv.x, T.uv.y)), T = new p.Vector3(T.x, T.y, T.z), T.applyMatrix4(_), typeof C[T.x + \",\" + T.y + \",\" + T.z] > \"u\" ? (E.vertices.push(T), m = C[T.x + \",\" + T.y + \",\" + T.z] = E.vertices.length - 1) : m = C[T.x + \",\" + T.y + \",\" + T.z], T = y.vertices[u - 1], x.push(new p.Vector2(T.uv.x, T.uv.y)), T = new p.Vector3(T.x, T.y, T.z), T.applyMatrix4(_), typeof C[T.x + \",\" + T.y + \",\" + T.z] > \"u\" ? (E.vertices.push(T), w = C[T.x + \",\" + T.y + \",\" + T.z] = E.vertices.length - 1) : w = C[T.x + \",\" + T.y + \",\" + T.z], T = y.vertices[u], x.push(new p.Vector2(T.uv.x, T.uv.y)), T = new p.Vector3(T.x, T.y, T.z), T.applyMatrix4(_), typeof C[T.x + \",\" + T.y + \",\" + T.z] > \"u\" ? (E.vertices.push(T), S = C[T.x + \",\" + T.y + \",\" + T.z] = E.vertices.length - 1) : S = C[T.x + \",\" + T.y + \",\" + T.z], M = new p.Face3(m, w, S, new p.Vector3(y.normal.x, y.normal.y, y.normal.z)), E.faces.push(M), E.faceVertexUvs[0].push(x);\n return E;\n }, g.prototype.toBufferGeometry = function() {\n var f = this.toGeometry(), u = new p.BufferGeometry().fromGeometry(f);\n return u;\n }, g.prototype.toMesh = function(f) {\n var u = this.toBufferGeometry(), y = new p.Mesh(u, f);\n return y.position.setFromMatrixPosition(this.matrix), y.rotation.setFromRotationMatrix(this.matrix), y;\n }, g.Polygon = function(f) {\n f instanceof Array || (f = []), this.vertices = f, 0 < f.length ? this.calculateProperties() : this.normal = this.w = void 0;\n }, g.Polygon.prototype.calculateProperties = function() {\n var f = this.vertices[0], u = this.vertices[1], y = this.vertices[2];\n return this.normal = u.clone().subtract(f).cross(y.clone().subtract(f)).normalize(), this.w = this.normal.clone().dot(f), this;\n }, g.Polygon.prototype.clone = function() {\n var f, u, y = new g.Polygon();\n for (f = 0, u = this.vertices.length; f < u; f++) y.vertices.push(this.vertices[f].clone());\n return y.calculateProperties(), y;\n }, g.Polygon.prototype.flip = function() {\n var f, u = [];\n for (this.normal.multiplyScalar(-1), this.w *= -1, f = this.vertices.length - 1; 0 <= f; f--) u.push(this.vertices[f]);\n return this.vertices = u, this;\n }, g.Polygon.prototype.classifyVertex = function(f) {\n var u = this.normal.dot(f) - this.w;\n return u < -a ? d : u > a ? l : c;\n }, g.Polygon.prototype.classifySide = function(f) {\n var u, y, v, m = 0, w = 0, S = f.vertices.length;\n for (u = 0; u < S; u++) y = f.vertices[u], v = this.classifyVertex(y), v === l ? m++ : v === d && w++;\n return 0 < m && w === 0 ? l : m === 0 && 0 < w ? d : m === 0 && w === 0 ? c : h;\n }, g.Polygon.prototype.splitPolygon = function(f, u, y, v, m) {\n var w = this.classifySide(f);\n if (w === c) (0 < this.normal.dot(f.normal) ? u : y).push(f);\n else if (w === l) v.push(f);\n else if (w === d) m.push(f);\n else {\n var S, T, M, x, _, E, L, R, C, A = [], P = [];\n for (T = 0, S = f.vertices.length; T < S; T++) M = (T + 1) % S, E = f.vertices[T], L = f.vertices[M], x = this.classifyVertex(E), _ = this.classifyVertex(L), x != d && A.push(E), x != l && P.push(E), (x | _) == h && (R = (this.w - this.normal.dot(E)) / this.normal.dot(L.clone().subtract(E)), C = E.interpolate(L, R), A.push(C), P.push(C));\n 3 <= A.length && v.push(new g.Polygon(A).calculateProperties()), 3 <= P.length && m.push(new g.Polygon(P).calculateProperties());\n }\n }, g.Vertex = function(f, u, y, v, m) {\n this.x = f, this.y = u, this.z = y, this.normal = v || new p.Vector3(), this.uv = m || new p.Vector2();\n }, g.Vertex.prototype.clone = function() {\n return new g.Vertex(this.x, this.y, this.z, this.normal.clone(), this.uv.clone());\n }, g.Vertex.prototype.add = function(f) {\n return this.x += f.x, this.y += f.y, this.z += f.z, this;\n }, g.Vertex.prototype.subtract = function(f) {\n return this.x -= f.x, this.y -= f.y, this.z -= f.z, this;\n }, g.Vertex.prototype.multiplyScalar = function(f) {\n return this.x *= f, this.y *= f, this.z *= f, this;\n }, g.Vertex.prototype.cross = function(f) {\n var u = this.x, y = this.y, v = this.z;\n return this.x = y * f.z - v * f.y, this.y = v * f.x - u * f.z, this.z = u * f.y - y * f.x, this;\n }, g.Vertex.prototype.normalize = function() {\n var f = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);\n return this.x /= f, this.y /= f, this.z /= f, this;\n }, g.Vertex.prototype.dot = function(f) {\n return this.x * f.x + this.y * f.y + this.z * f.z;\n }, g.Vertex.prototype.lerp = function(f, u) {\n return this.add(f.clone().subtract(this).multiplyScalar(u)), this.normal.add(f.normal.clone().sub(this.normal).multiplyScalar(u)), this.uv.add(f.uv.clone().sub(this.uv).multiplyScalar(u)), this;\n }, g.Vertex.prototype.interpolate = function(f, u) {\n return this.clone().lerp(f, u);\n }, g.Vertex.prototype.applyMatrix4 = function(f) {\n var u = this.x, y = this.y, v = this.z, m = f.elements;\n return this.x = m[0] * u + m[4] * y + m[8] * v + m[12], this.y = m[1] * u + m[5] * y + m[9] * v + m[13], this.z = m[2] * u + m[6] * y + m[10] * v + m[14], this;\n }, g.Node = function(f) {\n var u, y, v = [], m = [];\n if (this.polygons = [], this.front = this.back = void 0, f instanceof Array && f.length !== 0) {\n for (this.divider = f[0].clone(), u = 0, y = f.length; u < y; u++) this.divider.splitPolygon(f[u], this.polygons, this.polygons, v, m);\n 0 < v.length && (this.front = new g.Node(v)), 0 < m.length && (this.back = new g.Node(m));\n }\n }, g.Node.isConvex = function(f) {\n var u, y;\n for (u = 0; u < f.length; u++) for (y = 0; y < f.length; y++) if (u !== y && f[u].classifySide(f[y]) !== d) return !1;\n return !0;\n }, g.Node.prototype.build = function(f) {\n var u, y, v = [], m = [];\n for (this.divider || (this.divider = f[0].clone()), u = 0, y = f.length; u < y; u++) this.divider.splitPolygon(f[u], this.polygons, this.polygons, v, m);\n 0 < v.length && (!this.front && (this.front = new g.Node()), this.front.build(v)), 0 < m.length && (!this.back && (this.back = new g.Node()), this.back.build(m));\n }, g.Node.prototype.allPolygons = function() {\n var f = this.polygons.slice();\n return this.front && (f = f.concat(this.front.allPolygons())), this.back && (f = f.concat(this.back.allPolygons())), f;\n }, g.Node.prototype.clone = function() {\n var f = new g.Node();\n return f.divider = this.divider.clone(), f.polygons = this.polygons.map(function(u) {\n return u.clone();\n }), f.front = this.front && this.front.clone(), f.back = this.back && this.back.clone(), f;\n }, g.Node.prototype.invert = function() {\n var f, u, y;\n for (f = 0, u = this.polygons.length; f < u; f++) this.polygons[f].flip();\n return this.divider.flip(), this.front && this.front.invert(), this.back && this.back.invert(), y = this.front, this.front = this.back, this.back = y, this;\n }, g.Node.prototype.clipPolygons = function(f) {\n var u, y, v, m;\n if (!this.divider) return f.slice();\n for (v = [], m = [], u = 0, y = f.length; u < y; u++) this.divider.splitPolygon(f[u], v, m, v, m);\n return this.front && (v = this.front.clipPolygons(v)), m = this.back ? this.back.clipPolygons(m) : [], v.concat(m);\n }, g.Node.prototype.clipTo = function(f) {\n this.polygons = f.clipPolygons(this.polygons), this.front && this.front.clipTo(f), this.back && this.back.clipTo(f);\n }, g;\n };\n },\n /* 52 */\n /***/\n (o) => {\n o.exports = Ez();\n },\n /* 53 */\n /***/\n (o) => {\n o.exports = Nz;\n },\n /* 54 */\n /***/\n (o, a, c) => {\n var l = c(3).Geometry, d = c(4), h = d.BufferGeometryLoader;\n o.exports = function(p) {\n var g = void 0, f = function(S) {\n var T = new h(), M = T.parse(S), x = new d.MeshPhongMaterial(), _ = new d.Mesh(M.geometry, x), E = new l();\n return E.setMorph(_), E;\n }, u = function(S) {\n var T = f(S);\n g = new (c(55)).GeometryCSGInternal(T), p.postMessage({ action: \"message\", message: \"Initialised\" });\n }, y = function(S) {\n if (g) {\n var T = f(S), M = g.intersect(T), x = M.toBufferGeometry().toJSON();\n p.postMessage({ action: \"result\", object: x });\n }\n }, v = function(S) {\n if (g) {\n var T = f(S), M = g.subtract(T), x = M.toBufferGeometry().toJSON();\n p.postMessage({ action: \"result\", object: x });\n }\n }, m = function(S) {\n if (g) {\n var T = f(S), M = g.union(T), x = M.toBufferGeometry().toJSON();\n p.postMessage({ action: \"result\", object: x });\n }\n };\n p.addEventListener(\"message\", function(w) {\n switch (w.data.action) {\n case \"initialise\":\n u(w.data.object);\n break;\n case \"intersect\":\n y(w.data.object);\n break;\n case \"subtract\":\n v(w.data.object);\n break;\n case \"union\":\n m(w.data.object);\n break;\n default:\n throw \"Cannot handle specified action.\";\n }\n });\n };\n },\n /* 55 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(51)(l);\n c(3).Geometry, c(50).GeometryCSG;\n var h = function(p) {\n var g;\n p && p.isGeometry && (g = p);\n var f;\n this.setGeometry = (y) => {\n y && y.isGeometry && (g = y), f = void 0;\n }, this.setCSG = (y) => {\n f = y;\n };\n var u = (y) => {\n if (g && g.morph && y && y.morph) {\n f === void 0 && (f = new d(g.morph));\n var v = new d(y.morph);\n return v;\n }\n };\n this.intersect = (y) => {\n var v = u(y);\n return f && v ? f.intersect(v) : void 0;\n }, this.subtract = (y) => {\n var v = u(y);\n return f && v ? f.subtract(v) : void 0;\n }, this.union = (y) => {\n var v = u(y);\n return f && v ? f.union(v) : void 0;\n };\n };\n a.GeometryCSGInternal = h;\n },\n /* 56 */\n /***/\n (o, a, c) => {\n var l = c(4), d = c(51)(l);\n c(18).Glyphset;\n var h = function(p) {\n var g;\n p && p.isGlyphset && (g = p);\n var f = [];\n this.setGlyphset = (v) => {\n v && v.isGlyphset && (g = v), hostCSG = void 0;\n }, this.getGlyphset = () => g;\n var u = () => (v) => {\n var m = v.getMesh(), w = v.getLabel();\n if (m) {\n var S = new d(m.geometry.clone().applyMatrix(m.matrix)), T = [];\n T.csg = S, T.label = w, m.material && (T.material = m.material.clone()), f.push(T);\n }\n }, y = (v) => {\n if (g && v && v.getMorph()) {\n f.length == 0 && g.forEachGlyph(u());\n var m = new d(v.getMorph());\n return m;\n }\n };\n this.intersect = (v) => {\n var m = y(v);\n if (0 < f.length && m) {\n for (var w = new (c(18)).Glyphset(), S = 0; S < f.length; S++) {\n var T = f[S], M = T.csg.intersect(m), x = M.toMesh();\n if (x && x.geometry && 0 < x.geometry.vertices.length) {\n T.material && (x.material = T.material, x.material.side = l.DoubleSide, x.material.clippingPlanes = null);\n var _ = w.addMeshAsGlyph(x, S + 1);\n _.setLabel(T.label);\n }\n }\n var E = new h(w);\n return E;\n }\n };\n };\n a.GlyphsetCSG = h;\n }\n /******/\n ], i = {};\n function r(o) {\n var a = i[o];\n if (a !== void 0)\n return a.exports;\n var c = i[o] = {\n /******/\n // no module.id needed\n /******/\n // no module.loaded needed\n /******/\n exports: {}\n /******/\n };\n return t[o].call(c.exports, c, c.exports, r), c.exports;\n }\n r.n = (o) => {\n var a = o && o.__esModule ? (\n /******/\n () => o.default\n ) : (\n /******/\n () => o\n );\n return r.d(a, { a }), a;\n }, r.d = (o, a) => {\n for (var c in a)\n r.o(a, c) && !r.o(o, c) && Object.defineProperty(o, c, { enumerable: !0, get: a[c] });\n }, r.o = (o, a) => Object.prototype.hasOwnProperty.call(o, a), r.r = (o) => {\n typeof Symbol < \"u\" && Symbol.toStringTag && Object.defineProperty(o, Symbol.toStringTag, { value: \"Module\" }), Object.defineProperty(o, \"__esModule\", { value: !0 });\n };\n var s = r(0);\n return s;\n })()\n ));\n})(Dy);\nvar Ur = Dy.exports;\nconst Gc = /* @__PURE__ */ rL(Ur), $v = (n, e) => {\n if (n) {\n let t = \"\";\n n.forEach((i) => {\n t = i.uuid, i.region && (t = i.region.uuid + \"/\" + t), i && i.getVisibility() && e.push(t);\n });\n }\n return e;\n}, Yd = (n, e) => {\n const t = n[0] - e[0], i = n[1] - e[1], r = n[2] - e[2];\n return Math.sqrt(t * t + i * i + r * r);\n}, Fz = (n) => {\n const e = n.zincObjects;\n if (e.length > 0 && e[0]) {\n const t = e[0];\n if (t.isEditable && t.isLines2) {\n const i = n.identifiers[0].extraData.intersected;\n if (i && i.faceIndex > -1) {\n const r = t.getVerticesByFaceIndex(i.faceIndex), s = n.identifiers[0].extraData.intersected.pointOnLine;\n if (r.length > 1) {\n const o = Yd(r[0], [s.x, s.y, s.z]), a = Yd(r[1], [s.x, s.y, s.z]);\n return o > a ? { zincObject: t, faceIndex: i.faceIndex, vertexIndex: i.faceIndex * 2 + 1, point: r[0] } : { zincObject: t, faceIndex: i.faceIndex, vertexIndex: i.faceIndex * 2, point: r[1] };\n }\n }\n }\n }\n}, Bz = (n) => {\n const e = n.zincObjects;\n if (e.length > 0 && e[0]) {\n const t = e[0];\n if (t.isEditable)\n return t;\n }\n}, zz = (n, e, t) => {\n if (n != null && n.isEditable && (n != null && n.isPointset)) {\n let i = !1;\n for (let r = 0; r < 3 && !i; r++)\n t[r] !== 0 && (i = !0);\n if (i && e > -1) {\n const r = n.getVerticesByIndex(e);\n return r && (r[0] = r[0] + t[0], r[1] = r[1] + t[1], r[2] = r[2] + t[2]), n.editVertices([r], e), n.boundingBoxUpdateRequired = !0, !0;\n }\n }\n return !1;\n}, Pc = (n, e) => {\n if (n != null && n.isEditable && (n != null && n.isLines2) && e > -1) {\n const t = n.getVerticesByFaceIndex(e);\n if (t && t.length > 1)\n return Yd(t[1], t[0]);\n }\n return 0;\n}, Wh = (n, e, t, i) => {\n if (n && t !== 0 && n.isEditable && n.isLines2 && e > -1) {\n const r = n.getVerticesByFaceIndex(e);\n let s = [r[1][0] - r[0][0], r[1][1] - r[0][1], r[1][2] - r[0][2]];\n const o = Math.sqrt(s[0] * s[0] + s[1] * s[1] + s[2] * s[2]);\n for (let a = 0; a < 3; a++)\n s[a] = s[a] / o * t, i ? r[1][a] = r[0][a] + s[a] : (r[0][a] = r[0][a] + s[a], r[1][a] = r[1][a] + s[a]);\n return n.editVertices(r, e * 2), n.boundingBoxUpdateRequired = !0, !0;\n }\n return !1;\n}, Uz = (n, e) => {\n const t = e.getBoundingBox(), i = new Ur.THREE.Vector3().subVectors(t.max, t.min), r = new Ur.THREE.BoxGeometry(i.x, i.y, i.z);\n i.addVectors(t.min, t.max).multiplyScalar(0.5);\n const s = r.getAttribute(\"position\"), o = s.count, a = [];\n for (let c = 0; c < o; c++)\n a[c] = [\n s.array[c * 3],\n s.array[c * 3 + 1],\n s.array[c * 3 + 2]\n ];\n n.editVertices(a, 0), n.setPosition(i.x, i.y, i.z), r.dispose();\n}, Pw = (n, e) => {\n let t = \"\";\n n.isRegion && (t = `__r${n.regionPath}`), n.isPrimitives && (t = `${n.regionPath}/${n.label}`), e.push(t), n.children && n.children.forEach((i) => Pw(i, e));\n}, Ao = (n, e, t, i) => {\n let r = n;\n const s = [];\n if (t && (r = n.findChildFromPath(t)), r) {\n const o = Array.isArray(e);\n let a = e;\n o || (a = [a]), a.forEach((c) => {\n const l = r.findObjectsWithGroupName(c, i);\n s.push(...l);\n });\n }\n return s;\n}, Jd = (n, e, t) => {\n const i = n.findIndex((s) => s.uuid === e);\n let r;\n return i > -1 && (r = n[i], t && n.splice(i, 1)), r;\n}, Vz = (n, e) => {\n const t = [];\n if (n && e && e.length > 0) {\n const i = {}, r = {}, s = [n, ...n.getChildRegions(!0)];\n let o, a, c;\n e.forEach((l) => {\n const d = l.split(\"/\");\n c = d[0], o = Jd(s, c, !1), o && (r[c] || (r[c] = o.getFullPath()), d[1] ? (i[c] || (i[c] = o.getAllObjects(!1)), a = Jd(i[c], d[1], !0), a && t.push(`${r[c]}/${a.groupName}`)) : t.push(`__r/${r[c]}`));\n });\n }\n return t;\n}, kz = (n) => {\n if (n) {\n const e = [];\n return n.forEach((i) => {\n i.isZincObject ? e.push(i) : i.isRegion && e.push(...i.getAllObjects(!0));\n }), Object.values(\n e.reduce((i, r) => ({ ...i, [r.uuid]: r }), {})\n );\n }\n return [];\n}, Zv = (n, e) => {\n const t = { label: \"Multiple selections\", regionPath: \"\", objects: [] };\n if (e && n) {\n const i = {}, r = n.getRootRegion();\n e.length > 0 && (t.regionPath = e[0].data.region, t.label = e[0].data.group), e.forEach((s) => {\n s.data.region.includes(t.regionPath) || (t.regionPath = \"\"), t.label !== s.data.group && (t.label = \"Multiple selections\");\n const o = r.findChildFromPath(s.data.region);\n i[o.uuid] || (i[o.uuid] = o.getAllObjects(!1));\n const a = Jd(i[o.uuid], s.data.uuid);\n a && t.objects.push(a);\n });\n }\n return t;\n}, Gz = (n) => {\n const e = n.getMorph();\n let t = \"position\";\n n.isLines2 && (t = \"instanceStart\");\n const i = [];\n let r = 0;\n const s = e.geometry.getAttribute(t);\n for (let o = 0; o < n.drawRange; o++)\n i.push([\n s.array[r++],\n s.array[r++],\n s.array[r++]\n ]);\n return i;\n}, Hz = (n, e, t, i, r) => {\n let s;\n if (n.isPointset ? s = \"MultiPoint\" : n.isLines2 && (s = \"MultiLineString\"), s) {\n const o = Gz(n);\n let a = e.slice(-1) === \"/\" ? e : e + \"/\";\n a = a + t;\n const c = a, l = {\n resource: i,\n item: {\n id: c\n },\n body: {\n evidence: [],\n comment: r\n },\n feature: {\n id: c,\n properties: {\n drawn: !0,\n label: \"Drawn annotation\"\n },\n geometry: {\n coordinates: o,\n type: s\n }\n }\n };\n return r === \"Deleted\" && (l.feature = void 0), l;\n }\n}, Xv = (n, e, t, i, r, s, o) => {\n const a = Hz(t, i, r, s, o);\n if (a)\n return n && n.currentUser && (a.creator = { ...n.currentUser }, a.creator.orcid || (a.creator.orcid = \"0000-0000-0000-0000\"), n.addAnnotation(e, a).then((c) => {\n c.annotationId || console.log(\"There is a problem with the submission, please try again later\");\n }).catch(() => {\n console.log(\"There is a problem with the submission, please try again later\");\n })), a;\n}, Yv = async (n, e, t) => {\n const i = t;\n return await n.drawnFeatures(e, i);\n}, jh = (n, e) => {\n n && e.forEach((t) => {\n const i = t.geometry, r = decodeURIComponent(t.id), s = r.lastIndexOf(\"/\"), o = r.substring(0, s), a = r.substring(s + 1);\n let c;\n i.type === \"MultiPoint\" ? c = n.createPoints(\n o,\n a,\n i.coordinates,\n a,\n 8942\n ) : i.type === \"MultiLineString\" && (c = n.createLines(\n o,\n a,\n i.coordinates,\n 60962\n )), c && (c.zincObject.isEditable = !0);\n });\n}, wr = (n, e) => {\n const t = n.__vccOpts || n;\n for (const [i, r] of e)\n t[i] = r;\n return t;\n}, Wz = {\n name: \"LinesControls\",\n components: {\n Button: sa,\n Col: _i,\n Container: Wi,\n InputNumber: yr,\n Main: vr,\n Slider: ci,\n ElIconArrowLeft: jr,\n ElIconArrowRight: $r\n },\n props: {\n createData: {\n type: Object\n }\n },\n data: function() {\n return {\n adjust: 0,\n pAdjust: 0,\n lengthScale: 0,\n distance: 0,\n newDistance: 0,\n width: 1,\n currentIndex: 0,\n ElIconArrowLeft: In(jr),\n ElIconArrowRight: In($r),\n edited: !1,\n zincObject: void 0\n };\n },\n watch: {\n \"createData.faceIndex\": {\n handler: function(n) {\n var e;\n (e = this.zincObject) != null && e.isLines2 && (this.currentIndex = n, this.distance = Pc(this.zincObject, this.currentIndex));\n },\n immediate: !0\n }\n },\n methods: {\n changeIndex: function(n) {\n n ? 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})\n ]),\n _: 1\n }),\n ae(l, { class: \"tool-row\" }, {\n default: fe(() => [\n ae(o, {\n offset: 0,\n span: 6\n }, {\n default: fe(() => [\n yt(\" Scale: \")\n ]),\n _: 1\n }),\n ae(o, {\n offset: 0,\n span: 10\n }, {\n default: fe(() => [\n ae(a, {\n modelValue: n.scale,\n \"onUpdate:modelValue\": e[12] || (e[12] = (p) => n.scale = p),\n step: 0.01,\n min: 0,\n max: 5,\n \"show-tooltip\": !1,\n onInput: e[13] || (e[13] = (p) => s.modifyScale())\n }, null, 8, [\"modelValue\"])\n ]),\n _: 1\n }),\n ae(o, {\n offset: 0,\n span: 6\n }, {\n default: fe(() => [\n ae(c, {\n modelValue: n.scale,\n \"onUpdate:modelValue\": e[14] || (e[14] = (p) => n.scale = p),\n step: 0.01,\n min: 0,\n max: 5,\n controls: !1,\n class: \"input-box number-input\",\n onChange: e[15] || (e[15] = (p) => s.modifyScale())\n }, null, 8, [\"modelValue\"])\n ]),\n _: 1\n })\n ]),\n _: 1\n })\n ]),\n _: 1\n })\n ]),\n _: 1\n });\n}\nconst Nw = /* @__PURE__ */ wr(Jz, [[\"render\", qz], [\"__scopeId\", \"data-v-6b3997b7\"]]), Kz = {\n name: \"OpacityControls\",\n components: {\n Container: Wi,\n Header: JL,\n Main: vr,\n Slider: ci\n },\n props: {\n material: void 0,\n zincObject: void 0\n },\n data: function() {\n return {\n displayString: \"100%\"\n };\n },\n watch: {\n \"material.opacity\": function() {\n this.material && this.zincObject && this.zincObject.setAlpha(this.material.opacity);\n }\n },\n methods: {\n formatTooltip(n) {\n return this.displayString = Math.floor(100 * n + 0.5) + \"%\", this.displayString;\n }\n }\n}, Qz = { class: \"block\" }, eU = { class: \"display\" };\nfunction tU(n, e, t, i, r, s) {\n const o = ci, a = Wi;\n return t.material ? (pe(), He(a, {\n key: 0,\n class: \"opacity-container\"\n }, {\n default: fe(() => [\n Be(\"div\", Qz, [\n Be(\"span\", eU, wt(n.displayString), 1),\n ae(o, {\n modelValue: t.material.opacity,\n \"onUpdate:modelValue\": e[0] || (e[0] = (c) => t.material.opacity = c),\n class: \"my-slider\",\n step: 0.01,\n min: 0,\n max: 1,\n \"format-tooltip\": s.formatTooltip,\n \"show-tooltip\": !1\n }, null, 8, [\"modelValue\", \"format-tooltip\"])\n ])\n ]),\n _: 1\n })) : Ge(\"\", !0);\n}\nconst Fw = /* @__PURE__ */ wr(Kz, [[\"render\", tU], [\"__scopeId\", \"data-v-cbfc46a5\"]]), nU = {\n name: \"PrimitiveControls\",\n components: {\n Collapse: by,\n CollapseItem: xy,\n LinesControls: Iw,\n OpacityControls: Fw,\n PointsControls: Ow,\n TextureSlidesControls: Dw,\n TransformationControls: Nw,\n ElIconArrowRight: $r\n },\n props: {\n createData: {\n type: Object\n }\n },\n data: function() {\n return {\n activeName: \"oControls\",\n material: void 0,\n isTextureSlides: !1,\n isPointset: !1,\n isLines: !1,\n drawerOpen: !0,\n zincObject: void 0,\n isEditable: !1,\n displayString: \"100%\"\n };\n },\n methods: {\n formatTooltip: function(n) {\n return this.displayString = Math.floor(100 * n + 0.5) + \"%\", this.displayString;\n },\n toggleDrawer: function() {\n this.drawerOpen = !this.drawerOpen;\n },\n setObject: function(n) {\n var e;\n n ? this.zincObject = Cn(n) : this.zincObject = void 0, this.isEditable = !!((e = this.zincObject) != null && e.isEditable), this.isPointset = !1, this.isTextureSlides = !1, this.isLines = !1, this.activeName = \"trControls\", n && (n.isTextureSlides ? 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-1 : t > i ? 1 : 0;\n}, sU = {\n name: \"ScaffoldTreeControls\",\n components: {\n ElIconArrowLeft: jr,\n TreeControls: g1\n },\n props: {\n /**\n * Enable/disable colour picker\n */\n showColourPicker: Boolean,\n isReady: Boolean\n },\n data: function() {\n return {\n treeData: [\n { label: \"Root\", regionPath: \"\", id: void 0, children: [] }\n ],\n active: [],\n hover: [],\n drawerOpen: !0,\n nodeNumbers: 0,\n module: void 0\n };\n },\n computed: {\n treeDataEntry: function() {\n return this.treeData[0].children;\n }\n },\n watch: {\n treeDataEntry: {\n deep: !0,\n handler: function(n) {\n this.isReady && this.setColourField(n);\n }\n }\n },\n methods: {\n addTreeItem: function(n, e, t) {\n n.some((i) => i.label === e.label) || (Object.assign(e, { activeColour: this.getColour(e) }), n.push(e), n.sort((i, r) => rU(i, r)), this.nodeNumbers++, this.$nextTick(() => {\n !this.$refs.treeControls.$refs.regionTree.getCheckedKeys().includes(e.id) && t.getVisibility() && this.$refs.treeControls.$refs.regionTree.setChecked(e.id, !0);\n }));\n },\n // find or create new region, region id is always prefixed with\n // '__r/'\n findOrCreateRegion: function(n, e, t) {\n if (this.module && this.module.scene && (this.treeData[0].id = this.module.scene.getRootRegion().uuid, this.treeData[0].isRegion = !0), e.length > 0) {\n const i = [...e];\n let r = n.children.find(\n (a) => a.label == i[0]\n );\n const s = t + \"/\" + e[0], o = this.module.scene.getRootRegion().findChildFromPath(s);\n return r || (r = {\n label: i[0],\n id: o.uuid,\n children: [],\n regionPath: s,\n isRegion: !0\n }, this.addTreeItem(n.children, r, o), s === \"/_helper\" && this.$nextTick(() => {\n this.$refs.treeControls.$refs.regionTree.setChecked(r.id, !1);\n })), i.shift(), this.findOrCreateRegion(r, i, s);\n } else\n return n;\n },\n /**\n * This is called when a new zinc object is read into the scene.\n */\n zincObjectAdded: function(n) {\n const e = n.region;\n if (e) {\n const t = e.getFullSeparatedPath(), i = this.findOrCreateRegion(this.treeData[0], t, \"\");\n if (n.groupName && i) {\n i.children || (i.children = []);\n const r = {\n label: n.groupName,\n id: e.uuid + \"/\" + n.uuid,\n isPrimitives: !0,\n regionPath: n.region.getFullPath(),\n isTextureSlides: !!n.isTextureSlides\n };\n this.addTreeItem(i.children, r, n);\n }\n }\n },\n zincObjectRemoved: function(n) {\n const e = n.groupName;\n if (n.region.findObjectsWithGroupName(e, !1).length === 0) {\n const i = n.region.getFullSeparatedPath(), r = this.findOrCreateRegion(this.treeData[0], i, \"\");\n if (r.children) {\n for (let s = 0; s < r.children.length; s++)\n if (r.children[s].label === e) {\n r.children.splice(s, 1), this.nodeNumbers--;\n return;\n }\n }\n }\n },\n checkChanged: function(n, e) {\n const t = n.isRegion, i = n.isPrimitives, r = e.checkedKeys.includes(n.id), s = this.module.scene.getRootRegion().findChildFromPath(n.regionPath);\n t && (r ? s.showAllPrimitives() : s.hideAllPrimitives()), i && s.findObjectsWithGroupName(n.label).forEach((a) => {\n a.setVisibility(r);\n });\n },\n updateActiveUI: function(n) {\n this.active.length = 0, $v(n, this.active);\n },\n changeActiveByPrimitives: function(n, e) {\n n && n.length > 0 ? 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Promise.resolve(Ht(this, An, \"f\")) : Promise.resolve(s);\n }\n /**\n * Get all annotations about a specific item in a resource.\n *\n * @param userApiKey The Api token of the logged-in Pennsieve user\n * @param resourceId The resource's identifier\n * @param itemId The item's identifier within the resource\n * @return A Promise resolving to either a list of\n * annotations about the item or a reason\n * why annotations couldn't be retrieved.\n */\n async itemAnnotations(e, t, i) {\n const r = await Ht(this, Ki, \"m\", Dr).call(this, e, \"annotations/\", \"GET\", {\n resource: t,\n item: i\n });\n return \"error\" in r ? Promise.resolve(Ht(this, An, \"f\")) : Promise.resolve(r);\n }\n /**\n * Get details of a specific annotation.\n *\n * @param userApiKey The Api token of the logged-in Pennsieve user\n * @param annotationId The annotation's URI\n * @return A Promise resolving to either an annotation\n * with the given URI or a reason why the\n * annotation couldn't be retrieved.\n */\n async annotation(e, t) {\n const i = await Ht(this, Ki, \"m\", Dr).call(this, e, \"annotation/\", \"GET\", {\n annotation: t\n });\n return \"error\" in i ? Promise.resolve(Ht(this, An, \"f\")) : Promise.resolve(i);\n }\n /**\n * Add an annotation about a specific item in a resource.\n *\n * @param userApiKey The Api token of the logged-in Pennsieve user\n * @param annotation Annotation about the feature\n * @return A Promise resolving to either the resulting\n * full annotation or a reason why the\n * annotation couldn't be added\n */\n async addAnnotation(e, t) {\n if (Ht(this, Ai, \"f\") && Ht(this, Ai, \"f\").canUpdate) {\n const i = Object.assign({\n creator: Ht(this, Ai, \"f\"),\n created: (/* @__PURE__ */ new Date()).toISOString()\n }, t), r = await Ht(this, Ki, \"m\", Dr).call(this, e, \"annotation/\", \"POST\", {\n data: i\n });\n if (!(\"error\" in r))\n return Promise.resolve(r);\n Ei(this, An, r, \"f\");\n } else\n Ei(this, An, { error: \"user cannot add annotation\" }, \"f\");\n return Promise.resolve(Ht(this, An, \"f\"));\n }\n}\nja = /* @__PURE__ */ new WeakMap(), Ai = /* @__PURE__ */ new WeakMap(), An = /* @__PURE__ */ new WeakMap(), Ki = /* @__PURE__ */ new WeakSet(), Dr = async function(e, t, i = \"GET\", r = {}) {\n let s = !0;\n const o = new AbortController();\n setTimeout(() => {\n s && (console.log(\"Annotation server timeout...\"), o.abort());\n }, xU);\n const a = {\n method: i,\n signal: o.signal\n };\n let c = `${Ht(this, ja, \"f\")}/${t}`;\n const l = ef.get(\"annotation-key\") || \"\";\n if (i === \"GET\") {\n const h = [];\n for (const [p, g] of Object.entries(r))\n h.push(`${p}=${encodeURIComponent(JSON.stringify(g))}`);\n h.push(`key=${encodeURIComponent(e)}`), h.push(`session=${encodeURIComponent(l)}`), c += \"?\" + h.join(\"&\"), a.headers = {\n Accept: \"application/json; charset=utf-8\",\n \"Cache-Control\": \"no-store\"\n };\n } else if (i === \"POST\") {\n const h = Object.assign({\n key: e,\n session: l\n }, r);\n a.body = JSON.stringify(h), a.headers = {\n Accept: \"application/json; charset=utf-8\",\n \"Content-Type\": \"application/json; charset=utf-8\",\n \"Cache-Control\": \"no-store\"\n };\n }\n const d = await fetch(c, a);\n return s = !1, d.ok ? Promise.resolve(await d.json()) : (Ei(this, An, { error: `${d.status} ${d.statusText}` }, \"f\"), Promise.resolve(Ht(this, An, \"f\")));\n};\nconst ul = { ALL: 0, SELECTED: 1, HIGHLIGHTED: 2, MOVE: 3 }, MU = function(n, e, t) {\n this.eventType = n, this.identifiers = e, this.zincObjects = t;\n}, SU = function(n, e, t) {\n this.targetedID = [];\n const i = n, r = e;\n this.targetEventType = t;\n const s = this;\n t === void 0 && (this.targetEventType = ul.ALL), this.getEventType = function() {\n return t;\n }, this.notify = function(o, a, c, l) {\n if (o !== i && (s.targetEventType === ul.ALL || s.targetEventType === a)) {\n const d = new MU(a, c, l);\n r(d);\n }\n };\n}, _U = function() {\n const n = [];\n this.publish = function(e, t, i, r) {\n for (let s = 0; s < n.length; s++)\n n[s].notify(e, t, i, r);\n }, this.subscribe = function(e, t, i) {\n if (typeof t == \"function\") {\n const r = new SU(e, t, i);\n return n.push(r), r;\n }\n }, this.unsubscribe = function(e) {\n for (let t = 0; t < n.length; t++)\n if (e === n[t]) {\n n.splice(t, 1);\n return;\n }\n };\n}, e0 = {\n isWebGLAvailable: function() {\n try {\n var n = document.createElement(\"canvas\");\n return !!(window.WebGLRenderingContext && (n.getContext(\"webgl\") || n.getContext(\"experimental-webgl\")));\n } catch {\n return !1;\n }\n },\n isWebGL2Available: function() {\n try {\n var n = document.createElement(\"canvas\");\n return !!(window.WebGL2RenderingContext && n.getContext(\"webgl2\"));\n } catch {\n return !1;\n }\n },\n getWebGLErrorMessage: function() {\n return this.getErrorMessage(1);\n },\n getWebGL2ErrorMessage: function() {\n return this.getErrorMessage(2);\n },\n getErrorMessage: function(n) {\n var e = {\n 1: \"WebGL\",\n 2: \"WebGL 2\"\n }, t = {\n 1: window.WebGLRenderingContext,\n 2: window.WebGL2RenderingContext\n }, i = 'This module requires $1 support but your $0 does not seem to support it.', r = document.createElement(\"div\");\n return r.id = \"webglmessage\", r.style.fontFamily = \"monospace\", r.style.fontSize = \"20px\", r.style.fontWeight = \"normal\", r.style.textAlign = \"center\", r.style.background = \"#fff\", r.style.color = \"#000\", r.style.padding = \"1.5em\", r.style.width = \"400px\", r.style.margin = \"5em auto 0\", t[n] ? i = i.replace(\"$0\", \"graphics card\") : i = i.replace(\"$0\", \"browser\"), i = i.replace(\"$1\", e[n]), r.innerHTML = i, r;\n }\n}, Bp = { ALL: 0, DESTROYED: 1, NAME_CHANGED: 2, SETTINGS_CHANGED: 3 }, ei = function() {\n this.typeName = \"Base Module\", this.instanceName = \"default\", this.onChangedCallbacks = [], this.eventNotifiers = [];\n};\nei.prototype.setName = function(n) {\n if (n && this.instanceName !== n) {\n this.instanceName = n;\n const e = this.onChangedCallbacks.slice();\n for (let t = 0; t < e.length; t++)\n e[t](this, Bp.NAME_CHANGED);\n }\n};\nei.prototype.settingsChanged = function() {\n const n = this.onChangedCallbacks.slice();\n for (let e = 0; e < n.length; e++)\n n[e](this, Bp.SETTINGS_CHANGED);\n};\nei.prototype.exportSettings = function() {\n const n = {};\n return n.dialog = this.typeName, n.name = this.instanceName, n;\n};\nei.prototype.importSettings = function(n) {\n return n.dialog == this.typeName ? (this.setName(n.name), !0) : !1;\n};\nei.prototype.publishChanges = function(n, e, t) {\n for (let i = 0; i < this.eventNotifiers.length; i++)\n this.eventNotifiers[i].publish(this, e, n, t);\n};\nei.prototype.getName = function() {\n return this.instanceName;\n};\nei.prototype.destroy = function() {\n const n = this.onChangedCallbacks.slice();\n for (let e = 0; e < n.length; e++)\n n[e](this, Bp.DESTROYED);\n delete this;\n};\nei.prototype.addChangedCallback = function(n) {\n this.onChangedCallbacks.includes(n) == !1 && this.onChangedCallbacks.push(n);\n};\nei.prototype.removeChangedCallback = function(n) {\n const e = this.onChangedCallbacks.indexOf(n);\n e > -1 && this.onChangedCallbacks.splice(e, 1);\n};\nei.prototype.addNotifier = function(n) {\n this.eventNotifiers.push(n);\n};\nconst Dc = (n, e, t) => {\n for (let i = 0; i < n.length; i++)\n if (n[i] && n[i].material && n[i].material.emissive) {\n let r = n[i].userData;\n r && r.isZincObject ? r.setEmissiveRGB(e) : n[i].material && n[i].material.emissive && n[i].material.emissive.setRGB(...e), t && n[i].material.depthFunc && (n[i].material.depthFunc = Ur.THREE.LessEqualDepth), n[i].children.forEach((s) => {\n const o = s.userData;\n o && o.isZincObject && s.material && s.material.emissive && s.material.emissive.setRGB(...e);\n });\n }\n}, TU = function() {\n let n = [], e = [];\n this.highlightColour = [1, 0, 0], this.selectColour = [0, 1, 0], this.originalColour = [0, 0, 0];\n const t = [], i = [], r = this, s = function(c, l) {\n if (c.length == 0 && l.length == 0)\n return !1;\n for (let d = 0; d < c.length; d++) {\n let h = !1;\n for (let p = 0; p < l.length; p++)\n c[d] === l[p] && (h = !0);\n if (!h)\n return !0;\n }\n for (let d = 0; d < l.length; d++) {\n let h = !1;\n for (let p = 0; p < c.length; p++)\n l[d] === c[p] && (h = !0);\n if (!h)\n return !0;\n }\n return !1;\n }, o = function(c, l) {\n if (t.length = 0, l.length == 0)\n return c;\n for (let d = 0; d < c.length; d++) {\n let h = !1;\n for (let p = 0; p < l.length; p++)\n c[d] === l[p] && (h = !0);\n h || t.push(c[d]);\n }\n return t;\n };\n this.setHighlighted = function(c) {\n const l = [...n];\n r.resetHighlighted();\n const d = o(c, e), h = a(d);\n return Dc(h, r.highlightColour, !1), n = d, s(n, l);\n }, this.setSelected = function(c) {\n const l = [...e];\n r.resetHighlighted(), r.resetSelected();\n const d = a(c);\n return Dc(d, r.selectColour, !1), e = c, s(e, l);\n };\n const a = function(c) {\n i.length = 0;\n for (let l = 0; l < c.length; l++)\n c[l].material && i.push(c[l]);\n return i;\n };\n this.resetHighlighted = function() {\n const c = a(n);\n Dc(c, r.originalColour, !0), n = [];\n }, this.resetSelected = function() {\n const c = a(e);\n Dc(c, r.originalColour, !0), e = [];\n }, this.getSelected = function() {\n return e;\n }, this.reset = function() {\n r.resetSelected(), r.resetHighlighted();\n };\n}, zp = Gc.THREE, EU = function() {\n const n = document.createElement(\"div\");\n let e;\n if (n.style.height = \"100%\", e0.isWebGLAvailable())\n e = new Gc.Renderer(n, window), Gc.defaultMaterialColor = 16777116, e.initialiseVisualisation(), e.playAnimation = !1;\n else {\n const t = e0.getWebGLErrorMessage();\n n.appendChild(t);\n }\n return { Zinc: Gc, renderer: e, container: n };\n}, $t = function() {\n ei.call(this), this.scene = void 0, this.rendererContainer = void 0, this.displayArea = void 0, this.graphicsHighlight = new TU(), this.selectObjectOnPick = !0, this.zincRenderer = null, this.selectedScreenCoordinates = new zp.Vector3(), this.selectedCenter = void 0, this.liveUpdatesObjects = void 0, this.ignorePreviousSelected = !1;\n};\n$t.prototype = Object.create(ei.prototype);\n$t.prototype.getIntersectedObject = function(n) {\n if (n) {\n const e = n.map((i) => {\n if (i && i.object && i.object.userData) {\n if (i.object.userData.isMarker)\n return 1;\n if (i.object.name && i.object.userData.isZincObject)\n return 2;\n }\n return 0;\n });\n let t = e.indexOf(1);\n return t = t > -1 ? t : e.indexOf(2), n[t];\n }\n};\n$t.prototype.getAnnotationsFromObjects = function(n) {\n const e = [];\n for (var t = 0; t < n.length; t++) {\n const i = n[t].userData;\n let r;\n if (i) {\n if (i.isGlyph || i.isGlyphset) {\n let s = i;\n i.isGlyph && (s = i.getGlyphset()), r = s.userData ? s.userData.annotation : void 0, r && r.data && (n[t].name && n[t].name != \"\" ? r.data.id = n[t].name : r.data.id = s.groupName);\n } else\n r = i.userData ? i.userData.annotation : void 0, r && r.data && (r.data.id = n[t].name);\n r && (r.data.zincObject = i);\n }\n r && e.push(r);\n }\n return e;\n};\n$t.prototype.setHighlightedByObjects = function(n, e, t, i) {\n const r = this.graphicsHighlight.setHighlighted(n), s = this.objectsToZincObjects(n);\n if (i) {\n let o = ul.MOVE;\n r && (o = ul.HIGHLIGHTED);\n const a = this.getAnnotationsFromObjects(n);\n a.length > 0 && (a[0].coords = e, a[0].extraData = t), this.publishChanges(a, o, s);\n }\n return r;\n};\n$t.prototype.setHighlightedByZincObjects = function(n, e, t, i) {\n let r = [];\n return n && n.forEach((s) => {\n s && s.getMorph() && r.push(s.getMorph());\n }), this.setHighlightedByObjects(r, e, t, i);\n};\n$t.prototype.setupLiveCoordinates = function(n) {\n if (this.liveUpdatesObjects = n, n && n.length > 0) {\n const e = this.scene.getBoundingBoxOfZincObjects(n);\n let t = new zp.Vector3();\n e ? (e.getCenter(t), this.selectedCenter == null ? this.selectedCenter = t : this.selectedCenter.copy(t)) : this.selectedCenter = void 0;\n } else\n this.selectedCenter = void 0;\n};\n$t.prototype.objectsToZincObjects = function(n) {\n const e = [];\n for (let t = 0; t < n.length; t++) {\n let i = n[t].userData;\n if (i)\n if (i.isGlyph || i.isGlyphset) {\n let r = i;\n i.isGlyph && (r = i.getGlyphset()), e.push(r);\n } else\n e.push(i);\n }\n return e;\n};\n$t.prototype.setSelectedByObjects = function(n, e, t, i) {\n let r = !1;\n if (this.selectObjectOnPick ? r = this.graphicsHighlight.setSelected(n) : r = !0, r || this.ignorePreviousSelected) {\n const s = this.objectsToZincObjects(n);\n if (this.selectObjectOnPick && this.setupLiveCoordinates(s), i) {\n const o = ul.SELECTED, a = this.getAnnotationsFromObjects(n);\n a.length > 0 && (a[0].coords = e, a[0].extraData = t), this.publishChanges(a, o, s);\n }\n }\n return r;\n};\n$t.prototype.setSelectedByZincObjects = function(n, e, t, i) {\n let r = [];\n return n && n.forEach((s) => {\n if (s) {\n const o = s.getMorph();\n o && r.push(o);\n }\n }), this.setSelectedByObjects(r, e, t, i);\n};\n$t.prototype.findObjectsByGroupName = function(n) {\n return this.scene.findObjectsWithGroupName(n);\n};\n$t.prototype.setHighlightedByGroupName = function(n, e) {\n const t = this.findObjectsByGroupName(n);\n return this.setHighlightedByObjects(t, void 0, {}, e);\n};\n$t.prototype.setSelectedByGroupName = function(n, e) {\n const t = this.findObjectsByGroupName(n);\n return this.setSelectedByObjects(t, void 0, {}, e);\n};\n$t.prototype.changeBackgroundColour = function(n) {\n const e = new zp.Color(n);\n this.zincRenderer && this.zincRenderer.getThreeJSRenderer().setClearColor(e, 1);\n};\n$t.prototype.resetView = function() {\n this.zincRenderer && this.zincRenderer.resetView();\n};\n$t.prototype.viewAll = function() {\n this.zincRenderer && this.zincRenderer.viewAll();\n};\n$t.prototype.playAnimation = function(n) {\n this.zincRenderer && (this.zincRenderer.playAnimation = n);\n};\n$t.prototype.setPlayRate = function(n) {\n this.zincRenderer && this.zincRenderer.setPlayRate(n);\n};\n$t.prototype.getPlayRate = function(n) {\n return this.zincRenderer ? this.zincRenderer.getPlayRate() : 0;\n};\n$t.prototype.initialiseRenderer = function(n) {\n if (this.zincRenderer === void 0 || this.rendererContainer === void 0) {\n let e = EU();\n this.Zinc = e.Zinc, this.zincRenderer = e.renderer, this.rendererContainer = e.container;\n }\n n && (this.displayArea = n, this.displayArea.appendChild(this.rendererContainer), this.zincRenderer && this.zincRenderer.animate());\n};\n$t.prototype.destroy = function() {\n this.zincRenderer && (this.zincRenderer.dispose(), this.zincRenderer.getThreeJSRenderer().dispose(), this.zincRenderer = void 0), ei.prototype.destroy.call(this);\n};\nconst AU = function() {\n this.type = \"anatomical\", this.data = void 0, this.isAnnotation = !0;\n}, CU = function() {\n this.currentName = \"\", this.currentSystem = \"\", this.currentPart = \"\", this.currentSpecies = \"\", this.metaURL = \"\", this.viewURL = \"\", this.timeVarying = !1, this.currentTime = 0;\n}, Ww = function(n) {\n $t.call(this);\n const e = this;\n let t;\n this.sceneData = new CU();\n const i = new Array(), r = new Array(), s = new Array(), o = new Array();\n let a;\n const c = n;\n this.NDCCameraControl = void 0, e.typeName = \"Organ Viewer\", this.getSceneData = function() {\n return e.sceneData;\n }, this.updateTime = function(_) {\n let E = 6e3;\n e.scene && (E = e.scene.getDuration());\n const L = _ / 100 * E;\n e.sceneData.nerveMapIsActive || e.scene && e.scene.setMorphsTime(L), e.sceneData.currentTime = _;\n };\n const l = function() {\n let _ = 3e3;\n e.scene && (_ = e.scene.getDuration());\n const E = e.zincRenderer.getCurrentTime();\n for (let L = 0; L < i.length; L++)\n i[L](E);\n !e.sceneData.nerveMapIsActive && t && t.setMorphsTime(E), e.sceneData.nerveMap && e.sceneData.nerveMap.additionalReader && e.sceneData.nerveMap.additionalReader.setTime(E / _), e.sceneData.currentTime = E / _ * 100;\n };\n this.getCurrentTime = function() {\n return e.sceneData.currentTime;\n }, this.toggleSyncControl = (_, E) => {\n let L = this.scene.getZincCameraControls();\n _ ? (L.resetView(), this.NDCCameraControl = L.enableSyncControl(), L.setRotationMode(E)) : (L.disableSyncControl(), this.NDCCameraControl = void 0, L.setRotationMode(\"free\"));\n }, this.isSyncControl = () => this.NDCCameraControl !== void 0, this.setSyncControlZoomToBox = (_) => {\n this.NDCCameraControl && this.NDCCameraControl.zoomToBox(_, 2);\n }, this.setSyncControlCallback = (_) => {\n this.NDCCameraControl && this.NDCCameraControl.setEventCallback(_);\n }, this.setSyncControlCenterZoom = (_, E) => {\n this.NDCCameraControl && this.NDCCameraControl.setCenterZoom(_, E);\n };\n const d = function() {\n if (e.zincRenderer.playAnimation && e.liveUpdatesObjects && e.setupLiveCoordinates(e.liveUpdatesObjects), e.selectedCenter) {\n const _ = new Ur.THREE.Vector3();\n _.copy(e.selectedCenter);\n const E = e.scene.vectorToScreenXY(_);\n e.selectedScreenCoordinates.x = E.x, e.selectedScreenCoordinates.y = E.y;\n }\n }, h = function() {\n return function() {\n l();\n };\n }, p = function() {\n return function() {\n d();\n };\n };\n this.addTimeChangedCallback = function(_) {\n i.push(_);\n }, this.setTexturePos = function(_) {\n e.sceneData.nerveMap && e.sceneData.nerveMap.additionalReader && e.sceneData.nerveMap.additionalReader.setSliderPos(_);\n }, this.addSceneChangedCallback = function(_) {\n r.push(_);\n }, this.addOrganPartAddedCallback = function(_) {\n s.push(_);\n }, this.addOrganPartRemovedCallback = function(_) {\n o.push(_);\n }, this.setFinishDownloadCallback = function(_) {\n a = _;\n }, this.unsetFinishDownloadCallback = function() {\n a = void 0;\n }, this.getNamedObjectsToScreenCoordinates = function(_, E) {\n const L = new Ur.THREE.Vector3();\n L.setFromMatrixPosition(obj.matrixWorld);\n const R = width / 2, C = height / 2;\n return L.project(E), L.x = L.x * R + R, L.y = -(L.y * C) + C, L;\n };\n const g = function(_) {\n let E, L;\n if (_ !== void 0) {\n let R = !1;\n _.object.userData && _.object.userData.isMarker ? (R = !0, L = _.object.userData.parent.getMorph()) : L = _.object;\n try {\n L.userData.userData.annotation.data.lastActionOnMarker = R;\n } finally {\n }\n if (L)\n if (L.name)\n E = L.name;\n else {\n const C = e.getAnnotationsFromObjects(\n [L]\n );\n C && C[0] && (E = C[0].data.group);\n }\n }\n return { id: E, object: L };\n }, f = function() {\n return function(_, E, L) {\n var I;\n const R = e.getIntersectedObject(_), C = g(R), A = {\n worldCoords: [\n R ? R.point.x : 0,\n R ? R.point.y : 0,\n R ? R.point.z : 0\n ],\n intersected: R,\n intersects: _\n }, P = { x: E, y: L };\n if (C.id) {\n A.threeID = (I = C.object) == null ? void 0 : I.id, C.object.userData.isGlyph ? C.object.name ? e.setSelectedByObjects(\n [C.object],\n P,\n A,\n !0\n ) : e.setSelectedByZincObjects(\n C.object.userData.getGlyphset(),\n P,\n A,\n !0\n ) : e.setSelectedByObjects([C.object], P, A, !0);\n return;\n } else\n e.setSelectedByObjects([], P, A, !0);\n };\n }, u = function() {\n return function(_, E, L) {\n var I;\n const R = e.getIntersectedObject(_), C = g(R), A = {\n worldCoords: [\n R ? R.point.x : 0,\n R ? R.point.y : 0,\n R ? 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Qh : e.autoVacuum;\n this._options = Ct(Ct(Ct({}, Kh), e), { autoVacuum: t, searchOptions: Ct(Ct({}, t0), e.searchOptions || {}), autoSuggestOptions: Ct(Ct({}, VU), e.autoSuggestOptions || {}) }), this._index = new Yh(), this._documentCount = 0, this._documentIds = /* @__PURE__ */ new Map(), this._idToShortId = /* @__PURE__ */ new Map(), this._fieldIds = {}, this._fieldLength = /* @__PURE__ */ new Map(), this._avgFieldLength = [], this._nextId = 0, this._storedFields = /* @__PURE__ */ new Map(), this._dirtCount = 0, this._currentVacuum = null, this._enqueuedVacuum = null, this._enqueuedVacuumConditions = rf, this.addFields(this._options.fields);\n }\n return n.prototype.add = function(e) {\n var t, i, r, s, o, a, c = this._options, l = c.extractField, d = c.tokenize, h = c.processTerm, p = c.fields, g = c.idField, f = l(e, g);\n if (f == null)\n throw new Error('MiniSearch: document does not have ID field \"'.concat(g, '\"'));\n if (this._idToShortId.has(f))\n throw new Error(\"MiniSearch: duplicate ID \".concat(f));\n var u = this.addDocumentId(f);\n this.saveStoredFields(u, e);\n try {\n for (var y = st(p), v = y.next(); !v.done; v = y.next()) {\n var m = v.value, w = l(e, m);\n if (w != null) {\n var S = d(w.toString(), m), T = this._fieldIds[m], M = new Set(S).size;\n this.addFieldLength(u, T, this._documentCount - 1, M);\n try {\n for (var x = (r = void 0, st(S)), _ = x.next(); !_.done; _ = x.next()) {\n var E = _.value, L = h(E, m);\n if (Array.isArray(L))\n try {\n for (var R = (o = void 0, st(L)), C = R.next(); !C.done; C = R.next()) {\n var A = C.value;\n this.addTerm(T, u, A);\n }\n } catch (P) {\n o = { error: P };\n } finally {\n try {\n C && !C.done && (a = R.return) && a.call(R);\n } finally {\n if (o) throw o.error;\n }\n }\n else L && this.addTerm(T, u, L);\n }\n } catch (P) {\n r = { error: P };\n } finally {\n try {\n _ && !_.done && (s = x.return) && s.call(x);\n } finally {\n if (r) throw r.error;\n }\n }\n }\n }\n } catch (P) {\n t = { error: P };\n } finally {\n try {\n v && !v.done && (i = y.return) && i.call(y);\n } finally {\n if (t) throw t.error;\n }\n }\n }, n.prototype.addAll = function(e) {\n var t, i;\n try {\n for (var r = st(e), s = r.next(); !s.done; s = r.next()) {\n var o = s.value;\n this.add(o);\n }\n } catch (a) {\n t = { error: a };\n } finally {\n try {\n s && !s.done && (i = r.return) && i.call(r);\n } finally {\n if (t) throw t.error;\n }\n }\n }, n.prototype.addAllAsync = function(e, t) {\n var i = this;\n t === void 0 && (t = {});\n var r = t.chunkSize, s = r === void 0 ? 10 : r, o = { chunk: [], promise: Promise.resolve() }, a = e.reduce(function(d, h, p) {\n var g = d.chunk, f = d.promise;\n return g.push(h), (p + 1) % s === 0 ? {\n chunk: [],\n promise: f.then(function() {\n return new Promise(function(u) {\n return setTimeout(u, 0);\n });\n }).then(function() {\n return i.addAll(g);\n })\n } : { chunk: g, promise: f };\n }, o), c = a.chunk, l = a.promise;\n return l.then(function() {\n return i.addAll(c);\n });\n }, n.prototype.remove = function(e) {\n var t, i, r, s, o, a, c = this._options, l = c.tokenize, d = c.processTerm, h = c.extractField, p = c.fields, g = c.idField, f = h(e, g);\n if (f == null)\n throw new Error('MiniSearch: document does not have ID field \"'.concat(g, '\"'));\n var u = this._idToShortId.get(f);\n if (u == null)\n throw new Error(\"MiniSearch: cannot remove document with ID \".concat(f, \": it is not in the index\"));\n try {\n for (var y = st(p), v = y.next(); !v.done; v = y.next()) {\n var m = v.value, w = h(e, m);\n if (w != null) {\n var S = l(w.toString(), m), T = this._fieldIds[m], M = new Set(S).size;\n this.removeFieldLength(u, T, this._documentCount, M);\n try {\n for (var x = (r = void 0, st(S)), _ = x.next(); !_.done; _ = x.next()) {\n var E = _.value, L = d(E, m);\n if (Array.isArray(L))\n try {\n for (var R = (o = void 0, st(L)), C = R.next(); !C.done; C = R.next()) {\n var A = C.value;\n this.removeTerm(T, u, A);\n }\n } catch (P) {\n o = { error: P };\n } finally {\n try {\n C && !C.done && (a = R.return) && a.call(R);\n } finally {\n if (o) throw o.error;\n }\n }\n else L && this.removeTerm(T, u, L);\n }\n } catch (P) {\n r = { error: P };\n } finally {\n try {\n _ && !_.done && (s = x.return) && s.call(x);\n } finally {\n if (r) throw r.error;\n }\n }\n }\n }\n } catch (P) {\n t = { error: P };\n } finally {\n try {\n v && !v.done && (i = y.return) && i.call(y);\n } finally {\n if (t) throw t.error;\n }\n }\n this._storedFields.delete(u), this._documentIds.delete(u), this._idToShortId.delete(f), this._fieldLength.delete(u), this._documentCount -= 1;\n }, n.prototype.removeAll = function(e) {\n var t, i;\n if (e)\n try {\n for (var r = st(e), s = r.next(); !s.done; s = r.next()) {\n var o = s.value;\n this.remove(o);\n }\n } catch (a) {\n t = { error: a };\n } finally {\n try {\n s && !s.done && (i = r.return) && i.call(r);\n } finally {\n if (t) throw t.error;\n }\n }\n else {\n if (arguments.length > 0)\n throw new Error(\"Expected documents to be present. Omit the argument to remove all documents.\");\n this._index = new Yh(), this._documentCount = 0, this._documentIds = /* @__PURE__ */ new Map(), this._idToShortId = /* @__PURE__ */ new Map(), this._fieldLength = /* @__PURE__ */ new Map(), this._avgFieldLength = [], this._storedFields = /* @__PURE__ */ new Map(), this._nextId = 0;\n }\n }, n.prototype.discard = function(e) {\n var t = this, i = this._idToShortId.get(e);\n if (i == null)\n throw new Error(\"MiniSearch: cannot discard document with ID \".concat(e, \": it is not in the index\"));\n this._idToShortId.delete(e), this._documentIds.delete(i), this._storedFields.delete(i), (this._fieldLength.get(i) || []).forEach(function(r, s) {\n t.removeFieldLength(i, s, t._documentCount, r);\n }), this._fieldLength.delete(i), this._documentCount -= 1, this._dirtCount += 1, this.maybeAutoVacuum();\n }, n.prototype.maybeAutoVacuum = function() {\n if (this._options.autoVacuum !== !1) {\n var e = this._options.autoVacuum, t = e.minDirtFactor, i = e.minDirtCount, r = e.batchSize, s = e.batchWait;\n this.conditionalVacuum({ batchSize: r, batchWait: s }, { minDirtCount: i, minDirtFactor: t });\n }\n }, n.prototype.discardAll = function(e) {\n var t, i, r = this._options.autoVacuum;\n try {\n this._options.autoVacuum = !1;\n try {\n for (var s = st(e), o = s.next(); !o.done; o = s.next()) {\n var a = o.value;\n this.discard(a);\n }\n } catch (c) {\n t = { error: c };\n } finally {\n try {\n o && !o.done && (i = s.return) && i.call(s);\n } finally {\n if (t) throw t.error;\n }\n }\n } finally {\n this._options.autoVacuum = r;\n }\n this.maybeAutoVacuum();\n }, n.prototype.replace = function(e) {\n var t = this._options, i = t.idField, r = t.extractField, s = r(e, i);\n this.discard(s), this.add(e);\n }, n.prototype.vacuum = function(e) {\n return e === void 0 && (e = {}), this.conditionalVacuum(e);\n }, n.prototype.conditionalVacuum = function(e, t) {\n var i = this;\n return this._currentVacuum ? 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Promise.resolve() : (this._currentVacuum = this.performVacuuming(e), this._currentVacuum);\n }, n.prototype.performVacuuming = function(e, t) {\n return LU(this, void 0, void 0, function() {\n var i, r, s, o, a, c, l, d, h, p, g, f, u, y, v, m, w, S, T, M, x, _, E, L, R;\n return RU(this, function(C) {\n switch (C.label) {\n case 0:\n if (i = this._dirtCount, !this.vacuumConditionsMet(t)) return [3, 10];\n r = e.batchSize || nf.batchSize, s = e.batchWait || nf.batchWait, o = 1, C.label = 1;\n case 1:\n C.trys.push([1, 7, 8, 9]), a = st(this._index), c = a.next(), C.label = 2;\n case 2:\n if (c.done) return [3, 6];\n l = Jt(c.value, 2), d = l[0], h = l[1];\n try {\n for (p = (_ = void 0, st(h)), g = p.next(); !g.done; g = p.next()) {\n f = Jt(g.value, 2), u = f[0], y = f[1];\n try {\n for (v = (L = void 0, st(y)), m = v.next(); !m.done; m = v.next())\n w = Jt(m.value, 1), S = w[0], !this._documentIds.has(S) && (y.size <= 1 ? h.delete(u) : y.delete(S));\n } catch (A) {\n L = { error: A };\n } finally {\n try {\n m && !m.done && (R = v.return) && R.call(v);\n } finally {\n if (L) throw L.error;\n }\n }\n }\n } catch (A) {\n _ = { error: A };\n } finally {\n try {\n g && !g.done && (E = p.return) && E.call(p);\n } finally {\n if (_) throw _.error;\n }\n }\n return this._index.get(d).size === 0 && this._index.delete(d), o % r !== 0 ? [3, 4] : [4, new Promise(function(A) {\n return setTimeout(A, s);\n })];\n case 3:\n C.sent(), C.label = 4;\n case 4:\n o += 1, C.label = 5;\n case 5:\n return c = a.next(), [3, 2];\n case 6:\n return [3, 9];\n case 7:\n return T = C.sent(), M = { error: T }, [3, 9];\n case 8:\n try {\n c && !c.done && (x = a.return) && x.call(a);\n } finally {\n if (M) throw M.error;\n }\n return [\n 7\n /*endfinally*/\n ];\n case 9:\n this._dirtCount -= i, C.label = 10;\n case 10:\n return [4, null];\n case 11:\n return C.sent(), this._currentVacuum = this._enqueuedVacuum, this._enqueuedVacuum = null, [\n 2\n /*return*/\n ];\n }\n });\n });\n }, n.prototype.vacuumConditionsMet = function(e) {\n if (e == null)\n return !0;\n var t = e.minDirtCount, i = e.minDirtFactor;\n return t = t || Qh.minDirtCount, i = i || Qh.minDirtFactor, this.dirtCount >= t && this.dirtFactor >= i;\n }, Object.defineProperty(n.prototype, \"isVacuuming\", {\n /**\n * Is `true` if a vacuuming operation is ongoing, `false` otherwise\n */\n get: function() {\n return this._currentVacuum != null;\n },\n enumerable: !1,\n configurable: !0\n }), Object.defineProperty(n.prototype, \"dirtCount\", {\n /**\n * The number of documents discarded since the most recent vacuuming\n */\n get: function() {\n return this._dirtCount;\n },\n enumerable: !1,\n configurable: !0\n }), Object.defineProperty(n.prototype, \"dirtFactor\", {\n /**\n * A number between 0 and 1 giving an indication about the proportion of\n * documents that are discarded, and can therefore be cleaned up by vacuuming.\n * A value close to 0 means that the index is relatively clean, while a higher\n * value means that the index is relatively dirty, and vacuuming could release\n * memory.\n */\n get: function() {\n return this._dirtCount / (1 + this._documentCount + this._dirtCount);\n },\n enumerable: !1,\n configurable: !0\n }), n.prototype.has = function(e) {\n return this._idToShortId.has(e);\n }, n.prototype.getStoredFields = function(e) {\n var t = this._idToShortId.get(e);\n if (t != null)\n return this._storedFields.get(t);\n }, n.prototype.search = function(e, t) {\n var i, r;\n t === void 0 && (t = {});\n var s = this.executeQuery(e, t), o = [];\n try {\n for (var a = st(s), c = a.next(); !c.done; c = a.next()) {\n var l = Jt(c.value, 2), d = l[0], h = l[1], p = h.score, g = h.terms, f = h.match, u = g.length || 1, y = {\n id: this._documentIds.get(d),\n score: p * u,\n terms: Object.keys(f),\n queryTerms: g,\n match: f\n };\n Object.assign(y, this._storedFields.get(d)), (t.filter == null || t.filter(y)) && o.push(y);\n }\n } catch (v) {\n i = { error: v };\n } finally {\n try {\n c && !c.done && (r = a.return) && r.call(a);\n } finally {\n if (i) throw i.error;\n }\n }\n return e === n.wildcard && t.boostDocument == null && this._options.searchOptions.boostDocument == null || o.sort(i0), o;\n }, n.prototype.autoSuggest = function(e, t) {\n var i, r, s, o;\n t === void 0 && (t = {}), t = Ct(Ct({}, this._options.autoSuggestOptions), t);\n var a = /* @__PURE__ */ new Map();\n try {\n for (var c = st(this.search(e, t)), l = c.next(); !l.done; l = c.next()) {\n var d = l.value, h = d.score, p = d.terms, g = p.join(\" \"), f = a.get(g);\n f != null ? (f.score += h, f.count += 1) : a.set(g, { score: h, terms: p, count: 1 });\n }\n } catch (T) {\n i = { error: T };\n } finally {\n try {\n l && !l.done && (r = c.return) && r.call(c);\n } finally {\n if (i) throw i.error;\n }\n }\n var u = [];\n try {\n for (var y = st(a), v = y.next(); !v.done; v = y.next()) {\n var m = Jt(v.value, 2), f = m[0], w = m[1], h = w.score, p = w.terms, S = w.count;\n u.push({ suggestion: f, terms: p, score: h / S });\n }\n } catch (T) {\n s = { error: T };\n } finally {\n try {\n v && !v.done && (o = y.return) && o.call(y);\n } finally {\n if (s) throw s.error;\n }\n }\n return u.sort(i0), u;\n }, Object.defineProperty(n.prototype, \"documentCount\", {\n /**\n * Total number of documents available to search\n */\n get: function() {\n return this._documentCount;\n },\n enumerable: !1,\n configurable: !0\n }), Object.defineProperty(n.prototype, \"termCount\", {\n /**\n * Number of terms in the index\n */\n get: function() {\n return this._index.size;\n },\n enumerable: !1,\n configurable: !0\n }), n.loadJSON = function(e, t) {\n if (t == null)\n throw new Error(\"MiniSearch: loadJSON should be given the same options used when serializing the index\");\n return this.loadJS(JSON.parse(e), t);\n }, n.getDefault = function(e) {\n if (Kh.hasOwnProperty(e))\n return qh(Kh, e);\n throw new Error('MiniSearch: unknown option \"'.concat(e, '\"'));\n }, n.loadJS = function(e, t) {\n var i, r, s, o, a, c, l = e.index, d = e.documentCount, h = e.nextId, p = e.documentIds, g = e.fieldIds, f = e.fieldLength, u = e.averageFieldLength, y = e.storedFields, v = e.dirtCount, m = e.serializationVersion;\n if (m !== 1 && m !== 2)\n throw new Error(\"MiniSearch: cannot deserialize an index created with an incompatible version\");\n var w = new n(t);\n w._documentCount = d, w._nextId = h, w._documentIds = Nc(p), w._idToShortId = /* @__PURE__ */ new Map(), w._fieldIds = g, w._fieldLength = Nc(f), w._avgFieldLength = u, w._storedFields = Nc(y), w._dirtCount = v || 0, w._index = new Yh();\n try {\n for (var S = st(w._documentIds), T = S.next(); !T.done; T = S.next()) {\n var M = Jt(T.value, 2), x = M[0], _ = M[1];\n w._idToShortId.set(_, x);\n }\n } catch (D) {\n i = { error: D };\n } finally {\n try {\n T && !T.done && (r = S.return) && r.call(S);\n } finally {\n if (i) throw i.error;\n }\n }\n try {\n for (var E = st(l), L = E.next(); !L.done; L = E.next()) {\n var R = Jt(L.value, 2), C = R[0], A = R[1], P = /* @__PURE__ */ new Map();\n try {\n for (var I = (a = void 0, st(Object.keys(A))), b = I.next(); !b.done; b = I.next()) {\n var O = b.value, N = A[O];\n m === 1 && (N = N.ds), P.set(parseInt(O, 10), Nc(N));\n }\n } catch (D) {\n a = { error: D };\n } finally {\n try {\n b && !b.done && (c = I.return) && c.call(I);\n } finally {\n if (a) throw a.error;\n }\n }\n w._index.set(C, P);\n }\n } catch (D) {\n s = { error: D };\n } finally {\n try {\n L && !L.done && (o = E.return) && o.call(E);\n } finally {\n if (s) throw s.error;\n }\n }\n return w;\n }, n.prototype.executeQuery = function(e, t) {\n var i = this;\n if (t === void 0 && (t = {}), e === n.wildcard)\n return this.executeWildcardQuery(t);\n if (typeof e != \"string\") {\n var r = Ct(Ct(Ct({}, t), e), { queries: void 0 }), s = e.queries.map(function(y) {\n return i.executeQuery(y, r);\n });\n return this.combineResults(s, r.combineWith);\n }\n var o = this._options, a = o.tokenize, c = o.processTerm, l = o.searchOptions, d = Ct(Ct({ tokenize: a, processTerm: c }, l), t), h = d.tokenize, p = d.processTerm, g = h(e).flatMap(function(y) {\n return p(y);\n }).filter(function(y) {\n return !!y;\n }), f = g.map(UU(d)), u = f.map(function(y) {\n return i.executeQuerySpec(y, d);\n });\n return this.combineResults(u, d.combineWith);\n }, n.prototype.executeQuerySpec = function(e, t) {\n var i, r, s, o, a = Ct(Ct({}, this._options.searchOptions), t), c = (a.fields || this._options.fields).reduce(function(O, N) {\n var D;\n return Ct(Ct({}, O), (D = {}, D[N] = qh(a.boost, N) || 1, D));\n }, {}), l = a.boostDocument, d = a.weights, h = a.maxFuzzy, p = a.bm25, g = Ct(Ct({}, t0.weights), d), f = g.fuzzy, u = g.prefix, y = this._index.get(e.term), v = this.termResults(e.term, e.term, 1, y, c, l, p), m, w;\n if (e.prefix && (m = this._index.atPrefix(e.term)), e.fuzzy) {\n var S = e.fuzzy === !0 ? 0.2 : e.fuzzy, T = S < 1 ? Math.min(h, Math.round(e.term.length * S)) : S;\n T && (w = this._index.fuzzyGet(e.term, T));\n }\n if (m)\n try {\n for (var M = st(m), x = M.next(); !x.done; x = M.next()) {\n var _ = Jt(x.value, 2), E = _[0], L = _[1], R = E.length - e.term.length;\n if (R) {\n w == null || w.delete(E);\n var C = u * E.length / (E.length + 0.3 * R);\n this.termResults(e.term, E, C, L, c, l, p, v);\n }\n }\n } catch (O) {\n i = { error: O };\n } finally {\n try {\n x && !x.done && (r = M.return) && r.call(M);\n } finally {\n if (i) throw i.error;\n }\n }\n if (w)\n try {\n for (var A = st(w.keys()), P = A.next(); !P.done; P = A.next()) {\n var E = P.value, I = Jt(w.get(E), 2), b = I[0], R = I[1];\n if (R) {\n var C = f * E.length / (E.length + R);\n this.termResults(e.term, E, C, b, c, l, p, v);\n }\n }\n } catch (O) {\n s = { error: O };\n } finally {\n try {\n P && !P.done && (o = A.return) && o.call(A);\n } finally {\n if (s) throw s.error;\n }\n }\n return v;\n }, n.prototype.executeWildcardQuery = function(e) {\n var t, i, r = /* @__PURE__ */ new Map(), s = Ct(Ct({}, this._options.searchOptions), e);\n try {\n for (var o = st(this._documentIds), a = o.next(); !a.done; a = o.next()) {\n var c = Jt(a.value, 2), l = c[0], d = c[1], h = s.boostDocument ? s.boostDocument(d, \"\", this._storedFields.get(l)) : 1;\n r.set(l, {\n score: h,\n terms: [],\n match: {}\n });\n }\n } catch (p) {\n t = { error: p };\n } finally {\n try {\n a && !a.done && (i = o.return) && i.call(o);\n } finally {\n if (t) throw t.error;\n }\n }\n return r;\n }, n.prototype.combineResults = function(e, t) {\n if (t === void 0 && (t = Vp), e.length === 0)\n return /* @__PURE__ */ new Map();\n var i = t.toLowerCase();\n return e.reduce(FU[i]) || /* @__PURE__ */ new Map();\n }, n.prototype.toJSON = function() {\n var e, t, i, r, s = [];\n try {\n for (var o = st(this._index), a = o.next(); !a.done; a = o.next()) {\n var c = Jt(a.value, 2), l = c[0], d = c[1], h = {};\n try {\n for (var p = (i = void 0, st(d)), g = p.next(); !g.done; g = p.next()) {\n var f = Jt(g.value, 2), u = f[0], y = f[1];\n h[u] = Object.fromEntries(y);\n }\n } catch (v) {\n i = { error: v };\n } finally {\n try {\n g && !g.done && (r = p.return) && r.call(p);\n } finally {\n if (i) throw i.error;\n }\n }\n s.push([l, h]);\n }\n } catch (v) {\n e = { error: v };\n } finally {\n try {\n a && !a.done && (t = o.return) && t.call(o);\n } finally {\n if (e) throw e.error;\n }\n }\n return {\n documentCount: this._documentCount,\n nextId: this._nextId,\n documentIds: Object.fromEntries(this._documentIds),\n fieldIds: this._fieldIds,\n fieldLength: Object.fromEntries(this._fieldLength),\n averageFieldLength: this._avgFieldLength,\n storedFields: Object.fromEntries(this._storedFields),\n dirtCount: this._dirtCount,\n index: s,\n serializationVersion: 2\n };\n }, n.prototype.termResults = function(e, t, i, r, s, o, a, c) {\n var l, d, h, p, g;\n if (c === void 0 && (c = /* @__PURE__ */ new Map()), r == null)\n return c;\n try {\n for (var f = st(Object.keys(s)), u = f.next(); !u.done; u = f.next()) {\n var y = u.value, v = s[y], m = this._fieldIds[y], w = r.get(m);\n if (w != null) {\n var S = w.size, T = this._avgFieldLength[m];\n try {\n for (var M = (h = void 0, st(w.keys())), x = M.next(); !x.done; x = M.next()) {\n var _ = x.value;\n if (!this._documentIds.has(_)) {\n this.removeTerm(m, _, t), S -= 1;\n continue;\n }\n var E = o ? o(this._documentIds.get(_), t, this._storedFields.get(_)) : 1;\n if (E) {\n var L = w.get(_), R = this._fieldLength.get(_)[m], C = zU(L, S, this._documentCount, R, T, a), A = i * v * E * C, P = c.get(_);\n if (P) {\n P.score += A, kU(P.terms, e);\n var I = qh(P.match, t);\n I ? I.push(y) : P.match[t] = [y];\n } else\n c.set(_, {\n score: A,\n terms: [e],\n match: (g = {}, g[t] = [y], g)\n });\n }\n }\n } catch (b) {\n h = { error: b };\n } finally {\n try {\n x && !x.done && (p = M.return) && p.call(M);\n } finally {\n if (h) throw h.error;\n }\n }\n }\n }\n } catch (b) {\n l = { error: b };\n } finally {\n try {\n u && !u.done && (d = f.return) && d.call(f);\n } finally {\n if (l) throw l.error;\n }\n }\n return c;\n }, n.prototype.addTerm = function(e, t, i) {\n var r = this._index.fetch(i, r0), s = r.get(e);\n if (s == null)\n s = /* @__PURE__ */ new Map(), s.set(t, 1), r.set(e, s);\n else {\n var o = s.get(t);\n s.set(t, (o || 0) + 1);\n }\n }, n.prototype.removeTerm = function(e, t, i) {\n if (!this._index.has(i)) {\n this.warnDocumentChanged(t, e, i);\n return;\n }\n var r = this._index.fetch(i, r0), s = r.get(e);\n s == null || s.get(t) == null ? this.warnDocumentChanged(t, e, i) : s.get(t) <= 1 ? s.size <= 1 ? r.delete(e) : s.delete(t) : s.set(t, s.get(t) - 1), this._index.get(i).size === 0 && this._index.delete(i);\n }, n.prototype.warnDocumentChanged = function(e, t, i) {\n var r, s;\n try {\n for (var o = st(Object.keys(this._fieldIds)), a = o.next(); !a.done; a = o.next()) {\n var c = a.value;\n if (this._fieldIds[c] === t) {\n this._options.logger(\"warn\", \"MiniSearch: document with ID \".concat(this._documentIds.get(e), ' has changed before removal: term \"').concat(i, '\" was not present in field \"').concat(c, '\". Removing a document after it has changed can corrupt the index!'), \"version_conflict\");\n return;\n }\n }\n } catch (l) {\n r = { error: l };\n } finally {\n try {\n a && !a.done && (s = o.return) && s.call(o);\n } finally {\n if (r) throw r.error;\n }\n }\n }, n.prototype.addDocumentId = function(e) {\n var t = this._nextId;\n return this._idToShortId.set(e, t), this._documentIds.set(t, e), this._documentCount += 1, this._nextId += 1, t;\n }, n.prototype.addFields = function(e) {\n for (var t = 0; t < e.length; t++)\n this._fieldIds[e[t]] = t;\n }, n.prototype.addFieldLength = function(e, t, i, r) {\n var s = this._fieldLength.get(e);\n s == null && this._fieldLength.set(e, s = []), s[t] = r;\n var o = this._avgFieldLength[t] || 0, a = o * i + r;\n this._avgFieldLength[t] = a / (i + 1);\n }, n.prototype.removeFieldLength = function(e, t, i, r) {\n if (i === 1) {\n this._avgFieldLength[t] = 0;\n return;\n }\n var s = this._avgFieldLength[t] * i - r;\n this._avgFieldLength[t] = s / (i - 1);\n }, n.prototype.saveStoredFields = function(e, t) {\n var i, r, s = this._options, o = s.storeFields, a = s.extractField;\n if (!(o == null || o.length === 0)) {\n var c = this._storedFields.get(e);\n c == null && this._storedFields.set(e, c = {});\n try {\n for (var l = st(o), d = l.next(); !d.done; d = l.next()) {\n var h = d.value, p = a(t, h);\n p !== void 0 && (c[h] = p);\n }\n } catch (g) {\n i = { error: g };\n } finally {\n try {\n d && !d.done && (r = l.return) && r.call(l);\n } finally {\n if (i) throw i.error;\n }\n }\n }\n }, n.wildcard = Symbol(\"*\"), n;\n }()\n), qh = function(n, e) {\n return Object.prototype.hasOwnProperty.call(n, e) ? n[e] : void 0;\n}, FU = (Oa = {}, Oa[Vp] = function(n, e) {\n var t, i;\n try {\n for (var r = st(e.keys()), s = r.next(); !s.done; s = r.next()) {\n var o = s.value, a = n.get(o);\n if (a == null)\n n.set(o, e.get(o));\n else {\n var c = e.get(o), l = c.score, d = c.terms, h = c.match;\n a.score = a.score + l, a.match = Object.assign(a.match, h), n0(a.terms, d);\n }\n }\n } catch (p) {\n t = { error: p };\n } finally {\n try {\n s && !s.done && (i = r.return) && i.call(r);\n } finally {\n if (t) throw t.error;\n }\n }\n return n;\n}, Oa[Jw] = function(n, e) {\n var t, i, r = /* @__PURE__ */ new Map();\n try {\n for (var s = st(e.keys()), o = s.next(); !o.done; o = s.next()) {\n var a = o.value, c = n.get(a);\n if (c != null) {\n var l = e.get(a), d = l.score, h = l.terms, p = l.match;\n n0(c.terms, h), r.set(a, {\n score: c.score + d,\n terms: c.terms,\n match: Object.assign(c.match, p)\n });\n }\n }\n } catch (g) {\n t = { error: g };\n } finally {\n try {\n o && !o.done && (i = s.return) && i.call(s);\n } finally {\n if (t) throw t.error;\n }\n }\n return r;\n}, Oa[DU] = function(n, e) {\n var t, i;\n try {\n for (var r = st(e.keys()), s = r.next(); !s.done; s = r.next()) {\n var o = s.value;\n n.delete(o);\n }\n } catch (a) {\n t = { error: a };\n } finally {\n try {\n s && !s.done && (i = r.return) && i.call(r);\n } finally {\n if (t) throw t.error;\n }\n }\n return n;\n}, Oa), BU = { k: 1.2, b: 0.7, d: 0.5 }, zU = function(n, e, t, i, r, s) {\n var o = s.k, a = s.b, c = s.d, l = Math.log(1 + (t - e + 0.5) / (e + 0.5));\n return l * (c + n * (o + 1) / (n + o * (1 - a + a * i / r)));\n}, UU = function(n) {\n return function(e, t, i) {\n var r = typeof n.fuzzy == \"function\" ? n.fuzzy(e, t, i) : n.fuzzy || !1, s = typeof n.prefix == \"function\" ? n.prefix(e, t, i) : n.prefix === !0;\n return { term: e, fuzzy: r, prefix: s };\n };\n}, Kh = {\n idField: \"id\",\n extractField: function(n, e) {\n return n[e];\n },\n tokenize: function(n) {\n return n.split(GU);\n },\n processTerm: function(n) {\n return n.toLowerCase();\n },\n fields: void 0,\n searchOptions: void 0,\n storeFields: [],\n logger: function(n, e) {\n typeof (console == null ? void 0 : console[n]) == \"function\" && console[n](e);\n },\n autoVacuum: !0\n}, t0 = {\n combineWith: Vp,\n prefix: !1,\n fuzzy: !1,\n maxFuzzy: 6,\n boost: {},\n weights: { fuzzy: 0.45, prefix: 0.375 },\n bm25: BU\n}, VU = {\n combineWith: Jw,\n prefix: function(n, e, t) {\n return e === t.length - 1;\n }\n}, nf = { batchSize: 1e3, batchWait: 10 }, rf = { minDirtFactor: 0.1, minDirtCount: 20 }, Qh = Ct(Ct({}, nf), rf), kU = function(n, e) {\n n.includes(e) || n.push(e);\n}, n0 = function(n, e) {\n var t, i;\n try {\n for (var r = st(e), s = r.next(); !s.done; s = r.next()) {\n var o = s.value;\n n.includes(o) || n.push(o);\n }\n } catch (a) {\n t = { error: a };\n } finally {\n try {\n s && !s.done && (i = r.return) && i.call(r);\n } finally {\n if (t) throw t.error;\n }\n }\n}, i0 = function(n, e) {\n var t = n.score, i = e.score;\n return i - t;\n}, r0 = function() {\n return /* @__PURE__ */ new Map();\n}, Nc = function(n) {\n var e, t, i = /* @__PURE__ */ new Map();\n try {\n for (var r = st(Object.keys(n)), s = r.next(); !s.done; s = r.next()) {\n var o = s.value;\n i.set(parseInt(o, 10), n[o]);\n }\n } catch (a) {\n e = { error: a };\n } finally {\n try {\n s && !s.done && (t = r.return) && t.call(r);\n } finally {\n if (e) throw e.error;\n }\n }\n return i;\n}, GU = /[\\n\\r -#%-*,-/:;?@[-\\]_{}\\u00A0\\u00A1\\u00A7\\u00AB\\u00B6\\u00B7\\u00BB\\u00BF\\u037E\\u0387\\u055A-\\u055F\\u0589\\u058A\\u05BE\\u05C0\\u05C3\\u05C6\\u05F3\\u05F4\\u0609\\u060A\\u060C\\u060D\\u061B\\u061E\\u061F\\u066A-\\u066D\\u06D4\\u0700-\\u070D\\u07F7-\\u07F9\\u0830-\\u083E\\u085E\\u0964\\u0965\\u0970\\u09FD\\u0A76\\u0AF0\\u0C77\\u0C84\\u0DF4\\u0E4F\\u0E5A\\u0E5B\\u0F04-\\u0F12\\u0F14\\u0F3A-\\u0F3D\\u0F85\\u0FD0-\\u0FD4\\u0FD9\\u0FDA\\u104A-\\u104F\\u10FB\\u1360-\\u1368\\u1400\\u166E\\u1680\\u169B\\u169C\\u16EB-\\u16ED\\u1735\\u1736\\u17D4-\\u17D6\\u17D8-\\u17DA\\u1800-\\u180A\\u1944\\u1945\\u1A1E\\u1A1F\\u1AA0-\\u1AA6\\u1AA8-\\u1AAD\\u1B5A-\\u1B60\\u1BFC-\\u1BFF\\u1C3B-\\u1C3F\\u1C7E\\u1C7F\\u1CC0-\\u1CC7\\u1CD3\\u2000-\\u200A\\u2010-\\u2029\\u202F-\\u2043\\u2045-\\u2051\\u2053-\\u205F\\u207D\\u207E\\u208D\\u208E\\u2308-\\u230B\\u2329\\u232A\\u2768-\\u2775\\u27C5\\u27C6\\u27E6-\\u27EF\\u2983-\\u2998\\u29D8-\\u29DB\\u29FC\\u29FD\\u2CF9-\\u2CFC\\u2CFE\\u2CFF\\u2D70\\u2E00-\\u2E2E\\u2E30-\\u2E4F\\u3000-\\u3003\\u3008-\\u3011\\u3014-\\u301F\\u3030\\u303D\\u30A0\\u30FB\\uA4FE\\uA4FF\\uA60D-\\uA60F\\uA673\\uA67E\\uA6F2-\\uA6F7\\uA874-\\uA877\\uA8CE\\uA8CF\\uA8F8-\\uA8FA\\uA8FC\\uA92E\\uA92F\\uA95F\\uA9C1-\\uA9CD\\uA9DE\\uA9DF\\uAA5C-\\uAA5F\\uAADE\\uAADF\\uAAF0\\uAAF1\\uABEB\\uFD3E\\uFD3F\\uFE10-\\uFE19\\uFE30-\\uFE52\\uFE54-\\uFE61\\uFE63\\uFE68\\uFE6A\\uFE6B\\uFF01-\\uFF03\\uFF05-\\uFF0A\\uFF0C-\\uFF0F\\uFF1A\\uFF1B\\uFF1F\\uFF20\\uFF3B-\\uFF3D\\uFF3F\\uFF5B\\uFF5D\\uFF5F-\\uFF65]+/u;\nclass HU {\n constructor() {\n this._searchEngine = new NU({\n fields: [\"path\", \"name\"],\n storeFields: [\"path\"],\n tokenize: (e, t) => e.split(/[\\s/]+/)\n // indexing tokenizer\n }), this.idMaps = {};\n }\n addZincObject(e, t) {\n const i = e.getRegion().getFullPath();\n let r = e.groupName, s = i ? `${i}/${e.groupName}` : e.groupName;\n r = r.replaceAll('\"', \"\"), s = s.replaceAll('\"', \"\");\n const o = { path: s, name: r, id: t };\n this._searchEngine.add(o), this.idMaps[t] = { path: s, zincObject: e };\n }\n removeZincObject(e, t) {\n const i = e.getRegion().getFullPath();\n let r = e.groupName, s = i ? `${i}/${e.groupName}` : e.groupName;\n r = r.replaceAll('\"', \"\"), s = s.replaceAll('\"', \"\");\n const o = { path: s, name: r, id: t };\n this._searchEngine.remove(o), delete this.idMaps[t];\n }\n addRegion(e, t) {\n let i = e.getFullPath(), r = e.getName();\n i = i.replaceAll('\"', \"\"), r = r.replaceAll('\"', \"\");\n const s = { path: i, name: r, id: t };\n this._searchEngine.add(s), this.idMaps[t] = { path: i, zincObject: e };\n }\n clearResults() {\n this._;\n }\n removeAll() {\n this._searchEngine.removeAll(), this.idMaps = {};\n }\n auto_suggest(e) {\n let t = [];\n e.length > 2 && [\"'\", '\"'].includes(e.slice(0, 1)) ? (e = e.replaceAll(e.slice(0, 1), \"\"), t = this._searchEngine.search(e, { prefix: !0, combineWith: \"AND\" })) : e.length > 1 && (t = this._searchEngine.search(e, { prefix: !0 }));\n const i = [];\n t.forEach((o) => {\n o.id in this.idMaps && i.push(this.idMaps[o.id].path);\n });\n const r = [...new Set(i)], s = [];\n return r.forEach((o) => s.push({ suggestion: '\"' + o + '\"' })), s;\n }\n processResults(e, t) {\n const i = {\n regionPath: void 0,\n label: 'Search Results for \"'\n };\n return Array.isArray(t) ? i.label += \",\".join(t) : i.label += t, i.label += '\"', e.length === 1 && (e[0].isRegion ? i.regionPath = e[0].getFullPath() : e[0].isZincObject && (i.regionPath = e[0].getRegion().getFullPath(), i.label = e[0].groupName)), i.zincObjects = kz(e), i;\n }\n search(e) {\n let t;\n e.length > 2 && [\"'\", '\"'].includes(e.slice(0, 1)) ? (e = e.replaceAll(e.slice(0, 1), \"\"), t = this._searchEngine.search(e, { prefix: !0, combineWith: \"AND\" })) : e.length > 1 && (t = this._searchEngine.search(e, { prefix: !0 }));\n const i = [];\n return t.forEach((r) => {\n r.id in this.idMaps && i.push(this.idMaps[r.id].zincObject);\n }), i;\n }\n searchTerms(e) {\n let t = [];\n return e.forEach((i) => {\n const r = this.search(i);\n t.push(...r);\n }), t;\n }\n searchAndProcessResult(e) {\n let t = [];\n return Array.isArray(e) ? t = this.searchTerms(e) : t = this.search(e), this.processResults(t, e);\n }\n}\nconst WU = {\n name: \"ScaffoldVuer\",\n components: {\n Button: sa,\n Col: _i,\n Loading: SP,\n Option: aa,\n Popover: Mu,\n Row: Hi,\n Select: oa,\n Slider: ci,\n TabPane: Oy,\n Tabs: Iy,\n MapSvgIcon: x1,\n MapSvgSpriteColor: w1,\n PrimitiveControls: Bw,\n ScaffoldTooltip: Hw,\n ElIconWarningFilled: I0,\n ElIconArrowDown: vf,\n ElIconArrowLeft: jr,\n DrawToolbar: b1,\n ScaffoldTreeControls: zw\n },\n setup(n) {\n let e = ht(\"$annotator\");\n return e || (e = Cn(new wU(`${n.flatmapAPI}annotator`)), gn(\"$annotator\", e)), { annotator: e };\n },\n props: {\n /**\n * The option to show annotation information in sidebar\n */\n annotationSidebar: {\n type: Boolean,\n default: !1\n },\n /**\n * URL of the zincjs metadata. This value will be ignored if a valid\n * state prop is also provided.\n * If the url needs to be updated with state present, please use\n * the setURL method.\n */\n url: {\n type: String,\n default: \"\"\n },\n /**\n * Show the colour control of set to true.\n */\n showColourPicker: {\n type: Boolean,\n default: !1\n },\n /**\n * Flag to show/hide the UI.\n */\n displayUI: {\n type: Boolean,\n default: !0\n },\n /**\n * Display all graphics at start.\n *\n * This setting only works when traditional is set to false.\n */\n displayAtStartUp: {\n type: Boolean,\n default: !0\n },\n /**\n * Use for toggling the help tooltips.\n */\n helpMode: {\n type: Boolean,\n default: !1\n },\n /**\n * The active item index of help mode.\n */\n helpModeActiveItem: {\n type: Number,\n default: 0\n },\n /**\n * The option to use helpModeDialog.\n * On default, `false`, clicking help will show all tooltips.\n * If `true`, clicking help will show the help-mode-dialog.\n */\n helpModeDialog: {\n type: Boolean,\n default: !1\n },\n /**\n * The last item of help mode.\n */\n helpModeLastItem: {\n type: Boolean,\n default: !1\n },\n /**\n * The initial index number for help mode tooltips.\n * Set negative (e.g. -1) if there are other tooltips outside of `hoverVisibilities`.\n */\n helpModeInitialIndex: {\n type: Number,\n default: 0\n },\n /**\n * Use for show/display beta warning icon.\n */\n displayWarning: {\n type: Boolean,\n default: !0\n },\n /**\n * Warning message for the hovered over text\n * on the warning icon.\n */\n warningMessage: {\n type: String,\n default: \"Beta feature - under active development\"\n },\n displayLatestChanges: {\n type: Boolean,\n default: !1\n },\n latestChangesMessage: {\n type: String,\n default: \"New feature - Local search is now available\"\n },\n /**\n * Show/hide pickable markers for regions.\n */\n displayMarkers: {\n type: Boolean,\n default: !1\n },\n /**\n * Display adjacent markers with a cluster marker.\n */\n markerCluster: {\n type: Boolean,\n default: !1\n },\n /**\n * GroupName to value pair.\n * The value can be a single number or and object in the following\n * form:\n *\n * {\n * number: Number,\n * imgURL: String\n * }\n *\n * When imgURL is specified, scaffoldvuer will attempt to render\n * the image in imgURL as marker instead.\n *\n */\n markerLabels: {\n type: Object,\n default: function() {\n return {};\n }\n },\n /**\n * Show/hide minimap.\n */\n displayMinimap: {\n type: Boolean,\n default: !1\n },\n /**\n * Format of the input URL\n */\n format: {\n type: String,\n default: \"metadata\"\n },\n /**\n * Settings for minimap position, size and alignment.\n */\n minimapSettings: {\n type: Object,\n default: function() {\n return {\n x_offset: 16,\n y_offset: 16,\n width: 128,\n height: 128,\n align: \"top-right\"\n };\n }\n },\n /**\n * Flag to determine rather the open map UI icon and popup\n * should be shown or not.\n */\n enableOpenMapUI: {\n type: Boolean,\n default: !1\n },\n /**\n * This array populate the the openMapOptions popup.\n * Each entry contains a pair of display and key.\n */\n openMapOptions: {\n type: Array,\n default: function() {\n return [\n {\n display: \"Open AC Map\",\n key: \"AC\"\n },\n {\n display: \"Open FC Map\",\n key: \"FC\"\n },\n {\n display: \"Open 3D Human Map\",\n key: \"3D\"\n }\n ];\n }\n },\n /**\n * State containing state of the scaffold.\n */\n state: {\n type: Object,\n default: void 0\n },\n /**\n * Optional prop for the name of the region to focus on,\n * this option is ignored if state or viewURL is also provided.\n */\n region: {\n type: String,\n default: \"\"\n },\n /**\n * Optional prop for an URL of containing information of a viewport.\n * This option is ignored if state is also provided.\n * It will use the provided URL as base if a relative parth is provided.\n */\n viewURL: {\n type: String,\n default: \"\"\n },\n /**\n * Settings for turning on/off rendering\n */\n render: {\n type: Boolean,\n default: !0\n },\n /**\n * Specify the endpoint of the flatmap server.\n * This is used by annotation service included in\n * third party flatmapvuer library.\n */\n flatmapAPI: {\n type: String,\n default: \"https://mapcore-demo.org/current/flatmap/v3/\"\n },\n /**\n * Enable local annotations\n */\n enableLocalAnnotations: {\n type: Boolean,\n default: !1\n }\n },\n provide() {\n return {\n flatmapAPI: this.flatmapAPI,\n scaffoldUrl: this.url,\n boundingDims: this.boundingDims\n };\n },\n data: function() {\n return {\n annotator: void 0,\n createData: {\n drawingBox: !1,\n toBeConfirmed: !1,\n points: [],\n shape: \"\",\n x: 0,\n y: 0,\n editingIndex: -1,\n faceIndex: -1,\n toBeDeleted: !1\n },\n currentTime: 0,\n timeVarying: !1,\n isPlaying: !1,\n isReady: !1,\n /**\n * This is set when scene is transitioning.\n */\n isTransitioning: !1,\n tooltipAppendToBody: !1,\n hoverVisibilities: [\n { value: !1, ref: \"zoomInPopover\" },\n // 0\n { value: !1, ref: \"zoomOutPopover\" },\n // 1\n { value: !1, ref: \"zoomFitPopover\" },\n // 2\n { value: !1, ref: \"openMapPopover\" },\n // 3\n { value: !1, ref: \"settingsPopover\" },\n // 4\n { value: !1, ref: \"sliderPopover\" },\n // 5\n { value: !1, ref: \"regionVisibilityPopover\" },\n // 6\n { value: !1, ref: \"warningPopover\" },\n // 7\n { value: !1, ref: \"whatsNewPopover\" },\n // 8\n { value: !1, refs: \"toolbarPopover\", ref: \"editPopover\" },\n // 9\n { value: !1, refs: \"toolbarPopover\", ref: \"pointPopover\" },\n // 10\n { value: !1, refs: \"toolbarPopover\", ref: \"lineStringPopover\" },\n // 11\n { value: !1, refs: \"toolbarPopover\", ref: \"deletePopover\" }\n // 11\n ],\n inHelp: !1,\n helpModeActiveIndex: this.helpModeInitialIndex,\n loading: !1,\n duration: 3e3,\n drawerOpen: !0,\n currentBackground: \"white\",\n availableBackground: [\"white\", \"lightskyblue\", \"black\"],\n minimisedSlider: !1,\n sliderPosition: \"\",\n timeMax: 100,\n orginalDuration: \"\",\n animateDuration: \"6secs\",\n playSpeed: [\n {\n value: 0.1,\n label: \"0.1x\"\n },\n {\n value: 0.5,\n label: \"0.5x\"\n },\n {\n value: 1,\n label: \"1x\"\n },\n {\n value: 2,\n label: \"2x\"\n },\n {\n value: 5,\n label: \"5x\"\n },\n {\n value: 10,\n label: \"10x\"\n }\n ],\n currentSpeed: 1,\n timeStamps: {},\n defaultCheckedKeys: [],\n tData: {\n label: \"\",\n region: \"\",\n visible: !1,\n x: 200,\n y: 200,\n active: !1\n },\n fileFormat: \"metadata\",\n previousMarkerLabels: Cn({}),\n viewingMode: \"Exploration\",\n viewingModes: {\n Exploration: \"View and explore detailed visualization of 3D scaffolds\",\n Annotation: \"View internal identifiers of features\"\n },\n openMapRef: void 0,\n backgroundIconRef: void 0,\n userInformation: void 0,\n toolbarOptions: [\n \"Delete\",\n \"Edit\",\n \"Point\",\n \"LineString\"\n ],\n activeDrawTool: void 0,\n activeDrawMode: void 0,\n localAnnotationsList: Cn([]),\n boundingDims: {\n centre: [0, 0, 0],\n size: [1, 1, 1]\n },\n lastSelected: Cn({\n region: \"\",\n group: \"\",\n isSearch: !1\n })\n };\n },\n watch: {\n format: {\n handler: function(n) {\n this.fileFormat = n;\n },\n immediate: !0\n },\n url: {\n handler: function(n) {\n (this.state === void 0 || this.state.url === void 0) && this.setURL(n);\n },\n immediate: !0\n },\n region: {\n handler: function(n) {\n this.state || this.viewURL || this.setFocusedRegion(n);\n },\n immediate: !0\n },\n state: {\n handler: function(n) {\n this.setState(n);\n },\n immediate: !0,\n deep: !0\n },\n viewURL: {\n handler: function(n) {\n this.updateViewURL(n);\n },\n immediate: !0\n },\n helpMode: function(n, e) {\n n !== e && this.setHelpMode(n);\n },\n helpModeActiveItem: function() {\n this.helpMode && (this.helpModeActiveIndex += 1, this.setHelpMode(this.helpMode));\n },\n displayMarkers: function(n) {\n this.$module.scene.displayMarkers = n, this.$module.scene.forcePickableObjectsUpdate = !0;\n },\n displayMinimap: function(n) {\n this.$module.scene.displayMinimap = n;\n },\n currentTime: {\n handler: function() {\n this.$emit(\"timeChanged\", this.currentTime);\n }\n },\n duration: function() {\n this.$module.scene.setDuration(this.duration);\n },\n minimapSettings: {\n deep: !0,\n handler: \"updateMinimapScissor\"\n },\n render: function(n) {\n this.toggleRendering(n);\n },\n markerCluster: {\n handler: function(n) {\n this.$module.scene.enableMarkerCluster(n);\n },\n immediate: !0\n },\n markerLabels: function(n) {\n for (const [e, t] of Object.entries(this.previousMarkerLabels))\n this.setMarkerModeForObjectsWithName(e, t, \"off\");\n for (const [e, t] of Object.entries(n))\n this.setMarkerModeForObjectsWithName(e, t, \"on\");\n this.previousMarkerLabels = Cn({ ...n });\n },\n annotationDisplay: function(n) {\n if (this.annotationSidebar)\n if (n) {\n const t = {\n featureId: (this.tData.region ? this.tData.region + \"/\" : \"\") + this.tData.label,\n resourceId: this.url,\n resource: this.url\n };\n this.$emit(\"annotation-open\", {\n annotationEntry: t,\n commitCallback: this.commitAnnotationEvent\n });\n } else\n (!this.createData.toBeConfirmed || !this.createData.toBeDeleted) && this.$emit(\"annotation-close\");\n }\n },\n beforeCreate: function() {\n this.$module = new Ww(), this.selectedObjects = [], this.hoveredObjects = [], this.currentBackground = \"white\", this._currentURL = void 0, this.availableBackground = [\"white\", \"black\", \"lightskyblue\"], this.$_searchIndex = new HU();\n },\n mounted: function() {\n this.openMapRef = In(this.$refs.openMapRef), this.backgroundIconRef = In(this.$refs.backgroundIconRef), this.$refs.scaffoldTreeControls.setModule(this.$module);\n let n = new _U();\n n.subscribe(this, this.eventNotifierCallback), this.$module.addNotifier(n), this.$module.addOrganPartAddedCallback(this.zincObjectAdded), this.$module.addOrganPartRemovedCallback(this.zincObjectRemoved), this.$module.initialiseRenderer(this.$refs.display), this.toggleRendering(this.render), this.ro = new ResizeObserver(this.adjustLayout).observe(\n this.$refs.scaffoldContainer\n ), this.helpTextWait = [], this.helpTextWait.length = this.hoverVisibilities.length, this.defaultRate = this.$module.getPlayRate(), this.$module.zincRenderer.addPreRenderCallbackFunction(() => {\n this.currentTime = this.$module.getCurrentTime();\n });\n },\n beforeUnmount: function() {\n this.ro && this.ro.disconnect(), this.$module.destroy(), this.$module = void 0;\n },\n computed: {\n ...kw(Gw, [\"userToken\"]),\n annotationDisplay: function() {\n return this.viewingMode === \"Annotation\" && this.tData.active === !0 && this.activeDrawMode !== \"Point\" && this.activeDrawMode !== \"LineString\";\n }\n },\n methods: {\n /**\n * @public\n * Call this to manually add a zinc object into the current scene.\n * This will subsequently trigger a zincObjectAdded\n * @arg {Object} \"ZincObject object to be added\"\n */\n addZincObject: function(n) {\n this.$module.scene && this.$module.scene.addZincObject(n);\n },\n /**\n * Internal only.\n * This is called when a new zinc object is read into the scene.\n */\n zincObjectAdded: function(n) {\n this.loading = !1, this.$_searchIndex.addZincObject(n, n.uuid), this.timeVarying === !1 && n.isTimeVarying() && (this.timeVarying = !0), this.$emit(\"zinc-object-added\", n);\n },\n /**\n * Internal only.\n * Remove an entry matching region and group from\n * local annotation list.\n */\n removeFromLocalAnnotationList: function(n, e) {\n for (let t = 0; t < this.localAnnotationsList.length; t++) {\n const i = this.localAnnotationsList[t];\n if (i.region === n && i.group === e) {\n this.localAnnotationsList.splice(t, 1);\n return;\n }\n }\n },\n /**\n * Internal only.\n * This is called when a zinc object is removed.\n */\n zincObjectRemoved: function(n) {\n if (this.$module.scene) {\n const e = n.region.getFullPath(), t = n.groupName;\n n.region.findObjectsWithGroupName(t, !1).length === 0 && (this.$_searchIndex.removeZincObject(n, n.uuid), this.removeFromLocalAnnotationList(e, t));\n }\n },\n /**\n * Internal only.\n * Add regions to search index.\n */\n addRegionsToSearchIndex: function() {\n this.$module.scene.getRootRegion().getChildRegions(!0).forEach((t) => {\n this.$_searchIndex.addRegion(t, t.uuid);\n });\n },\n /**\n * Internal only.\n * This is called when Change backgspeedround colour button\n * is pressed an causes the backgrouColornd colour to be changed\n * to one of the three preset colour: white, black and\n * lightskyblue.\n */\n backgroundChangeCallback: function(n) {\n this.currentBackground = n, this.$module.zincRenderer.getThreeJSRenderer().setClearColor(this.currentBackground, 1);\n },\n /**\n * Internal only.\n * This is called by captueeScreenshot and after the last render\n * loop, it download a screenshot of the current scene with no UI.\n */\n captureScreenshotCallback: function() {\n this.$module.zincRenderer.removePostRenderCallbackFunction(\n this.captureID\n );\n let n = this.$module.zincRenderer.getThreeJSRenderer().domElement.toDataURL(\"image/png\"), e = document.createElement(\"a\");\n document.body.append(e), this.captureFilename ? e.download = this.captureFilename : e.download = \"screenshot.png\", e.href = n, e.click(), e.remove();\n },\n /**\n * @public\n * Function for capturing a screenshot of the current rendering.\n *\n * @arg {String} \"filename given to the screenshot.\"\n */\n captureScreenshot: function(n) {\n this.captureFilename = n, this.captureID = this.$module.zincRenderer.addPostRenderCallbackFunction(\n this.captureScreenshotCallback\n );\n },\n /**\n * @public\n * Function to clear current scene, the tree controls and the search index.\n */\n clearScene: function() {\n this.$refs.scaffoldTreeControls && this.$refs.scaffoldTreeControls.clear(), this.$_searchIndex && this.$_searchIndex.removeAll(), this.$module.scene && this.$module.scene.clearAll();\n },\n /**\n * @public\n * Add and edit local annotations\n * @arg `region`,\n * @arg `group`,\n * @arg `zincObject`,\n * @arg `comment`\n */\n addAndEditAnnotations: function(n, e, t, i) {\n const r = Xv(\n this.annotator,\n this.userToken,\n t,\n n,\n e,\n this.url,\n i\n );\n if (this.enableLocalAnnotations) {\n r.group = e;\n let s = n;\n s.slice(-1) === \"/\" && (s = s.slice(0, -1)), r.region = s, this.removeFromLocalAnnotationList(s, e), this.localAnnotationsList.push(r);\n }\n this.$emit(\"userPrimitivesUpdated\", { region: n, group: e, zincObject: t });\n },\n /**\n * @public\n * Callback for when primitives have been update using primitive controls.\n * This is only called from callback.\n * @arg `object`\n */\n primitivesUpdated: function(n) {\n if (n.isZincObject && n.isEditable) {\n const e = n.groupName, t = n.region.getFullPath();\n this.addAndEditAnnotations(t, e, n, \"Position Updated\");\n }\n },\n /**\n * @public\n * Confirm creation of new primitive. This is only called from callback.\n * @arg `payload`\n */\n confirmCreate: function(n) {\n if (n) {\n let e;\n if (n.shape === \"Point\")\n e = this.$module.scene.createPoints(\n n.region,\n n.group,\n this.createData.points,\n n.group,\n 8942\n );\n else if (n.shape === \"LineString\")\n e = this.$module.scene.createLines(\n n.region,\n n.group,\n [this.createData.points[0], this.createData.points[1]],\n 60962\n );\n else if (n.editingIndex > -1 && this._editingZincObject) {\n this._editingZincObject.editVertices(\n [this.createData.points[1]],\n n.editingIndex\n );\n const t = this._editingZincObject.region.getFullPath() + \"/\", i = this._editingZincObject.groupName;\n this.addAndEditAnnotations(t, i, this._editingZincObject, \"Position Updated\");\n }\n e && (this.addAndEditAnnotations(n.region, n.group, e.zincObject, \"Create\"), e.zincObject.isEditable = !0, this.tData.region = n.region, this.tData.label = n.group, this.changeActiveByName([n.group], n.region, !1));\n }\n this.cancelCreate();\n },\n /**\n * Internal only.\n * Cancel create workflows. Reset all relevant UIs and data.\n */\n cancelCreate: function() {\n this.createData.points.length = 0, this.createData.toBeConfirmed = !1, this._editingZincObject = void 0, this.createData.editingIndex = -1, this.createData.faceIndex = -1, this.tData.visible = !1, this.createData.toBeDeleted = !1, this._tempLine && (this.$module.scene.removeTemporaryPrimitive(this._tempLine), this._tempLine = void 0), this._tempPoint && (this.$module.scene.removeTemporaryPrimitive(this._tempPoint), this._tempPoint = void 0), this.annotationSidebar && this.$emit(\"annotation-close\");\n },\n /**\n * Internal only.\n * Confirm delete of user created primitive.\n * This is only called from callback.\n */\n confirmDelete: function() {\n var n;\n if ((n = this._editingZincObject) != null && n.isEditable) {\n const e = this._editingZincObject.region.getFullPath() + \"/\", t = this._editingZincObject.groupName;\n Xv(\n this.annotator,\n this.userToken,\n this._editingZincObject,\n e,\n t,\n this.url,\n \"Deleted\"\n ) && this.$module.scene.getRootRegion().findChildFromPath(e).removeZincObject(this._editingZincObject);\n }\n this.cancelCreate();\n },\n /**\n * Internal only.\n * This is triggered when tooltip is hidden\n */\n onTooltipHide: function() {\n this.createData.toBeConfirmed && !this.annotationSidebar && this.cancelCreate();\n },\n formatTooltip(n) {\n if (this.timeMax >= 1e3 && n) {\n let e = (n % 6e4 / 1e3).toFixed(2) + \"s\";\n return (n > 6e4 ? (n / 6e4).toFixed(0) + \"m \" : \"\") + e;\n }\n return n ? n.toFixed(2) + \" ms\" : \"0 ms\";\n },\n /**\n * @public\n * Function to reset the view to default.\n * Also called when the associated button is pressed.\n */\n fitWindow: function() {\n if (this.$module.scene) {\n let n = !1;\n this._boundingBoxGeo && (n = this._boundingBoxGeo.getVisibility(), this._boundingBoxGeo.setVisibility(!1)), this.$module.scene.viewAll(), this._boundingBoxGeo && (Uz(this._boundingBoxGeo, this.$module.scene), this._boundingBoxGeo.setVisibility(n));\n }\n },\n /**\n * @public\n * Function to zoom in.\n * Also called when the associated button is pressed.\n */\n zoomIn: function() {\n this.$module.scene && this.$module.scene.changeZoomByScrollRateUnit(-1);\n },\n /**\n * Function to zoom out.\n * Also called when the associated button is pressed.\n *\n * @public\n */\n zoomOut: function() {\n this.$module.scene && this.$module.scene.changeZoomByScrollRateUnit(1);\n },\n /**\n * Function to change the current play speed.\n *\n * @public\n * @arg `speed`\n */\n speedChanged: function(n) {\n this.currentSpeed = n, this.$module.setPlayRate(this.defaultRate * this.currentSpeed);\n },\n /**\n * Function used to stop the free spin\n *\n * @public\n */\n stopFreeSpin: function() {\n this.$module.scene.getZincCameraControls().stopAutoTumble(), this.isTransitioning = !1;\n },\n /**\n * Return a list of obejcts with the provided name.\n * @arg \"Group name to search.\"\n *\n * @public\n */\n findObjectsWithGroupName: function(n) {\n let e = [];\n return n && n != \"\" && this.$module.scene && (e = this.$module.scene.findObjectsWithGroupName(n)), e;\n },\n /**\n * @public\n * Switch active drawing type\n * @arg {String} `type`\n * @arg {String} `icon`\n */\n toggleDrawing: function(n, e) {\n this.createData.toBeDeleted = !1, n === \"mode\" ? (this.cancelCreate(), this.activeDrawMode = e, this.createData.shape = \"\", this.$module.selectObjectOnPick = !0) : n === \"tool\" && (this.activeDrawTool = e, this.createData.shape = this.activeDrawTool ? this.activeDrawTool : \"\", this.$module.selectObjectOnPick = !1);\n },\n /**\n * Toggle the drawing box which aid the drawing\n *\n * @public\n */\n toggleDrawingBox: function() {\n this.createData.drawingBox = !this.createData.drawingBox;\n },\n /**\n * Find and and zoom into objects with the provided list of names.\n * @arg \"List of names\"\n *\n * @public\n */\n viewRegion: function(n) {\n const e = this.$module.scene.getRootRegion(), t = Array.isArray(n) ? n : [n], i = Ao(e, t, \"\", !0);\n let r = this.$module.scene.getBoundingBoxOfZincObjects(i);\n if (r) {\n if (this.$module.isSyncControl())\n this.$module.setSyncControlZoomToBox(r);\n else {\n const s = this.$module.scene.camera.far - this.$module.scene.camera.near;\n this.$module.scene.viewAllWithBoundingBox(r), this.$module.scene.camera.far = this.$module.scene.camera.near + s, this.$module.scene.camera.updateProjectionMatrix();\n }\n return !0;\n }\n return !1;\n },\n setFocusedRegion: function(n) {\n n && (this.isReady ? this.viewRegion(n) : this.$module.setFinishDownloadCallback(\n this.setURLFinishCallback({ region: n })\n ));\n },\n updateViewURL: function(n) {\n if (n)\n if (this.isReady) {\n const e = new URL(n, this.url);\n this.$module.scene.loadViewURL(e);\n } else\n this.$module.setFinishDownloadCallback(\n this.setURLFinishCallback({ viewURL: n })\n );\n },\n createEditTemporaryLines: function(n) {\n const e = n[0].extraData.worldCoords;\n if (e && (this.createData.shape === \"LineString\" || this.createData.editingIndex > -1) && this.createData.points.length === 1)\n if (this.showRegionTooltipWithAnnotations(n, !0, !1), this.tData.x = 50, this.tData.y = 200, this._tempLine) {\n const t = this._tempLine.geometry.getAttribute(\"position\");\n t.setXYZ(1, e[0], e[1], e[2]), t.needsUpdate = !0;\n } else\n this._tempLine = this.$module.scene.addTemporaryLines(\n [this.createData.points[0], e],\n 65535\n );\n },\n draw: function(n) {\n n && n.length > 0 && n[0].data.group && n[0].extraData.worldCoords && (this.createData.shape === \"Point\" ? this.drawPoint(n[0].extraData.worldCoords, n) : (this.createData.shape === \"LineString\" || this.createData.editingIndex > -1) && this.drawLine(n[0].extraData.worldCoords, n));\n },\n drawPoint: function(n, e) {\n this.createData.toBeConfirmed === !1 && (this.createData.points.length = 0, this.createData.points.push(n), this.createData.toBeConfirmed = !0, this.showRegionTooltipWithAnnotations(e, !0, !1), this.tData.x = 50, this.tData.y = 200, this._tempPoint = this.$module.scene.addTemporaryPoints([n], 16776960));\n },\n drawLine: function(n, e) {\n this.createData.toBeConfirmed === !1 && (this.createData.points.length === 1 ? (this.createData.points.push(n), this.createData.toBeConfirmed = !0, this.showRegionTooltipWithAnnotations(e, !0, !1), this.tData.x = 50, this.tData.y = 200) : (this._tempPoint = this.$module.scene.addTemporaryPoints([n], 16776960), this.createData.points.push(n)));\n },\n /**\n * Return renderer information\n *\n * @public\n */\n getRendererInfo: function() {\n if (this.$module.zincRenderer)\n return this.$module.zincRenderer.getThreeJSRenderer().info;\n },\n /**\n * Function used to rotate the scene.\n * Also called when the associated button is pressed.\n *\n * @public\n */\n freeSpin: function() {\n if (this.$module.scene) {\n let n = this.$module.scene.getZincCameraControls();\n this.isTransitioning = !0, n.enableAutoTumble(), n.autoTumble([1, 0], Math.PI, !0), setTimeout(this.stopFreeSpin, 4e3);\n }\n },\n activateAnnotationMode: function(n, e) {\n if (this.userInformation || this.enableLocalAnnotations)\n if (this.createData.toBeDeleted = !1, this.createData.shape !== \"\" || this.createData.editingIndex > -1)\n n.length > 0 && e.identifiers[0].coords && (this.createData.x = e.identifiers[0].coords.x, this.createData.y = e.identifiers[0].coords.y, this.draw(e.identifiers));\n else {\n if (this.activeDrawMode === \"Edit\") {\n const t = Fz(e);\n t && this.activateEditingMode(\n t.zincObject,\n t.faceIndex,\n t.vertexIndex,\n t.point\n );\n } else if (this.activeDrawMode === \"Delete\") {\n const t = Bz(e);\n t && (this.createData.toBeDeleted = !0, this._editingZincObject = t);\n }\n this.activeDrawMode !== \"Point\" && this.activeDrawMode !== \"LineString\" ? this.showRegionTooltipWithAnnotations(e.identifiers, !0, !1) : this.showRegionTooltipWithAnnotations(e.identifiers, !0, !0);\n }\n else\n this.showRegionTooltipWithAnnotations(e.identifiers, !0, !0);\n },\n activateEditingMode: function(n, e, t, i) {\n this._editingZincObject = n, this.createData.faceIndex = e, this.createData.editingIndex = t, this.drawLine(i, void 0);\n },\n /**\n * Callback when a region is selected/highlighted.\n * It will also update other controls.\n *\n */\n eventNotifierCallback: function(n) {\n if (!(this.createData.toBeConfirmed || this.createData.toBeDeleted)) {\n const e = [];\n let t = [];\n (n.eventType == 1 || n.eventType == 2) && (n.identifiers.forEach((s) => {\n if (s) {\n let o = s.data.id ? s.data.id : s.data.group;\n e.push(o);\n }\n }), t = n.zincObjects);\n let i, r;\n if (n.identifiers.length > 0 && n.identifiers[0] && (i = n.identifiers[0].data.id ? n.identifiers[0].data.id : n.identifiers[0].data.group, n.identifiers[0].data.region && (r = n.identifiers[0].data.region)), n.eventType == 1)\n this.viewingMode === \"Annotation\" ? (this.tData.label = i, this.tData.region = r, this.activateAnnotationMode(e, n)) : (this.$refs.scaffoldTreeControls && (e.length > 0 ? (this.$refs.scaffoldTreeControls.updateActiveUI(t), this.updatePrimitiveControls(t)) : (this.hideRegionTooltip(), this.$refs.scaffoldTreeControls.removeActive(!1))), n.identifiers.length === 1 ? (this.lastSelected.isSearch = !1, this.lastSelected.region = r, this.lastSelected.group = n.identifiers[0].data.group) : n.identifiers.length === 0 && (this.lastSelected.isSearch = !1, this.lastSelected.region = \"\", this.lastSelected.group = \"\"), this.$emit(\"scaffold-selected\", n.identifiers));\n else if (n.eventType == 2)\n this.selectedObjects.length === 0 && (this.hideRegionTooltip(), this.$refs.scaffoldTreeControls && (e.length > 0 ? this.$refs.scaffoldTreeControls.updateHoverUI(t) : this.$refs.scaffoldTreeControls.removeHover(!0)), n.identifiers.length > 0 && n.identifiers[0] && n.identifiers[0].coords && (this.tData.active = !1, (this.viewingMode !== \"Annotation\" || !this.annotationSidebar) && (this.tData.visible = !0), this.tData.label = i, this.tData.region = r, this.tData.x = n.identifiers[0].coords.x, this.tData.y = n.identifiers[0].coords.y, this.createEditTemporaryLines(n.identifiers)), this.$emit(\"scaffold-highlighted\", n.identifiers));\n else if (n.eventType == 3 && n.identifiers.length > 0 && n.identifiers[0]) {\n if (n.identifiers[0].coords) {\n const s = this.$refs.scaffoldContainer.getBoundingClientRect();\n this.tData.x = n.identifiers[0].coords.x - s.left, this.tData.y = n.identifiers[0].coords.y - s.top;\n }\n this.createEditTemporaryLines(n.identifiers);\n }\n }\n },\n /**\n * Get the coordinates of the current selected region.\n *\n * @public\n */\n getCoordinatesOfSelected: function() {\n if (this.selectedObjects && this.selectedObjects.length > 0)\n return this.$module.scene.getObjectsScreenXY(this.selectedObjects);\n },\n /**\n * Return an object containing the window coordinates of the\n * current selected region which will be updated after each render\n * loop.\n *\n * @public\n */\n getDynamicSelectedCoordinates: function() {\n return this.$module.selectedScreenCoordinates;\n },\n /**\n * Callback when time is changed through the UI.\n */\n timeChange: function(n) {\n let e = n / this.timeMax * 100;\n e != this.currentTime && this.$module.updateTime(e);\n },\n /**\n * Update primitive controls UI with the specified objects\n *\n * @arg objects objects to be set for the selected\n */\n updatePrimitiveControls: function(n) {\n this.selectedObjects = n, this.selectedObjects && this.selectedObjects.length > 0 ? this.$refs.primitiveControls.setObject(this.selectedObjects[0]) : this.$refs.primitiveControls.setObject(void 0);\n },\n /**\n * A callback used by children components. Set the selected zinc object\n *\n * @arg Selected zinc objects\n * @arg Flag to determine if callback should be triggered when new selection\n * is made\n */\n objectSelected: function(n, e) {\n this.updatePrimitiveControls(n), this.$module.setSelectedByZincObjects(n, void 0, {}, e);\n },\n /**\n * A callback used by children components. Set the highlighted zinc object\n *\n * @arg Hovered zinc objects\n * @arg Flag to determine if callback should be triggered when new selection\n * is made\n */\n objectHovered: function(n, e) {\n this.hoveredObjects = n, this.$module.setHighlightedByZincObjects(n, void 0, {}, e);\n },\n /**\n * Set the selected by name.\n *\n * @param {} name Name of the group\n */\n changeActiveByName: function(n, e, t) {\n const i = Array.isArray(n);\n if (n === void 0 || i && n.length === 0)\n this.$refs.scaffoldTreeControls.removeActive(t);\n else {\n let r = n;\n i || (r = [r]), this.$refs.scaffoldTreeControls.changeActiveByNames(r, e, t);\n }\n },\n /**\n * Set the highlighted by name.\n *\n * @param {name} name Name of the group\n */\n changeHighlightedByName: function(n, e, t) {\n const i = Array.isArray(n);\n if (n === void 0 || i && n.length === 0)\n this.$refs.scaffoldTreeControls.removeHover(t);\n else {\n let r = n;\n i || (r = [r]), this.$refs.scaffoldTreeControls.changeHoverByNames(r, e, t);\n }\n },\n /**\n * @public\n * Start the animation.\n *\n * @arg \"flag to turn the animation on/off\"\n */\n play: function(n) {\n this.$module.playAnimation(n), this.isPlaying = n;\n },\n /**\n * @public\n * Function to toggle on/off overlay help.\n */\n setHelpMode: function(n) {\n const e = this.hoverVisibilities.length, t = e - 1, i = this.hoverVisibilities[this.helpModeActiveIndex];\n if (i) {\n const r = i == null ? void 0 : i.refs, s = i == null ? void 0 : i.ref;\n this.$refs[r || s] || (this.helpModeActiveIndex += 1);\n }\n n || (this.helpModeActiveIndex = this.helpModeInitialIndex), n && this.helpModeActiveIndex >= t && this.$emit(\"help-mode-last-item\", !0), n && !this.helpModeDialog ? (this.inHelp = !0, this.hoverVisibilities.forEach((r) => {\n r.value = !0;\n })) : n && this.helpModeDialog && e > this.helpModeActiveIndex ? this.helpModeActiveIndex > -1 && setTimeout(() => {\n this.inHelp = !1, this.hoverVisibilities.forEach((r) => {\n r.value = !1;\n }), this.showHelpText(this.helpModeActiveIndex, 200);\n }, 300) : (this.inHelp = !1, this.hoverVisibilities.forEach((r) => {\n r.value = !1;\n }));\n },\n /**\n * Callback function used by showRegionTooltip in the case when the tooltip\n * is out of view.\n */\n displayTooltipOfObjectsCallback: function(n, e, t, i, r) {\n const s = this;\n return function() {\n s.$module.zincRenderer.removePostRenderCallbackFunction(\n s.$_regionTooltipCallback\n ), s.$_regionTooltipCallback = void 0, s.displayTooltipOfObjects(n, e, t, i, r);\n };\n },\n liveUpdateTooltipPosition: function() {\n this.$module.selectedCenter && (this.tData.x = this.$module.selectedScreenCoordinates.x, this.tData.y = this.$module.selectedScreenCoordinates.y);\n },\n displayTooltipOfObjects: function(n, e, t, i, r) {\n if (e.length > 0) {\n let s = e[0].getClosestVertexDOMElementCoords(\n this.$module.scene\n );\n if (s)\n return s.inView ? (n.includes(\"Search Results for\") ? this.tData.active = !1 : this.tData.active = !0, this.tData.visible = !0, this.tData.label = n, this.tData.x = s.position.x, this.tData.y = s.position.y, this.tData.region = t, this.$_liveCoordinatesUpdated && this.$module.zincRenderer.removePostRenderCallbackFunction(\n this.$_liveCoordinatesUpdated\n ), r && (this.$module.setupLiveCoordinates(e), this.$_liveCoordinatesUpdated = this.$module.zincRenderer.addPostRenderCallbackFunction(\n this.liveUpdateTooltipPosition\n ))) : (this.hideRegionTooltip(), i && (this.$module.scene.viewAll(), this.$_regionTooltipCallback && this.$module.zincRenderer.removePostRenderCallbackFunction(\n this.$_regionTooltipCallback\n ), this.$_regionTooltipCallback = this.$module.zincRenderer.addPostRenderCallbackFunction(\n this.displayTooltipOfObjectsCallback(\n n,\n e,\n t,\n i,\n r\n )\n ))), !0;\n }\n return this.hideRegionTooltip(), !1;\n },\n /**\n * Display the tooltip used for displaying search result.\n * When resetView is set to true, it will\n * reset view if the tooltip is not in view.\n * Setting liveUpdates to true will update the tooltip location\n * at every rendering loop.\n */\n showRegionTooltipWithObjects: function(n, e, t, i, r) {\n return n && e && e.length > 0 && this.$module.scene ? this.displayTooltipOfObjects(\n n,\n e,\n t,\n i,\n r\n ) : (this.hideRegionTooltip(), !1);\n },\n /**\n * Display the tooltip. When resetView is set to true, it will\n * reset view if the tooltip is not in view.\n * Setting liveUpdates to true will update the tooltip location\n * at every rendering loop.\n */\n showRegionTooltip: function(n, e, t) {\n if (n && this.$module.scene) {\n const i = this.$module.scene.getRootRegion(), s = Ao(i, [n], \"\", !0);\n let o;\n return s && s.length > 0 && (o = s[0].getRegion().getFullPath()), this.showRegionTooltipWithObjects(\n n,\n s,\n o,\n e,\n t\n );\n }\n return this.hideRegionTooltip(), !1;\n },\n /**\n * Display the tooltip using the list of annotations.\n * When resetView is set to true, it will\n * reset view if the tooltip is not in view.\n * Setting liveUpdates to true will update the tooltip location\n * at every rendering loop.\n */\n showRegionTooltipWithAnnotations: function(n, e, t) {\n if (this.$module.scene) {\n const i = Zv(this.$module.scene, n);\n if (i && i.objects.length > 0)\n if (this.annotationSidebar) {\n const s = {\n featureId: (this.tData.region ? this.tData.region + \"/\" : \"\") + this.tData.label,\n resourceId: this.url,\n resource: this.url\n };\n this.$emit(\"annotation-open\", {\n annotationEntry: s,\n createData: this.createData,\n confirmCreate: this.confirmCreate,\n cancelCreate: this.cancelCreate,\n confirmDelete: this.confirmDelete\n });\n return;\n } else\n return this.showRegionTooltipWithObjects(\n i.label,\n i.objects,\n i.regionPath,\n e,\n t\n );\n }\n return this.hideRegionTooltip(), !1;\n },\n /**\n * Callback on viewing mode change\n * Optional, can be used to update the view mode.\n */\n changeViewingMode: function(n) {\n if (this.$module) {\n if (n && (this.viewingMode = n), this.viewingMode === \"Annotation\") {\n let e = !1;\n this.userInformation && (e = !0), this.userInformation = void 0, this.annotator.authenticate(this.userToken).then((t) => {\n t.name && t.email && t.canUpdate && (this.userInformation = t, e || (Yv(this.annotator, this.userToken, this.url).then((i) => {\n i && i.features && jh(this.$module.scene, i.features);\n }), Yv(this.annotator, this.userToken, encodeURIComponent(this.url)).then((i) => {\n i && i.features && jh(this.$module.scene, i.features);\n })));\n });\n } else this.viewingMode === \"Exploration\" && (this.activeDrawTool = void 0, this.activeDrawMode = void 0, this.createData.shape = \"\");\n this.viewingMode === \"Exploration\" || this.viewingMode === \"Annotation\" && this.createData.shape === \"\" ? this.$module.selectObjectOnPick = !0 : this.$module.selectObjectOnPick = !1, this.cancelCreate();\n }\n },\n /**\n * @public\n * Hide the tooltip\n */\n hideRegionTooltip: function() {\n this.$_liveCoordinatesUpdated && (this.$module.zincRenderer.removePostRenderCallbackFunction(\n this.$_liveCoordinatesUpdated\n ), this.$module.setupLiveCoordinates(void 0)), this.tData.active = !1, this.tData.visible = !1, this.tData.region = void 0;\n },\n /**\n * Set the marker modes for objects with the provided name, mode can\n * be \"on\", \"off\" or \"inherited\".\n * Value can either be number or an object containing number and\n * imgURL.\n */\n setMarkerModeForObjectsWithName: function(n, e, t) {\n if (n && this.$module.scene) {\n let i = e;\n typeof e == \"number\" && (i = { number: e, imgURL: void 0 });\n const r = this.$module.scene.getRootRegion();\n Ao(r, [n], \"\", !0).forEach((a) => a.setMarkerMode(t, i));\n }\n },\n /**\n * @public\n * Set the marker modes for objects specified by the list of annotations\n * @arg `annotations`\n * @arg `mode`\n */\n setMarkerModeWithAnnotations: function(n, e) {\n if (this.$module.scene) {\n const t = Zv(this.$module.scene, n);\n t && t.objects.length > 0 && t.objects.forEach((i) => i.setMarkerMode(e));\n }\n },\n /**\n * This is called when mouse cursor enters supported elements\n * with help tootltips.\n */\n showHelpText: function(n, e = 500) {\n this.inHelp || (clearTimeout(this.helpTextWait[n]), this.helpTextWait[n] = setTimeout(() => {\n this.hoverVisibilities[n].value = !0, this.$emit(\"shown-tooltip\");\n }, e));\n },\n /**\n * This is called when mouse cursor exits supported element..\n */\n hideHelpText: function(n, e = 500) {\n this.inHelp || (clearTimeout(this.helpTextWait[n]), this.helpTextWait[n] = setTimeout(() => {\n this.hoverVisibilities[n].value = !1;\n }, e));\n },\n /**\n * @public\n *\n * Search a object and display the tooltip\n * @arg \"text to search across\"\n * @arg \"toggle the tooltip if this is set\"\n */\n search: function(n, e) {\n if (this.$_searchIndex) {\n if (n === void 0 || n === \"\" || Array.isArray(n) && n.length === 0)\n return this.lastSelected.region = \"\", this.lastSelected.group = \"\", this.lastSelected.isSearch = !0, this.objectSelected([], !0), !1;\n {\n this.lastSelected.region = \"\", this.lastSelected.group = n, this.lastSelected.isSearch = !0;\n const t = this.$_searchIndex.searchAndProcessResult(n), i = t.zincObjects;\n if (i.length > 0) {\n if (this.objectSelected(i, !0), e)\n for (let r = 0; r < i.length; r++)\n i[r] && i[r].groupName && this.showRegionTooltipWithObjects(\n t.label,\n i,\n t.regionPath,\n !0,\n !0\n );\n return !0;\n } else\n this.objectSelected([], !0);\n }\n }\n return !1;\n },\n /**\n * @public\n *\n * Get the list of suggested terms based on the provided term.\n * This can be used for autocomplete.\n * @arg `term`\n */\n fetchSuggestions: function(n) {\n return this.$_searchIndex === void 0 ? [] : this.$_searchIndex.auto_suggest(n);\n },\n /**\n * Called when minimap settings has changed. Pass the\n * parameters to ZincJS and marked it for update.\n */\n updateMinimapScissor: function() {\n Object.keys(this.minimapSettings).forEach((n) => {\n this.$module.scene.minimapScissor[n] = this.minimapSettings[n];\n }), this.$module.scene.minimapScissor.updateRequired = !0;\n },\n updateSettingsfromScene: function() {\n this.currentSpeed = 1, this.$module.setPlayRate(this.defaultRate), this.orginalDuration = this.$module.scene.getMetadataTag(\"OriginalDuration\"), this.animateDuration = this.$module.scene.getMetadataTag(\"Duration\");\n let n = this.$module.scene.getMetadataTag(\"TimeStamps\");\n this.timeStamps = {};\n for (const e in n)\n this.timeStamps[n[e]] = e;\n this.timeMax = this.$module.scene.getDuration();\n },\n restoreSettings: function(n) {\n if (n) {\n if (n.viewport)\n this.$module.scene.getZincCameraControls().setCurrentCameraSettings(n.viewport);\n else if (n.viewURL && n.viewURL !== \"\") {\n const t = new URL(n.viewURL, this.url);\n this.$module.scene.loadViewURL(t);\n } else n.region && n.region !== \"\" && this.viewRegion(n.region);\n n.visibility && this.$nextTick(() => {\n this.$refs.scaffoldTreeControls.setState(n.visibility);\n }), n.background && this.backgroundChangeCallback(n.background), n.viewingMode && this.changeViewingMode(n.viewingMode);\n const e = n.search;\n e && e.group && (e.isSearch ? this.search(e.group, !0) : this.changeActiveByName(e.group, e.region, !0));\n }\n },\n setURLFinishCallback: function(n) {\n return () => {\n this.localAnnotationsList.length = 0, this.updateSettingsfromScene(), this.$module.updateTime(0.01), this.$module.updateTime(0), this.$module.unsetFinishDownloadCallback(), this.addRegionsToSearchIndex(), this.$emit(\"on-ready\"), this.setMarkers(), this._boundingBoxGeo = this.$module.scene.addBoundingBoxPrimitive(\n \"_helper\",\n \"boundingBox\",\n 4251856,\n 0.15\n ), this._slides = this.$module.scene.addSlicesPrimitive(\n \"_helper\",\n [\"x-plane\", \"y-plane\", \"z-plane\"],\n [16733525, 5635925, 5592575],\n 0.5\n );\n const { centre: e, size: t } = this.$module.getCentreAndSize();\n this.boundingDims.centre = e, this.boundingDims.size = t, this.$nextTick(() => this.restoreSettings(n)), this.isReady = !0;\n };\n },\n /**\n * Function used for getting the current states of the scene. This exported states\n * can be imported using the importStates method.\n *\n * @public\n */\n getState: function() {\n let n = {\n format: this.fileFormat,\n url: this._currentURL,\n viewport: void 0,\n visibility: void 0,\n background: this.currentBackground,\n viewingMode: this.viewingMode\n };\n if (this.$refs.scaffoldTreeControls && (n.visibility = this.$refs.scaffoldTreeControls.getState()), this.$module.scene) {\n let e = this.$module.scene.getZincCameraControls();\n n.viewport = e.getCurrentViewport();\n }\n return this.lastSelected && this.lastSelected.group && (n.search = { ...this.lastSelected }), n;\n },\n /**\n * Function used for importing the states of the scene. This exported states\n * can be imported using the read states method.\n *\n * @public\n * @arg `state`\n */\n setState: function(n) {\n n && (n.url && n.url !== this._currentURL ? this.setURLAndState(n.url, {\n fileFormat: n.fileFormat,\n viewport: n.viewport,\n visibility: n.visibility,\n background: n.background,\n viewingMode: this.viewingMode,\n search: n.search\n }) : (n.background || n.search || n.viewport || n.viewingMode || n.visibility) && (this.isReady && this.$module.scene ? this.restoreSettings(n) : this.$module.setFinishDownloadCallback(\n this.setURLFinishCallback({\n background: n.background,\n viewingMode: n.viewingMode,\n viewport: n.viewport,\n visibility: n.visibility,\n search: n.search\n })\n )));\n },\n /**\n * export current scene in GLTF.\n * @arg \"Return in binary form when set to true\"\n *\n * @public\n */\n exportGLTF: function(n) {\n return this.$module.scene.exportGLTF(n);\n },\n /**\n * Return a copy of the local annotations list.\n * This list is used for storing user created annotation\n * when enableLocalAnnotations is set to true.\n *\n * @public\n */\n getLocalAnnotations: function() {\n return [...this.localAnnotationsList];\n },\n /**\n * Import local annotations. The annotations will only\n * be imported when enableLocalAnnotations is set to\n * true;\n *\n * @public\n * @arg {Array} `annotationsList`\n */\n importLocalAnnotations: function(n) {\n if (this.enableLocalAnnotations) {\n n.forEach((t) => {\n const i = t.group, r = t.region;\n let s = r.slice(-1) === \"/\" ? r : r + \"/\";\n const o = s.slice(0, -1);\n t.region = o, s = s + i;\n const a = s;\n t.item.id = a, t.feature.id = a;\n });\n const e = n.map((t) => t.feature);\n jh(this.$module.scene, e), n.forEach((t) => {\n this.localAnnotationsList.push({ ...t });\n });\n }\n },\n /**\n * Function used for reading in new scaffold metadata and a custom\n * viewport. This function will ignore the state prop and\n * read in the new url.\n *\n * @public\n * @arg `newValue`\n * @arg `state`\n */\n setURLAndState: function(n, e) {\n n != this._currentURL && (e != null && e.format && (this.fileFormat = e.format), this._currentURL = n, this.$refs.scaffoldTreeControls && this.$refs.scaffoldTreeControls.clear(), this.loading = !0, this.timeVarying = !1, this.isReady = !1, this.$_searchIndex.removeAll(), this.hideRegionTooltip(), this.$module.setFinishDownloadCallback(\n this.setURLFinishCallback({\n background: e == null ? void 0 : e.background,\n region: this.region,\n search: e == null ? void 0 : e.search,\n viewingMode: e == null ? void 0 : e.viewingMode,\n viewURL: this.viewURL,\n viewport: e == null ? void 0 : e.viewport,\n visibility: e == null ? void 0 : e.visibility\n })\n ), this.fileFormat === \"gltf\" ? this.$module.loadGLTFFromURL(n, \"scene\", !0) : this.$module.loadOrgansFromURL(\n n,\n void 0,\n void 0,\n \"scene\",\n void 0,\n !0\n ), this.$module && this.$module.scene && (this.$module.scene.displayMarkers = this.displayMarkers, this.$module.scene.forcePickableObjectsUpdate = !0, this.$module.scene.displayMinimap = this.displayMinimap, this.updateMinimapScissor()));\n },\n /**\n * Function used for reading in new scaffold metadata. This function will ignore\n * the state prop and read in the new url.\n *\n * @public\n * @arg `newValue`\n */\n setURL: function(n) {\n this.setURLAndState(n, void 0);\n },\n /**\n * Callback when drawer is toggled.\n */\n drawerToggled: function(n) {\n this.drawerOpen = n, this.adjustLayout();\n },\n /**\n * Callback using ResizeObserver.\n */\n adjustLayout: function() {\n if (this.$refs.scaffoldContainer) {\n let n = this.$refs.scaffoldContainer.clientWidth;\n this.minimisedSlider = n < 812, this.minimisedSlider ? this.sliderPosition = this.drawerOpen ? \"right\" : \"left\" : this.sliderPosition = \"\";\n }\n },\n toggleRendering: function(n) {\n this.$module.zincRenderer && (n ? this.$module.zincRenderer.animate() : this.$module.zincRenderer.stopAnimate());\n },\n /**\n * @public\n *\n * Force the renderer to resize\n */\n forceResize: function() {\n this.$module.zincRenderer && this.$module.zincRenderer.onWindowResize();\n },\n syncControlCallback: function() {\n const n = this.$module.NDCCameraControl.getPanZoom();\n this.tData.visible && this.showRegionTooltip(this.tData.label, !0, !0), this.$emit(\"scaffold-navigated\", n);\n },\n /**\n * Rotate mode - \"none\", \"horizontal\", \"vertical\", \"free\" but\n * it will be ignored if flag is set to false.\n */\n toggleSyncControl: function(n, e) {\n this.$module.toggleSyncControl(n, e), this.$module.setSyncControlCallback(this.syncControlCallback);\n },\n /**\n * Set the markers for the scene.\n */\n setMarkers: function() {\n for (const [n, e] of Object.entries(this.markerLabels))\n this.setMarkerModeForObjectsWithName(n, e, \"on\");\n }\n }\n}, kp = (n) => (p1(\"data-v-3a5a2c2d\"), n = n(), m1(), n), jU = {\n ref: \"scaffoldContainer\",\n class: \"scaffold-container\",\n \"element-loading-text\": \"Loading...\",\n \"element-loading-background\": \"rgba(0, 0, 0, 0.3)\"\n}, $U = /* @__PURE__ */ kp(() => /* @__PURE__ */ Be(\"span\", { class: \"message-text\" }, \"Beta\", -1)), ZU = /* @__PURE__ */ kp(() => /* @__PURE__ */ Be(\"span\", { class: \"message-text\" }, \"What's new?\", -1)), XU = { class: \"primitive-controls-box\" }, YU = { class: \"animation-data\" }, JU = { class: \"purple\" }, qU = { class: \"animation-data\" }, KU = { class: \"purple\" }, QU = { class: \"animation-data\" }, e4 = { class: \"bottom-right-control\" }, t4 = /* @__PURE__ */ kp(() => /* @__PURE__ */ Be(\"div\", null, [\n /* @__PURE__ */ yt(\" Fit to \"),\n /* @__PURE__ */ Be(\"br\"),\n /* @__PURE__ */ yt(\" window \")\n], -1)), n4 = { style: { \"margin-bottom\": \"2px\" } }, i4 = {\n key: 0,\n class: \"viewing-mode-title\"\n}, r4 = [\"onClick\"], s4 = [\"onClick\"];\nfunction o4(n, e, t, i, r, s) {\n const o = Xn(\"map-svg-sprite-color\"), a = Hw, c = Xn(\"DrawToolbar\"), l = I0, d = Bt, h = Mu, p = zw, g = Bw, f = Xn(\"map-svg-icon\"), u = ci, y = Hi, v = Oy, m = aa, w = oa, S = Iy, T = sa, M = vd;\n return Ft((pe(), Re(\"div\", jU, [\n ae(o),\n ae(a, {\n createData: n.createData,\n label: n.tData.label,\n region: n.tData.region,\n visible: n.tData.visible,\n x: n.tData.x,\n y: n.tData.y,\n annotationDisplay: s.annotationDisplay,\n onConfirmCreate: e[0] || (e[0] = (x) => s.confirmCreate(x)),\n onCancelCreate: e[1] || (e[1] = (x) => s.cancelCreate()),\n onConfirmDelete: e[2] || (e[2] = (x) => s.confirmDelete()),\n onTooltipHide: e[3] || (e[3] = (x) => s.onTooltipHide())\n }, null, 8, [\"createData\", \"label\", \"region\", \"visible\", \"x\", \"y\", \"annotationDisplay\"]),\n Be(\"div\", {\n id: \"organsDisplayArea\",\n ref: \"display\",\n tabindex: \"-1\",\n style: { height: \"100%\", width: \"100%\" },\n onKeydown: e[4] || (e[4] = vi((...x) => s.backgroundChangeCallback && s.backgroundChangeCallback(...x), [\"66\"]))\n }, null, 544),\n Ft(Be(\"div\", null, [\n n.viewingMode === \"Annotation\" && (n.userInformation || t.enableLocalAnnotations) ? (pe(), He(c, {\n key: 0,\n toolbarOptions: n.toolbarOptions,\n activeDrawTool: n.activeDrawTool,\n activeDrawMode: n.activeDrawMode,\n hoverVisibilities: n.hoverVisibilities,\n onClickToolbar: s.toggleDrawing,\n onShowTooltip: s.showHelpText,\n onHideTooltip: s.hideHelpText,\n ref: \"toolbarPopover\"\n }, null, 8, [\"toolbarOptions\", \"activeDrawTool\", \"activeDrawMode\", \"hoverVisibilities\", \"onClickToolbar\", \"onShowTooltip\", \"onHideTooltip\"])) : Ge(\"\", !0),\n t.displayWarning ? (pe(), He(h, {\n key: 1,\n ref: \"warningPopover\",\n visible: n.hoverVisibilities[7].value,\n content: t.warningMessage,\n placement: \"right\",\n width: \"max-content\",\n teleported: !1,\n \"popper-class\": \"scaffold-popper message-popper right-popper non-selectable\"\n }, {\n reference: fe(() => [\n t.displayWarning ? (pe(), Re(\"div\", {\n key: 0,\n class: \"message-icon warning-icon\",\n onMouseover: e[5] || (e[5] = (x) => s.showHelpText(7)),\n onMouseout: e[6] || (e[6] = (x) => s.hideHelpText(7))\n }, [\n ae(d, null, {\n default: fe(() => [\n ae(l)\n ]),\n _: 1\n }),\n $U\n ], 32)) : Ge(\"\", !0)\n ]),\n _: 1\n }, 8, [\"visible\", \"content\"])) : Ge(\"\", !0),\n t.displayLatestChanges ? (pe(), He(h, {\n key: 2,\n visible: n.hoverVisibilities[8].value,\n content: t.latestChangesMessage,\n placement: \"right\",\n teleported: !1,\n trigger: \"manual\",\n \"popper-class\": \"scaffold-popper message-popper right-popper non-selectable\",\n ref: \"whatsNewPopover\"\n }, {\n reference: fe(() => [\n t.displayLatestChanges && t.latestChangesMessage ? 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